Should the Pistol be changed?
sinkingmist
Join Date: 2012-11-22 Member: 172905Members
Do you like how the Pistol currently works?
Do you think it needs changes? If yes, how extreme should these changes be?
e.g.
- Holding down trigger should just fire the Pistol as fast as it can fire with a script of some sort (i.e. Pistol becomes a rifle-like weapon).
- Pistol just needs some kind of cooldown to prevent rapid-fire.
- Pistol should be revamped:
-- It should become a rifle-like weapon with appropriate adjustments to damage & clip-size.
-- It should become more like a mini-railgun. Slow fire-rate, high damage, high accuracy. Good for finishing off a wounded foe in 1-2 well aimed shots, poor for sustained damage over time.
- Other idea of your choice.
Do you think it needs changes? If yes, how extreme should these changes be?
e.g.
- Holding down trigger should just fire the Pistol as fast as it can fire with a script of some sort (i.e. Pistol becomes a rifle-like weapon).
- Pistol just needs some kind of cooldown to prevent rapid-fire.
- Pistol should be revamped:
-- It should become a rifle-like weapon with appropriate adjustments to damage & clip-size.
-- It should become more like a mini-railgun. Slow fire-rate, high damage, high accuracy. Good for finishing off a wounded foe in 1-2 well aimed shots, poor for sustained damage over time.
- Other idea of your choice.
Comments
2 Something similar Magnum.
P.S. Killed marines should drop pistols. You should be able to pick up said pistols, and go akimbo. Yes?
I'd say these changes are necessary for the sake of fair play. You should not be able to unload your entire pistol clip in one second by triggering a script. Even though some people can mash Mouse1 very fast, scripts can fire even faster.
Valve had the same issue with Pistols in Team Fortress 2. Pistol scripts allowed unloading the entire magazine in less than a second, effectively turning the Pistol from an accuracy-based backup weapon into a mid-range pin precise shotgun. As Valve continued to ignore the issue, pistol script use became widespread, and they eventually capped the pistol's fire rate.
lol @ akimbo - bye bye fleeing fades.
The real advantage of the script isn't the raw speed, it's that it fires full automatic, thus allowing steadier aim.
Are you sure you are seeing actual scripts?
A) Its quite easy to manually empty that thing as fast as a script would for a lot of players (even for me)
First person spec gives false positives because it is sort of tricky in it's mechanics, in that its only displaying 30fps worth of updates from the client. So discerning finite details like pistol firing speed while spectating can be wholly inaccurate.
It can be very difficult to discern. The best way for me to really "tell" is by the sounds of the shots. It sort of sounds like speedhacking in cs
And also this is a PT , Kouji-San (non competitive) who shows how easy it is even without scripts... so even judging from sound..:shrug:
If you could weild them akimbo it would fosho have to replace the main weapon slot
No, its capped around 100ms per shot. Or at least should be, if someone would be able to shoot them all at once the server will slap them and it would also be a bug...
Also it's 250/280 light damage, armour eats that for breakfast which counts twice vs light damage type.
Yes, yes they can.
Even unskilled players like me can unload the full clip in a second (less if the game allowed).
I would like to see pistols returned to heavy damage and a much slower fire rate. Much like firing the magnum on half life, shots should REALLY REALLY HURT, but should come at the price of very well timed shots with aim.
Couldn't a mechanic be added to increase the bullet deviation with faster fire rates? IE: Single shot, or slow shooting has none to little deviation while rapid fire gets a larger amount?