Pistol Damage Vs Lmg Damage Question!
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aka RpTheHotrodDallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
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Furthermore, this chart confirms the amount of shots required to kill any alien:
<a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>http://www.geocities.com/kitsune/104stats.htm</a>
If the target is big on the screen (aka. fade and onos, or other closed-up enemies) when I'm sure most bullets will hit, I use lmg.
The LMG, at 11 damage, per bullet, will dish out 550 damage in a full clip. It's more, sure, but a full clip of LMG takes a LOT longer to fire than a full clip of pistol.
It's a tough call either way. If you empty a full clip from either into a fade, he'll be hurting, and may retreat. My personal opinion is use the LMG first, and then switch to pistol. This is because the fade will likely retreat as your clip empties, and it often takes just a few lucky shots from the high-damage pistol to finish him off. With an LMG, you're firing lighter-damage bullets with less accuracy at a running Fade, reducing your chances of doing critical damage.
Yuppers.
I do the opposite against skulks. Pistol at long range as they close, switch to LMG when they get within Medium-to-Close Range.
Long hallways/big rooms with good long line-of-sight I'll have my pistol out, tight hallways/small rooms I have my LMG out.
And if you still haven't gotten him: drop your pistol & LMG and chase him down with your knife!
*shrugs*
I use pistol when the alien in question is far away, and the LMG when there medium to close
I can bag those critters in a hefty skulk polka as well with meh pistol. I love the pistol. I think it is good that it has just 30 rounds of ammo. It is very good to snipe skulks with at long distances. Favourite pistol spots are Station Access Alpha ramp on Eclipse and Horse Shoe. And the hallway outside Subspace hive on Nancy.
Now... I don't think a one-hit-kill weapon is a bad thing, not by any means. I think the shotgun is a great idea. My point is that a one-hit-kill weapon should actually COST something, and not be given to every single marine, automatically. The pistol is more powerful than the shotgun!
Now... I don't think a one-hit-kill weapon is a bad thing, not by any means. I think the shotgun is a great idea. My point is that a one-hit-kill weapon should actually COST something, and not be given to every single marine, automatically. The pistol is more powerful than the shotgun! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
so what you are saying is that someone whos taken the time to perfect thier skill with the pistol shouldn't be able to easily take a skulk? See? there is nothing too powerful about the pistol, you stil have to be really good to actually make it useful. The same goes for the HMG, GL, Shotgun whatever. HMG is crap in the hands of someone who doesn't know how to use it. So is a pistol, script or not. Pistol scripts give you no superior advantage and the rate of fire does NOT need to be capped.
besides, what is a skulk doing at the other end of the room in plain view and not moving?
besides, what is a skulk doing at the other end of the room in plain view and not moving? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
He is myopic and was patting his pockets for his glasses. "Is that a speck on the wall or a crouching marine down there?" Of course he never realized that he has no pockets and that he therefore forgot the glasses back in the hive. Skulks are not created equal.
I'd personally be all for setting up attack to a raw-bind, as the Commander's hotkey system works. Then set it so that the mousewheel cannot be set to attack. At that point you DO have to click quickly, and have the possibility of your aim being thrown off by the movement of your hand.
Besideswhich, speaking of the increased-clip desire.. the pistol *is* a secondary weapon. It's not supposed to have the resources to go toe-to-toe as a primary.
Without pistol scripts the pistol is a weapon of skill that takes a lot of practice to use well.
Maybe I'm mental but pistol scripts should be considered a cheat, and why are you arguing that cheating makes a weapon unbalanced??? That's what cheats are for like it or not. It's not an issue with NS it's an issue with immature players who run such scripts/mousewheel/whever.
Now... I don't think a one-hit-kill weapon is a bad thing, not by any means. I think the shotgun is a great idea. My point is that a one-hit-kill weapon should actually COST something, and not be given to every single marine, automatically. The pistol is more powerful than the shotgun! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
so what you are saying is that someone whos taken the time to perfect thier skill with the pistol shouldn't be able to easily take a skulk? See? there is nothing too powerful about the pistol, you stil have to be really good to actually make it useful. The same goes for the HMG, GL, Shotgun whatever. HMG is crap in the hands of someone who doesn't know how to use it. So is a pistol, script or not. Pistol scripts give you no superior advantage and the rate of fire does NOT need to be capped.
besides, what is a skulk doing at the other end of the room in plain view and not moving? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You misunderstand me. I have no objections to someone being able to take down a skulk with a pistol because of their skill. I object to the pistol making it possible to kill a skulk instantaneously at any range. If the pistol was more like the pistols of, say, Firearms or like HL's glock then yes, I'd applaud someone who can drop a skulk with a pistol. As is, the pistol is a more powerful weapon than the LMG. There is skill in being able to track a target in any conditions and empty your entire clip into it, there is skill in dodging bullets in the same manner. There is no more skill in point-and-click killing than there is in playing Minesweeper.
[edit]More to the point, if the pistol was heavily toned down (let's say to the level of the HL glock) and a true railgun introduced (let's say the Quake 2 railgun) I'd despise the railgun as cheap but I'd accept it. Because in that case, the railgun would require a research cost, would require the cost of the prerequisite structures and would require the commander to spend resources to equip marines. THE PISTOL COSTS NOTHING. <i>That</i> is my main problem with the pistol at present. It is too powerful for what it costs - either tone it down or make it more expensive. I do also have issues with sniper-type weapons, but that's really a seperate matter.[/edit]