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  • bltzazrael Apprentice 248 posts since
    May 31, 2011
    Currently Being Moderated
    30. May 22, 2012 11:14 PM (in response to Sandy_Eggo)
    Re: Type 95

    Video or it didn't happen.

     

    Most likely he shot you at least with 2 bursts but you only heard 1. That happens a lot, deal with it.

     

    We keep nerfing everything the only thing we will have left are knives.

  • nuttin2say Expert 2,561 posts since
    May 24, 2011
    Currently Being Moderated
    31. May 22, 2012 11:48 PM (in response to Sandy_Eggo)
    Re: Type 95

    There isn't anything over-powered nor anything under-powered in this game.

     

    The reason some people think certain aspects are "unfair" is because they do not know how to use them (Well, there are some people out there that DO know how to use some weapons but still advocate a buff ... for obvious reasons). Knowing how to use them includes knowing how to counter them.

     

    Someone mentioned hating the guys running around with LMGs on Rapid Fire. Why? That's not the best way to use and LMG. Not even close. The best way is to go prone. I have a 2.33 kdr with the M60. I mostly use it with Attachments running a silencer and a Red Dot Sight or with Impact and a Silencer. The sights that work best on LMGs are Red Dot, Holographic, or the Thermal Scope. Any of those work great.

     

    But, regardless, if you don't go prone while using an LMG ... you're missing out on a lot of kills. A lot of kills.

     

    Type 95 is the same theme. It's great for close to medium range - if you use Steady Aim. You can use it without Steady Aim, but it is not as effective. For longer range, the M16 is a far better gun. I like the M16 for an AR on Bakaara. If you're playing a map that has a lot of close range battles, the Type 95 is not the best choice out there.

     

    Worst of all, as so many people have already posted ... the general rule with burst fire weapons is that you get one pull of the trigger to score a kill. If not, you're dead. For most people. There's a way to miss and not go down - don't fully expose yourself when shooting and when you do shoot, immediately move (which you should be doing anyway with any gun you shoot while standing).

     

    Don't hate the machine!

  • Zerotick Novice 134 posts since
    May 4, 2012
    Currently Being Moderated
    32. May 23, 2012 12:30 AM (in response to nuttin2say)
    Re: Type 95

    Normally i'd agree with you.

     

    But have you tried using the AA-12? It's just so bad. It's tolerable when you have range+Damage on it, but until then it's just horribad.

     

    Anybody that thinks it's balanced Is retarded.

     

    Now i'm not going to say the type 95 is overpowered, because it does have one very small weak point, and that is long range, However at close range it has the fastest time to kill of ANY gun in the game. and on an assault rifle, that's a bit rediculous. You'd assume it'd be the SMG's but nope, it's an assault rifle.

  • MW3_SUCKS_ASS Newbie 12 posts since
    May 22, 2012
    Currently Being Moderated
    33. May 23, 2012 12:33 AM (in response to Sandy_Eggo)
    Re: Type 95

    You're not getting one shotted. It's 2-3 hit kill. But yeah, IW won't fix it. Or at least they'll make a pathetic attempt.

  • pun1sh Novice 77 posts since
    Aug 22, 2011
    Currently Being Moderated
    34. May 23, 2012 12:57 AM (in response to bltzazrael)
    Re: Type 95

    No its not that he shoots me twice, i swear about 3/4 of the time when i run around a corner and there is a guy with a shotgun i get the first shot that somehow misses all rounds and he gets me with 1 shot. its like a shotgun glitch/lag! im not really worried about it because when im in a lobby with people using shotguns i just switch my gameplay and play at a distance and pick off every run & gun person with a shotty!

     

    I agree with the nerfing! nothing should have been nerfed since the beginning IMO!

  • WKMMS Expert 1,169 posts since
    Dec 19, 2011
    Currently Being Moderated
    35. May 23, 2012 1:43 AM (in response to Sandy_Eggo)
    Re: Type 95

    No doubt the T95 is devastating in the right hands, but I've seen plenty using it and doing terribly also.  It's not always the best gun for the job.  Anyway, it doesn't matter how good a gun your enemy has if you're shooting them in the back.  Smart flanking beats everything.

  • nuttin2say Expert 2,561 posts since
    May 24, 2011
    Currently Being Moderated
    36. May 23, 2012 3:01 AM (in response to Zerotick)
    Re: Type 95

    Oh yeah ... the shotgun thing.

     

    We'll probably just have to agree to disagree on that issue. Like I said, there is no magic ray gun in MW3 that outperforms all other weapons in the game in every situation - nor should there be. SGs work just fine in the environment in which they are meant to be used.

     

    As far as "the fastest time to kill" thing ... well, some gun has to get that title. I'd rather it be a burst fire weapon than either a cannon or a chain gun.

     

    Besides, the fact that it has the fastest time to kill only makes a difference when the other player knows to react.

     

    Most of the time, what I see happening is I round a corner and there's a guy trying to decide to go left or right. And don't even get me started on the "doe in the headlights" player. Well, for the player that can't make up his mind, reaction time does not exist. On the draw, I beat way too many people who are using guns that are "better" statistically.

     

    No, all those stats matter when two "good" players go up against each other. For below average players, those stats are useless. And there are a whole lot of "average" players out there.

  • Zerotick Novice 134 posts since
    May 4, 2012
    Currently Being Moderated
    37. May 23, 2012 3:22 AM (in response to nuttin2say)
    Re: Type 95

    And what 'Enviroment' do shotguns do fine in? Pray tell. I'm quite curious.

     

    Because after getting every shotgun to gold except the Spas, I've found all the pump-actions to not have enough Reliability to warrant actual use. They get hitmarkers at close range

     

    "Well your accuracy was bad" No. That doesn't work with shotguns

     

    Why? Because they have RANDOMIZED pellet distribution. So even if you aim dead center at a range of less than 5m, You can STILL get hitmarkers.

     

    Take the dragunov as it currently stands, make it bolt action, and don't change any of the stats. That's a pump-action shotgun. while you "CAN" get one-shot kills. It isn't going to happen very often

     

    I'm trading the ability to kill at range for what? At it stands, nothing. This is why pump action shotguns generally have the lowest K/D associated with them. They're total garbage without Damage/range and even with them, they're still unreliable.

     

    Go ahead. Use the AA-12 and tell me how well you do with it, Because i ASSUMED since it was fully automatic it'd be used in very confined spaces. The thing is however, Every akimbo machine pistol barring the G18's kill faster than it does close range..

     

    A single MP9 has a faster Time to kill than the AA-12.

     

    Go ahead and use the AA-12 for 5 Games. Just use it without scavenger and i'll admit defeat because i know you'll understand how horribly underpowered it is.

  • TheCampingRusher Novice 197 posts since
    May 15, 2012
    Currently Being Moderated
    38. May 23, 2012 3:36 AM (in response to Sandy_Eggo)
    Re: Type 95

    due to the high fire rate with rapid fire tooo, 3 bullets come out in the space of time 2 bullets come out of other ARs, the PP90 is a fast killing OP maching too complain about that instead it takes a lot less skill to use and more often used

  • nuttin2say Expert 2,561 posts since
    May 24, 2011
    Currently Being Moderated
    39. May 23, 2012 8:45 AM (in response to Zerotick)
    Re: Type 95

    Zerotick wrote


    And what 'Enviroment' do shotguns do fine in? Pray tell. I'm quite curious.

     

    Hmm. Why does that sound so eerily familiar? Oh. Yes, I see why now. Don't get too testy. You already know what happens when you get too excited. But don't worry, I won't tell anyone.

     

    Close Quarters. That's the environment.

     

    The reason shotguns work they way the do is because of the many nightmares of MW2. Shotguns should be a secondary. You can't compare the way SGs worked in previous titles for a number of reasons - all of those reasons built upon the foundation that they were different games than each other and this game. Nonetheless, one of the many headaches wrought by MW2 is that SGs were overpowered - specifically, when combined as a secondary.

     

    So look what happened. Not only were they nerfed in BO, there was no way to make them a secondary. Trying to tweak SGs, they are available again as secondaries ... but they come at a sacrifice to some other things. As they should. If they are buffed the way you propose, then they become overpowered - especially because they can be used as secondaries.

     

    They work perfect in CQC situations. Run a shorter barrel AR or longer barrel SMG as a primary and an SG as a secondary. Then the two situations a player is most likely to encounter can be covered. I believe it was G IH A IN ID II that posted the LMG team was hesitant to buff them. I always advocate leaving weapons as they are (which you already know) because they were right - LMGs did not need a buff ... they needed to be used in the manner intended. Right now? If anything is OP, it is LMGs. I can say that because I have over 1000 kills with each of them, and yes, in gold camo, as well.

     

    Shotguns are in the same predicament. Use the right custom class to compliment the SG being used and they are very powerful. The argument that you get hitmarkers that do not register kills has two flaws.

     

    First of all, EVERY weapon has that problem. The hitmarker =/= ohk issue is more noticeable with SGs because of the slower rates of fire and that is the only reason. As you see with other posts in this thread, it even happens with the Type 95 at times. But if you really want to see where the hitmarker vs. kill detection is really prevalent, use the Desert Eagle for a few matches. It can take anywhere from 2 hits to kill to a whole mag that doesn't kill at all.

     

    The other massive flaw in the argument is the fact that an SG "hit" that counts as accurate is not necessarily a genuinely accurate shot. That, really, is the entire basis of your argument. It is the reason you want more pellets - under the assumption that more pellets means a greater number of them will be on target. That's an assumption, not fact. It is not fact because you do not know how many pellets are on target to begin with. Could be one, could be three. Because you do not know, you want more damage per pellet.

     

    Both ways you propose to buff them or either way - doesn't matter. If SGs get either buff, they become over-powered. It would not be fair that only one bullet out of a three round burst from a Type 95 would count toward a kill. That would make it OP. Same principle applies to SGs. It doesn't matter if the extra damage is coming from a buff to the z-axis or a combination of the x & y - axes, it is still an unnecessary buff.

     

    And the fact of the matter is that as long as there are large volumes of players out there able to get 2.0 or higher kdrs with SGs, it is illogical to buff them. Any improvement to SGs will give those players an even higher performance than they already have. For those that are not comfortable using SGs, buffs will not matter. They will still prefer ARs or SMGs.

     

    The proof is in the pudding already on the table. Steady Aim was effectively a non-factor in use with the USAS for me. On the other hand, Grip made a difference. Add to it Damage - boom, awesome gun. So far, that's the exact same thing I have come to find with the KSG. I haven't unlocked Damage yet. It took me a couple 100 kills with the USAS to find the sweet spot for it and I still ended up with a very respectable KDR with that gun.

     

    As far as using the AA12 without scavenger - too bad. The same is true of every other weapon in the game: for it to work at its peak, it has to use certain compliments. This very thread is proof of that. The Type 95 in CQC is just another gun to encounter without Steady Aim. Should it be given greater hip-fire accuracy in sake of balance? Fat chance. Same principle applies to the AA12.

     

    Yes, it takes a while to level up shotguns. Actually, it felt about right to me for the USAS. The only thing was tedious, IMO, was getting gold. But that's because it takes 1000 kills and I don't think SGs are the best gun to have on every map. Same with sniper rifles. Same with ARs. Same with LMGs. You can use any gun on any map and do just fine, true. But some guns do better than others ...

     

    ... and it is experimenting with different custom classes that allows the player to find those sweet spots. It is not the function of an easy button called a buff.

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