Is The Pistol Overrated?
lazygamer
Join Date: 2002-01-28 Member: 126Members
So what does everyone think of the pistol? I'm not sure whether it's truly better than, or even equal to, the LMG.
You do 20 damage per shot and shoot 5 rounds per second. With the LMG you do 10 damage per shot and shoot 10 rounds per second. Both work out to 100 damage per second. Ok but here's the thing, there is 200 damage potential in the pistol mag, 500 damage potential in the LMG mag. Also, a higher rate of fire means that it's easier to spray an area, if spraying is what ya want to do(but maybe only n00bs spray, under ALL circumstances).
The pistol has the advantage of being extremely accurate though. But does the pistol accuracy really make a difference?
Main issue though, is that you can only feasibly bag one skulk before reload(with an un-upgraded pistol). The idea is that 5 shots kills one, 5 shots kills another, but it's very likely you will miss 1+ shots! Having to switch to an LMG or reload is a no-no. With the LMG you use 20 shots to kill, and you got 30 shots to miss with.
Maybe the idea is to train yourself to become a sharpshooter...
You do 20 damage per shot and shoot 5 rounds per second. With the LMG you do 10 damage per shot and shoot 10 rounds per second. Both work out to 100 damage per second. Ok but here's the thing, there is 200 damage potential in the pistol mag, 500 damage potential in the LMG mag. Also, a higher rate of fire means that it's easier to spray an area, if spraying is what ya want to do(but maybe only n00bs spray, under ALL circumstances).
The pistol has the advantage of being extremely accurate though. But does the pistol accuracy really make a difference?
Main issue though, is that you can only feasibly bag one skulk before reload(with an un-upgraded pistol). The idea is that 5 shots kills one, 5 shots kills another, but it's very likely you will miss 1+ shots! Having to switch to an LMG or reload is a no-no. With the LMG you use 20 shots to kill, and you got 30 shots to miss with.
Maybe the idea is to train yourself to become a sharpshooter...
Comments
Its just that because pistol is better at range, many have it out first, to kill skulks quickly from range and then switch to lmg when/if they get close.
For other aliens lmg is way better, apart from the lerk.
The "backup" role is where it sees most of it's use with me... if i'm lugging around a grenade launcher, i do NOT want a welder unless i'm travelling in a good group of HA... the inability to really dish out immediate damage reliably against a skulk or lerk is annoying, to say the least. Mostly, it gets hauled out if the LMG runs dry and the skulk just isn't quite dead yet (serving quite well in the backup role).
The plinking is often more fun. Get yourself a vent or something, that you know there's a skulk or lerk in, and just pump off the magazine as fast as you can. Usually, it dies, and you haven't used up any of that (argueably more useful) LMG ammo you're lugging around. It also serves as a handy pointer for the guy in the group with the grenade launcher... just pop a couple of rounds into whatever you want him to shoot, or use it to reveal cloaked buildings at long range when you're stuck with a shotgun.
I also prefer pistol with grenade launcher.
It also adds to the supression factor... two lmgs sound like an lmg with a lot of ammo... but if you hear lmg and pistol fire, it seems like there's more firepower and more manpower behind the attack. The worst is hearing shottys and gl's at the same time.
Pistol owns at range. Use it when travelling in large areas so you can maybe pop that skulk before it gets close. If it does get close, whip out your LMG and slap it. If you run out of ammo in both guns before the skulk dies........well......there's always yours truly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I also prefer pistol with grenade launcher. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thats impossible. Fastest pistol can do is 5 per second. 6 back in 1.04.
It's disadvantage is that it's so accurate than it can be very inaccurate at cqb.
It's disadvantage is that it's semi-auto.
It's disadvantage is it to takes too long to reload.
It's disadvatange is only holds 10 bullets.
Are you sure? It seems like I can empty the clip in less than two seconds, but perhaps I'm wrong.
<!--QuoteBegin--Quaunaut+Aug 6 2003, 03:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Aug 6 2003, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->6 back in 1.04.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That is definitely incorrect. In 1.04 it was possible to empty the clip in a small fraction of a second.
It is not 5 per second; it is much more than 5 per second.
5/second is extremely slow.
6/second, how do you figure, if your measurement is inaccurate as it is? Furthermore you would be denying the existence of mousewheelers and the feasibility of scripting.
Pistol is not bad at CQB, it is bad at medium range where it is difficult to track good dodgers. If you are one with your sensitivity (mouse <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ), long range will be good; if not you may miss precisely because it is so accurate, YOU must always hit them perfectly. At point blank range unless you're facing the wrong direction you will hit them. Of course they can always dance around you, and vice versa, throwing off each other's aim.. in which case he will probably win since he only needs to hit you 2, 3, or 4 times. You need to hit him a lot and if you are shooting fast you'll have no more bullets. etc etc carapace weapon upgrade effects blah
I.. refuse to mention a certain clan.
I use it in the same way the SAS do: LMG backup. It is faster to pull the pistol than it is to reload the LMG. In a crisis this is the best way of saving your life. Bonus fact that the pistol fires fast and hard. Once the danger subsides (and, if you still alive) then i swap back to LMG and continue to reload.
Carter <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I do belive it's 6 per second now, and uncapped in 1.04. If I recall, it was supposed to be capped at 6 per second in 1.04, and that's what Flayra restored. Then again, I'm also renowned for having the worst memory this side of the Rubicon, so don't trust anything I say, except that the pistol does fire extremely fast (though nowhere near as fast as the railgun of 1.04).
Also, as far as overrated... Bah, humbug, pistol is my anti-skulk, anti-lerk, and general ranged weapon. Yes, it can only do 200 damage, but it has two big advantages: controlled firing rate and perfect accuracy. Skulks are small, VERY small, and even at close range lots of bullets miss. It takes you 9 bullets to kill that monster with an lmg, but it only takes you 5 (less than a second) to take him out with a pistol. Plus, if you're dodging a lot, you may only get 1-2 bullets in per strafe-jump. So, in fact, early game, lmg is my backup weapon. Most of the good twitch players I've seen use the pistol first early game, when you're facing unupgraded skulks, and switch to the lmg as primary only after the appearance of bigger targets (which are much harder to miss), or when marines are blocking half your shots.
Plus, it's the king of long range combat, threatened only by the lerk's spike (and then not even).
with 2.0 they are now 6 and 11-12 i think for a vanilla skulk.
I generally use my pistol as primary early game unless in an enclosed space, with lots of corners (although if this is so up against a good -celerity- skulk then you are pretty much toast with either weapon).
The pistol is very useful when waiting for that skulk to pop its head around the corner, or to weaken an incoming enemy before finishing with your lmg. The reason I think the pistol is so much better as a primary is becasue IT IS SO ACCURATE as long as you can aim straight thats 100 damage done before the skulk can even begin to close in, however upclose the pistol becomes almost useless especially in clan matches where the skulks are all skilled dodgers, its here that the lmg becomes king for finishing that pistoled celerity skulk, spraying and praying at the dog chomping on your ankles, or surprising the sneaky git coming up behind you as they do. So instead of just going with whats out when you spawn, think about the strengths of the weapons in different situations - or rather dont becasue that will make my job as a skulk much easier <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
there are technical background reasons for that
I think that most light machine guns pack a smaller punch per bullet than most large calliber pistols.
I also think we are giving this topic far too much thought.
I kinda wish the first shot of the lmg was right in the center of the crosshair, but I'm pretty sure it's not. If it was, you could single-shot your lmg and use it at range. Even with less damage per bullet than the pistol, it would still be useful because you would avoid the weapon-change lag.
Speaking of that lag, I'm pretty sure that's quite a bit larger in 2.0 as well.
with a little jumping and running u can take out 4-5 skulks (one pistol mag, two lmg mags)
on public offcourse ^_^
But I do find it an invaluable sidearm regardless.
I've taken out soooo many fades 1 on 1 using my pistol then lmg because they are too cocky to run away from one marine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
CCQB - LMG