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  • slap1i Apprentice 830 posts since
    Sep 12, 2011
    Currently Being Moderated
    460. Oct 16, 2012 11:38 AM (in response to jacked_hammer)
    Re: Shotgun Balance Thread v3

    One thing I notice about these clips is that in each, your opponent is shooting at you.  Could this result in enough of a flinch to throw your aim off just slightly.  This could result in half the pellets missing the target, and a legit hitmarker.

     

    I've felt with other guns that flinch will effect the accuracy of the shot before the animation "catches up".

  • ShottyBoomstick Calculating status... 11 posts since
    Dec 3, 2011
    Currently Being Moderated
    461. Oct 16, 2012 11:45 AM (in response to slap1i)
    Re: Shotgun Balance Thread v3

    I have, as I'm guessing others have as well, had cases where I shoot first, center mass, perfect aim and still got hitmarkers at ranges where they should not happen.

     

    Flinch could have something to do with it, but I didn't think flinch affected hip-fire that much as I've never noticed a huge kick from flinching on any Shotguns or SMGs while hip firing.

  • TheAcidpiss Novice 153 posts since
    May 29, 2012
    Currently Being Moderated
    462. Oct 16, 2012 11:55 AM (in response to vims1990)
    Re: Shotgun Balance Thread v3

    i think a big way to improve shotguns would be to greatly decrease the spread when in ADS, this would allow for more damage at longer ranges (more pellets would hit at range if the spread was less) and more OHK at close range due to a direct hit missing no pellets whatsoever.

  • ShottyBoomstick Newbie 11 posts since
    Dec 3, 2011
    Currently Being Moderated
    463. Oct 16, 2012 12:11 PM (in response to TheAcidpiss)
    Re: Shotgun Balance Thread v3

    Like what the Stakeout and HS10 do in BO.

  • jacked_hammer Newbie 12 posts since
    Oct 10, 2012
    Currently Being Moderated
    464. Oct 16, 2012 12:15 PM (in response to slap1i)
    Re: Shotgun Balance Thread v3

     

     

    Doesn't explain these.

  • jacked_hammer Newbie 12 posts since
    Oct 10, 2012
    Currently Being Moderated
    465. Oct 16, 2012 12:19 PM (in response to TheAcidpiss)
    Re: Shotgun Balance Thread v3

    tightening the spread will not effect the close range hitmarker problem.  Even with steady aim and a prefectly centered shot you can still get a hitmarker like this.

    The first shot the dude's head is almost the entire spread.  Tightening while ads to near steady aim levels will not positively impact shotgun reliability.  It Might however do something for that second shot.  I do think ads should tighten the spread, as stated in the buff proposal in this thread.  But that is more to make the shotguns less reliant on steady aim and to give people a reason to ads at all.

  • ho2rse Newbie 27 posts since
    Oct 8, 2012
    Currently Being Moderated
    466. Oct 16, 2012 1:31 PM (in response to jacked_hammer)
    Re: Shotgun Balance Thread v3

                                                                                                                                                    Even the W1200 in CoD4 had a 2-pellets kill with stopping power and no one complained about it. In World at War there was the double barreled shotgun that also had a 2-pellet kill. When you had a good connection you got 1 shot kill in the maximum damage range 99,99% of the time (enemies with juggernaut excluded). With a buff to a 3 pellet kill in mw3 steady aim, range would be less needed. With damage you get a 2-pellet kill (stopping power at close range- non stopping power at long range, almost every other weapon go after this formula). Trialstartragon testifies does not make any sense, he is a terrible shotgunner. I have a 2.71 kd, about 10.000 kills with the USAS12+damage+extended mags (also got many MOABs with it, and a double MOAB last month) and with skills you have the most dominant weapon within 15m. The striker is a great weapon weapon and can be lethal with skilled hands. All the other shotguns are worthless.

  • ho2rse Newbie 27 posts since
    Oct 8, 2012
    Currently Being Moderated
    467. Oct 16, 2012 1:48 PM (in response to trialstardragon)
    Re: Shotgun Balance Thread v3

    Even on a 4 bar connection you get hitmarkers. I have a lot of experience with the pump shotguns- I know what I speak about. We said that several times and you say that every time again. It would be the same if I would speak german with you, we would get the same results, you would not understand it. Whats your opinion on the sniper rifles?

  • ho2rse Newbie 27 posts since
    Oct 8, 2012
    Currently Being Moderated
    468. Oct 18, 2012 12:59 PM (in response to jacked_hammer)
    Re: Shotgun Balance Thread v3

    I randomly see a commentary of you about the review of the AA12 with raging amish. He did always great reviews, but at this time he does believe that the AA12 is a good weapon. I have one question to you: Do you know the damage and range of the trench gun in cod3. I could not find stats.

  • King_of_Iron_Fist Newbie 3 posts since
    Oct 5, 2012
    Currently Being Moderated
    469. Oct 19, 2012 8:27 AM (in response to ho2rse)
    Re: Shotgun Balance Thread v3

    He said he liked the weapon,not that it was good.  He was wrong with its kill time stats though.  He assumed the aa12 only took 3 shots max to kill when it actually takes 5 with daage and 6 with anything else at its max range.  I did laugh how he said its arguably the best weaon for cqc.

     

    I believe its the same as cod 2 at 50-5 damage X 8 pellets 384-800 range.  Interestingly the spread appearently tightens while ads with it in cod 3.

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