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  1. #31
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    recoil rolls on smg's are useless they have no recoil already

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  2. #32
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    Quote Originally Posted by crystal030405 View Post
    recoil rolls on smg's are useless they have no recoil already
    they actually have it, esp. Tachmags. its still manageable without rolls though.
    server: PC EU
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  3. #33
    Hey Rashere! Hey forums guys! Just pasing by. How have you been?









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  4. #34
    Member MJS's Avatar
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    Quote Originally Posted by Rashere View Post
    One of the major complaints I've seen regarding random weapon itemization is that some rarity rolls aren't useful on some weapons. I'm in the process of cleaning these up and want to make sure I get everything that makes sense to change while I'm in the data.

    So, I'm looking for examples of weapon rolls that just don't make sense on a particular weapon. To be most useful, please provide both the example and an explanation for why you feel it doesn't make sense.

    For example:

    - Recoil rolls on sawed-off shotguns aren't useful because you have to reload between every shot
    - Accuracy rolls on bolt-action sniper rifles aren't useful because they already have amazing accuracy with the base weapon

    Thanks!

    Rashere

    Pistols:
    OJ roll on a VOT Blaster=mag +24
    OJ roll on a Votan Mag-Blaster=mag +8

    Combat Shotguns:
    Recoil rolls when all Bloom stats are 0.00

    Pump Shotguns:
    Found on all Castithan Sweepers;
    0.95 Reload (white roll) - OK
    x1.15 Melee DMG (green roll) - useless
    x1.15 Melee DMG (blue roll) - useless
    25% of clip reloaded on a kill (purple roll) almost useless
    I want to use my guns to shoot my enemies, not run up to them and bludgeon them to death. Makes no sense to upgrade one of these guns when anything you get is gonna suck.

    Sawed-Offs:
    -0.10 Accuracy rolls do nothing for a sawed off that needs to used at fairly close range.
    Recoil rolls for sawed offs

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  5. #35
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    Quote Originally Posted by MJS View Post
    Pistols:
    OJ roll on a VOT Blaster=mag +24
    OJ roll on a Votan Mag-Blaster=mag +8
    those rolls are ok. fullauto blaster with 2-3 mag rolls, highcap mag and T4 or T5 falloff barrel is a great thing, just a bit tricky to use.
    server: PC EU
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  6. #36
    The mastery roll 'Ammo on Revive Other Player 3%' is a orange only master roll...and for being a orange exclusive master roll it is very underwhelming. Ammo is not scarce so I don't see the benefit of earning 3% on reviving someone. I really don't see the benefit of gaining ammo on player revive at all really.

  7. #37
    Some weapon rolls are effective but not optimal. The only ones that need removal or changing are the ones that are nether effective or optimal.

    Of course everyone wants more damage of some kind, but the rolls that fix or improve a weakness of a weapon can also make the weapon better in a non-typical but effective way.

    For example, accuracy on shotguns tightens the cone of the pellets, paired with a falloff damage barrel you can turn some shotguns into high damage mid range burst weapons. The tighter cone also allows for more pellets getting crits at closer ranges allowing you to pair it with crit rolls and effects. This of course doesn't apply to shotguns that don't fire pellets.

    Some of the weaker rolls:

    The melee damage rolls are way too low to be useful. The melee damage bonus would need to boost your melee dps to nearly the same level as firing the weapon at the target. Like 3-4x damage not 15%.

    Most of the purple proc effects are not very useful. The ego power ones are ok but the others have about the same impact as not having a roll in the slot. The explosive kill speed boost is probably only useful in pvp.

    Recoil is only good on a few weapons. Basically when the bloom reaches about 5 per sec it when you will start noticing the benefits of recoil reduction. Low recoil, low mag, and most semi auto weapons don't need it.

    Accuracy on sniper rifles if aiming isn't useful, it can still help with hipfire if you want to turn it into a sort of slug shotgun. I don't think this is really a design intent of the sniper rifles though.

    The orange +8 mag roll is disappointing on most sniper rifle and pistols. They are high power precision weapons that really need more damage to compete with automatic weapons not more spam-ability. The exceptions are the automatic and burst pistols (which should have the 24 mag bonus) and the northstar flare.

    Fire rate on sniper rifles is desirable, but the percentage based values are too low to have any meaningful effect.

    Finally, %mag size on low mag size weapon or very fast reloading ones. I know some people like lots of mag size on smgs, but I personally find the reloads so fast I would prefer anything else (except recoil reduction).

  8. #38
    Doesn't Recoil help tame the barrel climb some weapons are prone to as well as damp bloom? If it does then it is good on a few like the burst style charge pistols and some of the shotguns that do not have a lot of bloom per se but have to be pulled down more than usual to keep them on target.

  9. #39
    Yep, just take the bloom * fire rate. If you get 5 or higher then recoil reduction can be helpful.

  10. #40
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    recoil reduction can be usefull on guns like the castathin sweeper by makeing the shot cluster more. (( i know i have one with 2 with the recoil reductions. oddly enough it tighter clusters my shots and makes for some mean damage when need be. but at the same time its useless on alot of other guns.

    it all realy depends on play style over all.

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