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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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.03.02 18:32:00 -
[18] - Quote
Not so much OP more easily abused |
Morathi III
Rebelles A Quebec
64
|
Posted - 2013.03.02 18:37:00 -
[19] - Quote
Personnaly shotgun is OP with assault suit not with scout |
Sloth9230
Reaper Galactic
298
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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RECON BY FIRE
BetaMax.
60
|
Posted - 2013.03.02 19:32:00 -
[31] - Quote
Sloth9230 wrote: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 is 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. I also like how you assume that even though you were able to get 400 HP, other people couldn't invest in damage. You can get weaponry level 4 at minimum with starter SP. Edit: Nevermind, specialist is 36 per pellet, as is militia and basic.
I like how you assume that I dont assume people have weaponry 5. I stand by my statements with weaponry 5 in place. Thats also why I say it should leave you with ~25-50 HP in a type-II. That way if they actually fit damage mods they can still one shot it, as it should be. The actual assumption I was making is that they didnt have the SP for fitting requirements, and range, and operations, and speed mods, and etc. |
Sloth9230
Reaper Galactic
299
|
Posted - 2013.03.02 19:44:00 -
[32] - Quote
RECON BY FIRE wrote:
I like how you assume that I dont assume people have weaponry 5. I stand by my statements with weaponry 5 in place. Thats also why I say it should leave you with ~25-50 HP in a type-II. That way if they actually fit damage mods they can still one shot it, as it should be. The actual assumption I was making is that they didnt have the SP for fitting requirements, and range, and operations, and speed mods, and etc.
Fitting Requirements? How do you know what suit they were wearing?, it's not cheap but a type 1 suit is easily doable in a week. It's also easy to put an enhanced mod or two if you get rid of unnecessary things like side arms. Range? What range did they kill you at exactly? Operations? For a militia shotgun... you're kidding right? Speed mods: Now those are hard to fit, was he going noticeably faster than you?
Sounds to me like you went up against a super shotgunner who just so happened to be using a militia shotgun... probably cause they're cheaper. |
Lightning xVx
G I A N T
31
|
Posted - 2013.03.02 19:49:00 -
[33] - Quote
Anything advanced up are fine just tweak the militia and standard gear. But aside from that shotguns are fine. |
zeek1227 zeek1227
Blitzkrieg Co.
158
|
Posted - 2013.03.02 19:52:00 -
[34] - Quote
You have to be in extremely close quarters and to use effectively you have to run scout the weakest suit in the game
Yes it deals a lot of damage No it doesnt need to be aimed Yes it will kill you in CQC
now try to play in any open battle field
everyone will be able to pick your squishy scout behind off from any distance and your shotgun might as well be a water pistol |
Sloth9230
Reaper Galactic
300
|
Posted - 2013.03.02 19:53:00 -
[35] - Quote
Lower damage to 35, increase the spread for all except specialist and breach. That way shotgun progression goes 35, 37, 39. |
Winscar Shinobi
Better Hide R Die
60
|
Posted - 2013.03.02 20:02:00 -
[36] - Quote
I agree the shotguns need to be looked at but I also think they should be looked at AFTER the game works properly. |
RECON BY FIRE
BetaMax.
60
|
Posted - 2013.03.02 20:04:00 -
[37] - Quote
Sloth9230 wrote:RECON BY FIRE wrote:
I like how you assume that I dont assume people have weaponry 5. I stand by my statements with weaponry 5 in place. Thats also why I say it should leave you with ~25-50 HP in a type-II. That way if they actually fit damage mods they can still one shot it, as it should be. The actual assumption I was making is that they didnt have the SP for fitting requirements, and range, and operations, and speed mods, and etc.
Fitting Requirements? How do you know what suit they were wearing?, it's not cheap but a type 1 suit is easily doable in a week. It's also easy to put an enhanced mod or two if you get rid of unnecessary things like side arms. Range? What range did they kill you at exactly? Operations? For a militia shotgun... you're kidding right? Speed mods: Now those are hard to fit, was he going noticeably faster than you? Sounds to me like you went up against a super shotgunner who just so happened to be using a militia shotgun... probably cause they're cheaper. My tier 2 shotgun should be able to take out your tier 2 suit. Since there's no difference between a tier 2 shotgun and militia, I don't see why you think you should survive if all the pellets hit you And it sounds like most hit you...
I know what he had because I talked to him about it after the match and even he agreed that he shouldnt have been able to go through 400 HP without a headshot.
Also, your standard shotgun should NOT be able to take out a HP buffed standard suit without having a 5% or 10% damage mod or two, in my opinion. |
Sloth9230
Reaper Galactic
300
|
Posted - 2013.03.02 20:16:00 -
[38] - Quote
RECON BY FIRE wrote:
I know what he had because I talked to him about it after the match and even he agreed that he shouldnt have been able to go through 400 HP without a headshot.
Then how about you tell us everything he had?
RECON BY FIRE wrote:Also, your standard shotgun should NOT be able to take out a HP buffed standard suit without having a 5% or 10% damage mod or two, in my opinion. That's your opinion, the fact that I can leave a standard heavy(that's 750 total HP) almost dead with 1 shot tells me you and your 400 armor never stood a chance. Assuming 12 pellets, that's 432 damage without any damage modifications... your Hp doesn't look so impressive now does it? And I'm almost positive there's more than 12 pellets, CCP should really tell us how many there are. |
RECON BY FIRE
BetaMax.
60
|
Posted - 2013.03.02 20:30:00 -
[39] - Quote
Sloth9230 wrote:RECON BY FIRE wrote:
I know what he had because I talked to him about it after the match and even he agreed that he shouldnt have been able to go through 400 HP without a headshot.
Then how about you tell us everything he had? RECON BY FIRE wrote:Also, your standard shotgun should NOT be able to take out a HP buffed standard suit without having a 5% or 10% damage mod or two, in my opinion. That's your opinion, the fact that I can leave a standard heavy(that's 750 total HP) almost dead with 1 shot tells me you and your 400 HP never stood a chance. Assuming 12 pellets, that's 432 damage without any damage modifications... your Hp doesn't look so impressive now does it? And I'm almost positive there's more than 12 pellets, CCP should really tell us how many there are.
Are you ignorant? Thats seriously going to be your argument. All youre proving is that the shotgun is indeed OP. The discussion here is whether it is OP or not, and how to fix it if it is, and youre going to come in here and say your little standard shotgun blows through almost 750 HP? I am speaking of what the shotgun SHOULD do, not what it DOES do, and it definately should not be able to do that without some serious skill investment and high tier equipment, to include multiple 10% damage mods. |
Sloth9230
Reaper Galactic
300
|
Posted - 2013.03.02 20:33:00 -
[40] - Quote
RECON BY FIRE wrote:
Are you ignorant? Thats seriously going to be your argument. All youre proving is that the shotgun is indeed OP. The discussion here is whether it is OP or not, and how to fix it if it is, and youre going to come in here and say your little standard shotgun blows through almost 750 HP? I am speaking of what the shotgun SHOULD do, not what it DOES do, and it definately should not be able to do that without some serious skill investment and high tier equipment, to include multiple 10% damage mods.
Yes, because an insta-kill at point blank range is OP . It does like 1/3 of it's damage at anything past 10 meters.
I also did say almost dead, not on the brink. I'd say it does around 500 damage, but I have weaponry 5.. so yeah, that's 475 damage assuming 12 pelets for your information. |
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RECON BY FIRE
BetaMax.
60
|
Posted - 2013.03.02 20:40:00 -
[41] - Quote
Sloth9230 wrote:RECON BY FIRE wrote:
Are you ignorant? Thats seriously going to be your argument. All youre proving is that the shotgun is indeed OP. The discussion here is whether it is OP or not, and how to fix it if it is, and youre going to come in here and say your little standard shotgun blows through almost 750 HP? I am speaking of what the shotgun SHOULD do, not what it DOES do, and it definately should not be able to do that without some serious skill investment and high tier equipment, to include multiple 10% damage mods.
Yes, because an insta-kill at point blank range is OP . It does like 1/3 of it's damage at anything past 10 meters. I also did say almost dead, not on the brink. I'd say it does around 500 damage, but I have weaponry 5.. so yeah, that's 475 damage assuming 12 pelets for your information.
Ok, good to know. As if I didnt already. The point Im making is that it should have less pellets because it does too much damage. Heres my final opinion on the shotgun cause Im done feeding your ignorant trolling self:
The shotgun needs a pellet reduction, and it should go back up on a scale to where it is now when a proto shotgun is used. |
Sloth9230
Reaper Galactic
300
|
Posted - 2013.03.02 20:57:00 -
[42] - Quote
RECON BY FIRE wrote:
Ok, good to know. As if I didnt already. The point Im making is that it should have less pellets because it does too much damage. Heres my final opinion on the shotgun cause Im done feeding your ignorant trolling self:
The shotgun needs a pellet reduction, and it should go back up on a scale to where it is now when a proto shotgun is used.
Telling you that your belief that 400 HP should be enough to keep you safe is somehow trolling? So how many pellets do you want? 10, so you can survive with 10 HP, or 4 HP if they have weaponry level 5 and no damage modifiers? How about 9 so your left with a nice cozy 76 HP?
Go on, we'll make the shotgun custom suited to your needs, I can't guarantee you'll live through the second shot though... |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.28 18:33:00 -
[43] - Quote
It's not the damage, but the range from Sharpshooter and Prof. The skill is the one that's OP imo. 3% instead of 5% should be good nerf I think, for a total of 15% range at level 5. And Prof. 2% for a total of 10% at 5. |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
140
|
Posted - 2013.03.28 18:37:00 -
[44] - Quote
They shouldn't benefit from sharpshooter but thats about it. |
Val'herik Dorn
SyNergy Gaming
381
|
Posted - 2013.03.28 19:05:00 -
[45] - Quote
Coleman Gray wrote:They shouldn't benefit from sharpshooter but thats about it.
LOL really?
So AR gets SS? HMG gets SS? but shotgun doesn't?
That is a joke... SS increases the optimal range of all weapons in their respective catagory... you can't pick and choose just because you don't like getting killed by a weapon.
I don't like getting gunned down by ARs when I'm outside of their normal range... so they shouldn't be affected by SS... same logic you are using. But turned to a different weapon.
The shotgun isn't OP even with sharpshooter you can gun them down A LOT farther than they can shoot you.
I have leveled up SS and shotguns i can get a decent range out of them. but nowhere near what any other gun can get.
SS increase optimal range and with that i believe it increases falloff as well... but the falloff on a shotgun is still laughable.
As long as SS effects every other weapon shotguns should also be affected by it.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2013.03.28 19:17:00 -
[46] - 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 -
[47] - 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 -
[48] - 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. |
Regular Trooper
Rebelles A Quebec Orion Empire
5
|
Posted - 2013.03.28 19:36:00 -
[49] - Quote
Ludvig Enraga wrote: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. Nicely said +1 |
Val'herik Dorn
SyNergy Gaming
381
|
Posted - 2013.03.28 19:36:00 -
[50] - Quote
Ludvig Enraga wrote: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?
I do believe they get more pellets. (Well I believe it actually calls them flachettes but same difference) also the dps per pellet bonus is nice. I notice a large difference between the tiers. |
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Regular Trooper
Rebelles A Quebec Orion Empire
5
|
Posted - 2013.03.28 19:36:00 -
[51] - Quote
Val'herik Dorn wrote:Coleman Gray wrote:They shouldn't benefit from sharpshooter but thats about it. LOL really? So AR gets SS? HMG gets SS? but shotgun doesn't? That is a joke... SS increases the optimal range of all weapons in their respective catagory... you can't pick and choose just because you don't like getting killed by a weapon. I don't like getting gunned down by ARs when I'm outside of their normal range... so they shouldn't be affected by SS... same logic you are using. But turned to a different weapon. The shotgun with sharp shooter is nasty, but any other gun even without sharpshooter will out range it. Leveling up operations makes me more accurate by reducing spread so more of my pellets will hit at all ranges. Then leveling up SS lets me fire at slightly increased ranges. Even combined that's not really that overpowered anymore than the AR getting the same bonus. The Shotgun is not OP it excels in CQC where it can hit with most of its pellets (what a surprise). SS gives it a small increase in range in which to hit with its shells but even then to hit with all of their pellets to get the OHK it has to basically be practically on top of you. True |
Lance 2ballzStrong
SyNergy Gaming
1015
|
Posted - 2013.03.28 19:39:00 -
[52] - Quote
The range they get, or rather how well the dmg carries over the range they get is ridiculous.
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Regular Trooper
Rebelles A Quebec Orion Empire
5
|
Posted - 2013.03.28 19:43:00 -
[53] - Quote
Lance 2ballzStrong wrote:The range they get, or rather how well the dmg carries over the range they get is ridiculous.
Except oakley and jane said me ppl have good kdr with shotty? |
Lance 2ballzStrong
SyNergy Gaming
1015
|
Posted - 2013.03.28 19:54:00 -
[54] - Quote
Regular Trooper wrote:Lance 2ballzStrong wrote:The range they get, or rather how well the dmg carries over the range they get is ridiculous.
Except oakley and jane said me ppl have good kdr with shotty?
before the last reset I had a 4 kd with scout shotty, and I started late with it. I was bored with my main toon, so I tried it. A 4 kd isn't anything to write home about, but it's not bad.
oakley and jane use Assault suit + shotty, so that makes killing them harder to kill. I won't say the shotgun is OP, just the dmg over range is ridic. |
Regular Trooper
Rebelles A Quebec Orion Empire
5
|
Posted - 2013.03.28 19:57:00 -
[55] - Quote
Lance 2ballzStrong wrote:Regular Trooper wrote:Lance 2ballzStrong wrote:The range they get, or rather how well the dmg carries over the range they get is ridiculous.
Except oakley and jane said me ppl have good kdr with shotty? before the last reset I had a 4 kd with scout shotty, and I started late with it. I was bored with my main toon, so I tried it. A 4 kd isn't anything to write home about, but it's not bad. oakley and jane use Assault suit + shotty, so that makes killing them harder to kill. I won't say the shotgun is OP, just the dmg over range is ridic. Because of SS, im MD player and you a solid heavy, how about AR range? |
Garrett Blacknova
Codex Troopers
2174
|
Posted - 2013.03.28 20:07:00 -
[56] - Quote
The problem isn't with Sharpshooter.
As people have pointed out many times before (and I used to argue against them... sorry, guys), the problem is that Shotguns don't have a fast enough damage falloff.
Without Sharpshooter, this isn't noticeable, because the maximum range alone holds them back. When you skill it up significantly, then the lack of damage loss means they're still hitting really hard at longer range than they should be. If a brand new player dual-tanks their Militia Logistics suit, and brings the default SMG, they shouldn't be getting one-shotted from outside their max range by a Shotgun. At the moment, even a Militia HEAVY can be one-shotted with the right Shotgun fitting from outside their HMG or SMG's effective range. When your short-to-mid-range weapons are being outranged by a weapon that's intended for pure CQC, there's a problem.
At low levels, Shotguns are decent. With the falloff problem fixed, Shotguns will be decent again.
They still need to be dealing damage at longer range when you skill into Sharpshooter, but it can't be as much as it is now. |
Lance 2ballzStrong
SyNergy Gaming
1015
|
Posted - 2013.03.28 20:11:00 -
[57] - Quote
Garrett Blacknova wrote:The problem isn't with Sharpshooter.
As people have pointed out many times before (and I used to argue against them... sorry, guys), the problem is that Shotguns don't have a fast enough damage falloff.
Without Sharpshooter, this isn't noticeable, because the maximum range alone holds them back. When you skill it up significantly, then the lack of damage loss means they're still hitting really hard at longer range than they should be. If a brand new player dual-tanks their Militia Logistics suit, and brings the default SMG, they shouldn't be getting one-shotted from outside their max range by a Shotgun. At the moment, even a Militia HEAVY can be one-shotted with the right Shotgun fitting from outside their HMG or SMG's effective range. When your short-to-mid-range weapons are being outranged by a weapon that's intended for pure CQC, there's a problem.
At low levels, Shotguns are decent. With the falloff problem fixed, Shotguns will be decent again.
They still need to be dealing damage at longer range when you skill into Sharpshooter, but it can't be as much as it is now.
True. As a heavy, with over 1000 ehp I get 2 shotted from 10-15m out. Shotguns are suppose to be strong, I dont think anyone is saying no, but dmg fall off... needs a tweak.
Plus, the militia shotgun...WAY too strong for being militia. That's the only thing I can say is OP about SG.
|
Regular Trooper
Rebelles A Quebec Orion Empire
5
|
Posted - 2013.03.28 20:13:00 -
[58] - Quote
Garrett Blacknova wrote:The problem isn't with Sharpshooter.
As people have pointed out many times before (and I used to argue against them... sorry, guys), the problem is that Shotguns don't have a fast enough damage falloff.
Without Sharpshooter, this isn't noticeable, because the maximum range alone holds them back. When you skill it up significantly, then the lack of damage loss means they're still hitting really hard at longer range than they should be. If a brand new player dual-tanks their Militia Logistics suit, and brings the default SMG, they shouldn't be getting one-shotted from outside their max range by a Shotgun. At the moment, even a Militia HEAVY can be one-shotted with the right Shotgun fitting from outside their HMG or SMG's effective range. When your short-to-mid-range weapons are being outranged by a weapon that's intended for pure CQC, there's a problem.
At low levels, Shotguns are decent. With the falloff problem fixed, Shotguns will be decent again.
They still need to be dealing damage at longer range when you skill into Sharpshooter, but it can't be as much as it is now. To get max hitted by shotty with SS profencie 3 is it 11 f with adv SG and SG lvl5 , add this the fact you straff some pellet miss the target, i think its really decent like that, if you dont move against shotty lol your dead |
Alina Heart
DIOS EX.
9
|
Posted - 2013.03.28 20:14:00 -
[59] - Quote
No |
Regular Trooper
Rebelles A Quebec Orion Empire
5
|
Posted - 2013.03.28 20:16:00 -
[60] - Quote
Lance 2ballzStrong wrote:Garrett Blacknova wrote:The problem isn't with Sharpshooter.
As people have pointed out many times before (and I used to argue against them... sorry, guys), the problem is that Shotguns don't have a fast enough damage falloff.
Without Sharpshooter, this isn't noticeable, because the maximum range alone holds them back. When you skill it up significantly, then the lack of damage loss means they're still hitting really hard at longer range than they should be. If a brand new player dual-tanks their Militia Logistics suit, and brings the default SMG, they shouldn't be getting one-shotted from outside their max range by a Shotgun. At the moment, even a Militia HEAVY can be one-shotted with the right Shotgun fitting from outside their HMG or SMG's effective range. When your short-to-mid-range weapons are being outranged by a weapon that's intended for pure CQC, there's a problem.
At low levels, Shotguns are decent. With the falloff problem fixed, Shotguns will be decent again.
They still need to be dealing damage at longer range when you skill into Sharpshooter, but it can't be as much as it is now. True. As a heavy, with over 1000 ehp I get 2 shotted from 10-15m out. Shotguns are suppose to be strong, I dont think anyone is saying no, but dmg fall off... needs a tweak. Plus, the militia shotgun...WAY too strong for being militia. That's the only thing I can say is OP about SG. Agree with the fact militia SG is OP |
|
Regular Trooper
Rebelles A Quebec Orion Empire
6
|
Posted - 2013.03.28 20:19:00 -
[61] - Quote
The big problem behind this is adv and proto heavy need a buff, and im not a heavy |
Lance 2ballzStrong
SyNergy Gaming
1015
|
Posted - 2013.03.28 20:21:00 -
[62] - Quote
Regular Trooper wrote:The big problem behind this is adv and proto heavy need a buff, and im not a heavy
yea that's another story for another thread lol. If we start that debate, then this thread would surely get derailed. |
Regular Trooper
Rebelles A Quebec Orion Empire
6
|
Posted - 2013.03.28 20:28:00 -
[63] - Quote
Lance 2ballzStrong wrote:Regular Trooper wrote:The big problem behind this is adv and proto heavy need a buff, and im not a heavy yea that's another story for another thread lol. If we start that debate, then this thread would surely get derailed. Not really im agree when heavy said SG is OP because heavy are too weak, for the other class they said SG is OP i say LOL, but you dont answer my question , give me the name of good KDR shotty except oakley and jane? |
Garrett Blacknova
Codex Troopers
2176
|
Posted - 2013.03.28 20:47:00 -
[64] - Quote
Regular Trooper wrote:Lance 2ballzStrong wrote:Garrett Blacknova wrote:The problem isn't with Sharpshooter.
As people have pointed out many times before (and I used to argue against them... sorry, guys), the problem is that Shotguns don't have a fast enough damage falloff.
Without Sharpshooter, this isn't noticeable, because the maximum range alone holds them back. When you skill it up significantly, then the lack of damage loss means they're still hitting really hard at longer range than they should be. If a brand new player dual-tanks their Militia Logistics suit, and brings the default SMG, they shouldn't be getting one-shotted from outside their max range by a Shotgun. At the moment, even a Militia HEAVY can be one-shotted with the right Shotgun fitting from outside their HMG or SMG's effective range. When your short-to-mid-range weapons are being outranged by a weapon that's intended for pure CQC, there's a problem.
At low levels, Shotguns are decent. With the falloff problem fixed, Shotguns will be decent again.
They still need to be dealing damage at longer range when you skill into Sharpshooter, but it can't be as much as it is now. True. As a heavy, with over 1000 ehp I get 2 shotted from 10-15m out. Shotguns are suppose to be strong, I dont think anyone is saying no, but dmg fall off... needs a tweak. Plus, the militia shotgun...WAY too strong for being militia. That's the only thing I can say is OP about SG. Agree with the fact militia SG is OP With damage falloff increased, I don't think the Militia Shotgun would still be OP.
And if it is, not by much. I think the falloff should be adressed first - ONLY the falloff, nothing else. If Militia Shotgun is still OP, drop it back to 4 or 5 shots per reload instead of 6. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
133
|
Posted - 2013.03.29 01:32:00 -
[65] - 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. |
Lance 2ballzStrong
SyNergy Gaming
1015
|
Posted - 2013.03.29 01:36:00 -
[66] - Quote
Regular Trooper wrote:Lance 2ballzStrong wrote:Regular Trooper wrote:The big problem behind this is adv and proto heavy need a buff, and im not a heavy yea that's another story for another thread lol. If we start that debate, then this thread would surely get derailed. Not really im agree when heavy said SG is OP because heavy are too weak, for the other class they said SG is OP i say LOL, but you dont answer my question , give me the name of good KDR shotty except oakley and jane?
there are good shotgunners around, it's just they're the best at what they do. |
Val'herik Dorn
SyNergy Gaming
381
|
Posted - 2013.03.29 02:06:00 -
[67] - Quote
Ok in this thread i have seen people say that Light weapon sharpshooter makes the shotgun OP. That it shouldn't be as effective at longer ranges (which in the case of the shotgun becomes like 20m tops for hitting things and you aren't....).
Sharp shooter increases the optimal range of any weapon that falls into the category for which it has been designated.
LWSS affects every light weapon. You cannot with any shred of credibility say that it can affect one weapon but not another...
THAT is broken. Giving a skill that increases the range of every single weapon in a category except for one weapon is a game breaking mechanic. You want to make it so that no matter what the shotgun only hits at its given range? then i demand that the assault rifle and every other weapon only ever hits at max damage to its original range.
SS increases the optimal range of a weapon. This states that the higher the skill the farther out your damage potential is maximized. So yes it does mean that even the shotgun can hit AS HARD but farther. this also means that your weapon can do this as well.
Every weapon benefits from sharpshooter. You cannot give the others access to this basic weapon skill while denying one.
The shot guns range is the shortest in the game even with LWSS you have to get freakishly close to hit someone (by dusts standards)
My qualm is that everyone here arguing against the longer range is killed by it. I've been killed by shotguns with crazy high ss and my only thought is damn i wish i had that trained that high.
one example of SS is that when this build (and the others) started the AR could not shoot from B on manus peak all the way into C... now they can! the Laser rifle can as well. so basically their range is silly and with SS they can do almost max damage at that range. my shotgun i have to be what 6-7 meters from you? at max SS 10-15?
You want to make it so that no matter how far i can shoot unless I'm on top of you i cant do max damage while you can kill me from 100-110 meters?(while dealing basically max damage)
This is a case of Dear CCP rock is OP. Paper is fine! Scissors. |
Johnny Guilt
Algintal Core Gallente Federation
63
|
Posted - 2013.03.29 02:24:00 -
[68] - Quote
Not OP ,when you want something dead at closerange use the shotty, just dont miss; it's a "bet it all" weapon compare to the others.
As for Sharpshooter it get the same benfit as the other weapons that take advantage of it as well,you can't go mid range-long range with a shotty though. |
Garrett Blacknova
Codex Troopers
2195
|
Posted - 2013.03.29 03:22:00 -
[69] - Quote
Ludvig Enraga wrote: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. When you're turning the corner and finding a lot of enemies who you didn't pick up before trying to pounce, it's because their Scan Profile was low enough to hide them from your Scan Precision. If you're running an Assault, that's probably why. If you're running a Scout, either equip a module or train skills to improve your suit's Precision, and you'll light more targets up easier. That makes a Scout's life a LOT safer. You have about 20% better Scan Precision than an Assault, but only about 10% improvement on Profile.
Quote: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. I've had times where I go up against another Shotgunner, and I get one-shotted at a range where my Shotgun is literally dealing 0 damage. AT 15 - 20m range, if you don't have Sharpshooter trained, you can barely scratch a target. At 20+, you won't even hit the target. With Sharpshooter maxed out, you can one-shot low-tier Assault suits at 15m. At 20+, you can two-shot them, and the one-shot range against even a decently-tanked Scout is pretty insane (although it's still only a Scout). |
Regular Trooper
Rebelles A Quebec Orion Empire
6
|
Posted - 2013.03.29 08:25:00 -
[70] - Quote
Garrett Blacknova wrote:Ludvig Enraga wrote: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. When you're turning the corner and finding a lot of enemies who you didn't pick up before trying to pounce, it's because their Scan Profile was low enough to hide them from your Scan Precision. If you're running an Assault, that's probably why. If you're running a Scout, either equip a module or train skills to improve your suit's Precision, and you'll light more targets up easier. That makes a Scout's life a LOT safer. You have about 20% better Scan Precision than an Assault, but only about 10% improvement on Profile. Quote: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. I've had times where I go up against another Shotgunner, and I get one-shotted at a range where my Shotgun is literally dealing 0 damage. AT 15 - 20m range, if you don't have Sharpshooter trained, you can barely scratch ra target. At 20+, you won't even hit the target. With Sharpshooter maxed out, you can one-shot low-tier Assault suits at 15m. At 20+, you can two-shot them, and the one-shot range against even a decently-tanked Scout is pretty insane (although it's still only a Scout). Sorry sir nova but advanced SG with SS profencie 3 and SG lvl its 11ft for max damage, we tested it |
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