Shotgun/hmg Cone Of Fire...
Skyrage
Join Date: 2003-08-27 Member: 20249Members
<div class="IPBDescription">...your opinions please...</div> I'd like to know what people feel about the SG/HMG cone of fire at the moment.
I personally feel that the HMG and most certainly the SG feels more like sniper guns than anything else. The SG spread is too narrow to really be called a SG at all. I've been ingame lots of times both as a marine and as khaara, both shooting and recieving lethal long distance shots; which really shouldn't be lethal. Ain't much the damage that is the problem as the number of bullets hitting the target.
The HMG isn't as big of an issue, but a slight increase in the cone would be nice as well. Right now, I feel that it's a tad too accurate for having such a high rate of fire.
Well, anyone want to say otherwise?
Flame on.
I personally feel that the HMG and most certainly the SG feels more like sniper guns than anything else. The SG spread is too narrow to really be called a SG at all. I've been ingame lots of times both as a marine and as khaara, both shooting and recieving lethal long distance shots; which really shouldn't be lethal. Ain't much the damage that is the problem as the number of bullets hitting the target.
The HMG isn't as big of an issue, but a slight increase in the cone would be nice as well. Right now, I feel that it's a tad too accurate for having such a high rate of fire.
Well, anyone want to say otherwise?
Flame on.
Comments
But remember, this is sci fi and far up in the AD. We probably have better designed shotguns in "this" year than 2003.
Same with the HMG.
I personally havent felt that the HMG cone to be too small.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The SG spread is too narrow to really be called a SG at all.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think this is wrong way to think about this, the SG should be put in to the whole game balance "context" and if it fits to it, not in the way "if it feels like SG", since the game is not based on realism. If you understand what i mean, cos i suck at explaining, especially in english. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
About HMG's, i dont have any idea if they are too accurate, at least it dont "feel" like its sniping at 1000rpm. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Cheers...
I'm sorry, I just got an image of a HA marine trying to fend off skulks by beating them with his HMG. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
What are you talking about? I get killed down the hallway all the time by shotgunners.
just look at the image.... there cannot a player who hits with 7 pellets everytime at this distance.
PS: i know that the bullet holes do not exactly show where the bullets actually hit. but they show the cone of fire very good.
Also notice that the shotgun has a maximum range of about 15 metres.
I can't fault either weapon, you only die at the other end of a room to a shotgun if they fire off 4+ shots unless you're unlucky. Don't know about you but I don't let shotty marines shoot at me 4+ times before I'm gone if I'm at distance.
HMG is pretty near perfect in my opinion, close range aliens can be pretty hard to get but long range aliens don't get nailed due to the spread. I'd say that was exactly how the HMG should be.
I think it should have a larger area at real close, and maybe just a smaller cone increase size, or something...
When I'm alien it's great, but I just don't see how marine pointblank shots with a shotgun don't completely rape a skulk.
I die much mroe often to hmg.
The only trick to killing shotties is just staying close and moving so they can't get a perfect shot off, and the stupid shotgun physics take care of the rest...
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i think hmg is perfect, but shotty is waaaay too stupid in close range. shotgun at pointblank should kill the skulk, not miss it completely >.<<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
lol - *hint* maybe you should work on your aim <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
as for medium range shotgunning i often fire at skulks running away when they're wounded it might take several hits to kill them but the rof is fast enough.
imo the shotgun is the <b>only</b> truely balanced weapon in the game, with the possible exception of the gl and pistol. alos: note that the sg is only effective at medium range against skulks and lerks if the spread was any wider it would effect the usefulness against fades.
As for the hmg i think the spread is absoloutly fine but that the rof needs increasing 10% or so.
The GL is also another "skilled" weapon on the marines team. although I do agree with you about the hmg...have you noticed if you hold it down from a fresh clip the fire rate seems to almost boost for the last 60-40 bullets?
medium range shotgun is god, but other then that it isn't really good...
also super good for sneaking up on fades that happne to be weakened by the elec rt they're attacking <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (or just sneak up and block the exit so they die)
It shouldn't be able to kill a skulk at the range it does now, a good or h4x0r shotgunner can kill skulkz as fast as he can fire. I only reccomend a slight little tweak such as maybe 1-3 less damage per pellet just to reduce skulk instagib range by a bit.
The shotguns weakness strangely enough is close combat, as soon as they get close enough to start attacking ur only hope is a lucky shot.
Anyways:
Shotguns are balanced verse gorges fades, lerkz and leaping skulkz.
They are lethal vs onos since stun being nerfed but the extra health should balance it out
They are too powerful vs hives
So i reckon, reduce damage vs buildings like with the hmg (i'd say only hives but that'd require more programming i thinkz)
and make em require 1 extra building or something, just discourages shotty rushes and very early game shottys make less difference
And of course, if you get EXTREMELY lucky you can get most of the pellets to hit the center of your crosshair, it's pretty weird, but it's very rare <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->