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Currently Being ModeratedRe: Shotgun balance thread
I agree 100% with everything you said especially the AA-12 buff and the Spas-12 buff
They should buff the shotguns
GT: Unique Insomnia ( under elite it will say TwiSTz x RAGE because it was my old gamertag that I used to make Elite with)
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Currently Being ModeratedRe: Shotgun balance thread
I don't really think the aa12 needs a tighter spread. Now I'm sure it could use it but the aa12 functioned okay pre patch with emags. I think the spread with steady aim is tight enough for now.
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Currently Being ModeratedRe: Shotgun balance thread
I just want the AA12 to kill people reliably. I've had a lot of times where I've dumped 4-5 shots and barely killed him, then I get killed before I have the chance to reload.
*sigh*
BTW, I remember what you said about the Final Fantasy music playing while going awesome with a Model.
This is what I would play if I was beasting w/ an AA12.
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Currently Being ModeratedRe: Shotgun balance thread
LOL that's not what I meant. I would like to hear metallica or disturbed on my end. The video was the final fantasy 7 boss music. Thats what I want them to hear when I am beasting on them. Better yet this.
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Currently Being ModeratedRe: Shotgun balance thread
Did I just read that correctly? You said the ARs need a BUFF?! They are extremely easy to use just press the ADS button and hold down R1. The Striker is def harder to use than any AR or SMG ( not saying it's hard) but with the Striker if you want to do really well you can't just run around and spray and pray. And with really good I mean like 35-5 no lethal streaks or something. Trust me I have 9000+ Striker kills, and it's not "easy" to do really well especially post-nerf. I'm 100% sure if I would use the ACR or MP7 more consistantly I'd have a much better K/D my Striker K/D is about 1.70. So no AR buff, I don't know how you even were able to come up with that.....
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Currently Being ModeratedRe: Shotgun balance thread
I have a great case for shotguns now that involves a mass opinion of them. (I am in the united states so other countries might have different google results)
Go onto google and type in "mw3 shotguns" with a space at the end. That will show you the most googled topic that starts with the phrase "mw3 shotguns". The first result to show up is mw3 shotguns suck.
Next google "mw3 shotguns are" with a space at the end again. This one will surprise you. The first result is mw3 shotguns are over powered. But when you click on that search you get videos of fails and rants about mw3 shotguns being underpowered. The first result is entirely sarcastic. The next is mw3 shotguns are under powered, and the next is mw3 shotguns are useless.
It is the popular opinion of the people that use shotguns in mw3 that they are underpowered. And the fact that they significantly under perform compared to the other close range primaries in mw3 even when fully leveled, coupled with the fact that most mid and long range weapons also out perform them as well, this also coupled with the fact that shotguns are absolutely useless until they get at least range (the semi and auto shotties with range are okay, except the aa12, there is no redemption for that gun.) Coupled again with the fact that the other primaries in mw3 have stopping power built into their close range damage, makes shotguns an extremely ineffective class by comparison.
Lets analyze this:
Assault rifles: mw3 m4 is a 3 to 5 bullet kill at 754 rpm and has great accuracy. Mw2 m4 was a 3-4 bullet kill with stopping power at 776 rpm. A small decrease in rof from mw2 but identicle close range damage to mw2 with stopping power. Scar-l and g36 are 3-5 and 3-4 bullet kills respectively and both have fantastic accuracy with kick on. Then of course there is the type 95's close range damage of 55 per bullet at 1250 rpm burst with rapid fire. Also there is the 4 bullet kill at range of the Acr which is easy to take advantage of because the gun has so little recoil. So assault rifles have it pretty good except for the cm901, ak47, and m16.
SMGs: All kill in 3 bullets up close, and all of them are capable of near 900 rpm fire rates with rapid fire. The pp90 in particular has a fire rate of 1200 rpm with rapid fire and is capable with range of 3 bullet kills out to 814 inches. That gives it a .1 second time to kill out to 814 inches. Then of course there is the mp7, no recoil, high default fire rate, still a 3 bullet kill ( I love this gun). Smgs have it pretty good also.
Snipers: The barrett, as50, L118, and MSR all have stopping power strait up built in. I think it is funny these weapons are designed to be one shot kills so they made it so they have stopping power damage built right in. These snipers don't need to be leveled to 28 to get a one shot kill to the stomach. I remember sniping in mw2 with the wa2000 and cold blooded. It was easy to get one shot kills. With snipers (unless you are trying to quick scope) you can distance yourself from the fight and be relatively safe while you line up your shots making it easy to hit the chest. Snipers (besides the dargunov) have it really good in mw3.
LMGs: After the minimum damage buff they got they are fantastic weapons. Before the buff only the mk46 and L86 were any good. Now they are all pretty good (L86 with grip and thermal is awesome). Lmgs in mw3 are similar to the mw2 high fire rate lmgs like the m240 and mg4 with stopping power. The mk46 and L86 in particular are capable of good accuracy and a high fire rate 3 bullet kill at any distance.
Now onto shotguns: The striker is the same from mw2. In mw2 it was crap compared to the others so it makes sense that it wouldn't really need to change. The usas is okay medium fire rate and high close range damage coupled with extra sprint make the gun usable.
Now onto the crap. The aa12 does 15-5 damage stock firing 8 pellets at a rate of 400 rpm. It has 50 inches less range less than 1/3 the damage at range, and all of its mw2 counter parts ammo problems. The aa12 is probably the worst gun in mw3 (m16 is slightly better and the dragunov ties it) Even fully leveled it still terrible.
The ksg has 20% less total range, And the mw2 spas with stopping power was a 3 pellet kill 80 inches past where the stock ksg can even get hitmarkers. It has low range and is terrible untill leveled until at least 23 if not 28.
The spas with damage has less range, less damage at range, less range to the damage drop and has to be leveled to 28 to even get here.
The 1887 with damage has less total range, much less range to the damage drop, a much larger spread, less ammo, and no attachments. The only redeeming quality of the model is its 4 pellet kill at range with damage on. This is offset by its larger spread and the other negatives listed above.
As you can see the other primaries in mw3 have some redeeming aspect from mw2 in them that makes them a good primary. But even the fully leveled spas, 1887, ksg, and aa12 are far worse than their mw2 non stopping power counter parts. Shotguns were unfairly discriminated against in the weapon balance of mw3.
Why put up with this...
When you can do this...
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Currently Being ModeratedRe: Shotgun balance thread
Wow...I've been using AA-12 lately. It's an okay gun. Obviously it's hard to keep within its range. But what is up with the ammo...I can get 2-4 kills before I'm completely out. It's a joke. Scavenger and SoH are ridiculously necessary if you're trying to use this gun. It needs another clip and a shave off of its reload time so as to make scavenger and SoH less essential.
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Currently Being ModeratedRe: Shotgun balance thread
Only the AA-12 needs a buff. I've fired whole clips at enemies and get 8 hitmarkers. Although Damage or Range is necessary to be at all competetive, I like the challange. GT is Sundance92581.
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Currently Being ModeratedRe: Shotgun balance thread
No all the shotguns need a buff except the Striker. And Brick, definatly agreed with your latest post.
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