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Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.29 23:06:00 -
[1] - Quote
isnt it a bit low? sure it is a sidearm but the scrambler pistols range is boss compared to it. I even experienced that some shotguns outdamage SMGs at medium range.
it does not have the stopping power of a scrambler pistol and also not the damage and range of AR, dont you think that the range could use a small buff, considering that the logi is supposed to use it as starting weapon? |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.30 09:08:00 -
[2] - Quote
RedZer0 MK1 wrote:They are machine pistols, not really smgs. Otherwise, they would be main weapons, and not sidearms. the weapon is too large to actually be a "proper" machine pistol, the definition of a real machine pistol is that it is built out of a small semi automatic pistol. anyway, modern small calibers are very well known to be able to reach the effective stopping power and range of rifle calibers, but for some reason the future evolved backwards I know that real life comparision have no place in a game but I just wanted to point this out.
Thranx1231 wrote:Jack McReady wrote:isnt it a bit low? It is a close quarters weapon. I thought I would point that out. And shooting from the hip is not ... optimal. Also, got Nerfed. Prey we don't Nerf it again*. Logi Bros can use any Light Weapon or Sidearm in that slot. The close quarters choice is to keep them alive while they get rushed trying to do their Logi Bro thing. But use whatever floats your boat. ARs, Shotty, Scrambler, SMG or just dope slapping them Reds. *through breath mask. starting with logi background gives you SMG skills, it obviously was the intention that logistic use it as a weapon to save PG and CPU for demanding modules. why give them those skills then, just give them higher weaponry skill cause SMG puts you at a disadvantage and let them select the weapon by themself. a scout suit can overcome the disadvantage of an SMG by being fast, but a logi suits cannot. if we take a look at the SMG stats we can see that it has all the disadvantages of a SMG but no real advantage beside a minor saving in PG and CPU.
also close quarter weapon argument does not hold. shotgun is a close range weapon but it outdamages the SMG outside close range. pistol is also a close quarter personal defense weapon, yet the breach scrambler pistol can be used as a battle rifle. a headshot from this little thing can oneshot the majority of suits. the breach SMG on the other hand is far behind, recoil makes shooting outside close range annoying and the breach SMG loses over 100 dps over the regular SMG. |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.30 12:39:00 -
[3] - Quote
Django Quik wrote:Jack McReady wrote:also close quarter weapon argument does not hold. shotgun is a close range weapon but it outdamages the SMG outside close range. pistol is also a close quarter personal defense weapon, yet the breach scrambler pistol can be used as a battle rifle. a headshot from this little thing can oneshot the majority of suits. the breach SMG on the other hand is far behind, recoil makes shooting outside close range annoying and the breach SMG loses over 100 dps over the regular SMG. The SMG is an awesome close quarters SIDEARM - the shotgun is a primary weapon, so is not comparable. The pistol is a single shot close to mid range sidearm with small clips and low total ammo - the SMG has huge clips and will easily take down a heavy if the heavy has to turn to shoot you. The pistol is really difficult to hit with especially if your enemy is dodging around well. With the SMG you can just spray in the area and you'll take him down pretty quick. I run an assault 1 suit with pistol primary and SMG secondary and I love it. With the extra CPU and PG I can put 2 shield extenders as well as an armor plate and armor repair module with grenades and nanohives. My advice is get yourself up the first couple of levels of sidearm sharpshooter - it really does wonders. first, shotgun is very well comparable, it does not really matter that it isnt a sidearm, what matters is the role, fittings and that everyone can use it. shotgun is already superior at close range which is fine but it should not outdamage the SMG at the SMGs highest effective range.
second, the ammo count of the pistol is not that low and can be increased with skills, additionally it can one shot people, it does not need huge amounts of ammo.
third, spray and prey with SMG? this shows how little you actually know about the weapon. SMG hip fire range is almost melee otherwise good luck bringing down the target in reasonable amount of time.
fourth, I have sidearm sharpshooter skill.
sorry but your post indicates that you have aiming issues and how little you know about the capabilities of some of the shotguns and pistols. Spray and prey being better because you are not able to hit well is not an argument. |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.31 09:20:00 -
[4] - Quote
Garrett Blacknova wrote:Anything from maimum Shotgun range down to point-blank, SMGs will outperform ARs. At the high end of Shotgun range, they beat Shotguns (if you use aimed fire).
I've tested this with Toxin vs. Advanced Shotguns and ARs, Weaponry 4 and SMG Ops at 2 on my character. Don't know exact skill stats on the opponents, but they can't possibly have as low Operations for their weapons as I do. SMG outperform AR YOU HEARD IT HERE FIRST!
seriously the content of your post is imaginary at its finest
SMGs can never outperform the AR at any range because the AR deals more damage/DPS.
SMGs vs. shotgun, depends on the shotgun, some of them are pretty accurate with good range, so they will still outdamage the SMG. |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.31 10:44:00 -
[5] - Quote
Django Quik wrote:Jack McReady wrote:Garrett Blacknova wrote:Anything from maimum Shotgun range down to point-blank, SMGs will outperform ARs. At the high end of Shotgun range, they beat Shotguns (if you use aimed fire).
I've tested this with Toxin vs. Advanced Shotguns and ARs, Weaponry 4 and SMG Ops at 2 on my character. Don't know exact skill stats on the opponents, but they can't possibly have as low Operations for their weapons as I do. SMG outperform AR YOU HEARD IT HERE FIRST! seriously the content of your post is imaginary at its finest SMGs can never outperform the AR at any range because the AR deals more damage/DPS. SMGs vs. shotgun, depends on the shotgun, some of them are pretty accurate with good range, so they will still outdamage the SMG. I don't know where you get your stats from McReady because their ridiculous SMG rate of fire means that if you're within the 100% effective range, they do outperform the AR, especially the assault SMG. Plus your AR clip will run out far before your SMG. Not so sure about them beating shotguns though. Would have to be right at the top of the effective range. and your point is? if it would have infinite amount of RPM and deal 0 damage, the damage would be still zero
unlike you, I dont get thet stats from the imaginary ether, I check them ingame. and the AR deals more DPS than the SMG, deal with it. oh and btw, the total damage per reload is higher on the AR as well. |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.31 13:47:00 -
[6] - Quote
*double post* |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.31 13:52:00 -
[7] - Quote
first of all, I have sharpshooter kill, stop saying that I should get it. everyone can get sharpshooter skill so that evens out, there is zero logic behind "get sharpshooter skill".
and the point was not AR vs. SMG damage.
the point was SMG vs. Scrambler RANGE (and Shotgun to some degree) and the effectiveness as sidearm and main weapon for logistic. you are all offtopic BTW. the comment about SMG doing less damage than AR was just incidentally because someone with no clue claimed this.
Django Quik wrote: As for your statement about the SMG, yes it does less damage per round but the rate of fire outweighs this quite signifcantly. Without being able to get on right now I couldn't quote the exact figures but it does outpower the AR within the 100% SMG effective range.
the rate of fire does not outweigh anything when the damage per shot is not enough. the only thing that high rate of fire "helps" with is stacking the weapon kick up much faster thus your weapon is less accurate. and damage means nothing when you are out of range anyway.
Baal Omniscient wrote:Ignorant newberry is ignorant. Hit up google's calculator and multiply the rpm by the damage per bullet for each weapon. That'll give you the damage per minute. The SMG DOES top the AR on DPM, especially equal lvl SMG vs equal lvl AR. I'd do the math for you right now, but I can't recall the exact damage per bullet on an SMG atm... =( BUT, the DPM on a basic AR (not counting reloads) is 31x750 which equals 23250 DPM minus reload times (which are a lot longer than SMG reloads btw ). Anyone care to run the SMG damage per bullet numbers? Or get me the number so I can run it? I think the RPM is 1000. yeah I am the newberry when you claim something when you dont even know the ingame stats, the irony.
the basic smg does 21 damage per hit, now try again welp.
Baal Omniscient wrote: As for bullets stopping after a distance, that's because they ARE NOT BULLETS.
and you are again wrong, the SMG is a minmatar low-tech weapon and still uses "bullets", albeit with different materials
Garrett Blacknova wrote:The AR loses more damage against an erratic target than the SMG does because of this. this logic is dump, please more of that dump logic because these are "good" arguments trololo. you said yourself AR does more damage (even when you take the basic AR stats, the numbers in are favor for the AR) but for some reason you are assuming you miss more often with AR than SMG without any conclusive reason. and the best is how you claim that lower accuracy is an advantage, lack of aiming skills is not an argument. you also cannot control how the weapon spreads, if you cant keep your aim on the target, maybe learn to aim instead of infesting forum with imaginary claims? your post is also a good indication that you also have no clue how ROF affects the recoil. weapon kick stat of the weapon determines how much your accuracy is impaired for EACH shot and it stacks with itself up to a cap. higher ROF results in faster stacking of weapon kick. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2013.01.31 14:46:00 -
[8] - Quote
Garrett Blacknova wrote: You might want to go back and re-read my post. Particularly the part where I already explained very clearly the exact reasons behind WHY there's a benefit to lower accuracy in CQC.
And kick is a part of the CQC advantage for the SMG, because it helps to further reduce accuracy, thus ensure a better chance of hitting a target that isn't moving predictably.
.
you the get award for the most stupid posts of the day. your logic is dump and you dont get it. if you miss 30% of times then you miss 30% of times with both type of weapons and the damage lost is the same no matter which weapon you hold and it only helps chance to hit for you because you obviously cannot aim. lack of aim is no argument and you cannot control the spread, not to mention that movement in this game is not as fast as it once was and it is really easy to hold the target under the crosshair. I might aswell claim, not firing does more damage because I dont miss same stupid monkey troll logic like yours.
also I dont know what you are doing, but when I have a 1vs1 close range duel, either my target or me is dead after 1 second after pointing my crosshair over his head.
in short: your point is null and void and you cant aim. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2013.01.31 15:18:00 -
[9] - Quote
Knarf Black wrote:Chill, folks. Blacknova is referring to the fact that the un-upgraded SMG is essentially a slow motion shotgun. Unleashing a clip will have a similar spread to a shotgun blast, only with the bullets going out one at a time instead of all at once. If you've got a guy bunnyhopping all over the place in CQC, you can pretty much just hipfire in the general direction of his torso and the majority of your bullets will connect somewhere on his body for damage. I do this to people all the time, usually killing them with my last few bullets while they're trying to reload.
The problem with this strategy is that it assumes that your opponent is not using a mouse, in which case he's going to be able to draw a bead on you even while jumping like a crazy idiot. Also, it becomes less and less viable as you skill up the SMG, as that reduces the kick and increases the accuracy.
To really get kills with the SMG, you need to upgrade the hell out of it, along with sidearm sharpshooter. You still have to get into medium to close range, and you'll never compete with the sheer damage of an AR, but the bigger clip and faster reloading time means you will almost always win in a reloading fight.
I'd also recommend avoiding HMG heavies altogether. Even if you get the drop on them, they'll probably have just enough time to smear you into paste before their armor gives out. (If I had a quarter for every heavy that's killed me with only a tiny sliver of his health left, dinner would be free tonight.) I know what Blacknova is trying referring to and it is stupid. you are rely on not being able to hit, what kind of strategy is that? it is not really hard to aim up close even with the PS3 controller. you cant control the spread and the spread on the SMG is actually huge. hip fire on smg does not work well unless you are almost melee range. using the SMG as a pathetic version of a shotgun is simply bad gameplay because you are not abusing the fact that pointing this toy on someones head spells death. you are already behind in damage of the AR, why spray even more and waste more damage?
the amount of time you can fire till your clip is empty is the same on both AR and SMG (~4,5s). the reload time advantage is small imho thus rarely matters (e.g. in bigger cluster fights). if your target does not drop after 2 seconds then something went really wrong.
Garrett Blacknova wrote: 1. When you line your crosshairs up on a target and pull the trigger, your shot goes approximately where you aim. The first shot's accuracy is based on the accuracy stat of the weapon. Subsequent shots are affected by kick and the weapons rate of fire.
again wrong. your first shot has always maximum default accuracy depending on your "pose" like standing, walking, crouching & ADS, these are basically a modifier to your accuracy. each shot adds the weapon kick to the accuracy thus reducing it and it adds up to a maximum cap. weapon kick recovers slowly. in short, faster firing means faster stacking of weapon kick. this was the reason why the old breach AR was so popular, due to the low ROF the weapon kick recovered before the next shot so it was always accurate at all ranges. it was superior to everything else cause you could reliable aim at heads in CLOSE RANGE fights while hip firing. so I guess everyone else was wrong, they should have better used the SMG and to spray and prey because it is better according to you
Garrett Blacknova wrote: 3. You aren't psychic, and therefore don't know exactly when your opponent is going to move, or which direction they're going to move in.
you arent psychic, so you cant actually control the spread
Garrett Blacknova wrote: 4. When your crosshairs AREN'T directly over the target, you're relying on the spread of your shots to give you a chance to hit the target.
5. Weapons with a higher rate of fire give you more chances for a shot to hit in the scenario described in point 4.
6. Weapons with a wider spread give you a wider arc in which you still have a chance to hit the target.
7. When a skilled CQC player is moving UNPREDICTABLY, you're not going to be keeping your crosshairs on them even for the 0.1s (or less) it would take to land a bullet on target.
8. Point 7 means that, in extreme close range, you rely almost entirely on your weapon's spread in order to land hits.
9. As a result of the above list, you SHOULD be able to see that SMGs with a wider spread have an advantage in a scenario where you're relying on spread.
and again, SMG spread is huge, hitting with hip fire reliable means you have to be almost melee range.
and no I dont have my crosshair 100% over the targets head but obviously I have alot better aiming then you. btw you can easily achieve 30% accuracy against such "dodging" targets with basic fps techniques. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2013.01.31 15:59:00 -
[10] - Quote
Garrett Blacknova wrote:Mid-range SMG fire kills Shotgunners with minimal (if any) damage in return. Which leads me to.... this is again wrong. shotguns can still kill you in a single "clip" at mid range, additionally some of the shotguns have more range and accuracy. also define mid range.
funny how you discredited yourself that often and still keep posting. very amusing. I guess ignorance is a blessing.
Garrett Blacknova wrote: Unless you're using a Shotgun or coming with friends, you generally don't want to engage HMGs within their effective range. Doesn't matter which non-Shotgun weapon you're using
if you aiming would not suck then you could point the SMG at the heavies head when you get the drop on him and kill him in a second. but as you point out yourself you have issues with aiming |
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Jack McReady
A.C.M.E Corp
71
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Posted - 2013.01.31 16:30:00 -
[11] - Quote
Garrett Blacknova wrote:I know I said I wouldn't bother replying, but you've actually moved on from your idiocy before. Good job! Mid-rnge is where most Shotguns stop dealing enough damage to be worth firing. And a Shotgun takes a LOT longer to deal damage than SMGs do at that kind of range, even if it's one with enough range to be capable of hitting a target. you should again check the different types of shotguns available and their differences in range, because you obviously have no clue AGAIN.
Garrett Blacknova wrote: ...except that it takes less than half the time for him to kill you with bodyshots.
you dont even know what you were discussing by yourself minutes ago. the point was about getting the drop on them, not running into a firing HMG. so much about your credibility.
Garrett Blacknova wrote:TRYING to aim in that situation makes you miss MORE against someone who knows how to fight at that range. nice that you pointed out how you cant aim so you spray against people that can
Garrett Blacknova wrote: I feel like I should be saying that to you. Not so much for the above part of this post, but almost everything else you've said since you first replied to me. Including what comes next...
and again you discredited yourself several times in a row in a single post. you don't even know what kind of shotguns exists and their capabilities and try to argue about it |
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