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ursprünglich gepostet in: Shotguns
12/8/2016 10:04:21 PM
2
No, 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.
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  • I'm not a shotgun user, but your solution seems to make more sense than mine The only thing that annoys me is going on any pvp game time and people will be 70% using shotguns They are clearly way better than other secondaries Fusions have much more range, but you have to load it, and super closed maps won't let you shot tem from distance

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  • [quote]The only thing that annoys me is going on any pvp game time and people will be 70% using shotguns[/quote] Several Factors here. - Map design has it that there are more Close Quarter situations that anything else and shotguns will be most effective there. - People are always going to gravitate to the weapon that kills the fastest. Combine that with movement speed and most people's tactic is going to be to rush in. - Because of the above 2 things people think the best way to counter a shotgun is with another shotgun. This is not true most time and usually ends in both players dying. The Best counters are your own movement combined with Primaries, fusions, and sidearms. Take away the advantage of 'closing the gap' and the will loose 90% of the time if your aim is true. I play Supremacy with a Hand Cannon and Sidearm and do very well.

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