SMG.

The original, free Ace of Spades game powered by the Voxlap engine. Known as “Classic,” 0.75, 0.76, and all 0.x versions. Created by Ben Aksoy.
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KomradeKorakoff
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Both SMG and Rifle are good and easy to use. Relatively speaking, they are only good if the player who uses it is good.
Shotgun, personally is the only semi-broke weapon. It's ambiguous shots make it slightly difficult to fully fulfill its goal of being close-range. In the least, I'd expect that if you use the shotgun against a player with no cover, you'd kill them more of the time. :x
BR_
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Rifle needs no spread as it was before, SMG needs much higher spread. I think that would just about fix the balance issues between them (shotgun needs some work still). It'd need to be tested, of course.
GreaseMonkey
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BR_ wrote:
Rifle needs no spread as it was before, SMG needs much higher spread. I think that would just about fix the balance issues between them (shotgun needs some work still). It'd need to be tested, of course.
Actually, it's the headshot damage that mostly needs to be screwed with. Did you ever play my 0.60 fork? It actually had less spread than the 0.75 SMG.

That SMG, of course, was the following: 20-120 ammo, 0.60 SMG spread + recoil (== 0.75 Rifle spread (!), 0.75 SMG recoil), 15Hz rate of fire, 5 second reload time, damage values are 34/30/21. Yes, it has been tested, and while that reload time is really quite brutal, it actually makes it much more fun* to use.

*Replacement underwear not included.
Bully
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I think, We can disablem SMG from long range and make the aim worse, that should work. In war there is almost only SMG's,
Monstarules
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maybe we should add some other things to balance the game out...
Sasquatch
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I almost always lose these arguments because I don't play first person shooters and I enjoy getting headshots in this game lol. That's why I don't understand why all the guns can't have perfect precision and varying degrees of kickback and damage to balance it out. But Rifle Spread hurts man. It hurts deep down.
Influx
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I voted that it made it better. Really, in my opinion, the SMG was at its best when it was first introduced. The massive amounts of recoil, plus a good cone of fire for the rifle, meant that you had to play smart as an SMGer. You couldn't duke it out with a rifleman at range, you had to break off, relocate and flank, which was great fun for someone like me to plan the perfect flanking maneouvre and execute it.

In the current 0.75 state, though I still predominantly play SMG (mainly because the rifle's accuracy is horrible, and there's nothing more frustrating than lining up the perfect headshot only to see your bullet inexplicably veer off-target), even I can say it's very overpowered and can see why people would want to get rid of it.
Conduit
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tallyyyyyy wrote:
JoshuaConcon wrote:
How about we buff the shotgun, because if all the weapons are OP, wouldn't it be balanced?
The shotgun is perfectly fine for the situations it's designed for (close range), but the majority of the game is long/mid range combat.
99% of the time I found myself switching to spade for a close quarters engagement even if the shotgun was equipped.
I like the shotgun for novelty reasons but the thing is useless.
mach1ne
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in my opinion theres not really a place for an smg in a trench warfare type game. i think a better addition would be a light machine gun where you have to crouch down and aim down the sights to make it even the least bit accurate, lower the damage, give it a large magazine, maybe add a movement speed penalty; make it more of a tactical weapon than an assault weapon. the fun part of the smg was using it to destroy enemy cover, the part that wasn't so fun was people getting ten headshots in a row from across the map.
Renomaki
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I myself find nothing wrong with the SMG. I find it a simple suppressive-fire weapon that is great for taking on groups of enemies in close combat and keeping people down.

Problem is, it's a lot harder to kill shit than you think with this thing, what with all the snipers sneaking around. The rifle is a really damn powerful weapon that isn't as easy to spot as an SMG, which is easily traceable. The iron-sight, compared to the rifle, however, it much easier to use.

In the right hands, a rifle can rip apart an SMG user no problem. All you need is some good cover and your target's unknowingness of your location.

Oh yeah, and the recoil the weapon has doesn't help it much. You mainly end up firing in short burst rather than going full auto often with it. The rifle has a fair bit of recoil as well, but it's not as constant, so you don't get dizzy after firing a whole clip, again compared to an SMG.

But as I said, it's a great weapon to pin people down with, as well as tear through thin cover and force them to move to another location rather than risk getting killed.
Space Inspader
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Fact is, Grease Monkey just isn't good at using the SMG. I've seen it.
OfficiallyMylololz
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Nixumoi wrote:
In my honest opinion, the rifle and the SMG both are pretty OP. Rifle is a 1-hit KO in the head, while the rifle is something anyone can get easy kills with. Meanwhile at the shotgun section... For that cause its about the same.
Shotgun is a one shot kill if you can do it right.
Nixumoi
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kmaj wrote:
OfficiallyMylololz wrote:
Nixumoi wrote:
In my honest opinion, the rifle and the SMG both are pretty OP. Rifle is a 1-hit KO in the head, while the rifle is something anyone can get easy kills with. Meanwhile at the shotgun section... For that cause its about the same.
Shotgun is a one shot kill if you can do it right.
And if you're lucky.
And in real life, shotguns don't have such an over exaggerated spread. They are pretty accurate in fact.
Battlefield 3 is a good example of how to do a shotgun. They are accurate enough to get kills with, but will lose at medium-long for a rifle. Unlike AoS.
rakiru
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Nixumoi wrote:
kmaj wrote:
And if you're lucky.
And in real life, shotguns don't have such an over exaggerated spread. They are pretty accurate in fact.
Battlefield 3 is a good example of how to do a shotgun. They are accurate enough to get kills with, but will lose at medium-long for a rifle. Unlike AoS.
As I said earlier in the thread. ;P
The amount of spread isn't the main problem with the AoS shotgun that makes it a luck-based thing though - it's the spread algorithm is terrible. Rather than making each pellet spread randomly around where you're aiming, they spread randomly around the previous pellet, meaning the first pellet goes somewhere near where you aim, the next goes somewhere near where that one went, and so on, which, in the worst case, can result in most of your shot going nowhere near where you aim.
Sonarpulse
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Jeeze, why the hell what they use some recursive thing like that? adds overhead with absolutely no gain. I mean making the bullets go in a cone would be better.
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