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Post by LeGitBeeSting on Mar 17, 2015 17:55:28 GMT -5
I just want them to give the M14 a 30 round magazine. I mean they randomly gave the ARXFatalis a 45 round mag.
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Post by RainbowCrash on Mar 18, 2015 9:29:07 GMT -5
I'd like to see the damage profile of the MK14 be 75-49-34 with 1.4x head and 1.1x chest/neck multipliers so you can still get 2hk at medium range, and a 1 shot to the head at close range like some semi auto's from old games. the way it is right now a 4hk with a semi automatic is just stupid in general, when you add in the pace of this game its just like wat, someone at SG must hate semi automatics.
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Post by Megaqwerty on Mar 19, 2015 12:17:05 GMT -5
someone at SG must hate semi automatics. Launch EPM was a joke. Four hit kill at range with LMG handling? What?
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Post by Disgruntled Jigglypuff on Mar 20, 2015 4:39:29 GMT -5
someone at SG must hate semi automatics. Launch EPM was a joke. Four hit kill at range with LMG handling? What? You say that as if the current EPM3 isn't a joke. SHG has yet to address more that one of its countless flaws.
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Post by RainbowCrash on Mar 20, 2015 8:53:00 GMT -5
it just doesn't make sense to me why some automatics in this game can kill in less shots than semi autos, the subverter can get a 2hk headshot, and not to mention 3hk at ANY RANGE. but the EPM3 ALWAYS needs 3, and don't even get me started with the OHM...
IMO epm3 needs to be 50-49-40 with 1.4x head, 1.1x chest/neck and like a 50 Meter range 2. then it might be worth using.
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Post by RainbowCrash on Mar 20, 2015 11:30:13 GMT -5
very true, the EPM has its annoying flash that often blinds your view of the target, but other than that it's pretty accurate. as well as the MK14 now so at least the semis do have that advantage over most automatics that they didn't before the latest patch. That damage profile I put would probably be OP for the accuracy they have now.
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Post by ChloeB42 (Alexcalibur42) on Mar 20, 2015 13:14:03 GMT -5
They patch AW? Last I knew PS3 was still waiting on it lol.
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Post by Megaqwerty on Mar 20, 2015 13:15:37 GMT -5
EPM needs MW3 Mk14 damage profile.
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Post by dunsparceflinch on Mar 26, 2015 10:17:01 GMT -5
EPM needs MW3 Mk14 damage profile. With the low recoil it doesn't necessarily need mk14 mw3 damage. 60-49-35 damage with a 1.1 chest multiplier and ranges (900, 1600) would allow for deadly 2hks at hbra3 range and likely 2hks at midrange. Then they could tweak the exterminator to 60-50-40 with regular multipliers and guns like the boniafide to 60-49-33.
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Post by LeGitBeeSting on Mar 26, 2015 10:29:44 GMT -5
AW patches are either totally useless or: "Really? Thats the buff you give this weapon?". They made the turned the S-12 from the worst shotgun ever to the best shotgun ever and made the EM1 the ruiner of PC lobbies.
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Post by LeGitBeeSting on Mar 26, 2015 11:42:59 GMT -5
I wouldn't go that far but now it's the AW equivalent of MW2 DC pro pipes but worse.
Someone will go on a dethstreak or get lazzored so they ragequit to a lazzor themselfves. The next thing you know the entire lobby has degenerated to a lazzor bunny hop-fest.
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Post by LeGitBeeSting on Mar 26, 2015 12:13:55 GMT -5
I would count on any CoD dev to do a PC only gun tune-up tbh.
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Post by dunsparceflinch on Mar 26, 2015 15:14:04 GMT -5
EPM3: 1,5x multipliers everywhere exept lower arms and legs. Two hit kills possible at every range. MK14: No multiplieres but but SMR like damage profile. EPM3 has the advantage at long range and MK14 up close. I'd rather the mk14 be 55-49-33 damage with ranges (650,1400). That way the mk14 would be a 1hk in hardcore, a likely 3hk at long range, and at mid range would melt people with 49 damage and a chest multiplier the same way ghost weapons melt and the subverter melts at close range.
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Post by dunsparceflinch on Mar 26, 2015 15:36:27 GMT -5
55-49-35 then. The epm3 would have better range while the mk14 would have better movement and clearer sights.
Still with the low recoil the mk14 has there isn't as muh of a need of a definitive 2hk (except in close range) so much as a a ghost style 2/3hk to be competitive in midrange.
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Post by kylet357 on Mar 26, 2015 15:40:51 GMT -5
Give EPM3 the current MK14 two hit kill via Multipliers, give the MK14 55-49-33 damage profile.
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Post by thegentleman on Mar 26, 2015 16:46:42 GMT -5
I think it's hilarious that now that I have the IMR impact, it's basically an MK-14 that fires four bullets at a time in a blazing-fast burst (1200rpm?) with a low burst delay, a larger magazine, and in a gun that literally makes bullets for me. The MK does have the "maybe" 2 hit kill, but 2 hits at 600rpm is equivalent to 4 hits at 1200, so even there the TTK in the situation stacked most in the MK-14's favor becomes a wash.
I had a "MK" class among my slots. Now it's been permanently replaced with an IMR impact with quickdraw, foregrip, and a hybrid sight. It's just flat-out better by any metric.
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Post by Megaqwerty on Mar 26, 2015 17:07:28 GMT -5
I think it's hilarious that now that I have the IMR impact, it's basically an MK-14 that fires four bullets at a time in a blazing-fast burst. The Impact is amazing. Regarding the EM1, I still like the fix I proposed in a different thread: lower the fire rate to 1800 RPM, but double the damage. Same fire rate on both consoles and PC and the TTK stays the same on console. (Overheat and recoil would need to be adjusted as well or they'd become absurd, but that's not a big deal.)
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Apr 3, 2015 21:05:53 GMT -5
I think we're both right; I'd compared Laser + Rapid + Range on both. Within the high damage range of the SAC-3s, you've got a figure of 6.2 for both the C&P and JK. From the medium range where the JK is doing 20 damage and the C&P is doing likewise (about 600 to 1200 units), the C&P is batting 5.0 to the JK's 5.1. Past 1206 units, the C&P is hitting 18 damage to the JK's 20. The C&P has a new DPS/area of 4.5 while the JK's is unchanged at 5.1. Granted, I realized that the most optimal configuration for the DPS/area calculation is measuring just the laser, and I didn't check that. Close range, the C&P is batting 6.7 to the JK's 6.1. Medium range, C&P 5.4 to the JK 4.9, long range they're tied at 4.9. So it seems like if you run just the laser, the C&P is going to have a slight edge over the JK. Also, it looks like there's a slight statistical advantage to laser + rapid farther out, but it's a difference of about 0.2 on my stupid arbitrary scale, making it mostly academic. Bottom line is that the C&P in its most ideal configs still isn't going to come anywhere close to the condensed akimbos, and the argument over which is the "best" SAC-3 is also a pretty narrow distinction. The formula for anyone else who wants to number crunch: (Rounds per second x Damage at a particular range) / (hipfire reticle size squared * 3.14). Remember that laser sight is a 0.85 multiplier to the base hipfire, and rapid fire is a 1.15 multiplier to reticle size. Putting both on together almost cancels them out, but if you want to be precise it's a 0.9775 multiplier to the hipfire reticle. You did these with frame rounded numbers right?
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Post by hard1ine on Apr 5, 2015 18:47:39 GMT -5
S-12 is now good, assuming you have Laser, Advanced Rifling and Extended Mags.
Just make the TAC-19 the MW2 SPAS and the Bulldog the MW3 Striker and the shotguns will be worth using in AW.
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Post by Megaqwerty on Apr 6, 2015 13:03:35 GMT -5
Don't forget about using the Compliant for the S12: those extra three shots (with extended mags) can make all the difference.
Frankly, all the Tac and Bulldog need are tighter spreads. The ADS spreads are 6, right? That is a four fold increase over Black Ops 2's 3 degree ADS spread.
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Post by dunsparceflinch on Apr 6, 2015 23:38:00 GMT -5
The bulldog just needs more ammo (8 would be ideal) and more range for it's 30 per pellet damage (250 would be ideal).
The Tac-19 just needs more ammo (8 would be ideal especially because it would make the jab variant 6 ammo), maybe a tighter spread. It's already become pretty beast since the last buff.
The S12 still needs more ammo too (12 would be ideal)
In terms of other stuff that's needed:
- ARX should have its range changed to 600-1600 and its ammo reduced to 36 or 42 (so that with extended mags it's still a multiple of three) - pytaek should have its centerspeed increased - ohm should have it's lmg range reduced to 800-2000 and/or its shotgun mode damage reduced to 20-13-8 - ASM1 should have its centerspeed decreased - SN6 should have its ammo increased to 36 - Atlas 45 should have its ammo increased to 15 - EPM3 should be 60-48-35 damage with ranges 900-1650 and recoil slightly increased (to make grip and +accuracy variants useful again) - Mk14 should be 55-48-35 damage and recoil slightly increased (to make grip and +accuracy variants useful again)
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Post by Megaqwerty on Apr 7, 2015 2:13:17 GMT -5
ohm should have...its shotgun mode damage reduced to 20-13-8 shotguns op pls nerf I think the Ohm needs the three hit kill at all ranges: think about the Ohm versus the Ameli, specifically the Heavy and the Subverter. In as far as the LMG is concerned, these guns are superior to the Ohm due to their larger magazines.
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Post by kylet357 on Apr 7, 2015 10:40:44 GMT -5
ohm should have...its shotgun mode damage reduced to 20-13-8 shotguns op pls nerf I think the Ohm needs the three hit kill at all ranges: think about the Ohm versus the Ameli, specifically the Heavy and the Subverter. In as far as the LMG is concerned, these guns are superior to the Ohm due to their larger magazines. And less shitty recoil (specifically the gun kick it seems to have).
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Post by dunsparceflinch on Apr 7, 2015 11:42:21 GMT -5
ohm should have...its shotgun mode damage reduced to 20-13-8 shotguns op pls nerf I think the Ohm needs the three hit kill at all ranges: think about the Ohm versus the Ameli, specifically the Heavy and the Subverter. In as far as the LMG is concerned, these guns are superior to the Ohm due to their larger magazines. It's a 40 round s12 basically though. Yes, you get a movement penalty, but the damage doesn't need to basically render the s12 outclassed. As a side note the ohm revamp says -2 mag size, but still has 40 rounds.
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Post by Megaqwerty on Apr 7, 2015 12:01:08 GMT -5
A pre-patch S12 though, which is useless. The extra rounds mean nothing if you're dead before you can fire them.
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Post by dunsparceflinch on Apr 7, 2015 12:09:03 GMT -5
The pre patch s12 was 15-10-6 and normally fired at 450 rpm
My suggestion for the ohm was 20-13-8. It would basically still have the same post patch s12 range, but be 5-8 pellets to kill instead of 5-7 pellets.
The ohm is also the only shotgun to have a headshot multiplier.
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Post by Megaqwerty on Apr 7, 2015 14:06:11 GMT -5
That is true, but in practice, the shotgun does not feel viable and, if nerfed, would be even more so.
Not that it need to: the niche of being able to switch to it quickly makes it useful for objectives and when entering close quarters. Like the Ripper before it, the Ohm gains its strength through its versatility.
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Post by dunsparceflinch on Apr 7, 2015 20:44:21 GMT -5
Maybe it's just because it's the new dlc weapon, but whenever there is an objective game mode that involves a close quarters area (such as B on comeback), I see the ohm shotgun dominating multiple enemies speakeasy style. I guess it's just a difference of opinion on whether a full-auto shotgun should easily be able to clear a room filled with 3 or 4 guys without reloading.
For reference, I think the speakeasy is one of the most OP guns in the game.
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Post by kylet357 on Apr 8, 2015 9:11:05 GMT -5
I think the ASM1 is one of the most OP guns in the game. Fixed it for you. And the shotgun part of the Ohm is only good because of the magazine size. If it didn't have that, it would be complete ass. Otherwise, S-12/Face Hammer/Any good Tac-19 variant > Ohm shotgun
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Post by Megaqwerty on Apr 8, 2015 10:31:32 GMT -5
Well, a dedicated shotgun should clearly be superior to a hybrid gun. My point is that that said gun does not feel viable.
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