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originally posted in: The case against OHKOs
3/10/2015 11:31:48 AM
3
AR's should be able to counter shottys. They need to make that constant steam of fire mean something in CQC. It's kind of a joke how even large caliber rounds don't interefere with players aim or ability to charge through and get right on you. Getting hit with an AR in CQC should mean something vs. a shotgun user.
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  • Edited by Elspeth: 3/10/2015 6:11:55 PM
    It's a good idea, though there are a couple of problems: Flinch mechanics, if applied, should apply to all players. Flinch mechanics generally favour high rate of fire weapons because those weapons can stack on much more flinch. Planetside 2 used to incorporate flinch mechanics, and that caused an entire faction to significantly underperform the other two factions. Since then, flinch mechanics have been nearly entirely removed, and the game improved a lot as a result. Furthermore, flinch mechanics, if not well balanced, can give too much advantage to initiators.

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  • Maybe the flinch should only be activated after and during consecutive hits and only activate at a close range to give more of a playing field with AR vs. shotgun. I feel AR should be able to have more CQC to round it out. The AR should be effective in nearly any situation, but not excel in any one area. Pulse should excel in mid range and scout in long range. They mostly do. Shotgun of course should be king of CQC, with it's powerful blast, but as it stands now, it's alone. Having a primary that can contend with it at least slightly in CQC is a must, and that primary would either be something like an high ROF AR or SMG

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  • Maybe it should be cumulative damage, but then the nerf last word threads will sky rocket lol. But the fact that people walk through bullets, headshots no less, is ridiculous. I don't think they'll add flinching because the already had a problem with the Fatebringer and its explosive rounds.

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