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PSU: NC: They're GRREEATTT!
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2012-01-28, 12:34 AM | [Ignore Me] #22 | |||
First Lieutenant
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Wha.....? Looks good tho. You can definitely see it's heritage in the design when you compare it to the model on PS1's site. Definitely worthy of the MCG title. I just hope that it's truly a close range weapon this time 'round and not a "not-quite-HA-but-not-MA-either" one like it was in PS1. |
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2012-01-28, 01:28 AM | [Ignore Me] #23 | |||
Corporal
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It wouldn't make sense for it to be arbitrarily crippled at medium ranges, unless its some hybrid MCG firing pistol rounds. It should be firing the same round as the cycler, and have the same effective range, just less accuracy and less recoil. |
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2012-01-28, 02:19 AM | [Ignore Me] #24 | |||
Major General
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2012-01-28, 02:21 AM | [Ignore Me] #25 | |||
First Lieutenant
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The MCG doesn't necessarily need to be limited to short range only. It just needs to be molded more closely in effectiveness to its VS/NC counterparts, esp since there won't be weapon looting in PS2. In PS1 it was too accurate at range and didn't pack a strong enough punch up close. IMO both issues need to be addressed in PS2. Yeah I thought about that too, but if so that is a huge freakin' gearbox for such a small weapon. Last edited by Erendil; 2012-01-28 at 02:23 AM. |
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2012-01-28, 02:29 AM | [Ignore Me] #26 | |||
Major General
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they said its the TR's king of close range weaponry, i think it will be much like the Heavy in TF2, while you might hit somebody at range...you probably wont, or not enough to do any real damage to them...in close range though, you mow right through them. |
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2012-01-28, 02:53 AM | [Ignore Me] #28 | ||
Major
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looks a bit small really...
To illustrate my point I prepared this informative slide: (thats what she said) Oh btw, when it runs out of ammo instead of reloading straight away; keep the barrels spinning until we untape the mouse button. Last edited by Aractain; 2012-01-28 at 03:22 AM. |
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2012-01-28, 03:48 AM | [Ignore Me] #29 | |||
Colonel
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I'm still holding out hope that the weapons have far more range/role overlap. The stratification of effective ranges in PS1 was absurd. There are other things you can do besides reducing damage or making the things stupidly inaccurate. Sure, the thing is a close range powerhouse, but that doesn't mean it needs a cof the size of a barn. The style of weapon has its own balancing built in. Its big and heavy. You move slower, turn slower. Maybe you can't run while shooting. Its held at waist level. You cannot crouch behind cover and shoot. It has no sights. You have to walk the tracers to the target, or use a laser sight that gives your presence away. It has no secondary utility slots. No grenades or laser pointers or anything of the sort. Even if it is plenty accurate and quite damaging, there are plenty of downsides that can be logically assigned to the weapon to make sure its not OP. |
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