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  • SnipinDB Novice 406 posts since
    Oct 28, 2011
    Currently Being Moderated
    50. Aug 3, 2012 5:23 AM (in response to nuttin2say)
    Re: Shotgun Balance Thread v3

    Well, I barely ever played with the m16 for obvious reasons, so no idea how much better it is. I tested to see if it was worth using now, with 3 kills I got 2 hitmarkers mid range, before killing the immobile split screener twice with a red dot and kick on. So yeah, then just stopped immediately. Waste of time. Might be better with RF, but don’t like the sights on it anyway. The ak47, got around 200 kills with it before the "buff," so yeah not an expert on it either, but will start using it more now that it’s not as kick P reliant imo.

     

    The need to be up the ass would be fine if shotguns were secondaries. They are not and need better reliability in their 10 meter max damage zone. The best way is 2 pellet kills, also do to player movement, lag and sync issues. Making them better adsed, would also make them easier to use, so yeah I highly doubt they will do that & a power buff. If they keep the current spread and need of steady aim to get great accuracy, you would still need excellent aim to get kills frequently outside 7.5 meters. So why not do these buffs? There is no logical reason, other than wanting them to have constancy issues regardless of excellent fast aim.

     

    It’s not hard to get a kill with a pump shotgun and damage atm, it’s however hard to use them constantly even in their max damage zones as they simply get too many hitmarkers. In anyway buffing guns as slow as the pumps and model won’t be game breaking as the game already has a good fully auto and semi-auto shotguns in the usas12 and the striker. People can whine, but they can use those same slow guns as well and see that they need excellent fast aim to have any ohk constancy.

     

    Just tested the spas in mw2. 2-Pellet kills would be awesome sausage and 5 spread ads isn’t an issue cqb at all, not even close. Needing great steady aim, aim to get longer shots should be normal, knowing the ohk potential they then have, giving them around that ads with a power buff is asking for problems. Would love the mw2 spas in mw3 though, at least with the specialist bonus as that guns is so much fun, but still easy to die with.

     

    I would like to know why they discriminated Pumps. I mean they gave OHK snipers actual SP multipliers all-round. Why not pumps 2/8th kills they had in mw2? Reducing the overall range compared to the mw2 spas is all they needed to do, they went overboard. Especially while making them a primary class this should have been a given, as 3/8th will always have constancy issues regardless of aim and positioning. They are just a frustrating class atm & players who play to their potential (in their max damage zones mainly), don’t get rewarded constantly. One gun shouldn’t have constancy issues to please players who mainly use / want to use autos. That’s stupid. Why not make bolt actions less powerful as well then? I’m pretty sure people whine daily about qdraw qsing too, next to "hard-scoping" one hit kills.

  • Foxhound-Pro GlobalModerator 2,857 posts since
    Jul 23, 2012
    Currently Being Moderated
    51. Aug 3, 2012 1:00 PM (in response to vims1990)
    Re: Shotgun Balance Thread v3

    Spoke to brick,

     

    Posts removed are because of our standard practices with how we deal with usernames that are considered offensive. Offensive usernames require what I like to call an "admin yank." All posts and replied posts get pulled from that account.

     

    So, apologies if it wrecked some discussion. I'll be blunt, I hate how our forum software works sometimes. It ends up popping a lot of stuff that doesn't need to be pulled.

     

    So, from me to you. My bad, bros.

  • Mmacola1 Apprentice 343 posts since
    Feb 29, 2012
    Currently Being Moderated
    52. Aug 3, 2012 1:27 PM (in response to Foxhound-Pro)
    Re: Shotgun Balance Thread v3

    Its cool, you are only doing your job.

     

    BTW, now that these guns were buffed, shotguns now require a fix. Would be ultimately unfair if they kept them in their current status.

  • BuckshotBlender Novice 107 posts since
    Aug 2, 2012
    Currently Being Moderated
    53. Aug 4, 2012 3:41 PM (in response to SnipinDB)
    Re: Shotgun Balance Thread v3

    With a 4 spread ads the spas with damage would have about the same range potential as the non damage/range 1887 with steady aim.  Go try to use that for yourself and try to justify how having the same range performance ads would be too strong.  Currently there is no reason to ads.  None at all.  The ranges where any benefit ads gives (sticky aim and decreased sensitivity) the spread is too large to use these advantages.  Hip fire in cqc is not challenging.  Giving a moderate amount of range capability while ads is not  a problem.  Steady aim will still be more effective in every way because the spread will still be tighter and you will move at 100% not 80%.  Steady aim is mandatory to get any range performance out of the shotguns at the moment.  Just giving them all 4 degree spreads ads gives slightly enhananced range performance at the cost of a portion of your mobility and the time it takes to aim in.  They already know how to give shotguns ads spread bonuses (aa12 and 1887 have them) so its not dificult for them to change these numbers and we know a spread of 4 does not grant rediculous range performance but its better than 5.

  • Amirror Novice 401 posts since
    Jul 21, 2012
    Currently Being Moderated
    54. Aug 4, 2012 6:31 PM (in response to vims1990)
    Re: Shotgun Balance Thread v3

    Are you guys going to add the Shotgun Attachment to the buff list as well?

    It really needs one badly.

  • Nomoredeathstreaks Novice 196 posts since
    Jul 31, 2012
    Currently Being Moderated
    56. Aug 5, 2012 6:59 AM (in response to vims1990)
    Re: Shotgun Balance Thread v3

    My experience with the AA12 today:

     

  • BuckshotBlender Novice 107 posts since
    Aug 2, 2012
    Currently Being Moderated
    57. Aug 5, 2012 7:42 AM (in response to Amirror)
    Re: Shotgun Balance Thread v3

    Our main focus is on primary shotguns.  If you want to start a thread for the underbarrel go ahead and do that and I'm sure you'll get good participation from others in this thread.  But it will not be added to this buff for now.  Frankly I have never used the damn thing so I have no idea what to say about it.  I can tell it sucks, but I have no idea how to make it not suck in a way that is fair to everyone. 

  • BuckshotBlender Novice 107 posts since
    Aug 2, 2012
    Currently Being Moderated
    58. Aug 5, 2012 7:43 AM (in response to Nomoredeathstreaks)
    Re: Shotgun Balance Thread v3

    That last one is physically sickening.

  • Buff_Hardthrust Newbie 9 posts since
    Dec 24, 2011
    Currently Being Moderated
    59. Aug 5, 2012 9:31 AM (in response to BuckshotBlender)
    Re: Shotgun Balance Thread v3

    Just make it more powerful. I can't see how anything you do to any shotgun would be unfair when at the end of it all it will still be a shotgun, with a range limitation unlike any other weapon type in the game. This is especially considering that there are now TWO one burst kill guns, OP **** like the MP7, the Mk14, the ACR, and sniper rifles that can be sprayed with zero recoil and the ability to quickscope thereby arguably making it a  CLOSE RANGE option akin to one shotting with a shotgun.

     

    No. No, there will be nothing unfair about buffing the AA12 in any manner.

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