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PSU: Push to test... Release to detonate
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2013-01-18, 08:19 PM | [Ignore Me] #16 | ||
Lieutenant General
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I don't really see a need for SMGs, they really seem like fluff, content being added for the sake of just adding more something.
I think they'll have the biggest impact on Infiltrators, getting something full auto is always a huge perk. The spawn layouts are a good start, and I think the tunnels will be a big part of it for bases. The roof is still pretty open, barely any cover at all up there.
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Last edited by Lonehunter; 2013-01-18 at 08:20 PM. |
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2013-01-18, 09:32 PM | [Ignore Me] #20 | ||
First Sergeant
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SMGs on infiltrators will be removed in the next patch.
Calling it right now. We saw what happened with infiltrators and shotguns, high DPS close combat weapons for cloakers just don't work with this design. Scout Rifles are bearable because they suffer a strong dmg-falloff and have lower rate of fire. Generally SRs are equivalent to a Pulsar VS1, except they have higher recoil, and lower ROF, mag and longer reload. I don't know the stats of SMGs, but being SMGs, I expect high ROF, large COF, high recoil and less bullet damage than an AR and equivalent damage drop off (which is then compensated by ROF). |
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2013-01-19, 03:16 AM | [Ignore Me] #30 | ||
Major
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Nice fight on Esamir and a nice FNO episode . Although I was watching capture point areas for the most part and intercepting ninjas and backhackers.
I'm glad the Devs are listening intently to the community with those design changes to the spawn room. But just one flaw I noticed: That roof invites Light Assault spam camping at the very top. And it doesn't look accessible to the actual defenders. Perhaps they should add another accessway elevator to the very top. It will be very difficult to kill alot of LA at the very top if they simply will just shoot or C4 players coming out of the egress points or even at the 2nd floor. The one in the Biolab looks solid and flawless though, whether you are at the defender spawn or the attacker spawn |
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