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Shotty GoBang
Pro Hic Immortalis League of Infamy
404
|
Posted - 2013.07.25 16:39:00 -
[1] - Quote
Background
Request
Shotgun Hit Detection remains buggy. The Super Strafe introduced in 1.2 exacerbates the problem. Can't complain without suggesting a remedy; kindly consider the following:
- Slightly increase Shotgun Pellet Count.
- Slightly increase Shotgun Spread.
- Repeat buff cycle until Shotgun performs as intended.
- Undo shotgun buffs once CQC mechanics are corrected.
In Support of Proposed Interim Fix
Experiment 1: Quantifying Shotgunner Frustration
- Equip Player 1 in a high-end medium frame with an AR or ScR.
- Equip Player 2 in a high-end scout suit with a SG.
- Move players into slapping distance of one another.
- Activate Super-Strafe on Player 1.
- Instruct Player 2 to fire shotgun into Player 1's back.
- Log hit/miss counts and combat duration.
Experiment 2: Measuring CQC Imbalance
- Replicate above, but reorient Player 1 to face Player 2.
- Instruct Player 1 to Hip Fire while Super Strafing.
- Log outcome; rinse and repeat.
Historical Analysis: How a Dev Might Justify an Interim Shotgun Buff
- Query accuracy rates for known Shotgunners in Chromosome.
- Query accuracy rates for the same Shotgunners in Uprising 1.0/1.1.
- Query accuracy rates for the same Shotgunners since Uprising 1.2.
- Compare past and present accuracy rates.
Thank you for your time and consideration.
- Shotty GoBang |
Shotty GoBang
Pro Hic Immortalis League of Infamy
404
|
Posted - 2013.07.25 17:02:00 -
[2] - Quote
In Support of the Proposed Interim Fix
Experiment 1: Quantifying Shotgunner Frustration
- Equip Player 1 in a high-end medium frame with an AR or ScR.
- Equip Player 2 in a high-end scout suit with a SG.
- Move players into slapping distance of one another.
- Activate Super-Strafe on Player 1.
- Instruct Player 2 to fire shotgun into Player 1's back.
- Log hit/miss counts and combat duration.
Experiment 2: Measuring CQC Imbalance
- Replicate above, but reorient Player 1 to face Player 2.
- Instruct Player 1 to Hip Fire while Super Strafing.
- Log outcome; rinse and repeat.
Historical Analysis: How a Dev Might Justify an Interim Shotgun Buff
- Query accuracy rates for known Shotgunners in Chromosome.
- Query accuracy rates for the same Shotgunners in Uprising 1.0/1.1.
- Query accuracy rates for the same Shotgunners since Uprising 1.2.
- Compare past and present accuracy rates.
Thank you for your time and consideration.
- Shotty GoBang |
Zendeal
Horizons' Edge Orion Empire
4
|
Posted - 2013.07.25 17:22:00 -
[3] - Quote
I like the proposed quick fix... Helps make things at least usable. A larger amount of spread and pellets would give it more of a "cone" effect for damaging enemies directly in your view/range
On a barely related note, would it be awesome to have a laser shotgun.. maybe have it charge similar to the SCr with a "Cone" effect for damage in front of the user... I just think it would be so awesome to charge up and *BLAP* someone into oblivion. |
Pugnacious Turtle
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
|
Posted - 2013.07.27 03:19:00 -
[4] - Quote
I second this, but more of a permanent fix. The shotguns need something. I realize that this will probably go unseen because it's not talking about empowering the assault rifle even more than it already is, but it's worth a shot. |
N1ck Comeau
Pro Hic Immortalis League of Infamy
854
|
Posted - 2013.07.27 03:24:00 -
[5] - Quote
Shotguns are great when hit detection works.
Increasing pellets and having good hit detection would make them rather Overpower in my opinion.
Fix hit detection then buff accordingly |
Johnny Guilt
Algintal Core Gallente Federation
211
|
Posted - 2013.08.03 16:16:00 -
[6] - Quote
The speard is already big enough as is,and so is the daamge but the really problem with the gun is that you cant use it's full damage pass 5m,pass 5m your odds of landing most of your pellet drops greatly, plus your pellets are weaker and not strong enough to be relied on to kill high HPsuits.
7m-10m should be a sweet spot for it's optimal range to be worth using |
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