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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Paran Tadec
Imperfects Negative-Feedback
909
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Posted - 2013.03.02 16:06:00 -
[1] - Quote
thoughts? |
Sextus Hardcock
Pink Fluffy Bounty Hunterz RISE of LEGION
86
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Posted - 2013.03.02 16:08:00 -
[2] - Quote
nope, although with light weapon range proficiency and a breach they do reach out suprisingly far.
Other than that, they rule the short range band, like they should. |
DaddyKillsEmAll
United Pwnage Service RISE of LEGION
7
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Posted - 2013.03.02 16:09:00 -
[3] - Quote
No. |
Paran Tadec
Imperfects Negative-Feedback
909
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Posted - 2013.03.02 16:13:00 -
[4] - Quote
Sextus Hardcock wrote:nope, although with light weapon range proficiency and a breach they do reach out suprisingly far.
Other than that, they rule the short range band, like they should.
Feel like they need a range nerf. Lately my heavy cant do **** to a scout rushing from the front spamming the shotgun. |
KryptixX
Imperfects Negative-Feedback
331
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Posted - 2013.03.02 16:18:00 -
[5] - Quote
Paran Tadec wrote:Sextus Hardcock wrote:nope, although with light weapon range proficiency and a breach they do reach out suprisingly far.
Other than that, they rule the short range band, like they should. Feel like they need a range nerf. Lately my heavy cant do **** to a scout rushing from the front spamming the shotgun. idk about a range nerf. maybe more bullet spread, shotgun shots are too tight at short-mefium range. |
Gunner Nightingale
Internal Error. Negative-Feedback
273
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Posted - 2013.03.02 16:23:00 -
[6] - Quote
Damage wise they are fine, they arent shotguns without the damge.
That said SS gives them way too much range for a shotgun. They should change the base rage so that the Shotguns are properly ranged after max SS.
Reducing damage or anything else will destroy what makes them shotgun.
Also i think CCP needs to consider how operation and proficiency affects each weapon
Not everything should have a damage increase for proficiency. Some weapons can benefit from a ROF increase.
I think opeartion on shotguns reduces spread making them more and more like breach shotties at higer operation levels which is what unbalances them.
Weapons have a weakness for a reason when you allow for a skillbook to overcome them they create an imbalance at the fundamental level of core FPS gameplay.
Operations and proficiency should help augment a weakness but within reason or they should augment a specialty making it even better in the function of the weapon
MD are such a weapon they get a splash damage radius bump
AR get a recoil reduction
SMG should get a ROF increase
Shotties should get a damage bump, tightening spread from operations and then augmenting that with SS makes them too much like a hand cannon that has range compared to a crowd control weapon.
I wont say OP cause a Masshole i feel im the hard counter to all these things, (HMG, Shotty etc) while i need ARs to slay snipers and LR for me. But balance wise yes Shotty can be skilled up in a manner that makes them far too effective a weapon beyond the scope of what their purpose should be but thats through skill progression of character and not the base weapon itself.
This is something i have said for a while now, the RPG elements of the game can and will throw off the weapon balance of the core FPS play because nerf/buff are being conducted around the base weapon and not how the weapons are working at supered levels.
CCP really needs to start doing weekend events where we can login with supered characters and 100M ISK go at it hard and report back our findings with regard to balance, otherwise we will be having this conversation again once player hit the 8M sp mark, 12M, 20M SP and with every new weapon addition. |
Sextus Hardcock
Pink Fluffy Bounty Hunterz RISE of LEGION
86
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Posted - 2013.03.02 16:29:00 -
[7] - Quote
KryptixX wrote:Paran Tadec wrote:Sextus Hardcock wrote:nope, although with light weapon range proficiency and a breach they do reach out suprisingly far.
Other than that, they rule the short range band, like they should. Feel like they need a range nerf. Lately my heavy cant do **** to a scout rushing from the front spamming the shotgun. idk about a range nerf. maybe more bullet spread, shotgun shots are too tight at short-mefium range.
It should get interesting once we see shot gunners with maxed out proficiencies. Specificially with the breach its going to act more like a solid slug than pellets. And its going to have huge stopping power. |
Morathi III
Rebelles A Quebec
64
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Posted - 2013.03.02 16:29:00 -
[8] - Quote
Im specialize shotgun scout, like heavy the key for shotgun is SS, thats why pp complain good shotgunner lvl up is SS quicqly personnaly im prof 3 near 4 , when the AR soldier get there i think thats balanced personnaly |
Knight SoIaire
Better Hide R Die
48
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Posted - 2013.03.02 16:50:00 -
[9] - Quote
Well, depends, Militia and Basic shotguns shouldn't do as much damage as they do and need a slight nerf, CRG-3 and anything above are perfect. |
Sloth9230
Reaper Galactic
298
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Posted - 2013.03.02 17:01:00 -
[10] - Quote
Here we go again...
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Monty Mole Clone
The c64s
9
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Posted - 2013.03.02 17:10:00 -
[11] - Quote
i only use the militia one and it can take upward of 5 good close range shots to kill a good heavy even if i get the drop on them. so i would say no its not |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
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Posted - 2013.03.02 17:30:00 -
[12] - Quote
I wonder if they will have variants that shoot slugs instead of buckshot. That would be kind of interesting.High damage that requires pinpoint accuracy. |
2-Ton Twenty-One
Imperfects Negative-Feedback
239
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Posted - 2013.03.02 17:53:00 -
[13] - Quote
They should be less effective at longer ranges then the smg, rather then nurfing their maximum range just have it so they become less effective at range IE more spread and suffer damage dropoff. |
Rhapsodyy Darkforce
SyNergy Gaming
1
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Posted - 2013.03.02 17:57:00 -
[14] - Quote
Knight SoIaire wrote:Well, depends, Militia and Basic shotguns shouldn't do as much damage as they do and need a slight nerf, CRG-3 and anything above are perfect.
+1 |
Takahiro Kashuken
Intara Direct Action Caldari State
119
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Posted - 2013.03.02 18:10:00 -
[15] - Quote
DaddyKillsEmAll wrote:No.
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Monty Mole Clone
The c64s
9
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Posted - 2013.03.02 18:13:00 -
[16] - Quote
Rhapsodyy Darkforce wrote:Knight SoIaire wrote:Well, depends, Militia and Basic shotguns shouldn't do as much damage as they do and need a slight nerf, CRG-3 and anything above are perfect. +1
the militia shotgun against anything other than militia/standard is garbage |
Bojo The Mighty
Bojo's School of the Trades
465
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Posted - 2013.03.02 18:32:00 -
[17] - Quote
Hold up, the only shotgun with good range (like a real life shotgun) is the breach and the standard breach variant has two shots in the clip. |
Coleman Gray
Coalition Of Goverments
59
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Posted - 2013.03.02 18:32:00 -
[18] - Quote
Not so much OP more easily abused |
Morathi III
Rebelles A Quebec
64
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Posted - 2013.03.02 18:37:00 -
[19] - Quote
Personnaly shotgun is OP with assault suit not with scout |
Sloth9230
Reaper Galactic
298
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Posted - 2013.03.02 18:39:00 -
[20] - Quote
We should rally fix damage mods before we go around calling anything OP. |
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Morathi III
Rebelles A Quebec
64
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Posted - 2013.03.02 18:40:00 -
[21] - Quote
Sloth9230 wrote:We should rally fix damage mods before we go around calling anything OP. Agree |
Winscar Shinobi
Better Hide R Die
58
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Posted - 2013.03.02 18:41:00 -
[22] - Quote
With the crap hit detection in the game the shotgun needs a buff IMO it's either a OHK or it does next to no damage.
I've shot someone point blank and done 1/3 to their shield, and the 2nd shot kill them. Logic -----> window |
Aeon Amadi
Maverick Conflict Solutions
1038
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Posted - 2013.03.02 18:42:00 -
[23] - Quote
Paran Tadec wrote:Sextus Hardcock wrote:nope, although with light weapon range proficiency and a breach they do reach out suprisingly far.
Other than that, they rule the short range band, like they should. Feel like they need a range nerf. Lately my heavy cant do **** to a scout rushing from the front spamming the shotgun.
Dude... They're not supposed to....
Go watch some of the early videos of Dust 514 including CCP Pokethulu (David Reid) and he literally says - but of course I'm paraphrasing - that the Gallente Scout suit is a counter to the Heavy.
He says something along the lines of: "The scout is a fast, evasive drop-suit that's supposed to dip in beneath the heavy's slow turn speed. If a Scout can get in close to a Heavy, he's in trouble"
The bastardization of the Scout as a "sniper class" is what caused this stupid influx of it being nothing else but a sniper class. You're pretty much saying, "Oh - the scout is OP because it's doing it's job"
Seriously, I'm tired of seeing these threads all of the time. By the end of it all, this game is going to be Assault Rifles and Mass Drivers.
Go pre-order Destiny or some **** if it bothers you so much. |
Aeon Amadi
Maverick Conflict Solutions
1038
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Posted - 2013.03.02 18:43:00 -
[24] - Quote
Winscar Shinobi wrote:With the crap hit detection in the game the shotgun needs a buff IMO it's either a OHK or it does next to no damage.
I've shot someone point blank and done 1/3 to their shield, and the 2nd shot kill them. Logic -----> window
It really is a problem. I didn't even bother skilling into it because it's like a mutating weapon and I'd have to account for the reduced spread O_o; |
Morathi III
Rebelles A Quebec
64
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Posted - 2013.03.02 18:45:00 -
[25] - Quote
Aeon Amadi wrote:Paran Tadec wrote:Sextus Hardcock wrote:nope, although with light weapon range proficiency and a breach they do reach out suprisingly far.
Other than that, they rule the short range band, like they should. Feel like they need a range nerf. Lately my heavy cant do **** to a scout rushing from the front spamming the shotgun. Dude... They're not supposed to.... Go watch some of the early videos of Dust 514 including CCP Pokethulu (David Reid) and he literally says - but of course I'm paraphrasing - that the Gallente Scout suit is a counter to the Heavy. He says something along the lines of: "The scout is a fast, evasive drop-suit that's supposed to dip in beneath the heavy's slow turn speed. If a Scout can get in close to a Heavy, he's in trouble" The bastardization of the Scout as a "sniper class" is what caused this stupid influx of it being nothing else but a sniper class. You're pretty much saying, "Oh - the scout is OP because it's doing it's job" Seriously, I'm tired of seeing these threads all of the time. By the end of it all, this game is going to be Assault Rifles and Mass Drivers. Go pre-order Destiny or some **** if it bothers you so much. Agree with you and we have lesser KDR then assault, if we are good with scout they said OP, logik? No |
Winscar Shinobi
Better Hide R Die
59
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Posted - 2013.03.02 18:49:00 -
[26] - Quote
Scouts were a problem a few builds ago when the lag/hit detection was REALLY bad and you would get hit markers on them and they would be takin no damage.
Now that it has been mostly fixed they are easy to kill, you just have to account for their speed when you aim |
RECON BY FIRE
BetaMax.
60
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Posted - 2013.03.02 18:51:00 -
[27] - Quote
Ive had militia shotguns one-shot through ~400 HP non-headshot, and it wasnt even too long after reset so skills likely werent that great. How long I dont remember, but it was shortly after I was able to achieve 400 HP. So however long it takes to get assault type II and enhanced extenders (first things I went for).
So onto the subject of how to make them more balanced since I dont feel a militia shotgun should one-shot a HP modified suit, is at the very least the lower tiers need some sort of damage or pellet reduction. A militia shotgun, I feel, should be able to one-shot any assault suit that has no HP modification. A type-II assault with 2 enhanced extenders should not be able to be one-shotted, however, it should still have only ~25-50 or so HP left after one hit. Whatever level of damage that is I feel the lower tiers should be at. Which maybe a pellet reduction would be better and the higher in tiers you go the more pellets you get and damage either stays the same or slightly increases similar to ARs. |
Chunky Munkey
Amarr Templars Amarr Empire
285
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Posted - 2013.03.02 18:59:00 -
[28] - Quote
You'll notice that any weapon that kills you in an annoying fashion ends up being considered OP: AR killed by LR = OP HMG killed by Shotty = OP Tank killed by militia AV = OP |
Sloth9230
Reaper Galactic
298
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Posted - 2013.03.02 19:03:00 -
[29] - Quote
RECON BY FIRE wrote:Ive had militia shotguns one-shot through ~400 HP non-headshot, and it wasnt even too long after reset so skills likely werent that great. How long I dont remember, but it was shortly after I was able to achieve 400 HP. So however long it takes to get assault type II and enhanced extenders (first things I went for).
So onto the subject of how to make them more balanced since I dont feel a militia shotgun should one-shot a HP modified suit, is at the very least the lower tiers need some sort of damage or pellet reduction. A militia shotgun, I feel, should be able to one-shot any assault suit that has no HP modification. A type-II assault with 2 enhanced extenders should not be able to be one-shotted, however, it should still have only ~25-50 or so HP left after one hit. Whatever level of damage that is I feel the lower tiers should be at. Which maybe a pellet reduction would be better and the higher in tiers you go the more pellets you get and damage either stays the same or slightly increases similar to ARs. Pretty sure Militia stronger than specialist( I'll have to check ), I 1-shot plenty of people using specialist, so no, nerfing their damage won't do much. Simply don't let them get that close. |
Rifter7
Pro Hic Immortalis RISE of LEGION
30
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Posted - 2013.03.02 19:23:00 -
[30] - Quote
Gunner Nightingale wrote:CCP really needs to start doing weekend events where we can login with supered characters and 100M ISK go at it hard and report back our findings with regard to balance, otherwise we will be having this conversation again once player hit the 8M sp mark, 12M, 20M SP and with every new weapon addition.
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