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Currently Being ModeratedRe: Shotgun balance thread
I have seen a good number of fully leveled strikers. Not nearly as many as pre patch but an acceptable number. I really wish that elite for mw3 would include deaths by each weapon like black ops did. I bet I have been killed less than 100 times by all the pumps and aa12 combined.
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Currently Being ModeratedRe: Shotgun balance thread
If the maps get smaller it makes sense to nerf shotguns long range damage and damage drop range slightly which they did. What doesn't make sense is to nerf the close range damage.
With the exception of black ops there has always been a shotgun capable of a 2 pellet kill since cod 2. And also the trench gun from cod 2 sounds amazing. 50-5 damage 384 inches of max damage range and 800 inches of total range.
Black ops was the only game to get shotguns absolutely wrong this was reflected in the number of people that used them. And yet mw3 pump shotguns are basicly the stakeout with a little more range (this is once leveled up to damage, before damage the pumps are horrid weapons on par with the non stopping power trench gun from W@W). Why would they choose the one game where shotguns were unused to model their shotguns after? The answer is obvious. They don't want people using shotguns.
You guys have had shotguns in the last 6 call of duty games and you pick the ones that suck the worst to be the basis for mw3 shotguns. I realise there was a negative stigma on shotguns from mw2 but you guys went way too far on mw3.
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Currently Being ModeratedRe: Shotgun balance thread
Spas was pretty beast silenced cqb for a semi-auto in blops, one of my better guns in the game for a stealth class. Stakeout needed more max damage range & damage, it was ok on the smaller maps but overall lacked constancy imo. I hope shotguns get a bit more range and more attachments for blops2 and a damage p for pumps to give them 2 pellet kills cqb.
I don't think they will change shotguns again in mw3, they were a better gun section with the extended mags pellets.
- Model the same inconstant pos
- Striker, was OP, but every gun section has such a gun. I miss the extended mags 9 pellet Striker with damage
- Spas was a great pump especially in its zone with 12 pellets
- Aa-12 much worse than it was with the extra pellets
- Ksg and usas-12 got slight buffs, but that's only the option to use more attachments than only extended mags & they are easier to level up with 9 pellets as a standard. They say they improved ads accuracy on shotguns, but it's still not reliable to constantly ads with them, so good aim doesn't get rewarded constantly, making their skill argument retarded..
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Currently Being ModeratedRe: Shotgun balance thread
My god I loved the pre-patch Striker. Damage, Range, Extended Mags, Steady aim = OWNAGE! When you get Specialist bonus ofcourse. I loved using that gun sooooo much. :3
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Currently Being ModeratedRe: Shotgun balance thread
There was a HC clan op today and just for the hell of it, I decided to use try out the Model 1887 in hardcore. Best time using the Model 1887.
Below video is when I was using the Model with no range & damage:
But this doesn't mean that we should have to get consistent one hit kill with SG's in Hardcore. I wished core was like this.
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Currently Being ModeratedRe: Shotgun balance thread
Ghandi
Here is something you should think about. We can prove that the spas, 1887, ksg, and aa12 are underpowered. The entire reason I really started this thread was simply to gain access to a large number of elite profiles for data gathering purposes. For over 90% of all people that posted in this thread (and others like it on denkirsons and gamefaqs that I have started) the four shotguns listed above are within their lowest 10 performing primaries in all of mw3 in terms of kill/death ratio. In fact most people have the many secondary weapons at a higher k/d than the pumps and aa12. The mp9 specifically is usually at a significantly higher k/d than the 4 shotguns in question. This low k/d will lead to low stats in kills per minute, deaths per minute and average life which are just a few of the "back end stats" that you base weapon balance off of that you have shared with the community.
What I really want to know is what stats lead your team to believe shotguns are balanced when there is so much evidence to the contrary? I do not want to hear "we monitor back end weapon performance and we find shotgun stats within acceptable limits." I want to hear the stats. I want them to be able to compare them directly with the other stats for other primary classes in mw3.
We are able prove that the weapon balance between mw2 and mw3 is blatantly discriminating against shotguns. I will go over this really quickly. The vast majority of mw3 weapons follow this balance formula from mw2. Mw3 primaries were given stopping power damage up close, normal damage at range, and less range to the damage drop off. This is easily shown in the mw3 ARs.
The mw3 m4 has lost 20 rpm fire rate but maintains its 3 bullet kill up close. The Scar L similarly has a high fire rate near the mw2 m4 and maintains its 3 bullet kill up close also. The g36 has the same fire rate as the scar L in mw3 and is a 3 bullet kill up close and a 4 bullet kill at range (moderate recoil and poor irons balance this out). The mk14 is the fal with stopping power. The type 95 is the famas on crack in terms of time to kill in close to mid range. In fact the only ARs in mw3 to not be balanced this way are the cm901, ak47, fad, m16 and acr. Three out of these five weapons are not very good because they didn't follow the formula described. The acr is still amazing because of its high damage at range, almost non existent recoil with kick, good irons, and reload speed. The fad is actually a descent weapon, its basically the mw2 f2000 with a 33% larger clip than any other AR in mw3, 100 rpm faster fire rate than the mw2 f2000, and great accuracy. The odd ones out of this balance are the cm901, ak47, and m16. Not surprisingly these weapons are generally considered the worst weapons in the AR class. Some of you may disagree but that is the general consensus on the worst ARs.
Smgs are all capable of 900+ rpm fire rate with rapid fire and 3 bullet kills up close. Mw3 smgs are similar to the mw2 vector, p90, mini uzi with stopping power. The only smgs that are poorly balanced are the mp5 and pm9 due to their high recoil (I can still use the mp5 very well but its recoil is a problem). The other smgs are highly useable and very effective.
Lmgs post patch have some very good representatives in class. The mk46 and L86 (and m60 to an extent) are very capable weapons now that they have their infinite 3 bullet kill range. The mk46 and L86 are also capable of fantastic accuracy with the thermal and grip combo making them devastating long range and support weapons. Although not as easy to use as mw2 rpd and aug bar they are every bit as effective as the mw2 mg4 and m240 with stopping power.
Snipers have stopping power strait up built in and have received a buff in general from mw2 in terms of proficiencies and attachments. The inclusion the extra ammo that comes with emags in mw3 and the variable scope both make snipers very effective in general combat. And the inclusion of proficiencies like kick, focus, and stability are something that mw2 snipers didn't have that makes mw3 snipers better than mw2 snipers. The dragunov is the only bad sniper.
With the exclusion of black ops there has always been a shotgun capable of a 2 pellet kill for some distance since cod 2. This is partially the reason why black ops shotguns are so bad. They have low range, low long range damage, low close range damage, low capacity, and generally frequent reloads. Black ops shotguns were the least used class by far (at least 3 to one against the next least used lmgs.) The only somewhat useable shotgun was the spas because of its loss less silencer. It still paled in comparison to the performance of almost all other top of class primaries. Compared to the famaug, the ak74, stoner 63, and psg1/L96 (depending on preference) the spas was a pea shooter. Yet your team decided to make the mw3 level one spas 12, ksg, and 1887 a pump action version of the black ops spas with a little more range. And then once leveled up (500+ kills required) you can turn them into the stakeout with a little more range and magazine capacity.
Why would you ignore the other 5 games worth of experience that says the 2 pellet kill is fine and reliable and make the pumps a 4 pellet kill at point blank rangeunleveled and a 3 pellet kill when leveled. This treatment of shotguns does not fit with the other balancing your team did with the rest of mw3 primaries. And it has lead to obvious performance drops in the shotgun class in terms of average k/d ratios and reliability (the thousands of videos we have of bad hitmarkers). With the mw3 pre 1.08 spas we had a shotgun that only took 25% of its pellets at close range to kill. Do you know how many threads were created on this forum (or any I could find including youtube videos that had the correct stats in them) to complain about this or argue it was over powered? Zero. The 25% of pellets required to kill for pump shotguns up close is a perfect fit for mw3. Moreover with my suggestions in the op of this thread the reliable one shot kill range of the pump shotguns will not be improved by an inch with the exclusion of the ksg (the ksg with my buff proposals is likely to have a reliable one shot kill range increase of .65 meters). If you haven't read the post where this is explained I can give you that link again.
Seriously ghandi our proposals are very fair and well balanced with the rest of mw3. The current state of shotguns is unacceptable to the shotgun community. I am seriously asking you to tell me what is unbalanced about the proposals I have put up in the original post of this thread. I want to know. You need to work with the shotgun community to help resolve our issues. We will not simply go away and accept what your team says as the final fate of us in mw3. Work with us and we can resolve this to everyone satisfaction.
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Currently Being ModeratedRe: Shotgun balance thread
This is my experience of using a Model 1887 with Range in core:
PP90 & Akimbo FMG 9's > Model with Range at close range
By the way, I was host & 4 barring so it cannot be my connection.
Man I hope this shotgun gets better once I unlock Damage.
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Currently Being ModeratedRe: Shotgun balance thread
It will, a lot.
Seriously though, I swear to god this gun would be much better if max damage were 34. That way it would not be overpowered according to the Devs standards.
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Currently Being ModeratedRe: Shotgun balance thread
I wished it worked exactly as it does in Hardcore. (if you watched my previous clip).
At medium range, you may get the odd hitmarker but at blank range, it's a one shot kill.
I thought we were about to get a buff for the pump actions, Model 1887 & AA-12 until some idiot told the devs that the Model 1887 could shoot across the map (without any proof).
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Currently Being ModeratedRe: Shotgun balance thread
I don't know if Ghandi actually takes what we show here to the devs or he just get there saying "brainstorm; shotguns buff". I believe if the facts were being shown as it is here, a buff would be a lot more possible.
I personally believe the KSG to be alright, but I wouldn't mind a 4.5 spread for it when ADSed, at least giving some advantage to the player that doesn't pick steady aim. In fact 4.5 spread ADSed for the SPAS wouldn't hurt either. In singleplayer, believe it or not, ADSing makes your shotguns a lot more accurate.
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