Yes, they are the problem
Fusions: ok
Sidearms: ok
Snipers: ok (i don't use that much, but its ok for me)
Scouts: ok
Pulses: ok (low rof ones no)
HC: ok (remove ghost bullets please)
Autos: maybe a little buff on damage
Shotguns: too much range for one shot kill on minuscule maps
Solutions:
1- Re-design all the maps
2- buff all primaries and unbalance sidearms/fusions/snipers
3- add bloom to shotguns (horrible ideia)
4- make range 0.7 of the actual one AND buff range from high rof shotguns
Seriously, who uses the 4* horseman?
Also*, remove ghost bullets from shotguns, since ghost bullets simply makes no sense in any video game
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2 RepliesNo, the problem is shotgun acrobatics with the highest impact shotguns. What needs to happen is : High impactshotguns have restored year one range, but no stability. Stability needs to play a larger role. You should be able to ohk with a max impact shotgun, but with no stability your accuracy and pellet spread should be negatively affected by jumping/sliding. Middle impact shotguns should have higher stability and OK range and are the bridge between highs and lows, the should be more accurately while maneuvering and have and have more stability. Low and lowest shotguns should have high stability, modest range, high handling, reload speed. They should be the preferred method of warrior as although they don't ohk, they can rapidly fire and be accurate while maneuvering. They should be the fast paced shotgunned choice. Of course you could spec a max impact shotgun for stability as the cost of range, but it won't be as effective as lowe impact shotties.