Fusions are great shotgun counters. From the posts on the forum, it's usually shotgun apes who have an issue with them...
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[quote]Fusions are great shotgun counters. From the posts on the forum, it's usually shotgun apes who have an issue with them...[/quote] Or someone trying to us a primary…
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Surely if someone's using a primary, they're less likely to be within fusion range
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[quote]Surely if someone's using a primary, they're less likely to be within fusion range[/quote] Fusion range is between 20 and 25 meters. That’s primary range for many weapons and the majority of maps.
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Hmm...can see that happening with things like smgs/sidearms, but with scouts or pulse rifles? Unlikely I'd have thought. With HCs very possible, but then if peek shooting, makes it awkward for fusion users.
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[quote]Hmm...can see that happening with things like smgs/sidearms, but with scouts or pulse rifles? Unlikely I'd have thought. With HCs very possible, but then if peek shooting, makes it awkward for fusion users.[/quote] Getting within fusion range is easy on 90% of the maps in this game. That range happens to be where the majority of primary fights are fought. That’s why typical fusion usage results in less primary kills. Despite having significantly less users than chaperone last trials weekend, main ingredient got more kills. When using a fusion, if you get more kills with your fusion than your primary, that’s normal. If your fusion is better in more situations than your primary, it only makes sense to use it more. Even my own match history reflects this. https://imgur.com/a/k2fgdlB
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What is the logic behind this? Shotguns were good close range. Now we have fusion rifles killing as far as 12+ meters making them viable to mid and close range.
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Ermmm...so...they're good counters to shotguns then. Why wait for the ape boy/girl to close the distance and chance being shotgunned when you can pulverise them from further away.
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Yes they counter everything in the game but whats the counter for main ingredient. I don't have a problem with every fusion but the ones that take literal zero skill. Those fast shooting long distance one shot fusions are what I have a problem with. U can counter shotgun players with subs and side arms so stop the cap.
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Hmm let's see... On one hand we have smg/sidearm which would need an X amount of shots emptied into ape happy individual. On the other hand we have a fusion, which is one (shot) and done... Kinda makes sense to use the one that requires less shots, providing you know where to aim to make sure it really is an ohk. Besides if you think they're so very strong, use them yourself then.