Fluttershy wrote:The advantage it offers in cqc is so minimal you may as well stick with the reliability of the rifle or smg.yes, I have to agree with this, the smg and the rifle are way more versatile
Shotguns horribly underpowered, or is it just me?
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Ballistic
3 Years of Ace of Spades
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CommieBuffalo
Blue Master Race
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Shotgun is a really damn fun weapon to use in .76 where it is much more useful. I can actually get some pretty damn good scores with it even in .75, but I'd probably get better ones with Semi or SMG.
why are you even reading this
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TheGreatestDest
Deuced Up - Posts: 51
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Dominis wrote:The shotgun... why do you think shotgun is underpowered? It's a close range weapon. Just because you can't camp with it dosen't mean it's underpowered. It's made for builders to use as defense.Are you fucking serious?
The shotgun is a joke even in CQC. It's a 2HK even at point-blank range unless you somehow get a headshot. The pump-action ROF just makes it worse.
Dominis wrote:It's hard for a rifle user to kill face to face.lel I do it all the time, and the rifle is the only gun I use.
Only people who beat me are easy mode SMG fags.
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Fluttershy
Build and Shoot's 1st Birthday
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TheGreatestDest wrote:Only people who beat me are easy mode SMG fags.*snicker*
1.21 gigawatts!?!
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Sennar
League Participant
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Why is no one writing how viable shotgun is in long range sniping? Almost as good as rifle.
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Peanut
3 Years of Ace of Spades
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Vezok
3 Years of Ace of Spades
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Sennar wrote:Why is no one writing how viable shotgun is in long range sniping? Almost as good as rifle.Wat.

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Arkger
League Participant
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Vezok wrote:Sennar wrote:Why is no one writing how viable shotgun is in long range sniping? Almost as good as rifle.Wat.
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Captain_Pi
Artist
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To be honest I completely agree with everything said.
But the euphoria of shotgun murder is so nice that I can't help always using it on CS and Arena Maps. Every shotgun kill gives a great feeling of success and determination :D
But the euphoria of shotgun murder is so nice that I can't help always using it on CS and Arena Maps. Every shotgun kill gives a great feeling of success and determination :D
Project Vanilla: Spreading the word of the Internet Box since '13
noobofspades wrote:longbyte1 wrote:Remember, quality, not quantity.that's why your mom only bangs me
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TheGreatestDest
Deuced Up - Posts: 51
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Sennar wrote:Why is no one writing how viable shotgun is in long range sniping? Almost as good as rifle.lol stop living in 2011
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Sennar
League Participant
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TheGreatestDest wrote:Stop sucking at playing with the shotgun. I know it is a terrible weapon but for some reason against really good players, not the likes of you - no offense please, i am talking about people like Mikuli - I do better with a shotgun than with a rifle.Sennar wrote:Why is no one writing how viable shotgun is in long range sniping? Almost as good as rifle.lol stop living in 2011
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TheGreatestDest
Deuced Up - Posts: 51
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Sennar wrote:Dude, if you were here during the older game, you would know what I mean. Shotguns were essentially sniper rifles, and loosely resembled the SPAS-12 Slug from BF3.TheGreatestDest wrote:Stop sucking at playing with the shotgun. I know it is a terrible weapon but for some reason against really good players, not the likes of you - no offense please, i am talking about people like Mikuli - I do better with a shotgun than with a rifle.Sennar wrote:Why is no one writing how viable shotgun is in long range sniping? Almost as good as rifle.lol stop living in 2011
Sure it's still possible today, but damn near impossible with the pellet spread/DPR. It takes forever to master nowadays.
Also, designated marksman master race.
Last edited by TheGreatestDest on Fri Jan 24, 2014 3:58 pm, edited 1 time in total.
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Chronocide Commando
Veterans
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BallisticTactix wrote: the thing is, it kills faster in cqc then any other weapon in the game, making it superior in cqcNot if you always shoot the head — and it's difficult to miss the top 1/3 of a player model at that range.
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TheGrandmaster
Former Pre-BnS Team
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I remember suggesting that the rifle should return to pinpoint accuracy but have rate of fire and ammo nerfs.
bcoolface tried it out and it worked pretty well, but unfortunately as the RCs went on, more and more people complained because they were so used to spamming the heck out of the 0.75 rifle that he increased it almost back to what it was in 0.75 and instead added damage dropoff; that was the problem.
In my mind, the nerfed rifle firing/ammo with pinpoint accuracy is a decent payoff and makes the weapon much more balanced compared to everything else, would benefit from some visible way of knowing when you can fire your next shot, but still. Instead of this, we ended up with damage dropoff, which is more frustrating and still not as balanced. So, remove dropoff for the rifle, put the rifle back down to 5 bullets and make them a lot slower firing, with some kind of visual indicator for your next shot.
For the SMG, damage dropoff is a decent thing, it should be decent in the mid-range. People should have the chance to get out of its way at mid-range if you create the right amount/form of cover, so lower its rate of fire a little and increase its damage.
Shotgun is hardest because the vast majority of maps are simply not designed to incorporate them; most are very open and as such are suited to the rifle players, which are the majority of the community. If I were to try and balance it, it'd need very high damage, lots of pellets per shot with a decent but reliable spread - one where you'd know maybe one or two of the bullets would go very near where you were aiming, and the rest would spray. And of course it'd require damage dropoff for balancing to be vaguely usable at mid-range but fairly harmless (but still slightly damaging) at long range.
Oh and the spade needs to always be 1 hit and have a longer reach, just saying.
Alas I've said all this before, and we can't change voxlap with any ease at all, so it goes down to OS giving us something new and the B&S admins going for it.
bcoolface tried it out and it worked pretty well, but unfortunately as the RCs went on, more and more people complained because they were so used to spamming the heck out of the 0.75 rifle that he increased it almost back to what it was in 0.75 and instead added damage dropoff; that was the problem.
In my mind, the nerfed rifle firing/ammo with pinpoint accuracy is a decent payoff and makes the weapon much more balanced compared to everything else, would benefit from some visible way of knowing when you can fire your next shot, but still. Instead of this, we ended up with damage dropoff, which is more frustrating and still not as balanced. So, remove dropoff for the rifle, put the rifle back down to 5 bullets and make them a lot slower firing, with some kind of visual indicator for your next shot.
For the SMG, damage dropoff is a decent thing, it should be decent in the mid-range. People should have the chance to get out of its way at mid-range if you create the right amount/form of cover, so lower its rate of fire a little and increase its damage.
Shotgun is hardest because the vast majority of maps are simply not designed to incorporate them; most are very open and as such are suited to the rifle players, which are the majority of the community. If I were to try and balance it, it'd need very high damage, lots of pellets per shot with a decent but reliable spread - one where you'd know maybe one or two of the bullets would go very near where you were aiming, and the rest would spray. And of course it'd require damage dropoff for balancing to be vaguely usable at mid-range but fairly harmless (but still slightly damaging) at long range.
Oh and the spade needs to always be 1 hit and have a longer reach, just saying.
Alas I've said all this before, and we can't change voxlap with any ease at all, so it goes down to OS giving us something new and the B&S admins going for it.
IGN: TheGrandmaster or <@tGM~wiki> | #AoS: IRC channel
<@mikuli> the bad part in this plan is that it involves an already busy tea-drinking scone chomper with a monocle
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danhezee
Former Admin / Co-founder
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Pinpoint accuracy never made any sense to me. Mainly because aiming requires adjustments in real life. Rifles are sighted in to be dead on accurate for a specific range. Anything outside of that range you have to make adjustments to hit your target, especially head shots. That is why I was for removing hitscans completely and replacing them with projectiles that are effected by gravity.
I think with the rifle the bullet should be moving fast enough that at fog range if you place your sights on their forehead the bullet would hit the top of their chest, right below the head model. Close you would be able to hip fire and get a head shot, midrange you would probably still be dead on accurate, after that you would have to start making adjustments, and finally at fog range you would have aim above their head to get the headshot.
SMG would be projectile as well, but with a slowing moving bullet. So you would have to make greater adjustments to hit targets further away.
The shotgun is a really hard weapon to get right, for consistency it should be projectile based as well. Slower bullets than the SMG but with more pellets than it currently has and a tighter spread on those pellets.
The spade is so quick it could be 3 or 4 hits and no one would be able to react to a surprise spade attack. A spade frontal assault at 4 hits might be suicidal if the person you are rushing has full life. But that it is a risk/reward scenario.
Risk/reward is basically what I am shooting for, pun somewhat intended, with the weapons. And I fee like pinpoint accuracy is really only a reward with no risk.
I think with the rifle the bullet should be moving fast enough that at fog range if you place your sights on their forehead the bullet would hit the top of their chest, right below the head model. Close you would be able to hip fire and get a head shot, midrange you would probably still be dead on accurate, after that you would have to start making adjustments, and finally at fog range you would have aim above their head to get the headshot.
SMG would be projectile as well, but with a slowing moving bullet. So you would have to make greater adjustments to hit targets further away.
The shotgun is a really hard weapon to get right, for consistency it should be projectile based as well. Slower bullets than the SMG but with more pellets than it currently has and a tighter spread on those pellets.
The spade is so quick it could be 3 or 4 hits and no one would be able to react to a surprise spade attack. A spade frontal assault at 4 hits might be suicidal if the person you are rushing has full life. But that it is a risk/reward scenario.
Risk/reward is basically what I am shooting for, pun somewhat intended, with the weapons. And I fee like pinpoint accuracy is really only a reward with no risk.

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