acidsnow
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Post by acidsnow on Nov 25, 2011 16:39:53 GMT -5
Akimbo FMG or rapid fire Type 95 doesn't stand a snowball's chance in hell against shotgun now. I'm a shotguning whore, and I got MOAB'd the other day in a FFA match by a guy using dual-FMGs. Though on my defense, he was tactical loitering in an area of Carbon that I had little familiarity with, so I wasn't sure how to throw my Stuns to effectively disable him; plus I didn't check to see how many n00bs were in the game [feeding him]. ...I was kinda pissed at the MOAB, but it was worth seeing. I def scouted the room he was tactical loitering for future encounters, because those FMGs are probably the most BS weapon right beside the T95
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Post by reader on Nov 25, 2011 17:11:10 GMT -5
Akimbo FMG or rapid fire Type 95 doesn't stand a snowball's chance in hell against shotgun now. I'm a shotguning whore, and I got MOAB'd the other day in a FFA match by a guy using dual-FMGs. Though on my defense, he was tactical loitering in an area of Carbon that I had little familiarity with, so I wasn't sure how to throw my Stuns to effectively disable him; plus I didn't check to see how many n00bs were in the game [feeding him]. ...I was kinda pissed at the MOAB, but it was worth seeing. I def scouted the room he was tactical loitering for future encounters, because those FMGs are probably the most BS weapon right beside the T95 I am not saying shotguns are better, they are not, they just rule and CQC, any other range...
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Post by reader on Nov 25, 2011 17:23:06 GMT -5
Sure they do. 2hk @ 1000RPM/1250RPM and a 3HK @ 1800RPM vs a ~2SK from 60-300RPM LOL, 300-400 damage in close range means even less than half hits, it's still OSOK, stop trolling please.
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acidsnow
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Post by acidsnow on Nov 25, 2011 17:28:11 GMT -5
I am not saying shotguns are better, they are not, they just rule and CQC, any other range... During my 83 days of combined CoD [Xbox] gaming, I'd estimate that in 95% of encounters Attack Speed will trump Damage output. Because being able to land the first shot double-fcuks your opponent: #1 by messing up their aim, and #2 obviously doing damage. ...So yeah, shotties are really-really good in CQC, but if you miss that first shot, those A-FMGs and T95 have a lot going for them.
And TBH, if you use the Attachments proficiency and are able to deal with the obscured view caused by their extreme muzzle flash - MW3's LMG's with Rapid Fire + Grip are hands down the most rape-weapons ever in any CoD game. ...They just need the right perks, a bit of practice, some tolerance, and the occasional luck. I went 36 and 7 the other day with a RF MK46 (by far the best MW3 TDM ratio that I've gotten thus far). Their only down side is they make a lot of noise (deafening you), and attract a lot of enemy attention (being non-silenced).
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Post by purehatred89 on Nov 26, 2011 13:44:05 GMT -5
I'm currently in my shotgun prestige, so far mastered the USAS, KSG and SPAS and I used the 1887 for 600~ kills in a previous prestige. I feel people aren't giving the USAS enough credit, I'd say it easily ranks up there with the SPAS (but it does not surpass it). I agree with the OP's statement that the KSG is utter garbage though, I couldn't do well with that gun until I unlocked Damage + Ext Mags.
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Post by rainbows on Nov 27, 2011 13:16:45 GMT -5
This made me laugh out loud. Just sayin'.
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acidsnow
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Post by acidsnow on Nov 27, 2011 13:58:22 GMT -5
This made me laugh out loud. Just sayin'. It's true, the LMGs have a lot of drawbacks, but if all you care about is firepower & attackspeed, then mastering an LMG w/RF+Grip is arguably the most destructive & noisy way to dominate a game. Ownage doesn't always come easily as they aren't great for long range, but once practiced you'll be getting kills based on "feel" alone, because eventually you realize there isn't much to see when blazing an LMG at ~1,000 RPM. None of the AR's can match an LMG's TTK. It's not worth doing longterm, because it eventually gets tiring - senses overload IMO.
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Post by rainbows on Nov 27, 2011 14:34:33 GMT -5
LMGs are fine, but given that you just listed a whole shitload of drawbacks and their saving grace is faster TTK than assault rifles, I would hardly call them the most rape-weapons in the entire series, or anywhere close to that. For one, old LMGs are hands down strictly better with their infinite range 2 hit kill. For two, if all you care about is attackspeed and damage - Akimbo MPs (especially FMG9s), the AA12, and RF MP7 outclass you while maintaining full mobility. Sure, the first two aren't as useful at range, but that's not part of the deal, and you stated yourself that LMGs aren't especially great at range either.
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acidsnow
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Post by acidsnow on Nov 27, 2011 15:01:44 GMT -5
I would hardly call them the most rape-weapons in the entire series. Yeah, I overstated that...by a lot, lol and was kinda generalizing the CoD games. But in the realm of MW3, they do pack a decent punch - for novelty sake. ...Ofc it's worth mentioning that I'm a penetration whore, so anything that gets me a few fun kills through walls is always a good thing.
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Post by orwell on Nov 27, 2011 19:42:07 GMT -5
Does the extended mags on assault rifles effect the masterkey like extended mags for the shotguns?
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acidsnow
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Post by acidsnow on Nov 27, 2011 21:21:35 GMT -5
Does the extended mags on assault rifles effect the masterkey like extended mags for the shotguns? Its probably worth testing, b/c the Fal from MW2 had a Masterkey with further range (if I recall correctly).
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Post by rainbows on Nov 28, 2011 0:15:06 GMT -5
I believe somebody here already has tested it, and determined that it gains no bonus pellets, although I could be wrong.
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asasa
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Post by asasa on Nov 28, 2011 1:04:20 GMT -5
@acid: That was a bunch of crazy talk IIRC. They all had the same range.
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Post by Megaqwerty on Nov 28, 2011 12:11:12 GMT -5
Its probably worth testing, b/c the Fal from MW2 had a Masterkey with further range (if I recall correctly). It didn't: they all had that range. This came up because someone posted a video of the FAL Masterkey getting crazy longshots...in Touch Football. A better example would be the Commando Masterkey.
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spry
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Post by spry on Nov 28, 2011 17:40:29 GMT -5
Does anyone agree that the emags pellet increase is probably a bug?
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Post by Megaqwerty on Nov 28, 2011 17:57:03 GMT -5
Does anyone agree that the emags pellet increase is probably a bug? Yes. It's a bug that only extended mags applies it. The guns should have the effect stock.
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Post by rainbows on Nov 28, 2011 23:23:10 GMT -5
It is not even possible for this to be a bug. I don't see how you could possibly code all of the shotguns to have 33% less pellets than they should, and then code ExMags to give +50%. Bugs come from errors in coding - this looks nothing like that. You would have to go in and manually type in a 6 instead of a 9 or an 8 instead of a 12 for each shotgun - even if you're copying a template for all of the 6 pellet guns and the 8 pellet guns, that's not a mistake that should happen twice, and then make a miscoded ExMags (which would almost definitely be copied from a template, given it's on every single firearm in the game) that somehow gives the exact number of pellets to what the shotguns should be for every single shotgun.
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asasa
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Post by asasa on Nov 29, 2011 0:24:06 GMT -5
Rainbows... he's jokingly stating its a bug for them not to have that many pellets... as in, there's no way they meant for them to be this waek [but he's well aware they didnt typo all of them]
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Post by TheHawkNY on Nov 29, 2011 20:00:48 GMT -5
Graphs for Specialists: "] "] By Weapon, updated with Specialist bonuses: "] "] "] "] "] "]
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Evan950
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Post by Evan950 on Dec 4, 2011 7:30:32 GMT -5
hey guys, just registered but have been reading for long time.
one thing though that I did not get in this post was Range vs. Damage on the shotguns (Striker). so is damage better off than using range?
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Post by dshunter on Dec 4, 2011 11:05:40 GMT -5
It is not even possible for this to be a bug. I don't see how you could possibly code all of the shotguns to have 33% less pellets than they should, and then code ExMags to give +50%. Bugs come from errors in coding - this looks nothing like that. You would have to go in and manually type in a 6 instead of a 9 or an 8 instead of a 12 for each shotgun - even if you're copying a template for all of the 6 pellet guns and the 8 pellet guns, that's not a mistake that should happen twice, and then make a miscoded ExMags (which would almost definitely be copied from a template, given it's on every single firearm in the game) that somehow gives the exact number of pellets to what the shotguns should be for every single shotgun. If you take into account that it increases the amount of bullets and the number of pellets by exactly the same amount (50%), I could well envision this to be a coding error. It would depend, however, on whether the increased magazine sizes are coded by hand (i.e. in hard numbers, individually for each gun) or if they simply use a function to calculate 50% of the base mag size. If the latter is the case, then they might just have slipped pellet count in there right next to bullet count, or linked the two in some other way.
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Evan950
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Post by Evan950 on Dec 5, 2011 1:46:02 GMT -5
It is not even possible for this to be a bug. I don't see how you could possibly code all of the shotguns to have 33% less pellets than they should, and then code ExMags to give +50%. Bugs come from errors in coding - this looks nothing like that. You would have to go in and manually type in a 6 instead of a 9 or an 8 instead of a 12 for each shotgun - even if you're copying a template for all of the 6 pellet guns and the 8 pellet guns, that's not a mistake that should happen twice, and then make a miscoded ExMags (which would almost definitely be copied from a template, given it's on every single firearm in the game) that somehow gives the exact number of pellets to what the shotguns should be for every single shotgun. If you take into account that it increases the amount of bullets and the number of pellets by exactly the same amount (50%), I could well envision this to be a coding error. It would depend, however, on whether the increased magazine sizes are coded by hand (i.e. in hard numbers, individually for each gun) or if they simply use a function to calculate 50% of the base mag size. If the latter is the case, then they might just have slipped pellet count in there right next to bullet count, or linked the two in some other way. c'mon things like these were purposly put in, thermal being last attachement unlocked, and same for extended mags, you have to 'earn' the 'bug' of the gun.
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Evan950
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Post by Evan950 on Dec 6, 2011 6:59:18 GMT -5
after reading the posts I did not completely understand range or damage for striker?
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Post by TheHawkNY on Dec 6, 2011 10:53:59 GMT -5
hey guys, just registered but have been reading for long time. one thing though that I did not get in this post was Range vs. Damage on the shotguns (Striker). so is damage better off than using range? Welcome to the boards! Use Range if you plan on shooting at someone more than 600 units away, Damage if you do not. If you plan on shooting at someone more than 600 units away, I'd probably stop using a shotgun. I use the Striker with Damage and never find myself not even getting a hitmarker because the enemy is too far away.
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Post by swoopwithnon4m3 on Dec 6, 2011 11:23:34 GMT -5
Use Damage, if you really want Range, use Damage and run Specialist.
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Post by prinsmp on Dec 6, 2011 11:38:47 GMT -5
I do not have the striker with emags yet, but bro's who have emags, do you prefer the shotgun + emag with the SA perk or not?
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Post by TheHawkNY on Dec 6, 2011 13:25:57 GMT -5
I use Steady Aim on Striker with Damage + Emags. Couldn't tell you what how much the reduced hipfire spread effects it, but the reduced time after sprinting is the most valuable of any of the tier 3 perks to me.
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Post by mastermarth on Dec 6, 2011 13:47:30 GMT -5
Unless you want a different T3 perk for some reason, Steady Aim is the best perk to use with Shotguns for these reasons:
1) The recovery after sprinting is vital for CQC and high movement
2) The reduced spread means better chances of a OSK
3) ADS doesn't reduce the spread like it did in Black Ops and the ADS spread is the same as non-SA Hip Spread, meaning that is little reason to ADS unless you want slower movements for more precision (which SA doesn't prohibit)
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Evan950
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Post by Evan950 on Dec 8, 2011 0:59:37 GMT -5
hey guys, just registered but have been reading for long time. one thing though that I did not get in this post was Range vs. Damage on the shotguns (Striker). so is damage better off than using range? Welcome to the boards! Use Range if you plan on shooting at someone more than 600 units away, Damage if you do not. If you plan on shooting at someone more than 600 units away, I'd probably stop using a shotgun. I use the Striker with Damage and never find myself not even getting a hitmarker because the enemy is too far away. so the range is nearly useless?
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Post by mastermarth on Dec 8, 2011 7:50:02 GMT -5
Welcome to the boards! Use Range if you plan on shooting at someone more than 600 units away, Damage if you do not. If you plan on shooting at someone more than 600 units away, I'd probably stop using a shotgun. I use the Striker with Damage and never find myself not even getting a hitmarker because the enemy is too far away. so the range is nearly useless? Depends on the weapon and how you use it. Range starts being effective as soon as the damage would normally start dropping off. Also, if you use Shotguns in conjunction with a ranged weapon, then Range will not be too useful. Personally I see it as being able to use the Shotgun from an even longer range and not really needing a secondary weapon if you stick to your (extended) ranges. Meaning, with something like the SPAS12, you could carry a launcher or something like that as a secondary and be fine.
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