Holy -blam!-ing shit this is getting annoying. People complaining weapons don't take skill. Everything takes a different skill set. Just because you are bad at that skill, doesn't mean it doesn't take ANY skill. Low entry point and high ceiling is the perfect design in a video game. Lemme break this down in what skill set the weapons take specials and primaries. Let's begin
Auto Rifles: Rewards target tracking
Hand cannons: reward precision and patience. Spamming is punished especially at range
Pulse Rifles: reward precision shots and excellent target acquisition
Scouts: reward precision shots and positioning of your character
Shotguns: Reward fast, precision movement and reaction times. Baiting corners
Aleclev with a good sidearm explanation:
Sidearms: Rewards good radar reading and good recoil control. Being able to put yourself just outside of shotgun range.
Fusion Rifles: reward target tracking and movement prediction, as well as quick reaction times
Sniper Rifles: reward precision aim and positioning of the user. Punished if challenging with many open sightlines because you are easily flinched.
Tldr: every weapon takes a different skill set to use. Weapons descriptions are above. This was not in the post but I'm putting here as a friendly reminder. Low entry point high ceiling characters and weapons are how video games should be made.
Edit :I left this post a day and a half ago. Wow did not expect this to trend. My god
Edit: Holy shit people you guys and gals are nuts. This was supposed to be merely just an observation after playing a decent amount with each weapon. No they don't all have the same kill numbers. But I have played each of the special weapon types a good amount
Edit: a guardian said where did all the sbmm post go.
[spoiler]I ended their passage to the lighthouse[/spoiler]
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2 RepliesWhat About Side Arms?
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25 RepliesHeavy weapons don't take skill. They shouldn't even be in the crucible.
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Of course using a gun doesn't take skill. Being EFFECTIVE with your loadout takes skill. If you snipe your playstyle has to revolve around your sniper and getting angles for your team. Shotgunners have to be highly proficient in their subclasses movement to be able to close gaps effectively and know the maximum distance they can kill from with their shotgun. It's not what you use, it's how you use it and if you do well with it that determines skill level.
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4 RepliesUsing an emote takes no skill
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4 RepliesI agree what about Sidearms Rocketlauchers And Machine guns?
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2 RepliesExcept each skill is easier than another. Like using AR's is easier than using a handcannon.
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Well said! I know I suck with fusion riffles and rockets. But everyone else seems to dominate with them which means the fault is with me, not the weapon. MIDA
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Buff autorifles
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6 RepliesClever dragon with braced frame and high caliber rounds is pretty hardcore
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2 RepliesThe way I see it: If your good with it, your good with it -blam!- anyone else. If your bad with it then switch to Mida till you find something else.
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6 RepliesShotguns take skill😮
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2 RepliesBut what about sidearms?
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Oooh, oooh, u are right. Example~ {instead of Tbagging a rivals dead corpse...} EMOTIN a MoFo! 1. Suppressing & rapid pace, quick time cohesion of the purposeful and intentional decision to not Tbag a MoFo's dead corpse, at the same time as intently focusing on all the moving/flashing/colorful shenanigans on the tv (the former, a fight against our very nature as human "sit in chair, looking at stuff, doin things with the already epic eye/hand/butt/ear combo we mastered many, many, many a year'ish ago's) by instead choosing a taunt of dance, some not that thing other thing, sit or the much, muchmuchmuch less seen " whoops, I accidentally jumped instead of dance/sit/ other not those things. 2. The PRE~CALCULATED AND METHODICAL CHOICE OUT OF THE FEW RANDOM EMOTES IN YOUR COLLECTION. (!) *if u have more than 1 emote, I mean, that's like a total "got to choose cuz I have more than only 1 so crap I will have to do thinking now." scenario!!! 3. To master these as such, that u will never, ever, ever ever never nevernevereverever accidentally hit the jump button instead of the the not jump button!!! Right?
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>tmw OP says shotguns take skill
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THANK YOU I'm usually a sniper always and used to give shot guns hella shit calling them no gun skill guns and stuff, recently I flipped over a new leaf when the Trials map became Anomaly so I wouldn't get wrecked and started using shotguns Still takes some skill to get your kills AND not die.
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4 RepliesBasically if you guys just wanna get kills use a pulse rifle with perfect balance, high caliber rounds and snapshot. And a matador. Can't forget the matador.
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7 RepliesBruhh I spam Eyasluna and Palindrome shots and 2/3 shots are headshots so punished my ass
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I agree with you bro
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What about sidearms?
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7 RepliesEdited by ExoMasterClass: 11/16/2016 12:24:55 PMYou forgot my favorites: - [b]Hammer of Sol[/b]: rewards fear in my enemies - [b]Ward of Dawn[/b]: rewards me and my teammates and fear in my enemies - [b]Fist of Havoc[/b]: rewards my panic and sense of power ... - [b]Shadowshot[/b]: rewards the Legolas in me - [b]Golden Gun[/b]: rewards nothing since it does little damage/few shots - [b]Arc Blade[/b]: rewards either a seventh column medal if well positioned or a wasted super if your target keeps running away ... - [b]Nova bomb[/b]: rewards you a Payback medal - [b]Stormtrance[/b]: rewards the Sith Lord in me - [b]Radiance[/b]: rewards revenge
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2 RepliesShotguns are op and take the skill of having a finger to pull the trigger i used a shotgun two days ago and never lost a game
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5 RepliesYou make solid points all around, but you have to understand that some weapon archetypes are far more superior to others. For example, The Clever Dragon>Hawksaw>Nirwen's Mercy>Spare Change. There is no arguing what I just posted. The Clever Dragon will always outgun every other pulse archetype in the game. Pulse rifles still need a lot of balancing, but primarily the high impact ones. Scouts are fine. Auto rifles, I feel, are in a tough spot. They're meant to excel in close to medium range, but they always get demolished by high rate of fire pulse rifles, hand cannons, or certain scouts (MIDA). The best change possible that will make auto rifles shine once more is to undo the critical damage multiplier nerf. With the way damage falloff effects autos now, I think that bringing the headshot multiplier from 1.25 back to what it was originally, 1.50, will make auto rifles the most viable option for players who like playing in close to medium range engagements and can stay on target. Hand cannons are fine, but I do think that the low impact archetype needs some love. Considering that this archetype lacks power, it should get significant boosts to stability and range. Why use these handcannons when they have terrible range and stability compared to the other handcannon archetypes, and require much more precision to use effectively? Anyways, rant over.
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1 ReplyYou're right! Hell, even being an asshole takes skill if you expect to be good at it. The problem (which people overblow into 'doesn't take skill' rants) is that some weapons deliver far faster kill times without a proportional upping of skill-requirement in weapon handling. Pulses with very high fire rates and stupid high accuracy ratings are the worst offenders overall, but there are a few in every weapon class that just simply don't require a proportional amount of skill to use for the hyper-efficiency they provide in combat.
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Okay I agree with everything except the shotgun, the only skill required in using a shotgun is being able to point, shoot, and tell how your range is.
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When you use clever dragon, and someone calls it op, so you get... TRIGGERED.
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so true