McL
Members-
Content Count
28 -
Joined
-
Last visited
Community Reputation
10 GoodRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
I like that now you have to choose between CJ3 and IR3 on SMG's. Did someone already try it out?
-
I get your point and also partly agree but let me repeat mine. I was just saying that you cannot compare the JG and CSG by the percentage of pellets need to hit for a kill. If the JG would have a spread of 500m(exaggerated) at 10m range the weapon would be the worst weapon available. Still it would need 66% of the pellets to hit for a kill. Do you see what I mean? The percentages you mentioned in your earlier posts are not a valid indicator.
-
Sir, you cannot compare an automatic shotgun with high firerate with the JG. The only valid option for a comparison is the CSG. And as you mentioned it has a spread of 0,85m which a little bit more than the half of JG's spread. So it is just natural that JG need less pellets to hit for a kill. Let's do a weird comparison with any non-shotgun weapon. They have a spread of 0m (just a single projectile) and need 100% hit (yes I know there is only 100% or 0%) to do damage. You see where it goes? If there would be a shotgun with a spread of 3m it would probably only need 30%(just a random number below 66) of pellets to hit to do kill. I'm not saying CSG should not be buffed, just saying it does not make any sense to compare percentages of pellets need to hit for a kill due to different spread. Have a nice day Edit: What I always wanted to know: It is obvious that the JG is better than the CSG in hug range due to the higher damage and spread has barely impact at hug range. CSG becomes better with every meter more distance. Did someone calculate at which distance the break even point is? So at which distance both shotguns perform identical and every meter more distance the CSG outperforms JG more? Thanks in advance if somebody knows
-
It is true that a min ttk kill is easier with JG, but it is also more risk involved. If you miss one of the first two shots and need a third one your ttk will be a lot higher than smg's ttk. Missing shots with smg is more forgiving. Not saying JG should be buffed, it is fine right now in my opinion
-
McL started following "Tracking (Weapon) Balance" Thread, 11/25 Patch Announcement and Gun Game Minigames this Weekend
-
You cannot compare percentages of pellets need to hit because of the different spread you mentioned.
-
Oh didn't know that, thanks!
-
I just watched the first two games and I really like it. Would love to see a video of all highlights! There are some great moments captured
-
If you can't implement a rotation, you could maybe just switch it with the weekly maintenance. Ofc only if it's the workload of a single click.
-
Maybe it's only frustrating and boring for veterans. I'm relatively new to the game and the last offered Gun Game was my first one. I really liked to play with different weapons I don't own. Ofc it was luck-based but it was still fun for me and it was a nice variety to missions/FC
-
Ah alright, thank you!
-
Can someone explain "rebuying permanent weapons" to me? I don't get it. Thanks
-
Red crosshair will get removed with engine upgrade, won't it? I couldn't see it at the beta stream. But I'm not sure. Maybe someone can confirm it
-
Today I played Gun Game for the first time. For me it was fun and I had no huge performance issues. And as a relative beginner the JT felt rewarding. Thanks
-
Apbdb says 0,48 fire interval and Joker Madness Patch notes says 0,42 Or do I miss something?
-
I would really like to see a "Tracking (Weapon) Balance" Thread. It took me some time to find the latest shotgun stats, so I thought this would be an easy to implement solution. Yes ofc you can see the stats on the database website but for example the fire rate of Shredder is wrong. (99% is correct I know) Have a nice day