1. Hand cannon accuracy, remove bloom, damage falloff is harsher.
2. High impact auto rifle buff
3. High impact pulse buff
4. Slight shotgun nerf.
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Shotgun is inconsistent af. It shouldn't be nerfed again, they should buff it consistency and get rid of shotgun+melee combo.
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Only nerf high impact shotguns
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Shotguns do net need a nerf. The rest is true
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Your name and equipped weapon speaks volumes. Currently shotguns are used by everyone, practically every streamer and tryhard are running shotguns. Realkrafty runs snipers TrueVanguard runs fusions and sidearms Everyone else has shottys. No one uses weapons that are bad, so as they're being near universally used there's obviously a problem. They're too good right now. I understand you don't want them nerfed since you use them, but there's no denying they are still overpowered when compared to nerfed snipers/fusions and sidearms which have never really been good.
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And of course all of them run them with Warlock. Because you need that melee because of the shotgun hit rng. Ever thought about that?
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Doesn't change the fact they're too strong.
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The weapons that kill me the most are Handcannons. Exactly two models: Palindrome and Eyasluna - it seems they are clearly too strong.
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Shotguns are not over powered. Most of the other weapons are underpowered. Fusions need to be more consistent. You can mow down a shotgunner with a side arm. Really weak primaries are the problem. Shotguns were never a problem in year one crucible.
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Now that's abit ridiculous, shot package and blink shotgunning were as op as it gets.
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Edited by PORKY-33: 12/23/2016 12:59:30 AMThat wasn't an issue till after the auto rifle nerf and felwinter came out. Before they originally screwed everything. Also on shotpackage. Oh no it killed at 20'. That's more realistic imo.
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And now we have the matador archetypes which are just as bad.
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Edited by PORKY-33: 12/23/2016 1:19:47 AMHell even an old school "black powder" blunder buss can drop your ass in 10'-15'. So so I don't know where some of you guys come up with your shotgun ranges.
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Edited by PORKY-33: 12/23/2016 1:15:54 AMNow? We've always had them. It's a recycled gun bro. Not sure if you realize, but that's what a real shotgun is.
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Your analysis of the current meta should tell you what to do. Buff those weapons and buff primaries. Don't nerf shotguns [b]again[/b]. Shotguns are weaker now than they've ever been.
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Shotguns have not had a nerf since ttk I'm all for buffing other stuff instead of nerfing, however currently sidearms, snipers and fusions are all in a good place vs primarys and low impact shotguns. The matador/party crasher/conspiracy archtype shouldn't have the most range and impact, there's zero reason to use anything else, particularly any other shotgun type.
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A can respect that. However what's the point of a low impact shotgun in pvp. No matter how much of a range increase they get (within reason) no one will use them because they won't OHK. High impacts will always be used more in pvp. That's a fact, not a problem.
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Yeah because getting cross mapped, one shotted by a matador is perfectly balanced. Shotguns need a slight nerf. High impact shotguns should have very little range. High rate of fire, low impact, decent range. Auto riffles need a buff. Increase recoil on high impact scouts and pulse rifles. High impact handcannons reduced range, more recoil.
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You just do not know what you're talking about. Max OHK range of a maxed out M64 is 8m. If this is cross map for you... And these 8m only work half the time because of pellet spread rng.
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You don't get cross mapped with a shotty. Let's be logical and not exaggerate things. And any shotgun that isn't a OHK is pointless in pvp. Sure in your ideal world high impact shotguns have low range with that pattern naturally extending to low impacts having a higher range but if those low impacts don't OHK what's the point? When you you be happy with shotguns? When the range is shorter than a melee? Because it's not to far off.
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Last time I checked, it isn't an over exaggeration. Parry crasher, matador, and curtain call with any range perk can ohk from a bull shit range. If it's going to have that much range, it should not one shot. As for the high rate of fire ones, the whole point of them is for a grouping. You can mow them down easily. If I wanted a shotgun fest, I'd play gears. Might as well take primaries out in general because no one hardly uses them. I'm the run and gun type so I'll use an auto riffle or a handcannon.
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What's a bull shit range 10'-12'? Just out of arms length? Inside arms length? They should be able to ohk at a min of 20' Pull a tape measure out. That's not far at all.
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Of course it's an exaggeration. Maximum OHK distance is a handful of meters. I'm not going to try to prove a fact. Bottom line is if you buff primaries (with some exceptions) and remove sniper zoom changes and add back the OHK headshot on supers as well as buffing fusion and sidearms slightly the issue goes away.
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You're not going to try and prove it, because you know I'm right on the matter of shotguns. I never said nerf them to the ground. They just need a slight range reduction. Range finder shouldn't even be a perk for shotguns. High impact, close quarters. Low impact, better range. Not that hard to understand. Auto rifles, buff. Snipers, more flinch, or at least sway. Fusions, good. Sidearms, good. Heavies, good. Handcannons good, with the exception of palindrome, and lingering song. Scouts, high impact, more recoil. Pulse riffles, good with the exception of the high rate of fires. Less impact and range.
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If you would know what you're talking about... Rangefinder adds 10 inch to OHK range of a M64. Those 10 inch won't save you while you stand around like a tree while the shotgunners is closing in.
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The ONLY way I would be okay with that is if when I was within range that it damn well better OHK because right now they are inconsistent as f-ck. I would take a lower range for consistency tradeoff.