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Noob_Guardian

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Everything posted by Noob_Guardian

  1. I think legendaries should have a 1 to 3% chance if it really is like. 001 nonsense. But I do believe that something like overwatch 1 legendary every 25 regardless of if you got one before" would be a decent system at least, even if it was increased to 35 or 40 for APB. So you have a chance before then but if not then you will get it anyways
  2. Except it was the range intended when it was made by g1 originally? I used to 3 hit people 24m with mine, however it wasn't as effective and often either 3 hit or took 7 due to hitreg. CSG was always from 0~12 - before nerf JG 0~7? NFAS 0-~5 OGRE 0-~10 Shredder was made to fire and reach further than all the other shotguns. (I'd know cause i bought it and its original stats show that intent) Its original range was ~20m?? or so, and I used the IR3 varient so yeah, mines actually meant for ~20-27m, aka EB3 varient.
  3. oh no new players have a chance against vets now? How horribly frustrating it must be to get killed by a lowly bronze.
  4. So your a peeing tom? greaaaaaaat peeking*?
  5. Why learn to counter when you only ever mained NTEC and expect every other weapon to just lie down and die easily for you?
  6. They changed the /who chat command to show only nearby players as opposed to everyone in the district. No, they changed it to only see clan mates and friends list, everyone else is hidden. Imo it's a really dumb change, I like to see if anyone i know who may not be on my fl is on or see what kind of opp ill be getting by seeing if I know any names. Now I can't and its slightly frustrating having to guess what skill level my opp will be in the district.
  7. You mean the server where I havn't seen a blatant since ff?
  8. lol wut? i'm sure you've used each of those weapons i mentioned. Each one at least currently can do exactly what I stated. Though ATAC is closer to a 15-25m 8 hit normally, though it tends to take ~10-12 25+ simply due to bloom. I was giving examples of what is normally expected with how a weapon should perform, at least on "paper" or how they function currently. If a weapon does not act effectively within its intended range, then it isn't a good weapon.
  9. I had that happen the other day with my shredder, heck I even ghost shot 6 rounds into someone sitting still. Saw the bullets of my strife hit a wall behind an enemy, but did 0 damage to the enemy
  10. depends, what's its "intended" range? CSG and JG for example should 2 hit up to at least 5-7m OCA and PMG should be able to 8 hit up to 15-20m Atac should reliably 8 hit up to 20-30m and each weapon for the most part, does hit those ttks in their ranges if you don't miss except AR's where at range you need to tap/burst thus artificially increasing their ttk. Those are their optimal intended ranges, if an easy to hit 3 hit kill smg with a .74 ttk came out, i'd call it balanced depending on its range. If it had a 50m range i probably wouldn't call it balanced and ask for it to be increased to ~.75/.8 due to range and ease. If it was 20m i wouldn't be calling it overpowered, if it was 24m for a 4 hit with it unmodded, i'd say it is indeed balanced. The weapon in question is balanced until you mod it in a specific manner, and ONLY in that manner. Not only that but it's intended range is in a sweet spot where other weapons start to become worse, causing it to shine. This does not make it overpowered, as it has its own special niche. Learn to play against that niche and you should do fine.
  11. Shotguns were overpowered years ago as well, point? Remember when every match had a csg or jg? "but thats not oooopppp" and then it got nerfed and shotguns stopped being used because they weren't cqc pwners in mission districts anymore. TTK for mine is always going to be .84, i fixed the post after I rechecked, i mentioned why in other post responding. Dropoff is 20m because THAT is its intended NICHE, its not meant to compete against the csg and jg on equal footing in cqc like you ASSUME (really would make is absolutely useless having to cqc marksman mode a weapon against other shotguns), its meant for a range past their range, aka 15-30m. You even buy the thing before this whole "shotgun buff"? I was killing people with mine at 25m LONG before this buff happened, the only difference is now its a reliable gun, and people HATE that fact because now people are using a gun that they never had to face before let alone compete against. The problem is they released the modable varients.
  12. Mine is the IR3 preset with a .83/4 ttk the normal one is lower. I've never seen the CJ shredder, infact, in the last 2 weeks i have seen exactly 0 cj 3 shredders. Z-E-R-O, in fact the majority of shotguns i've seen are csgs and jgs, NOT shredders. The Range is ofc ~22/23m for 3 shot 4+ onward for the cj3 variant. CJ3 actually INCREASES spread btw, not decreases, ever actually test that on any shotgun? it's right there in the fine print on the mod I was thinking .99 there because i forgot I already applied IR3 for the .84 lol my bad on that fixed in post. Now, do I think thats broke with Cj? I can see the issue, but the only way to fix would be to nerf the ttk even more and thus nerfing the already balanced preset variant. Because nerfing anything else would make it worthless to use, especially against the current CSG/JG/OCA/PMG. The only thing that makes it stand out and keep it somewhat in a balanced state is that it dominates in it's 20-30m niche where very few other weapons actually compete. SMGS worsen past 15m especially at 20m, and AR's are decent there, but BXXN is right, the ATAC is really good at 20m-30m and has a .7ttk, actually faster with cj but that's its only real competitor other than ntec and carbine. That's not an "shredder is op" fault, that's simply because it is in its own niche. Easy to use doesn't mean broken, star is easy but its not broken, hvr is easy but isn't broken, atac is easy but not broken, far is easy but not broken.
  13. if it makes him feel better i had someone get fragged and then 4 hit with shredder at ~30m while standing in the open vs me with cover then cry OP.
  14. My shredder has a ttk of ~.84s up to 23/25m. That's pretty balanced for a cqc weapon in the 30m range when you consider every other weapon in its niche, i've also never faced a shredder that i've not been able to beat in cqc without a hitch. Shredder is meant to have a niche up to 25/30mm, its niche isn't "cqc" with the jg/csg, its niche is further than that due to its high ttk. Strife doesn't follow this but it does massive damage instead. Also, their "accuracy and spread" consistency are also what severely hurts them in cqc in comparison to jg and csg which have a bigger spread causing more pellots to hit if innacurate. at 5m slightly miss with a shredder you've missed most if not all your shot, csg/jg still hits. Shredder has always had a 30m range, the difference is that it was always outttk'd by ntecs and other guns because you could fire 3 hits at 15m and kill someone, do it again and take 5 for no reason other than hitreg or 3 at 25 one moment and then 8 the next. The shotguns were NEVER balanced around fragile. Shredder fairly consistently hits its ttk in 20-30m at 3-5/6 hits, yes, but that's also a .84-1.68 to .99-1.88 ttk. I had someone today say my shredder was op after getting hit with a frag and being 4 hit at ~30m with a shredder, no joke he stood in the open at ~30m after being hit with a grenade and got hit for ~1.3 seconds and then cried OP. Though I will say - In before they nerf the Kickback JMB Shotgun pistol for having a 3 hit 18m range.
  15. After the last range nerf on the shredder, it's still within its range and not increased (i think that change went into effect, i use the IR3 variant with like a ~.84 ttk or something crazy and it doesn't feel much different other than needing 1-2 bullets more in the 20-30m range at times, i dont try to fire past 30m much since it takes a lot of shots) while true about smg's, SMGS arent normally used past 20m nor should they be (other than PMG), where the shredder's range shines because the only other competitors are AR's and carbines. Even OCA and PMG start to lose out to rifles at 20-30m. PMG has always been the longer range SMG as well and the OCA won't do well due past 20m due to accuracy reticule size at that range and it never really has. So PMG is its only 20-30m competitor other than other ARMAS weapons like the S1-NA. I rarely see PMGS now, only JG/csg/ntec I have a LOT of enemies charge me by running in the open then cry op, or have 2 stand across the street, after I hit them with a nade, and fire at me in the open while I have cover and say its "op" for killing them with 4 hits each because "shotguns shouldn't hit 20-30m" (like what?!?) That's the gun's NICHE. While it's firerate isnt making me spray, it's still long enough in cqc and even at 20m to kill me if i'm not conservative with how I play, and especially how I position myself. The biggest problem i've noticed is that while i'm using this A LOT of people will rush in with no cover or run across a road with no cover 20-30m away, and then complain when they died, despite any other weapon in the niche doing the EXACT same thing, if not better. While I agree that ttk means nothing if you can't hit, it is NOT my responsibility to ensure that an enemy can hit me easily at all times, and I pull similar stats to what I would while maining NTEC, OCA, or HVR.
  16. Ironic a lot of people play shredder but i havnt had a problem against them. I also own one though, and find it funny to use my shredder with a .84+(.84*.17) ttk and have people cry op. Like dude, my ttk is almost 1 second at 25m and you're complaining? I assume this is because it isn't the stronger (or the most annoying depending on the points of view) of the bunch. For me it's because i've had a shredder forever and i barely used it because it lost to EVERYTHING, even at 15m you couldn't 3 hit at times even with the .84 ttk which also got it killed all the time from ntec/oca/pmg/other shotguns. Now my ttk is ~.92-.96 and i'm having people cry about my shredder 3 hitting at 25m which was possible but somewhat rare before but now easily done with proper centermass tracking. Like i'm out ttkd now by every cqc-midrange weapon in the game even the ODIN series, and i'm still getting people crying op because they havn't learned to counter it. It's not OP based on it's ttk at all, its op because people run in the open and expect to not get shot down.
  17. or maybe it's not broken? I feel like the current shredder nerf hype is simply because people don't know how to handle the gun nor counter it.
  18. Carbine is fine as is imo, most people don't "strafe" it like an atac, they hold sprint and do janky hitbox/character movement (as it always has been). Before it didn't matter so much because sprintshooting was a broken af thing that allowed people to get hard to hit. Increasing its effectiveness would be a straight up buff with no downsides to a weapon that doesn't "need" a change and would likely put it back into, "broke" category depending on how strong the changes are. Currently is already is a high effort high reward weapon, and it does fine against smg's past their 0-15m dominance rance. It isn't meant to be a mid ranged weapon, and hence no buff, Carbine is meant to by a hybrid rifle for between mid and cqc. It's got a range of 40m plays best at 15-30m, and needs no buff to match that of AR's "45m" because that's not meant to be there. AR's got a nerf because of impeding on mid-long range rifles. No weapon out of marksman can very effectively hit at 45m, there's no need to put carbine into that so it can. Most people moved from carbine because all the "edgelords" left or switched to n-tec (which is getting reworked). When I use Oscar, and i always use cj on it, since it still decreases the max RoF regardless, it still fires faster with cj.
  19. Mojang Money is worse.... 10 minutes to turn in 2 vehicles.... 10 minutes each stage that is.... Also i hate getting called into no opp missions so i do /abandon mission at times, othertimes i need to avoid a dethreat or something so I leave. So it's a no for me.
  20. You are right that the damage drop did mess up a lot, however it's also nice to have imo. Though I do miss just standing outside of range laughing while the enemy tries hitting me and can't. I think i'll put up a suggestion to make bullets disappear after max damage falloff range "at least" sometime. Won't do much, but would be fine imo.
  21. I agree, red mods currently have decent downsides. However due to the similar TTK increases from both, it may be worth using HB again on some weapons.
  22. It's mostly for SMGS and Snipers, it's not really meant for Rifles and the like. Ironic
  23. Doesn't matter, he could be using fractional based math, and since its divisible by 10 it doesnt matter. a 6 hit kill would be worth a try at least on OTW even if it doesn't go live. The weapon consistently loses out due to the extra shot
  24. most CQB are around 0,6-0.7 secs TTK (there are some excepctions). And if all ARs would have 0,75 TTK, It wouldnt make much difference. Sacrificing 0,05 secs of TTK for gaining +20m range is completely out of questions. no one was suggesting to add that much range to anything.
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