In other PvP shooter games, the map design plays a huge part in game balance. I remember in my Counter-Strike days, there would be maps where the AWP would own and others where you'd do better with an MP5. And some maps have areas that cater to different types of engagement ranges. Shadow Wars has none of that. And changing weapons around just for one map type is really short-sighted, IMO. It's better to buff more weapons and to fix the queues so the other maps pop more often.
This is such a narrow viewpoint.
What's going to happen when there isn't a weapon to use against a Canker or Big Boomer bunny-hop-kiting you out of SMG range? An AR or LMG? Where you need to stand still to scope to be effective?
The Surge Bolter gives people a fighting chance against the other two. You still need to hit multiple times to kill with it if you're fighting anyone decent. I only PvP with clan mates in Observatory, Waterfront, and Freight Yard. The Surge Bolter is far from OP in those modes and I've only been killed by one fewer than I can count on one hand.
If your matches are all against newbies, then yeah you'll cream them. But that's a temporal issue (people will get better shields, better guns, improve skills over time) and making a permanent fix for that is short-sighted.
When will you stop being stubborn towards us two, we're just trying to tell you there are weaknesses to the surge bolter. You don't have to be a skilled player to use a bolt action sniper, just have a bolt sniper class to level 20 and have one crit roll on it and your good to go, we're just giving examples of pro players that use bolt action snipers instead of anyone who uses a bolt action sniper to give a better view of what potential can be obtained without using the surge bolter....
Look, we're aren't dumb, we understand all the potential it has in it. Wish Notturno was still here, because I know darn well that he'll say that it's great and might even say it's as strong as an infector, but then will explain many ways to counter it better then us 2 alone can explain.
Saying that we are hopeless? Really sounds like your starting to be very desperate in shutting us two up so that everyone can agree with you and you alone that the surge bolter is op when it's not op quite yet. The way your talking sounds more like your defending the surge bolter like you really don't want to it to be nerfed ever since one of your recent comments; meaning that you secretly agree without you, yourself, knowing that you agree that the surge bolter isn't op, so I don't know who's side are you on now...
Never used a fragger, terrible guess (like the majority of your points.)
You obviously don't know detonators like you think you do, you're just tossing them in here to sound important. Enjoy your fruitless discussion...
And if you're going to use a word like uneducated, at least spell it right homeboy.
Chuck Bronson
(PVP - Mephos)
lol oh noesI had a typo with the letters A & C in a word right next to each other!
And I don't know detonators like I think I do??? Oh yeah cause it take a genius type player to figure out Detonators. Real hard to use, just hop around and shoot in the general area and detonate. Don't know detonators? What?
And sound important? haha Im no more important then anyone on else on this forum.
Some ppl don't want to know the things they crutch so hard on are cheap and unbalanced, oh well. As if its ok to keep the game like this just so a few Yolo's can keep using the cheap stuff while no one else wants to play PvP because its all muffed up for reasons everyone knows why.
Here is a trend on Defiance PvP forum. Ppl point out the obvious unbalanced things and that they should be fixed. Whiners come in and say how things should stay broken and not fixed. lol wonderful.
There is tons of stuff of me saying that good amount of things need to be looked into and fix. Nerfs and Buffs alike. Im not saying fix the Surge bolter and forget about Infectors and Detonators. That wouldn't solve anything.
And @ Milkandcookies, I stated what needs to be done imo to bring the Surge Bolter down to speed with everything else. With its Charge Shot, Power, Accuracy, and being able to stay in scope when shooting then its ROF should be toned down a good amount because it is essential a Bolt Action that shoots like a Semi Auto. And that it should have some kind of spread and recoil when shooting from the hip just like all the other snipers do to match up. Is that to drastic to bring it back in line? Why is the Surge Bolter exempt from hip fire spread and recoil?
I stand corrected about the Surge Bolter's DPS. If anyone is curious I'll compile the footage I recorded into a video that demonstrates how the Surge Bolter has the same DPS as the other pvp-viable semi-autos (but surpasses them in it's ability to get OHKs). However, I still believe that it requires some tweaking, because of it's OHK potential. If quarter charged, the Surge Bolter will get a OHK on Ironclad and Rhino shields, as well as OHK on weak shields on any level of charge (the shield used to demonstrate that is a tachyon with ~1450 capacity), no other semi-auto can do that.
Proposed Balance:
If the damage did not increase when the Surge Bolter was charged, then it would still be as viable as it currently is, short-range and long-range, but be balanced. In that case charging the Surge Bolter would be useful to increase chances of landing a hit, not act as a means to turn it into a bolt-action. Based on the gun's description, that seems to have been the intention.
My reasoning is as follows: The Surge Bolter excels at long range, but is still quite viable short range due to it's hip-firing accuracy, and OHK/2HK(headshot/bodyshot) potential on a short charge. Remove the damage benefits from charging, and in those short range battles the surge bolter can still be used as a means of secondary protection, if switching weapons is not an option. Without the charge damage, it would be as good as all other semi-autos in short range engagements, but it would be far easier to use. That small change brings it in line with other semi-autos but allows it to retain its unique capabilities.
In my opinion it is a little much to ask for a sniper rifle that can go toe to toe, from the hip, with smgs/shotguns in their optimal ranges. And it currently is considering you need not hit the other person more than once or twice, if you are lucky/good, from the hip with a small charge.
Again, I think your view is still too narrow. You're looking at all the weapons within each weapon category. Instead, you need to look at all the weapons in how they are effective against other categories. As it stands, skills aside, anything hip-fire > anything not hip-fire. Tachmags and shotties are good close range. Cankers and Big Boomers are good close-to-mid. Surge Bolter is good mid-to-long. All of these are hip-fire weapons. There needs to be MORE hip-fire weapons that are good for each range of engagement or the cross-category "balance" will be thrown even more out of whack. I'd love to see them add/modify ARs so they can be hip-fired. I'd love to see more "rail gun" type long-range weapons.
I just played a freight yard. Used my Surge Bolter about half the time. Most of my kills were from my Tachmag. Most of my deaths were from Cankers and Big Boomers. It was a fair game.