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Old 2013-03-19, 05:38 PM   [Ignore Me] #46
MrVicchio
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Re: Shotgunside 2


If you are dying to shotguns, you are too close. Shotties are crap after 5-10m. SMG's pwn a shotty gunner outside that range, and in a highly mobile fight. bunny hoppers tend to make shotgunning less productive as well, but that's part netcode abuse part bunny hopping stupidity.
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Old 2013-03-19, 05:46 PM   [Ignore Me] #47
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Re: Shotgunside 2


Originally Posted by MrVicchio View Post
If you are dying to shotguns, you are too close. Shotties are crap after 5-10m.
all in door fights are 5-10m.

you can pull that sort of bullshit on the forum, but lets be more open and honest here.

because one day, your opponent is gonna decide not to be farmed and have a shotgun waiting for you in that litle room. then it wont be fun anymore.

Last edited by moosepoop; 2013-03-19 at 05:48 PM.
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Old 2013-03-19, 06:04 PM   [Ignore Me] #48
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Re: Shotgunside 2


Yea, the short range of shotguns just isn't anywhere near as huge of a downside as people make it out to be, because in most of the places where infantry fighting gets really heavy there aren't any places where long range weapons shine. In general there are hardly any places where long range infantry weapons really dominate the field simply because long range fire has TTKs that make it possible to comfortably step out of the way.
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Old 2013-03-19, 06:32 PM   [Ignore Me] #49
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Re: Shotgunside 2


Not me, give me a big gun and a big magazine..
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Old 2013-03-19, 06:51 PM   [Ignore Me] #50
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Re: Shotgunside 2


Originally Posted by Rothnang View Post
Yea, the short range of shotguns just isn't anywhere near as huge of a downside as people make it out to be, because in most of the places where infantry fighting gets really heavy there aren't any places where long range weapons shine. In general there are hardly any places where long range infantry weapons really dominate the field simply because long range fire has TTKs that make it possible to comfortably step out of the way.
i think right now indoor bases are way too tight and theres too much clutter. there should be some buildings with wide inner spaces.

the other problem is once everybody gives in and gets a shotgun, fights will be very boring and extremely random.


right now sure, its fun to squad wipe with a shotgun, but when they have shotguns too, its not fun anymore.

Last edited by moosepoop; 2013-03-19 at 06:52 PM.
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Old 2013-03-19, 07:29 PM   [Ignore Me] #51
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Re: Shotgunside 2


Originally Posted by moosepoop View Post
all in door fights are 5-10m.

you can pull that sort of bullshit on the forum, but lets be more open and honest here.

because one day, your opponent is gonna decide not to be farmed and have a shotgun waiting for you in that litle room. then it wont be fun anymore.
First off son, no need for the foul mouth. Some fighting is inside, some is outside, if you're outside... shot guns aren't ideal. If you're storming a tower, expect some folks to carry shot guns. Sure, if I hit oyu at close range... DUH, it's a shotgun, it's gonna hurt. But they are slow RoF, damned slow on reload and I can't count the number of times I've missed on that first shot or am reloading and died feeling stupid. They have their advantages and disadvantages.

THAT'S being honest, if you're looking for a cry fest because Shotguns can one shot you close in... qq moar l2play.
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Old 2013-03-19, 08:14 PM   [Ignore Me] #52
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Re: Shotgunside 2


Originally Posted by MrVicchio View Post
If you are dying to shotguns, you are too close.
Slugs. Hhmmmmm .... lovelllyyyy sluuuggggssssss

Last edited by PredatorFour; 2013-03-19 at 08:16 PM.
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Old 2013-03-19, 08:36 PM   [Ignore Me] #53
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Re: Shotgunside 2


Originally Posted by MrVicchio View Post
If you are dying to shotguns, you are too close. Shotties are crap after 5-10m. SMG's pwn a shotty gunner outside that range, and in a highly mobile fight. bunny hoppers tend to make shotgunning less productive as well, but that's part netcode abuse part bunny hopping stupidity.
The new shot gun is a viable weapon out to 15 yards.

You are obviously right that shotguns are worse than smgs beyond 10 yards.


but that was the case for the old shotguns too. We didnt need an even better shotgun.
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Old 2013-03-19, 08:43 PM   [Ignore Me] #54
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Re: Shotgunside 2


Originally Posted by Rbstr View Post
And, well, no wonder they're so OP if they're shooting these
Fixed it only for you
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Old 2013-03-19, 09:30 PM   [Ignore Me] #55
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Re: Shotgunside 2


Originally Posted by MrVicchio View Post
First off son, no need for the foul mouth. Some fighting is inside, some is outside, if you're outside... shot guns aren't ideal. If you're storming a tower, expect some folks to carry shot guns. Sure, if I hit oyu at close range... DUH, it's a shotgun, it's gonna hurt. But they are slow RoF, damned slow on reload and I can't count the number of times I've missed on that first shot or am reloading and died feeling stupid. They have their advantages and disadvantages.
you make it sound like indoor fights are optional. enemies blowing gens? i guess ill stay outside and let them take the base, use range and distance as my advantage!

every single base is close quarters? i guess ill just avoid 90% of the infantry fights and miss huge aspect of gameplay. because shotguns would kill me. im learning to play!

Originally Posted by MrVicchio View Post

THAT'S being honest, if you're looking for a cry fest because Shotguns can one shot you close in... qq moar l2play.
im looking for SOE to nerf your pump action so you waste 7 dollars/20 hours. is that so wrong?


after all the magrider lolpodder fiasco, which do you think is more likely, me learning 2 play, or your weapon getting "balanced"?

Last edited by moosepoop; 2013-03-19 at 09:35 PM.
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Old 2013-03-19, 10:07 PM   [Ignore Me] #56
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Re: Shotgunside 2


Originally Posted by Ghoest9 View Post
The new shot gun is a viable weapon out to 15 yards.

You are obviously right that shotguns are worse than smgs beyond 10 yards.


but that was the case for the old shotguns too. We didnt need an even better shotgun.
To go with this I think people have a really hard time realizing what an actual meter or yard is in relative space. 1 yard is 3 feet. If you can hit a target at 10 yards that is 30 feet. Go count out 30 feet and see exactly how far that is and then go to a Bio Lab, tower or Tech plant inside the buildings and around them. 30 feet is a lot more than people seem to realize. You are in CQC areas a lot more than people seem to realize.
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Old 2013-03-19, 10:13 PM   [Ignore Me] #57
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Re: Shotgunside 2


To those who have forgotten (or choose to ignore) let me remind you of one important fact: Every single fight is over a capture point.

That capture point is not something you can get away from if you want to flip a base. You are ALWAYS forced into close range if you want to maintain control over the cap point.
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Old 2013-03-19, 10:18 PM   [Ignore Me] #58
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Re: Shotgunside 2


Originally Posted by bpostal View Post
To those who have forgotten (or choose to ignore) let me remind you of one important fact: Every single fight is over a capture point.

That capture point is not something you can get away from if you want to flip a base. You are ALWAYS forced into close range if you want to maintain control over the cap point.
the pump shotgun users are the real victims.

after the 7 or 8th time SOE releases an op new weapon, they nerfs them to hell in 3 weeks after sales peak. those guys fell for it. AGAIN.
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Old 2013-03-19, 10:40 PM   [Ignore Me] #59
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Re: Shotgunside 2


Originally Posted by moosepoop View Post
you make it sound like indoor fights are optional. enemies blowing gens? i guess ill stay outside and let them take the base, use range and distance as my advantage!

every single base is close quarters? i guess ill just avoid 90% of the infantry fights and miss huge aspect of gameplay. because shotguns would kill me. im learning to play!
Shotguns are gonna be there, you either learn to live with this, accept that yeah, someone nail you 2 feet away, you're DEAD. Period, have a nice day.

But you know what? A Heavy, with the right spec, can absorb a shotgun slug! I know, I've done it, I've been on the losing end of that.

Originally Posted by moosepoop View Post
im looking for SOE to nerf your pump action so you waste 7 dollars/20 hours. is that so wrong?


after all the magrider lolpodder fiasco, which do you think is more likely, me learning 2 play, or your weapon getting "balanced"?
The weapon IS balanced, demanding SoE nerf a gun because you can't figure out how to counter is a YOU problem, not a shotgun problem.

Ways to beat a shot gun at close range. "Strafe fire"! Yes, move. If a shotty misses you, he has to wait to hit you while you're pouring fire on him! WHAT A CONCEPT! Toss a nade BEFORE you rush in! What a concept! Bouncing nades distract the gunner, and can buy you time while he scrambles and also do damage to take away his advantage.

Or you can whine, cry, bitch, moan and well.. be an easy kill for the rest of us.
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Old 2013-03-19, 11:04 PM   [Ignore Me] #60
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Re: Shotgunside 2


Originally Posted by moosepoop View Post
the pump shotgun users are the real victims.

after the 7 or 8th time SOE releases an op new weapon, they nerfs them to hell in 3 weeks after sales peak. those guys fell for it. AGAIN.
My friends are already complaining that the pump actions got nerfed, they are shoting in wall and they say that there is only 9 of the 10 pellets on the wall, I can´t confirm that.
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