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Schalac 17
Seituoda Taskforce Command Caldari State
224
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Posted - 2013.06.01 22:54:00 -
[1] - Quote
In chromo I had a decent fit with a shotgun and since HMG was nerfed, and TAR is now going to be nerfed and the SR was just weak and the LR has a garbage ADS. I figured I would try the SG again to see how it stands up.
First I tried my scout suit. I got wrecked. One hit and that thing dies, and the ground still kills me as I try to traverse the mountainsides and get caught in the infinite falling loop of the hillsides while chasing down snipers....
So then I tried my Minny medium suit with kin cata for a whopping 7.91 sprint speed. I did better due to more shields but I still ended up getting wrecked. And this is why. Due to the now horrid melee range of the SG, unless I was behind someone all they had to do was backpedal and fire at me. And since I can't sprint and fire at the same time unless I had a corner to jump behind I was dead. It seems silly that a shotgun can't hit someone that is within the little circle on your scanner. You literally have to be right next to them to kill them. At such a close range, the lag and the bad controls and the low FPS really combine to make your life hell as a shotgunner. While all an AR or HMG needs to do is spray and pray.
How to fix SG, add 5-7 meters to optimal range. Make the spread constant while ASD and hip fire. If ADS and hip fire spread is already the same it could of fooled me. Last, raise the ROF. I do not think these changes would make the SG OP. |
NoxiousMentos
Bojo's School of the Trades
34
|
Posted - 2013.06.01 23:07:00 -
[2] - Quote
Schalac 17 wrote:In chromo I had a decent fit with a shotgun and since HMG was nerfed, and TAR is now going to be nerfed and the SR was just weak and the LR has a garbage ADS. I figured I would try the SG again to see how it stands up.
First I tried my scout suit. I got wrecked. One hit and that thing dies, and the ground still kills me as I try to traverse the mountainsides and get caught in the infinite falling loop of the hillsides while chasing down snipers....
So then I tried my Minny medium suit with kin cata for a whopping 7.91 sprint speed. I did better due to more shields but I still ended up getting wrecked. And this is why. Due to the now horrid melee range of the SG, unless I was behind someone all they had to do was backpedal and fire at me. And since I can't sprint and fire at the same time unless I had a corner to jump behind I was dead. It seems silly that a shotgun can't hit someone that is within the little circle on your scanner. You literally have to be right next to them to kill them. At such a close range, the lag and the bad controls and the low FPS really combine to make your life hell as a shotgunner. While all an AR or HMG needs to do is spray and pray.
How to fix SG, add 5-7 meters to optimal range. Make the spread constant while ASD and hip fire. If ADS and hip fire spread is already the same it could of fooled me. Last, raise the ROF. I do not think these changes would make the SG OP.
I am a prospective scout and I approve this message.
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Cygnus Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
64
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Posted - 2013.06.01 23:42:00 -
[3] - Quote
/signed. All of it... |
Mechoj Nomreps
Dead Six Initiative Lokun Listamenn
19
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Posted - 2013.06.02 09:13:00 -
[4] - Quote
As a shotgun scout I can only agree with the post. I can also add that point blank shots do no damage most of the time which actually makes the shotgun worse.
I will keep using it though just for the rush and get most of my kills with RE's. |
Dust Project 514
Seituoda Taskforce Command Caldari State
1
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Posted - 2013.06.02 09:24:00 -
[5] - Quote
Scout suits require the most SKILL to use effectively. We die so easily that we have to move smart and fast or shatter like glass from anything that taps us.
I like to take it to the next level by using only sidearms as they are least effective guns for ranged attacks and it feels good when you kick butt with this set up. |
Schalac 17
Seituoda Taskforce Command Caldari State
231
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Posted - 2013.06.02 09:51:00 -
[6] - Quote
Mechoj Nomreps wrote:As a shotgun scout I can only agree with the post. I can also add that point blank shots do no damage most of the time which actually makes the shotgun worse.
I will keep using it though just for the rush and get most of my kills with RE's. This. There were many times I would rush a person and put a shot right in their back, and nothing. Sometimes I would put 2-3 shots into a heavy and their life wouldn't move at all then all of a sudden they drop dead and I get an assist. Uprising is fail on so many levels, and as I play more and more, and use more and more fits, I see the fail jumping out at me.....WTF happened between chromosone and uprising? Did we switch game engines or something? |
Aginor Damodred
Subdreddit Test Alliance Please Ignore
0
|
Posted - 2013.06.02 10:35:00 -
[7] - Quote
As a shotgun scout I completely agree with this. The shot gun is just to under powered unless you are within 2-3 meters of your target and get a perfect shot on the body. |
Zyrus Amalomyn
Militaires-Sans-Frontieres
175
|
Posted - 2013.06.02 10:45:00 -
[8] - Quote
Agreed. Thing needs more range. You have to be RIGHT on top of someone to actually do any damage. |
Jack McReady
DUST University Ivy League
287
|
Posted - 2013.06.02 10:51:00 -
[9] - Quote
sorry, we dont need one hit kills at 20meters range like in last build. l2p |
Makyre Vahliha
GamersForChrist
188
|
Posted - 2013.06.02 10:56:00 -
[10] - Quote
Just wait. The cloaking skill will come for the scouts and this will make the shotgunners invincible and will give better chance to hit hard up close. It should be fair since it will make up for the lack of accuracy. |
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Galvan Nized
Deep Space Republic Gentlemen's Agreement
6
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Posted - 2013.06.02 10:59:00 -
[11] - Quote
Though I agree the shotgun needs a smal optimal boost 5-7M may be a bit too much. Its optimal in Chromo was 8, now it is 4. I say start with a small change like 6m and work our way up.
Shotgun is STILL absolute beast, aim for that upper body and hope some pellets hit the head. Its better now then it was in Chromo as it gets stronger each lvl instead of the nearly flat dmg increase it once was.
In a 1v1 if they spot you from range outside 10m and know to back up you MUST break off or switch to smg/Spistol/FPistol. I do hate that you walk as fast backwards as forwards (you cannot even do this on the warbarge.)
My advice to you shotty scouts if u ever in this situation, give up on killing until you run their clip out. When they are reloading then make that sprint leap and aim for the upper body. |
DJINN Marauder
Purgatorium of the Damned League of Infamy
729
|
Posted - 2013.06.02 11:26:00 -
[12] - Quote
As a shotty scout i don't agree with this. The shotgun imo is fine. It's still a great gun. The only problem with it currently is the times when it doesn't register.
The rof is fine. As well as the range. |
Schalac 17
Seituoda Taskforce Command Caldari State
236
|
Posted - 2013.06.03 19:19:00 -
[13] - Quote
Jack McReady wrote:sorry, we dont need one hit kills at 20meters range like in last build. l2p It wouldn't be 20 meters, at most it would be 11 meters if you added 7 meters to the optimal.
Galvan Nized wrote:Though I agree the shotgun needs a smal optimal boost 5-7M may be a bit too much. Its optimal in Chromo was 8, now it is 4. I say start with a small change like 6m and work our way up. Even 8 meters wouldn't make it OP. You still have to get up on someone but atleast with 8 meters you have some room to dance around and still fire.
I don't feel any gun should be regulated to melee range. That is just silly. |
Corpse Raider
Hateocracy2
4
|
Posted - 2013.06.03 19:28:00 -
[14] - Quote
As a part time dragonfly(scout) shotgunner, I can heartily agree with the OP. Shotgun is currently a melee range weapon that is surpassed by Nova Knives. I would accept as little a 5m optimal on the shotgun, but it currently seems to be under 2m.
Also, I'm of the opinion that hip fire is ridiculously broken in this game. Whether using SMG, AR or shotgun, the damage output for hip fire at pretty much any range from point blank to 20m is pretty much non-existant. I don't expect hip-fire to cause damage above 20m with any weapon so the lack of hip-fire damage above 20m is expected. |
Baldr Grimm
OSG Planetary Operations Covert Intervention
36
|
Posted - 2013.06.03 19:32:00 -
[15] - Quote
I just want a sawed-off from gears. Terrible range, almost 180 arc kill zone, 2 rounds, devastating at point blank. |
Corpse Raider
Hateocracy2
4
|
Posted - 2013.06.03 19:37:00 -
[16] - Quote
DJINN Marauder wrote:As a shotty scout i don't agree with this. The shotgun imo is fine. It's still a great gun. The only problem with it currently is the times when it doesn't register.
The rof is fine. As well as the range.
Just noticed this post. Maybe it just appears that the range is poor because server lag means that in the brief time that the shotgun reticule is over the target (because of poor cqc controls) and the shot is fired, the server thinks the shot misfired? It's a shotgun. The spread should be increased if the server is not capable of registering accurate shots in a timely manner. |
Galvan Nized
Deep Space Republic Gentlemen's Agreement
7
|
Posted - 2013.06.03 19:55:00 -
[17] - Quote
Another part of the issue with shotgun is map design. It's just too lazy. They wanted big maps so they could advertise their big maps but tthey went way too open. They seriously took a completely flat open map dropped a single crate and said "Woo we nailed it." They had the ranges in Chromo which, though completely ludicrous, were fairly balanced.
Now they wanted more CQC but did nothing for map design so theh neutered the ranges. But they left ARs and now SRs to take advantage of these long LOS but their usefulness doesn't decrease in CQC.
But shotguns suck in most FPS but better map design helps them in certain situations. |
Cody Sietz
The Tritan Industries RISE of LEGION
199
|
Posted - 2013.06.03 22:13:00 -
[18] - Quote
Jack McReady wrote:sorry, we dont need one hit kills at 20meters range like in last build. l2p Yeah, they should only kill up close. I agree that they really got nerfed, but I think are working as intended and are just suffering from a glitch much like the plasma cannon. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
86
|
Posted - 2013.06.03 22:36:00 -
[19] - Quote
Im a scout with about 13m SP. Standard SG range is currently 4m for 100%. Adv is 5m and Proto is 6m. The main problem here lies in the fact that scouts cannot afford to fit adv and Proto SG on their suit, and are relegated to 4-5m range. I speak from experience here, I have maxed almost all pg/CPU skills, bar sidearm operation lv 5. Currently, I use adv SG and SMG with a CPU enhancer, it offers the best compromise.
However this does not mean I don't want more range on the SG. I personally think there should be a variant with 20% more spread and the current range, and the new standard ranges should be 6, 8 and 10m respectively. |
Alina Heart
DIOS EX. Gentlemen's Agreement
203
|
Posted - 2013.06.03 22:38:00 -
[20] - Quote
Someone who finally understands!! |
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Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
|
Posted - 2013.06.03 23:20:00 -
[21] - Quote
the problem is that if you dont get a perfect shot you dont kill an enemy, so u need 2-3 shots at CQC to kill someone, and by someone I mean medium frame |
OZAROW
Elements Of Death Elite
19
|
Posted - 2013.06.04 00:51:00 -
[22] - Quote
Spec Ops Cipher wrote:Im a scout with about 13m SP. Standard SG range is currently 4m for 100%. Adv is 5m and Proto is 6m. The main problem here lies in the fact that scouts cannot afford to fit adv and Proto SG on their suit, and are relegated to 4-5m range. I speak from experience here, I have maxed almost all pg/CPU skills, bar sidearm operation lv 5. Currently, I use adv SG and SMG with a CPU enhancer, it offers the best compromise.
However this does not mean I don't want more range on the SG. I personally think there should be a variant with 20% more spread and the current range, and the new standard ranges should be 6, 8 and 10m respectively.
Not to mention that sg operation five tightens the spread I did better when it was lv 1 I now blast a dude in the face an nothing it goes right past him I have minmatar proto an proficiency 3 an profile damp 4 an still the sound of a in the back of the head miss on a hacker gets me dead I wasted 4 shots on a drop uplink for crying out loud an theirs no way my aim sucks that bad I literally stop patiently aim an still miss a uplink, so instead proto knives an proto speed make em scared but they back up out of range an shoot so if they don't fix the gun at least fix the walking backwards spread an scouts can be the assins their ment to be. Aim an targeting are issues but you can't tell me a suit can out run my 10.36 sprinting scout while he's going backwards IMPOSSIBLE! |
Driftward
Subdreddit Test Alliance Please Ignore
134
|
Posted - 2013.06.04 01:07:00 -
[23] - Quote
Schalac 17 wrote:In chromo I had a decent fit with a shotgun and since HMG was nerfed, and TAR is now going to be nerfed and the SR was just weak and the LR has a garbage ADS. I figured I would try the SG again to see how it stands up.
First I tried my scout suit. I got wrecked. One hit and that thing dies, and the ground still kills me as I try to traverse the mountainsides and get caught in the infinite falling loop of the hillsides while chasing down snipers....
So then I tried my Minny medium suit with kin cata for a whopping 7.91 sprint speed. I did better due to more shields but I still ended up getting wrecked. And this is why. Due to the now horrid melee range of the SG, unless I was behind someone all they had to do was backpedal and fire at me. And since I can't sprint and fire at the same time unless I had a corner to jump behind I was dead. It seems silly that a shotgun can't hit someone that is within the little circle on your scanner. You literally have to be right next to them to kill them. At such a close range, the lag and the bad controls and the low FPS really combine to make your life hell as a shotgunner. While all an AR or HMG needs to do is spray and pray.
How to fix SG, add 5-7 meters to optimal range. Make the spread constant while ASD and hip fire. If ADS and hip fire spread is already the same it could of fooled me. Last, raise the ROF. I do not think these changes would make the SG OP.
As a full-time shotgun scout I can say....HTFU....As soon as the controls get a bit more smoothed out SG will be right back where it needs to be. My only complaint is that proficiency gives a ROF bonus and not a damage %. If I can't hit people (aiming issue) ROF is not very useful. Just uses up my ammo faster. That said, anyone under proto I can pretty much 2 hit kill at most. If you can't manage to get close enough to do that, that's your fault not the weapon's.
TL/DR another person QQing about the loss of SS. HTFU, I'm a shotgun scout and I disagree.
EDIT: also for those people who think the answer is to INCREASE spread. You are dumb. Seriously. If you increase spread it means you don't hit with all the pellets and your total damage goes to BALLS. As in bad. If anything I want a fricken slug shotgun. Increasing the spread is just making it a noob weapon. Kills the std suit but can't put a dent in proto. Just because it's a shotgun doesn't mean you don't have to learn how to aim....(mind you if you have hit detection issues, that's different. It sounds like some of you do have that problem ie the guy who tried to shoot an uplink 4 times. That's NOT an issue with spread. Hit Detection is currently a Known Issue hopefully they'll reduce the impact of this soon) |
OZAROW
Elements Of Death Elite
19
|
Posted - 2013.06.04 01:59:00 -
[24] - Quote
Driftward wrote:Schalac 17 wrote:In chromo I had a decent fit with a shotgun and since HMG was nerfed, and TAR is now going to be nerfed and the SR was just weak and the LR has a garbage ADS. I figured I would try the SG again to see how it stands up.
First I tried my scout suit. I got wrecked. One hit and that thing dies, and the ground still kills me as I try to traverse the mountainsides and get caught in the infinite falling loop of the hillsides while chasing down snipers....
So then I tried my Minny medium suit with kin cata for a whopping 7.91 sprint speed. I did better due to more shields but I still ended up getting wrecked. And this is why. Due to the now horrid melee range of the SG, unless I was behind someone all they had to do was backpedal and fire at me. And since I can't sprint and fire at the same time unless I had a corner to jump behind I was dead. It seems silly that a shotgun can't hit someone that is within the little circle on your scanner. You literally have to be right next to them to kill them. At such a close range, the lag and the bad controls and the low FPS really combine to make your life hell as a shotgunner. While all an AR or HMG needs to do is spray and pray.
How to fix SG, add 5-7 meters to optimal range. Make the spread constant while ASD and hip fire. If ADS and hip fire spread is already the same it could of fooled me. Last, raise the ROF. I do not think these changes would make the SG OP. As a full-time shotgun scout I can say....HTFU....As soon as the controls get a bit more smoothed out SG will be right back where it needs to be. My only complaint is that proficiency gives a ROF bonus and not a damage %. If I can't hit people (aiming issue) neither is very useful, but to be competitive against proto assault/logis I need the damage in one shot not spread out to ruin my surprise. That said, anyone under proto I can pretty much 2 hit kill and Std is a OHK. If you can't manage to get close enough to do that, that's your fault not the weapon's. TL/DR another person QQing about the loss of SS. HTFU, I'm a shotgun scout and I disagree. EDIT: also for those people who think the answer is to INCREASE spread. You are dumb. Seriously. If you increase spread it means you don't hit with all the pellets and your total damage goes to BALLS. As in bad. If anything I want a fricken slug shotgun. Increasing the spread is just making it a noob weapon. Kills the std suit but can't put a dent in proto. Just because it's a shotgun doesn't mean you don't have to learn how to aim....(mind you if you have hit detection issues, that's different. It sounds like some of you do have that problem ie the guy who tried to shoot an uplink 4 times. That's NOT an issue with spread. Hit Detection is currently a Known Issue hopefully they'll reduce the impact of this soon) YE I even came around a corner shot the guy in the face point blank no damage an he walked right on by an liteme up wit the tac dead in one sec, brutal! I agree with the slug but it seems as if when ur too close it's a slug or the spreads so tight I miss but if ur in optimal range your good but the optimal range seems to exact little over or under an it's a missed shot, like the hit has to be the center of the circle, if that center is to the left of the face too close u miss but ten feet away boom! Personally I dropped the shotty on my fit for now is killing me, so I slapped the proto knives on an speed an holly crap I love watching 4 dudes panic as I kill each one but they gotta slow down the walking backwards speed for sg an knife users chasing or at least allow knifes to charge and run, scout pg an CPU are at a disadvantage any way so either charge an run on knives would be awesome or slow down the backwards running because it's almost as if they can L3 backwards and to charge forward ur gun or knives out slows u down they keep moving an shooting u loose range so if u do sneek up onem make sure u kill em fast or that sg miss will get u dead |
Zatara Rought
TeamPlayers EoN.
165
|
Posted - 2013.06.04 02:03:00 -
[25] - Quote
DJINN Marauder wrote:As a shotty scout i don't agree with this. The shotgun imo is fine. It's still a great gun. The only problem with it currently is the times when it doesn't register.
The rof is fine. As well as the range.
As someone who got wrecked by the likes of this guy and exmaple (before his failbog respec), hell and even undeadsoldier if he's extremely lucky and I stand still...the shotgun needs no easy mode. It does it's job just fine friends. GG Scrubs. |
Jarlaxle Xorlarrin
SyNergy Gaming EoN.
88
|
Posted - 2013.06.04 02:31:00 -
[26] - Quote
Spec Ops Cipher wrote:Im a scout with about 13m SP. Standard SG range is currently 4m for 100%. Adv is 5m and Proto is 6m. The main problem here lies in the fact that scouts cannot afford to fit adv and Proto SG on their suit, and are relegated to 4-5m range. I speak from experience here, I have maxed almost all pg/CPU skills, bar sidearm operation lv 5. Currently, I use adv SG and SMG with a CPU enhancer, it offers the best compromise.
However this does not mean I don't want more range on the SG. I personally think there should be a variant with 20% more spread and the current range, and the new standard ranges should be 6, 8 and 10m respectively.
You can't fit a proto shottie on a proto scout suit? You, sir, suck.
I have a proto shottie with an adv smg and av drop uplinks on a Basic proto Minimatar scout. |
Schalac 17
Seituoda Taskforce Command Caldari State
239
|
Posted - 2013.06.04 02:53:00 -
[27] - Quote
Driftward wrote:
As a full-time shotgun scout I can say....HTFU....As soon as the controls get a bit more smoothed out SG will be right back where it needs to be. My only complaint is that proficiency gives a ROF bonus and not a damage %. If I can't hit people (aiming issue) neither is very useful, but to be competitive against proto assault/logis I need the damage in one shot not spread out to ruin my surprise. That said, anyone under proto I can pretty much 2 hit kill and Std is a OHK. If you can't manage to get close enough to do that, that's your fault not the weapon's.
TL/DR another person QQing about the loss of SS. HTFU, I'm a shotgun scout and I disagree.
EDIT: also for those people who think the answer is to INCREASE spread. You are dumb. Seriously. If you increase spread it means you don't hit with all the pellets and your total damage goes to BALLS. As in bad. If anything I want a fricken slug shotgun. Increasing the spread is just making it a noob weapon. Kills the std suit but can't put a dent in proto. Just because it's a shotgun doesn't mean you don't have to learn how to aim....(mind you if you have hit detection issues, that's different. It sounds like some of you do have that problem ie the guy who tried to shoot an uplink 4 times. That's NOT an issue with spread. Hit Detection is currently a Known Issue hopefully they'll reduce the impact of this soon)
Where did I say I want the SG to shoot like it did with SS? I just want it to hit people that are a couple of feet in front of me. I had no problem getting up on people. The problem I had was that when I would pull the trigger I would get a hit marker, but no damage done, or very minimal. That would then alert them and then they run away and blast you with anything and it is bad times for you. When you have the circle centered on someones torso, the SG should tear them apart, but guess what, it doesn't. There is no HTFU with that. It is simply broken. Honestly I am more afraid of nova knives than I am of a shotgunner, that is just wrong. Very few SG have been able to get the jump on me. When they do, they are using a proto SG. And when they do show that they are a shotgunner I will kill them the rest of the match because of how easy it is to counter. I give you credit for speccing into it, but it is honestly in need of a buff and being able to shoot 8-10 meters is not overkill. I can spit further than these shotguns shoot.
That said, the scout suit has it's own problems, mainly the falling damage that you receive because the poor terrain mapping this game has. I climb lots of hills chasing down overwatch, and more often than not the falling loops that I find myself in kill me more than the people I'm chasing do. If I slide a couple of feet down a hill after doing the running man for a few seconds I shouldn't go to half armor when the game finally decides that I am still on the ground. The whole class is just broken in this game. You might not think that, but there is a reason that there is such a low percent of actual scouts considering there was so many of them in the last build. |
Lightning xVx
0uter.Heaven League of Infamy
72
|
Posted - 2013.06.04 03:25:00 -
[28] - Quote
I'm honestly worried that the cloak.... It's going to be ABUSED TO HELL if not correctly balanced. I believe the best way to balance it out (IMO) would be to attach it to shield energy. When in the heat of battle many things can occur depending on what type of person your are/scenarios here are some EXAMPLES;
(A) Merc runs in combat but is heavily outnumbered against a full squad of soldiers they quickly activate their cloak and swiftly run away from the firefight.
(B) Merc wants to hunt someone in particular or a certain group of soldiers. They quickly activate cloak at the precise time of attack and then they clear house....only problem is that you made yourself pop up on someone's radar and now have to use your natural ability to run away and hope to god you don't jump over a railing and die.
(C) Utilizing it to it's fullest and not even engage in combat and instead hack objectives or being distraction for your team.
Balance ideas: Cloak is attached to shields, when hitting either R1 or R3 it would immediately disable it leaving you vulnerable to just your armor, cool-down for use again, make them ridiculously expensive (ISK, CPU & PG) and finally moving causes a discharge/electrical discharge. Problem solved. |
Artful Dodja
SVER True Blood Unclaimed.
2
|
Posted - 2013.06.04 03:35:00 -
[29] - Quote
I also disagree with OP. I love the scout shotgun. There are some issues I've found with hitting people who are breaking cloak after spawning, but I also have a random "how the hell did that hit him, idk but I'll take it" moments as well. The style of play for a shotgun scout is so nutty that I wouldn't put it down for anything other than maybe nova knives. Dust on hard mode, wouldn't have it any other way.
I hate LAVs.
That is all. |
Lightning xVx
0uter.Heaven League of Infamy
72
|
Posted - 2013.06.04 03:36:00 -
[30] - Quote
Bump |
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Rynoceros
One-Armed Bandits Unclaimed.
91
|
Posted - 2013.06.04 03:52:00 -
[31] - Quote
Yup. Yup. Most definitely. Yup.
Too bad, it's my money maker. Shottys are the eternal whipping boys of CCP's masterful avoidance tactic. |
Johnny Guilt
Algintal Core Gallente Federation
104
|
Posted - 2013.06.04 03:57:00 -
[32] - Quote
And damnit fix that kitten proficiency description already! |
Rusty Shallows
Black Jackals
87
|
Posted - 2013.06.04 06:07:00 -
[33] - Quote
I died to a Dren Shotgun twice in one battle today. One case I am certain it was the solo damage source with three shots.
If shotguns were to get a range boost then Flaylocks and Submachine guns need to get some kind of boosts as well. Like an increased range on the first and a tighter dispersion on the latter. At which point nova knives might need a boost to compensate for the higher risk for pursuing melee combat.
As a heavy my general observation is three shots before headshot death. That is if the person is skill-point invested into shotguns, otherwise I have a real chance at getting them first.
As for scout suit survivability. Last week before the denile-of-service-attacks the hit-detection was so bad that one scout danced right in front of my Boundless HMG and took me down with his shotgun. In another case along a suspended walkway I threw a flux to drop a charging blacksuit scout shields and not single SMG burst could hit him, followed by my death to his shotgun.
Shotgun Scouts are currently viable. Personally I find the scout play style scary and alien but some people make it work. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
87
|
Posted - 2013.06.04 15:23:00 -
[34] - Quote
Jarlaxle Xorlarrin wrote:Spec Ops Cipher wrote:Im a scout with about 13m SP. Standard SG range is currently 4m for 100%. Adv is 5m and Proto is 6m. The main problem here lies in the fact that scouts cannot afford to fit adv and Proto SG on their suit, and are relegated to 4-5m range. I speak from experience here, I have maxed almost all pg/CPU skills, bar sidearm operation lv 5. Currently, I use adv SG and SMG with a CPU enhancer, it offers the best compromise.
However this does not mean I don't want more range on the SG. I personally think there should be a variant with 20% more spread and the current range, and the new standard ranges should be 6, 8 and 10m respectively. You can't fit a proto shottie on a proto scout suit? You, sir, suck. I have a proto shottie with an adv smg and av drop uplinks on a Basic proto Minimatar scout.
Forgive me for wanting complex shield extenders and a complex kin cat. The 3 things you put on your suit leave you with about 130 CPU and 43 pg. Kin cat's take 27 CPU and 15pg. This leaves you with 103 CPU and 28pg. Complex shield mods are 54 CPU and 11 pg. you can have one, and 49cpu for the other 2 highs, 1 low and grenades.
So you have about 200 shields, and 89 amour. Nice suit. |
Marc Rime
Zumari Force Projection Caldari State
82
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Posted - 2013.06.04 16:00:00 -
[35] - Quote
My main problems with the shotgun atm are the display/controller issues (frame rate drops/lag/sutter/whatever) because:- They actually appear to get worse when you're that close to enemies.
- -áOnce movement (both on the screen and my controls) get all choppy it's impossible to keep track of approx positions of multiple enemies (hell, it's quite possible to lose track of even one). This makes it easy for an enemy to get a bit of range while maintaining perfect LoS => dead shotgunner. In chromosome it was possible to maintain at least a little situational awareness giving you a chance to counter enemy movement or try to GTFO if it wasn't possible (a working passive scanner may have helped too I suppose).
- The micro-freezes/stutter don't appear to be consistent or predictable making it easy to miss a shot. A single miss is often more than you can afford.
The range isn't fine. Even at point blank range most targets require 2-3 shots and people don't usually stick around at that range once they notice you. Once someone gains the slightest bit of distance the number of shots required grows, fast. A sidearm is pretty much mandatory now, in chromosome it was optional (which was really nice since scouts struggle to fill even the few slots they have).
I don't see a problem with raising the range to what was possible in chromosome. I wasn't OHKing people at noticeably longer ranges than is possible now. Level 4 sharpshooter proff did, however, allow me to finish off an enemy who was somewhat further away -- still only at close range obviously, but I could at least deal non-negligible amounts damage to enemies as long as they were close enough to prevent me from turning tail.
As for cloaks... I just want lights/scouts to be viable on their own, not fully dependent on a single piece of equipment (and limited to the play styles for which that equipment is viable) that we're not even likely to see for at least a year. Besides, I have a feeling they will be heavily pre-nerfed when they're eventually added. Not even sure if a cloak would be very useful for a shotgunner. |
Jarlaxle Xorlarrin
SyNergy Gaming EoN.
89
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Posted - 2013.06.06 04:37:00 -
[36] - Quote
Spec Ops Cipher wrote:Jarlaxle Xorlarrin wrote:Spec Ops Cipher wrote:Im a scout with about 13m SP. Standard SG range is currently 4m for 100%. Adv is 5m and Proto is 6m. The main problem here lies in the fact that scouts cannot afford to fit adv and Proto SG on their suit, and are relegated to 4-5m range. I speak from experience here, I have maxed almost all pg/CPU skills, bar sidearm operation lv 5. Currently, I use adv SG and SMG with a CPU enhancer, it offers the best compromise.
However this does not mean I don't want more range on the SG. I personally think there should be a variant with 20% more spread and the current range, and the new standard ranges should be 6, 8 and 10m respectively. You can't fit a proto shottie on a proto scout suit? You, sir, suck. I have a proto shottie with an adv smg and av drop uplinks on a Basic proto Minimatar scout. Forgive me for wanting complex shield extenders and a complex kin cat. The 3 things you put on your suit leave you with about 130 CPU and 43 pg. Kin cat's take 27 CPU and 15pg. This leaves you with 103 CPU and 28pg. Complex shield mods are 54 CPU and 11 pg. you can have one, and 49cpu for the other 2 highs, 1 low and grenades. So you have about 200 shields, and 89 amour. Nice suit.
lol if you think I run around with only 200 shields and 89 armour you're either A) Drunk B) High as a ************ C) A&B D) That one crazy ***** I go to school with.
I honestly think you don't know how to fit a suit. |
Driftward
Subdreddit Test Alliance Please Ignore
153
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Posted - 2013.06.06 04:51:00 -
[37] - Quote
Jarlaxle Xorlarrin wrote:Spec Ops Cipher wrote:Jarlaxle Xorlarrin wrote:Spec Ops Cipher wrote:Im a scout with about 13m SP. Standard SG range is currently 4m for 100%. Adv is 5m and Proto is 6m. The main problem here lies in the fact that scouts cannot afford to fit adv and Proto SG on their suit, and are relegated to 4-5m range. I speak from experience here, I have maxed almost all pg/CPU skills, bar sidearm operation lv 5. Currently, I use adv SG and SMG with a CPU enhancer, it offers the best compromise.
However this does not mean I don't want more range on the SG. I personally think there should be a variant with 20% more spread and the current range, and the new standard ranges should be 6, 8 and 10m respectively. You can't fit a proto shottie on a proto scout suit? You, sir, suck. I have a proto shottie with an adv smg and av drop uplinks on a Basic proto Minimatar scout. Forgive me for wanting complex shield extenders and a complex kin cat. The 3 things you put on your suit leave you with about 130 CPU and 43 pg. Kin cat's take 27 CPU and 15pg. This leaves you with 103 CPU and 28pg. Complex shield mods are 54 CPU and 11 pg. you can have one, and 49cpu for the other 2 highs, 1 low and grenades. So you have about 200 shields, and 89 amour. Nice suit. lol if you think I run around with only 200 shields and 89 armour you're either A) Drunk B) High as a ************ C) A&B D) That one crazy ***** I go to school with. I honestly think you don't know how to fit a suit.
Agreed....Try using the fitting tool. Easily fit complex shield extenders on top of kin cats with maybe an adv uplink and EITHER the specialist duvolle or regular duvolle. Maybe sacrifice the core locus (and stick with the M1) and a sidearm (if you're shotty scout you shouldn't need the crutch of a sidearm anyways....)
Shalac- don't get me wrong, I think hit detection is pretty terrible right now, and maybe a minor range buff could be useful (could push it into OP though...). However, I manage to get a 2-3 or so K/D every round now since maybe 2 weeks into uprising. It's not broken enough to merit the attention that this thread is implying. At least not in my opinion. The larger issue is with the dropsuits themselves (ie not enough bonuses/merits to encourage use compared to the more slots and higher CPU/PG of medium suits.) of course that's another thread entirely. |
GLiMPSE X
IMPSwarm Negative-Feedback
109
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Posted - 2013.06.06 05:24:00 -
[38] - Quote
Shotguns at the low levels need to be toned down -- there's very little reason to invest sp into the tree and instead i find myself just rocking my no skill dren and cleaning up proto suits with ease. Give me a reason to spec into it, as it stands, there's very little to be gained compared to spending that sp in another weapon and giving yourself more flexibility. |
Shotty GoBang
Pro Hic Immortalis
49
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Posted - 2013.06.07 19:10:00 -
[39] - Quote
Uprising scout suits are terrible. Mine is prep-school blue and has a freakin' bird painted on the helmet.
- Shotty GoBang
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Shotty GoBang
Pro Hic Immortalis
49
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Posted - 2013.06.07 19:22:00 -
[40] - Quote
Also, don't forget about Sontie's new channel "Scouts United":
https://forums.dust514.com/default.aspx?g=posts&t=82976&find=unread
We discuss cool things like fused nades and why CCP hates us. It's fun!
- Shotty |
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