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2013-03-15, 10:04 PM | [Ignore Me] #46 | ||||
Lieutenant Colonel
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Go away troll.
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Wherever you went - Here you are. |
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2013-03-16, 12:48 AM | [Ignore Me] #47 | ||||
Staff Sergeant
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Last edited by BIGGByran; 2013-03-16 at 12:53 AM. |
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2013-03-16, 01:37 AM | [Ignore Me] #48 | ||
Major
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I learned just how deadly a dual Mercy MAX is and how fun those chain guns are. 70m away and still killing with full auto before half my mags are gone.
I also took the time to make 3 videos of a MAX weapon for each faction and how they do at range. NC Hacksaw, TR Mercy, and VS Cosmos. The Hacksaw SUCKED next to the rest in everything but TTK at 0m-10m (slugs included). Hell, I couldn't get past 20m with Hacksaws before needing a reload yet both the Mercy and Cosmos when to 70+m without reloads. Telling indeed the VR room has been. |
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2013-03-16, 03:19 AM | [Ignore Me] #49 | |||
Major
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NC weapons are generally more unforgiven, you have to make your bullets count more. Considering the chaotic character of this game, I generally prefer weapons with a bigger margin of error. |
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2013-03-16, 03:31 AM | [Ignore Me] #50 | |||
Major
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That was a bit overpowered, so they nerfed it to have a slow projectile that drops like a lead balloon and still has a 9 meter splash radius. Absolutely awful change to the weapon. It now blows chunks for sniping tanks and Sunderers, which is the one thing it did better than the Zephyr in the first place, and is hardly any less overpowered against infantry. It's just a shadow of its former self now. Making the weapon less accurate but keeping its huge splash has made it MORE of an anti-infantry weapon and less of a good anti-vehicle weapon, since you need direct hits to do good damage to vehicles. That change just totally misses the mark of what it should be and creating clear and useful roles for weapons. In VR Training area news, you can fit the Zephyr PX on the Liberator there, which looks like a smaller, stub nosed Zephyr. It works exactly like the regular Zephyr though, so while the model is in and usable, there doesn't seem to be any unique functionality to it just yet. Last edited by Rothnang; 2013-03-16 at 03:35 AM. |
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2013-03-16, 07:37 AM | [Ignore Me] #52 | ||
Corporal
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- Comets on the VS MAX are actually kind of good! I think I would roll with an AV setup a lot more often if Pounders were more like Comets.
- I don't like any of NC carbines, especially the much praised GD-7F. The sight just wobbles around the target, can't hit shit with this gun. The Mercenary is surprisingly good though and just feels superior to the TR default. - Gauss SAW is a beast! A gun that gets an advanced foregrip AND a compensator? Why don't we TR get anything like that in our arsenal? Plus it's an NC default weapon? WTF! I'm jealous, I wish I could put an adv. foregrip on a TMG-50. Or a compensator on a T16. - On the brighter side, I didn't like the VS guns at all, not a single one of them. Last edited by Corvo; 2013-03-16 at 07:45 AM. |
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2013-03-16, 08:02 AM | [Ignore Me] #53 | ||
Lieutenant General
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@Dragonskin also note how most of those miss. If you stand at the VR's vehicle side and aim for a little spawnee at a tree on the horizon, each well-aimed shot on target turns into a oneshot headshot with no drop that I noticed and otherwise two-three lazily aimed shots work too. Way too easy tbh and makes one wonder why one would use a rifle that requires a lot more shots and has far more irregular aim at that range, even if it's supposed to be the optimal range for that rifle over other rifles.
The clip and reload time alone isn't good enough compensation, since alpha damage and rate of fire often determines the outcome of fights. And there's little that can beat this. Accuracy should be much lower at those ranges for shotguns to make them not the best choice in any situation. |
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2013-03-16, 08:56 AM | [Ignore Me] #54 | |||
Lieutenant Colonel
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You havent realized that guns are balanced with he idea that you will have attachments on them? Guns with no compensator have better recoil than similar guns with compensator for instance. Its not that the attachments make all guns clones - but you can only compare balance when they are upgraded.
__________________
Wherever you went - Here you are. |
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2013-03-16, 09:12 AM | [Ignore Me] #55 | |||
Master Sergeant
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I had hoped that VR training would debunk some of those myths... |
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2013-03-16, 11:22 AM | [Ignore Me] #56 | ||||
Sergeant Major
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I've been saying since release HEAT on mbt/lightning is the only way to go. HE was only a lil bit better at killing inf with a loss at AT role. AP was at a lose versus inf with no splash for minor buff to killing tanks. Marauder is great.. its a high skill cap weapon though. Hit em hard and fast. Competent gunner with Marauder and max speed frame is deadly. I'll take it over HE for killing inf... but let's go with ur assumption so it doesn't become a FOTM weapon meaning no nerfs. So I can keep my great Marauder how it is.
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Last edited by Koadster; 2013-03-16 at 11:25 AM. |
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2013-03-16, 01:43 PM | [Ignore Me] #57 | |||
Major
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For the secondary on my Prowler I rather prefer a gun that's somewhat versatile (preferably against air and infantry ) and the Marauder just can't fulfill that role. |
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2013-03-16, 02:05 PM | [Ignore Me] #58 | ||||
Staff Sergeant
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I have a lot of SC sunk in to VS, and I still do like energy weapons from a sci-fi perspective, but damned if I'm a little torn on switching allegiances heh. Edit: Some things I've found:
Last edited by Kail; 2013-03-16 at 02:13 PM. |
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