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Thread Statistics | Show CCP posts - 0 post(s) |
Yousuf Sirajuddin
Onikanabo Brigade Caldari State
3
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Posted - 2013.05.12 15:33:00 -
[1] - Quote
I use my CRG-3 Shotgun that used to 1-shot kill people from 5-6 m away. BUt now in this build It's harder because I can't kill them unless I get 2m close to them. Why.................
not to mention the opponent always strafing |
Musta Tornius
BetaMax. CRONOS.
336
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Posted - 2013.05.12 15:35:00 -
[2] - Quote
Well max range has lowered by quite a bit (18m now from 31), optimal is now 4m (4m less than before) so you can kill then fine from that range. |
Knight SoIaire
Better Hide R Die
337
|
Posted - 2013.05.12 15:35:00 -
[3] - Quote
Aim is messed up this build.
Most Nova Knife hits dont even register (For me) this build. |
Alina Heart
DIOS EX. Gentlemen's Agreement
121
|
Posted - 2013.05.12 16:29:00 -
[4] - Quote
The Combination of Horrid Aiming Mechanics and the Removal of sharpshooter has left the shotgun to be a useless piece of junk. I wasted 1.1 Million SP on the Weapon and skills, it's just horrible. When I run into Shotgunners and they're lucking enough to actually land a hit on me, We trade Point Blank, My Duvolle TAC wins everytime Let's not forget how they removed the specialist shotgun. Thanks for the heads up CCP, I'm sure you had a GREAT reason for that one.
R.I.P. - Chromosome Shotgun |
crazy space 1
Krullefor Organization Minmatar Republic
1111
|
Posted - 2013.05.12 16:44:00 -
[5] - Quote
OK do you see that circle in front of you? that's the spread on the gun.
IN the last build if even 1% of that circle touched someones leg, they died in one hit. Now you need to hit with as much of the shotgun spread of possible. You know, like a shotgun.
Sorry if your noob cannon got nerfed I can still go 14/2 with it.
If you hit with half of the shot it does half damage, level up the spread reduction to do more damage at range noob
Also I kill peopel with the specialist shotgun all the time, anyone that says it's gone is a liar. |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
19
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Posted - 2013.05.12 16:54:00 -
[6] - Quote
The shotgun wrecks stuff what's op problem? |
Garrett Blacknova
Codex Troopers
2956
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Posted - 2013.05.14 09:56:00 -
[7] - Quote
With Shotgun Operations at level 3, I can one-shot most suits using a Militia or Standard Shotgun. Well-tanked Proto Mediums (Basic, Logi or Assault) and any Heavy suits are going to require 2+ to kill. Medium suits with any focus except "survive ALL the damage!" are dead when I take my shot.
If you were using Sharpshooter, that wasn't 5m you were one-shotting people at. If you were using Sharpshooter and damage mods, it was probably upwards of 15m. The range you're one-shotting at NOW is pretty close to 5m. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
909
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Posted - 2013.05.14 09:58:00 -
[8] - Quote
Why are you still using a SG? Nova Knives are so much better now. |
Rei Shepard
Spectre II
259
|
Posted - 2013.05.14 10:01:00 -
[9] - Quote
Quote:not to mention the opponent always strafing
Oh, ok lemme stand still next time i see a Shotgun right next to me so you can shoot me......YOU INSANE? |
crazy space 1
Krullefor Organization Minmatar Republic
1122
|
Posted - 2013.05.14 10:12:00 -
[10] - Quote
update, just went 25/9 with level 3 shotguns, nothing wrong here |
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Aythadis Smith
The Generals EoN.
15
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Posted - 2013.05.14 10:31:00 -
[11] - Quote
crazy space 1 wrote:update, just went 25/9 with level 3 shotguns, nothing wrong here Ive been there on both ends of the barrel. Just closer range now |
Sponglyboy Squaredoo
Not Guilty EoN.
48
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Posted - 2013.05.14 10:42:00 -
[12] - Quote
Chromosome shot guns were too strong |
Garrett Blacknova
Codex Troopers
2958
|
Posted - 2013.05.14 11:17:00 -
[13] - Quote
Sponglyboy Squaredoo wrote:Chromosome shot guns were too strong Disagreed. But Sharpshooter broke their range limitations. |
Sontie
Ill Omens EoN.
298
|
Posted - 2013.05.14 11:45:00 -
[14] - Quote
a guy in my corp named Khomplex usually out scores the rest of us in a Winmatar light frame and a shotgun. He went 35/3 last night in Manus Peak skirmish. |
Heavy Breaks
Ill Omens EoN.
45
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Posted - 2013.05.14 12:10:00 -
[15] - Quote
Sontie wrote:a guy in my corp named Khomplex usually out scores the rest of us in a Winmatar light frame and a shotgun. He went 35/3 last night in Manus Peak skirmish.
Lol I was just reading this thread through with the intention of mentioning plex and his shotty rampages. But yeah shotty is fine. I go positive in my dragonfly BPO with a militia on my baby alt. it's all about the aim at face, pull trigger, watch redberry disappear, go deaf for a second mechanic.
Ninja'd! |
Dust Evo 514
Ostrakon Agency Gallente Federation
1
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Posted - 2013.05.14 12:14:00 -
[16] - Quote
Shotguns had too much range potential before. Its suppose to be close range only.
The real problem is the hit detection when in a fire fight. Much of the time the bullets just don't seem to connect.
Otherwise, it's fine. |
Shotty GoBang
Pro Hic Immortalis RISE of LEGION
0
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Posted - 2013.05.14 20:21:00 -
[17] - Quote
This is my first forum post. Hi :-)
I use the shotgun exclusively and am thereby compelled to post feedback in response to hearsay (i.e. "my shotgunner buddy said its fine") and single-sample observation (i.e. "just went 10 and 2 so it must be OK.").
I share OP's sentiment. The shotgun is indeed less effective in its role. A CQC-oriented merc would be better served by the Tac AR or an SMG. Apart from the debatable issues of roles and balance, certain mechanics new to Uprising are also at issue:
1) Shotgun Hit Detection - Shots on target and in range frequently fail to register. This is most observable when hipfiring while strafing. Chromosome computed fast-paced, CQC engagements without issue; this detection problem is new and exclusive to Uprising.
2) Shotgun Trigger/Fire Delay - This delay was nearly imperceptible in Chromosome and is substantial in Uprising. The delay seems to fluctuate, ranging from annoying (I have to lead my target and often miss) to obscene (I can't hit a heavy from spitting distance if he waddles to-and-fro).
Thank you for the opportunity to share my two cents.
-Shotty |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
198
|
Posted - 2013.05.14 20:25:00 -
[18] - Quote
they increased everyone's EHP by messing with the mod strength. that's why all weapons are getting a blanket 10% increase in damage (either this patch or SoonTM).
either way shotguns are fine, you just need to close the gap a little more now that sharpshooter is gone. |
Llan Heindell
One-Armed Bandits Heretic Initiative
95
|
Posted - 2013.05.14 20:39:00 -
[19] - Quote
Shotguns are fine imo. Hit register and detection is a pain for everyone and every weapon. Shotguns are doing their role pretty decently.
Llan Heindell. |
Mocha Biscotti
Red Star. EoN.
22
|
Posted - 2013.05.14 20:47:00 -
[20] - Quote
Shotguns are fine
Hit detection is ******.
-Shotgun user since god knows when |
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Fro Diesel
Seituoda Taskforce Command Caldari State
5
|
Posted - 2013.05.14 21:00:00 -
[21] - Quote
Shotty GoBang wrote:This is my first forum post. Please be gentle :-)
I use the shotgun exclusively and am thereby compelled to post feedback in response to hearsay (i.e. "my shotgunner buddy said its fine") and single-sample observation (i.e. "just went 10 and 2 so it must be OK.").
I share OP's sentiment. The shotgun is indeed less effective in its role. A CQC-oriented merc would be better served by the Tac AR or an SMG. Apart from the debatable issues of roles and balance, certain mechanics new to Uprising are also at issue:
1) Shotgun Hit Detection - Shots on target and in range frequently fail to register. This is most observable when hipfiring while strafing. Chromosome computed fast-paced, CQC engagements without issue; this detection problem is new and exclusive to Uprising.
2) Shotgun Trigger/Fire Delay - This delay was nearly imperceptible in Chromosome and is substantial in Uprising. The delay seems to fluctuate, ranging from annoying (I have to lead my target and often miss) to obscene (I can't hit a heavy from spitting distance if he waddles to-and-fro).
Thank you for the opportunity to share my two cents.
-Shotty
I ran into you and Calamity Jane II in a match the other day. I dont know if you 2 were squadded up or not but that match proved to me the power the shotty still has. I think its fine as is granted thats coming from a shotty victim not a user. I would not disagree with a small range buff though to effective. Say keep max as is and increase effective to maybe 6 or 8m. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
132
|
Posted - 2013.05.14 21:04:00 -
[22] - Quote
I got discouraged from shotguns when the first time I actively tried to use them had most of the shots doing zip to people that were right in front of my face.
The range was ridiculous last build when it did work though. Just another problem sharp shooter removal got rid of. |
Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
280
|
Posted - 2013.05.14 21:10:00 -
[23] - Quote
Alina Heart wrote:When I run into Shotgunners and they're lucking enough to actually land a hit on me, We trade Point Blank, My Duvolle TAC wins everytime If they come straight at you a militia AR is just as effective as the TAR. Knifers have the same problem. If you don't see it coming, Goodnight Charlie.
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Calamity Jane II
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
80
|
Posted - 2013.05.14 21:22:00 -
[24] - Quote
Heh, The shotty may have lost its range and is harder to aim but it has not lost its deadly sting. It took me a bit adjust, but from repeated use ive come to the conclusion that its still a beautifully evil weapon. Yeah i can't hit you from miles away but that can be dealt with. Overall i can't complain, this update has weeded out many users who just abused its range and power to subjugate the harder to kill targets on the enemy team. Now it takes a bit more finesse to do the same work. So what happened to the shotty you ask? It became a weapon that you have to aim and time carefully with now, not just a full run and gun. |
Johnny Guilt
Algintal Core Gallente Federation
86
|
Posted - 2013.05.14 21:33:00 -
[25] - Quote
Why shotguns are harder to use now
1.Aim assist lowered 2.Certain suits cant be one shot from just how much natural shield and armor they have(im looking at you amarr medium) 3.Caldari and heavy suits are basically type 2 suits from chrom(better shield tanks)
I could deal with the last 2 but the first one is the most annoying,i fight more with the cross hairs trying to a hit a guy at 7 meter while hes moving/while im strafing to dodge fire than i do with an AR and the aim assist only kicks in if your 5 meters on top of the guy where novaknies would be used.IM decked into shotguns pretty deep,i used them last build and liked this so much the only thing that sucked was the inconsistency that screwed me over sometimes during CQC combat (sudden freezes and speed up)
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ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
38
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Posted - 2013.05.14 21:37:00 -
[26] - Quote
I find shotguns much easier to use this build. I can usually tear through packs of proto guys in my all militia shotgun build. At the very least, you'll come out of just about any encounter with a 1:1 KDR. If you make a couple quick moves, you'll kill 2 or 3 guys before they can even respond. |
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