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Thread: No new nerfs!

  1. #31
    Senior Member REDBURN's Avatar
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    A select few games can boast of a freight yard as well.
    I found MGO to have acceptable shotgun mechanics,after some trial and error no doubt.

  2. #32
    Senior Member MacDeath's Avatar
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    Rock is a whiner, don't listen to him!
    Nerf sizzors, he's OP!

    signed,
    Paper

  3. #33
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    Quote Originally Posted by PseudoCool View Post
    This is how I see the problem unfolding, and maybe people aren't seeing it this way, so maybe, just maybe, this will help:

    Let's look at the CLASS of weapons and keep it very generic so that it's not anything weapon specific:

    An AR does 222 dmg, RoF @ 12, Range damage decreases after 30m, reload time of 2.2 seconds
    A combat shotgun does 400 dmg, RoF @ 4, Range dam decreases after 10m, reload time of 4 seconds
    A pump shotty does 500 dmg, RoF @2.5, Range damage decreases after 10m, reload time of 4.5 seconds
    A double barrel does 1919 dmg, RoF 0.9, Range damage decreases after 3m, reload time of 5 seconds
    A LMG does 355 dmg, RoF @ 10, Range damage decreases after 25m, reload time of 4 seconds
    Here's the problem with your analysis: A shotgun barely needs to be aimed. In its effective range it WILL hit. LMG and ARs need precision. The biggest drawback with shotguns is the approach to the enemy, something which Cloak takes care of all to well.

    Also, when did handguns get a nerf? Show me the patchnotes.
    PSN ID: Xx-Fang92-xX - PS3 NA

  4. #34
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    Quote Originally Posted by Schwa View Post
    I welcome their attempts at getting shotgun right. But not at the expense of the other guns, especially the ones requiring aim. Actual aim, not that infector auto-aim ********.
    the Immunizer is the one your talking about.. and I hate to break it to you, but it does NOT AUTO AIM! It never has! It's got a targeting reticule, you still have to aim it, and it still misses about 20% of the time when your at 20M, more than 40% of the time at 30m. It's functioning EXACTLY as it's supposed to be. I just tested this out last night after hearing again and again and again about how this one specific weapon auto aims.. it just doesn't do it. And the reticle was already adjusted and made about 30% smaller between beta and launch, so the guns already been effectively nerfed before launch to balance it out. It's also the WEAKEST of the infectors when it comes to dart damage, fire rate, and bug damage overall.

    And sorry.. but shot guns do NOT need to be nerfed or adjusted at all. They work EXACTLY the way their supposed to be working.

    I will agree however, that something needs to be done with cloak's bonuses (not perks, but the innate bonuses) as it is without a doubt the most powerful cloak I've seen in any game. Most games cloak is actually the WORST option because of down time between shooting, breaking your own cloak doing something specific (such as attacking), and so on. Why Defiance hasn't done this type of balance for cloak I'm not sure. But it's not the SHOTGUN that's the problem. You can't fault someone for using the best tool for a given job.

    That's like telling the carpenter "Hey, you can't use that 22oz hammer to put in the framing nails on my house, you MUST use the 8oz one instead!"

    Oh.. and btw.. your signature doesn't go to a defiance video at all... better check it.

  5. #35
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    Quote Originally Posted by fang1192 View Post
    Here's the problem with your analysis: A shotgun barely needs to be aimed. In its effective range it WILL hit. LMG and ARs need precision. The biggest drawback with shotguns is the approach to the enemy, something which Cloak takes care of all to well.

    Also, when did handguns get a nerf? Show me the patchnotes.
    Handguns got the nerf when they adjusted the magazine size and the maximum amount of rounds carried.

    And wow.. you hit the nail on the head.. "effective range". Amazing how the effective range of a shotgun is what.. 20m.. and the effective range of the LMG and AR are both more than twice that amount. This is why cloak works so well in pvp matches.. getting inside of 20m with cloak is EASY, especially with the cargo containers. Open the world up like in Shadow Wars however.. and that cloak+courier combo is dang near a sitting duck more often than the pwnzor everyone's complaining about. It is.. AT BEST.. a situational combination. So what makes more sense.. to nerf the weapon, or to increase the amount of situations where it's NOT the preferred combination?

    I don't know.. what's better.. steak on the BBQ, or chopped liver from a hot rock?

  6. #36
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    vocal minority
    Want to know when the Next DLC drops? See below

  7. #37
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    Quote Originally Posted by ItISLupus View Post
    vocal minority

    Yes. their called Die-Hard PvP'ers.. for the most part. There are some of us who do agree that cloak could use some tweaks, but to nerf anything else at this point, IMHO, is a really EPICLY BAD IDEA!

  8. #38
    Senior Member Jeff Kaos's Avatar
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    I wholeheartedly agree with OP; nerfing weapons to balance PvP has a detrimental effect on PvE. And let's face it: this game has such rudimentary game play that PvP is a joke in Defiance. Why try to push PvP in Defiance when there's not only games like CoD and the Battlefield series, where the entire focus is PvP and has been polished to a bright shine, but also extremely strong entries from places like XBLA and PSN? Keep PvP if you have to but also keep it as the 2nd class citizen it so truly is in Defiance.

  9. #39
    Junior Member Jandipoo's Avatar
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    If somethings broken, nerf it into the ground.
    If you disagree with anything in the above post, you are wrong.

  10. #40
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    Quote Originally Posted by Jandipoo View Post
    If somethings broken, nerf it into the ground.
    Isn't that a direct Beavis quote?

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