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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
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Posted - 2013.03.28 19:17:00 -
[1] - Quote
I noticed something interesting late last build and I am pretty sure SG mechanics have not changed since that time. Back then I had SG lv at 5 but this time around I have not had a chance to thest this. Anyway, here is my observation:
As you level SG the regular version gets more like breach (tight spread) and breach becomes irrelevant because the spread starts out tight as is and therefore there is no further damage bonus in packing those pellets more tightly. So with SG at level 5 you basically get a regular SG that acts like a fast ROF breach with nearly the same range, so this creates a bias - if not against other weapon types but definitely against Breach Shotgun (it becomes completely superfluous compared to the basic version). |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2013.03.28 19:19:00 -
[2] - Quote
Slight off topic. What happens to SG at advanced and proto levels? We see that weapons like duvole AR get a massive increase in damage over the base version. When you read th same statistic for shotguns they get a minimal increase in damage. What do they gain then as you move to advanced and proto? Pellet count per shot? |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
133
|
Posted - 2013.03.28 19:29:00 -
[3] - Quote
I think part of the problem comes from the fact that SG was conceptualized as a scout weapon where fast scouts can close in fast and use SG at short range. Of course early on there were massive hit detection issues and I think they were somehow tied into how fast suits could move. So scout suit speed was nerfed. After that because scout suits were not able to perform at all in their capacity to close in on the enemy fast, I think CCP tweaked shotgun a bit to give it a better range. This fixed the problem with Shotgun scouts but gave Assault suits an unfair advantage if they used SG. I think the problem now is that Assault suit with SG is OP, not that SG in general is OP. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
133
|
Posted - 2013.03.29 01:32:00 -
[4] - Quote
I think that SG is perceived as OP more so than it actually is because when it kills it does so fast. As main SG scout i can tell you that it takes a lot of luck and effort to ambush red dots. There are countless times when I jump around a corner to ambush someone and instead I find that there is half a squad there that my radar never picked up.
So when I do ambush someone successfully it must feel OP to them - I drop out of no where and two shot them. What they don't know is how many times I failed because CQC is always a risky stunt and typically you as an attacker have poor situational awareness- especially you are never sure how many red dots may be around the corner when you hope to jump just one of them. And mind you as a scout you almost never get another chance - once you exposed urself, you don't have enough hp to enable you to retreat and recover before you try another time.
When SG shoot you from a long distance - yeah they can take 1/3 of your shields but they will never kill you from 15m away even if they land a few shots and returned fire from distance with any other weapon is sure death to the guy with the SG.
Honestly, I think the distance and the spread and the power are all well balanced. Look at KDR of anyone who runs with a SG - it's not that great. When you look at Calamity and Oakley - they run proto assault suits. Their KDR is not great b/c of SG it is b/c of proto suit that can stop a lot of damage. That and proto squad based pub stomping that would make anyone look good. |
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