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Post by I Am Hollywood5 on Nov 21, 2012 0:46:51 GMT -5
Here's how I look at it:
If you put Rapid Fire on a Vector, you get a naked Skorpion Evo with less range and worse hipfire. Recoil penalty puts the two guns at the same recoil level. The only possible benefit you are getting in exchange is 4 more bullets per mag, at the cost of all those penalties, an attachment slot, and 1 out of your 10 points.
OR
You could just take the Skorpion, and have better range, better hipfire, 3 available attachment slots and an extra point to spend...
Apparently Treyarch thought that was a fair choice.
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Robospy
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Posts: 723
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Post by Robospy on Nov 21, 2012 1:14:37 GMT -5
I'm not particularly phased about that. Imagine if the RF wasn't nerfed, the SMG hipfire train would be so far OP it would be ridiculous.
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Post by I Am Hollywood5 on Nov 21, 2012 1:41:08 GMT -5
I'm not particularly phased about that. Imagine if the RF wasn't nerfed, the SMG hipfire train would be so far OP it would be ridiculous. How is a Skorpion any different than an MP7 Rapid Fire without the overboard penalties? And it's not like the Skorpion is OP either. There's a reason you see NOBODY using rapid fire right now. I agree there needs to be some drawbacks to Rapid Fire, but it doesn't need to be so ridiculous. Increased recoil + wider hipspread is fair. But the range penalty, especially a FIFTY PERCENT range penalty, is completely beyond necessary.
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Post by Megaqwerty on Nov 21, 2012 10:45:53 GMT -5
I'm not particularly phased about that. Imagine if the RF wasn't nerfed, the SMG hipfire train would be so far OP it would be ridiculous. Did you not just read his post? Rapid Fire has been nerfed to the point of being worse than useless on some guns. I would say Rapid Fire shouldn't even be in the game as RPM is one of the critical parameters of a gun and modifications to it have the most noticeable effect on its CQC performance. Given how other attachments have been toned down (ex. laser is only a 25% benefit to SMGs, not 35% as in previous games), they could have reduced the benefit from RF. The problem here is that this is limited by the magical fire rates that work at 60 FPS.
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Post by I Am Hollywood5 on Nov 21, 2012 11:00:36 GMT -5
If a 10% or 15% boost in RoF were possible, that would be a lot more sensible. But since that's not possible I don't think it should even be in the game since they can't seem to find a middle ground between the extremes of underpowered and overpowered.
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Post by Megaqwerty on Nov 21, 2012 11:30:38 GMT -5
What does make sense is RF reducing centerspeed. However, this results in SMGs competing even more with shotguns for CQC supremacy, a fight that already dramatically favors SMGs.
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Post by Falufa on Nov 21, 2012 13:36:41 GMT -5
I have a feeling that the programmers screwed up in the range reduction with Rapid Fire for SMG, that they were supposed to reduce the range to X% and instead ended up reducing it by x%. Sort of like how IW ended up increasing the fire rate on FMG9 Akimbo when they were supposed to reduce it and had to patch the mistake.
Looking at LMGs, Rapid Fire seems to have reduced their range by a reasonable 40%, whereas SMGs get their range reduced anywhere between 50% to a ridiculous 75%.
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Dumien
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Post by Dumien on Nov 21, 2012 16:52:32 GMT -5
is it just me or would a switchable on/off rapid fire attachment be sweet.
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Post by alexthewhite on Nov 22, 2012 3:47:09 GMT -5
So what was that about the FAL and special damage modifier that made it hit for 75 or 85 per hit? Someone posted it a little while ago.
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Post by I Am Hollywood5 on Nov 22, 2012 8:23:57 GMT -5
I have a feeling that the programmers screwed up in the range reduction with Rapid Fire for SMG, that they were supposed to reduce the range to X% and instead ended up reducing it by x%. Sort of like how IW ended up increasing the fire rate on FMG9 Akimbo when they were supposed to reduce it and had to patch the mistake. Looking at LMGs, Rapid Fire seems to have reduced their range by a reasonable 40%, whereas SMGs get their range reduced anywhere between 50% to a ridiculous 75%. That's likely. The fact that the percentages are so inconsistent and all over the map makes me think they didn't accomplish exactly what they intended. Honestly there doesn't need to be a range penalty. The only necessary penalties are the 30% hipfire nerf and the decreased center speed (although it needs to be more significant than it was in MW2). 3 penalties is just way overboard. The idea should be making the weapon more difficult to handle and control both from the hip and ADS, as that is at least authentic. Reducing range is not authentic in any way.
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Post by Megaqwerty on Nov 22, 2012 17:21:20 GMT -5
Even with no modifications save to fire time, as you know, the name "Rapid Fire" implies, the attachment is redundant.
Shotguns are primary weapons in this game. If you want a gun that's useful in CQC and in CQC only, use a shotgun.
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