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Post by Disgruntled Jigglypuff on Feb 26, 2015 16:49:17 GMT -5
Apparently the ASM1 got a huge range nerf, I started to get 4 shot kills at medium range where I was used to get 3. However the SN6 definitely got a damage buff (4 shot kills at medium range while it was 5). How the fu ck were you getting 4 shot kills with the gAySM1 when its damage profile doesn't even allow for 4 shot kills?
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Post by thegentleman on Feb 26, 2015 17:19:44 GMT -5
Every forum will have its placebo guy where they jump in and NO YOU GUYS I SWEAR without having any reliable testing metric or process for determining if anything has been changed, and if so, how.
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fpsdredd
True Bro
Always working on the FPS metagame
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Post by fpsdredd on Feb 26, 2015 17:57:42 GMT -5
How the fu ck were you getting 4 shot kills with the gAySM1 when its damage profile doesn't even allow for 4 shot kills? Penetration?
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Lexapro
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Post by Lexapro on Feb 27, 2015 0:00:27 GMT -5
I just tested the SN-6 and the last round in the magazine always kills. There's a bug though where you always get shot in the face before you can empty an entire SN-6 mag.
Thanks Condrey.
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Post by xFEARtheSHIELDx on Mar 3, 2015 14:21:22 GMT -5
Weapon Balancing Updates (Note: Adjustments affect base weapon and all loot variants): - Heavy weapons: increase player movement speed by 5% Corrected scopes on the AE4. MK14 - reduced recoil ARX160 - increased magazine size AMR9 - increased damage, decreased time between bursts SN6 - reduced recoil KF5 - mid damage range increased Atlas 45 - mid damage range increased, max damage range increased PDW - increased damage Shotguns: reduced spread when using Gung-Ho S12 - increased fire rate, increased damage EPM3 - reduced recoil Lynx - reduced recoil ASM1 – slightly reduced initial fire rate SCORESTREAKS: Sentry Gun turrets now die in one melee hit. Decreased the amount of time the player has to hold X to exit a remote controlled Sentry Turret. Unmodified Missile Strike missiles now travel faster when boosting (by hitting the fire button while coming down). The Vulcan laser scorestreak now fires longer.
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Post by Megaqwerty on Mar 3, 2015 16:51:53 GMT -5
Sentry nerf was completely unnecessary.
Heavy mobility buff will benefit XMGs and the EM the most.
The Grach is now definitively the worst gun in the game.
The MK14 might be competitive on a per shot basis with the RIP now. Maybe. Probably not.
This is the third buff and the second recoil reduction for the EPM. It's still shit.
ARX didn't need a mag buff; it needed the Hole Puncher.
The ASM initial fire rate was 900 RPM (at 60 FPS). You can't "slightly" reduce that. It's either 720 or it's 900 RPM. Speakeasy might be de facto best variant now due to its higher overall fire rate.
AMR may be top tier or still a joke depending on the numbers. If Pro Pipe can one burst kill cross map, it'll be hilarious. But I'm not counting on it.
I'm going to assume that the S12 is now a 9 hit kill at range instead of a 10 hit kill.
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Post by thegentleman on Mar 3, 2015 19:16:12 GMT -5
As a Hole Puncher owner, I'm pleased. Waiting until PS4 patch rolls around. Excited about trying the improved AMR-9 with all of the stupid variants I have of it.
Worried about the sentry gun since it seems like it needs a moment to "wake up." Will have to use it now like a force multiplier rather than just something I throw into a choke point and hope it does some work.
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Post by LeGitBeeSting on Mar 3, 2015 19:18:25 GMT -5
Not like it matters, it's energy rippable master race.
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Post by pupilofcod on Mar 3, 2015 19:24:19 GMT -5
Downloading now. What are the odds they haven't fixed IMR pillager or feedback range values?
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asasa
True Bro
fuck
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Post by asasa on Mar 3, 2015 20:38:48 GMT -5
Downloading now. What are the odds they haven't fixed IMR pillager or feedback range values? Well, if you'd get off your arse maybe you'd look it up yourself, but here you go: bit.ly/1Ct4Gnk
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Post by pupilofcod on Mar 3, 2015 21:28:24 GMT -5
Lol very creative response. I checked for updates from Marvel and Will before posting. And I worked all day so I have been off my "arse" thanks. I guess you feel there is 0% chance SHG leaves some changes out of the patch notes huh? Point taken.
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Will
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K/D below 1.0
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Post by Will on Mar 3, 2015 21:36:40 GMT -5
It's hard to test a burst weapon in a live game, but I played one match with the Feedback. It seems to still be a 5 hit kill at anything outside of the range of my bad breath, indicating that it was not fixed.
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Post by noscreenname on Mar 3, 2015 21:43:08 GMT -5
As a Hole Puncher owner, I'm pleased. Waiting until PS4 patch rolls around. Excited about trying the improved AMR-9 with all of the stupid variants I have of it. Worried about the sentry gun since it seems like it needs a moment to "wake up." Will have to use it now like a force multiplier rather than just something I throw into a choke point and hope it does some work. When the game first came out I dumped all my arx varients.
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asasa
True Bro
fuck
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Post by asasa on Mar 3, 2015 23:42:23 GMT -5
Lol very creative response. I checked for updates from Marvel and Will before posting. And I worked all day so I have been off my "arse" thanks. I guess you feel there is 0% chance SHG leaves some changes out of the patch notes huh? Point taken. It was only a joke, but I think someone stated it was still broken.
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Post by thegentleman on Mar 4, 2015 17:03:14 GMT -5
Interested to try the following when they hit PS4:
PDW condensed akimbo: I think statistically, these are going to blow the SAC-3s right out of the water. At a minimum, akimbo condensed has a DPS of 600, and at a maximum, the base SAC JKs are going to be putting out 500 DPS. That's assuming that the hipfire cones are the same, and that's where the difference comes in. The Akimbo condensed are going to be laying down more firepower than the SACs in a drastically smaller cone.
AMR-9: Was looking at the variants, and everything seems to have a drawback that exceeds the benefits. The only two that keep the max damage increase are the Outlaw and the Banger. The banger's got a nerfed range, and the Outlaw has a nerfed fire rate. Oddly enough I would say that base, rapid fire, foregrip is the way to go here. Might try the same combo with the Outlaw to see what's more useful, but bummed that the ROF variants didn't get a buff to max damage. Might still work with things like the express or hipshot (sold them, but I'm sure it's only a matter of time before I get them for the ninth time from a supply drop) to see what kind of work they'd do within 1000 units.
Lynx: This is looking VERY good on paper. Might I have my Ghosts SVU back? I certainly hope so. Can't wait to try out the Tack driver I got recently.
Ohm: anyone see that the range profile on the Ohm extends to 8000 units? Who wants to guess that someone's finger slipped on the zero key and this thing was supposed to 4hk after 800 units?
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fpsdredd
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Always working on the FPS metagame
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Post by fpsdredd on Mar 4, 2015 17:27:44 GMT -5
Lynx: This is looking VERY good on paper. Might I have my Ghosts SVU back? I certainly hope so. Can't wait to try out the Tack driver I got recently. Everyone gets this gun except me.
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Post by xFEARtheSHIELDx on Mar 4, 2015 18:41:31 GMT -5
PDW condensed akimbo: I think statistically, these are going to blow the SAC-3s right out of the water. Don't forget, 64rds vs 30rds, and a 1pt cost vs 2pts. Still, very excited to possibly have a decent secondary for the shield. Also glad I already did the Condensed grind.
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Post by LeGitBeeSting on Mar 4, 2015 18:46:49 GMT -5
Remember the PDW w/ two attachments is 4 points. For that cost you could have a SAC with three attachments.
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banana
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Post by banana on Mar 4, 2015 19:13:55 GMT -5
Is the pro pipe good?
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Post by LeGitBeeSting on Mar 4, 2015 19:22:03 GMT -5
Ask Usagi, he has one.
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Post by dunsparceflinch on Mar 4, 2015 23:09:31 GMT -5
Okay, the S12 is actually pretty decent now.....or at least it when you have a extended mags and a mag increase variant. The damage and rate of fire make it pretty beastly at clearing areas. It just needs something like 16 ammo by default.
AMR9 is much easier to use now. better 1-2HK range.
Mk14 feels the same, same with the epm3. both need 2hk ranges to compete
lynx is much more spammable now.
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Post by ChloeB42 (Alexcalibur42) on Mar 5, 2015 0:22:15 GMT -5
Lol very creative response. I checked for updates from Marvel and Will before posting. And I worked all day so I have been off my "arse" thanks. I guess you feel there is 0% chance SHG leaves some changes out of the patch notes huh? Point taken. It was only a joke, but I think someone stated it was still broken. Don't jokes usually have some kind of humor?
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asasa
True Bro
fuck
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Post by asasa on Mar 5, 2015 0:53:38 GMT -5
Just because you don't understand a joke doesn't mean it doesnt have any humor.
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Post by thegentleman on Mar 5, 2015 1:57:32 GMT -5
It's a great variant of the unpatched AMR-9. Compared to anything else it's middling, but it does let you hold your own with a basic SMG attached to a grenade launcher. I use it mainly for Danger Close classes. For example, the AMR-9 is there for when I run out of two semtexes, two MAHEM shots, and two tubes.
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Post by Megaqwerty on Mar 5, 2015 12:45:38 GMT -5
Remember the PDW w/ two attachments is 4 points. For that cost you could have a SAC with three attachments. Yes, remember to do apples to apples comparisons. Condensed akimbo is two points so you should compare it to the SAC with an attachment. However, you can freely compare Condensed akimbo to a naked SAC if you have some other primary (like a shield). If you would otherwise have to use Overkill, the PDW is definitively superior.
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Post by thegentleman on Mar 5, 2015 17:21:04 GMT -5
I suppose those are fair criticisms, but what I can say is that with a lot of experience running the SAC JKs, one of the better variants, the PDW condensed akimbos is already on par with them tricked out, not base. The SACs need rapid fire to keep up with the raw damage output of the condensed akimbo, and then I feel they need a laser sight to bring the hipfire cone slightly back into whack. Rapid fire by itself on the SACs is really just six of one, half a dozen of the other to me. Without the laser sight, you fire more shots, but miss a greater number of them. Past that, advanced rifling is useful, but only to a point.
Ammo is going to be the only sticking point where the SAC is a clear winner, but on akimbo weapons the need to run toughness is moot, so I typically throw on Scavenger to compensate, which in turn gives you the luxury of fast reloading after every kill.
So if we're really doing apples to apples for a four-point comparison: (SAC JK, rapid, laser, adv. rifling; PDW condensed akimbo, ex mags). You guys know I like to do some math, so let's do some math. Keep in mind that the SAC max hipfire value (rapid + laser) is 5.9; the PDW max hipfire value is 4.8.
Within 100 units: SAC DPS: 675 Condensed DPS: 990 Tricked SAC JK DPS / square unit area = 6.2 Condensed DPS / square unit area = 13.7
Within 100 to 500 units: SAC DPS - 675 Condensed DPS - 750 Tricked SAC JK DPS / square unit area = 6.2 Condensed DPS / square unit area = 10.3
500 to 812 units: SAC JK DPS - 675 Condensed DPS - 600 Tricked SAC JK DPS / square unit area = 6.2 Condensed DPS / square unit area = 8.3
812 units and beyond: SAC JK DPS - 560 Condensed DPS - 600 Tricked SAC JK DPS / square unit area = 5.1 Condensed DPS / square unit area = 8.3
Basically, even in the areas where the difference between the two guns is lowest, I can make a mathematical argument that the Condensed Akimbo is going to be 33% more effective than the SAC at its best variant performing at its strongest, attachment-wise. The metric that really matters is the damage per second that's being put into every square unit of the hipfire reticle. The SAC's is wide enough to make it a liability just about all the time.
Consider this, too: the SAC needs three attachments to be as viable as it can be, at least in my opinion. Rapid, Laser sight, advanced rifling. The PDW condensed only needs one: akimbo. While you'd have to live with only 15 rounds per gun, the PDW gives you the raw killing power advantage that's really essential for 2 points, whereas the SAC would need 4.
Also, just for shits and giggles: what's better? A SAC-3 JK with just laser sight, or a SAC-3 JK with just rapid fire? (within 650 units) SAC-3 laser DPS: 500 SAC-3 rapid DPS: 625 SAC-3 laser hipfire area: 81.7 SAC-3 rapid hipfire area: 149.5 Laser DPS/area: 6.1 Rapid DPS/area: 4.2
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Post by thegentleman on Mar 5, 2015 17:26:58 GMT -5
Also, based on this, if you're only going to do one or the other, it's best just to run the laser for most ranges. You might also note that the SAC-3's DPS/area with laser and rapid is 6.2 within 650 units (812 with rifling) and the one with just the laser is 6.1, which makes them effectively equal. Based on that, I'd say it's probably better to not run rapid fire on the SACs under any circumstances. That info might help SAC users free up some points.
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Post by LeGitBeeSting on Mar 5, 2015 19:26:14 GMT -5
Remember the PDW w/ two attachments is 4 points. For that cost you could have a SAC with three attachments. Yes, remember to do apples to apples comparisons. Condensed akimbo is two points so you should compare it to the SAC with an attachment. However, you can freely compare Condensed akimbo to a naked SAC if you have some other primary (like a shield). If you would otherwise have to use Overkill, the PDW is definitively superior. However what if there is more than 1 enemy within proximity? The SAC has 100%+ increased mag size over the PDW. Also if this is apples to apples why are comparing the #1 PDW to a base SAC3? Edito: I should add the reason I compared a two attachment PDW to a three attachment SAC3 is because I consider big ammo absolutely mandatory on it.
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Post by sixone on Mar 6, 2015 17:05:27 GMT -5
Never used the PDW until the patch so I grinded out 300 kills today to get the Condensed. Only played one game with it, but to state the obvious, 900 rpm akimbo melts, low mag or not.
But as far as replacing my SAC3 Thunder & Lightning that's TBD. The rate of fire allows u to win more head to head gunfights in your range, no doubt. But if they jump, dodge, etc. it becomes an adventure. So things I don't give a second thought about with the SAC3 (extended mags) like prefiring around corners, chasing and shooting with Gung Ho, etc. becomes an issue with the PDWs due to not only the mag count but how quickly it goes thru it. Oh yeah, and Scavenger becomes a must as well in Tier 3.
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Post by sixone on Mar 6, 2015 18:18:59 GMT -5
Here's a clip from my 2nd game showing how it mows thru tangos in CQC. Had a few more clips that showed raw killing power in gun on gun but Xbox Record That wasn't cooperating...
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