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Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2013.02.28 12:29:00 -
[1] - Quote
Taking into account the 94% effective towards shields, the fact that the majority of the players focus on increasing shields, and the SMG having largest hipfire spread, at the moment this weapon has the second lowest overall performance in combat (Nova knife 1st). Take a look at this:
STD Submachine Gun: 21 damage ADV Submachine Gun: 22 damage PRO Submachine Gun: 23.1 damage
Damage difference between the weapons is lower than 5%, it needs to be 8% or higher to compensate for the hipfire spread, and be better accommodated in the many encounters with Shield focused dropsuits. For now, my reason to keep using SMG is because it has lower CPU/PG requirements than the Assault Rifle and the special AUR damage mod is still available for SMG.
Why is it still ok to increase damage by 8% or more? OHK shotguns, ARs have VERY high effective range, Thale's sniper and the HMG doesn't overheat. |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2013.02.28 15:35:00 -
[2] - Quote
Oh sure, no talks about this whatsoever because everyone is too busy using AR and HMG. |
HUGO SHTIGLETZ
RestlessSpirits
20
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Posted - 2013.02.28 15:38:00 -
[3] - Quote
yeah... and dont even bring up the breach because it sucks even more... damage for rpm tradeoff isnt worth it. |
Vermaak Doe
SVER True Blood Unclaimed.
405
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Posted - 2013.02.28 15:40:00 -
[4] - Quote
I'll happily inform you this has been flagged for self bumping
Joking asude it's hipfire accuracy needs to be raised |
Kelshaw Xu
ZionTCD Legacy Rising
68
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Posted - 2013.02.28 15:47:00 -
[5] - Quote
I keep the SMG as a sidearm for the moments my AR is out of ammo, and CQ moments. SMG vs ADV scout built with Shield Rechargers and Regulator = SMG is not going to punch his shield. Of course if the scout is running shields like that he has a shotgun.
Sometimes I wonder if I just plainly missed the target. |
Pombe Geek
Red Star.
44
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Posted - 2013.02.28 17:00:00 -
[6] - Quote
Alldin Kan wrote:Taking into account the 94% effective towards shields, the fact that the majority of the players focus on increasing shields, and the SMG having largest hipfire spread, at the moment this weapon has the second lowest overall performance in combat (Nova knife 1st). Take a look at this:
STD Submachine Gun: 21 damage ADV Submachine Gun: 22 damage PRO Submachine Gun: 23.1 damage
Damage difference between the weapons is a little lower than 5%, it needs to be 8% or higher to compensate for the hipfire spread, and be better accommodated in the many encounters with Shield focused dropsuits. For now, my reason to keep using SMG is because it has lower CPU/PG requirements than the Assault Rifle and the special AUR damage mod is still available for SMG.
Why is it still ok to increase damage by 8% or more? OHK shotguns, ARs have VERY high effective range, Thale's sniper and the HMG doesn't overheat.
The ROF increase across the different tiers makes up for the paltry increase in damage. Not at home so I don't have access to specific numbers, but if I remember correctly the DPS increase is actually larger than 5% - If someone wants to put up the actual numbers that'd be great.
Edit: Accuracy also increases as you move up tiers. |
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