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2013-09-21, 12:18 PM | [Ignore Me] #1 | ||
Sergeant
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This is no as scientific as some have done and there is no video but here is what I found. These are for dual Hacksaw only.
Slugs vs Infantry: 2 @ <10m, 3 >10-30m but hard to hit reliably at 30m+. Spread vs Infantry: 2 @ <10m, 4 >10m and worse the farther you are. Slugs are clearly superior vs infantry. You can also pick guys off on roofs and through windows much more effectively. Slugs vs MAX: 20 @ 5m, 22 @ 10-15m. Spread vs MAX: 14 @ 5M, 24 @10m and quickly much worse beyond that Slugs are less effective even though I remember reading something about them being better vs MAX. Extended magazine is critical MAX vs MAX, though. With dual extendeds, I can kill an enemy MAX with slugs or spread without reloading. This is HUGE and worth the 1000 certs. |
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2013-09-21, 09:01 PM | [Ignore Me] #3 | ||
Captain
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I don't have a lot of time in an NC max but basically it goes like this.
Attacking biolab? = shot Defending biolab = 1arm shot 1arm slug everything else slugs. You just have to aim. Extended mags are a must an really any max weapon on whatever empire offers it... but yeah they are required to balance the max v max. If there is another 3x SC sale again I'll be getting dual hacksaws, though it is just from VR I think slugs are just better with them. UNLESS they would buff the accuracy of slugs for the mattock which I personally think should be done, if it is supposed to be better at range it would be nice if those few shots you have could hit where you aim. |
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2013-09-22, 02:13 AM | [Ignore Me] #5 | ||
Captain
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I honestly REALLY don't like semi-auto on both mouse buttons at the same time. Screws up my already mediocre aim. Especially when talking slugs and a little bit of distance. If as I mentioned mattocks had an accuracy buff for the slugs it would be a tougher choice for me personally.
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2013-09-22, 08:10 PM | [Ignore Me] #7 | |||
Corporal
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Hear the "ping" from a sniper, face the direction/spot him. Crouch, squeeze both (if moving pull sequentially based on movement speed), pause for 1-2 seconds, pull again. Sleepy time for the sniper. I get a lot of tells with "wow surprised you could do that" or "that was a really interesting way to use those" from opposing factions on a regular basis (and I of course thank them for their sacrifice to my sweet MAX gods). Sure this got harder with the nerfs a while ago .. but its no where near impossible (wish there was a range kill stat ... would debunk this in a heartbeat). |
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2013-09-22, 08:54 PM | [Ignore Me] #9 | |||
Corporal
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In game ... I use my eyeballs to measure distance, getting a slide rule out for killing a mofo is a bit overkill :P |
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2013-09-22, 10:22 PM | [Ignore Me] #10 | ||
First Sergeant
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I've been using mattock and default scat with extended-mags and slugs on my NC alt for a long time now. If I have a particularly long shot to make, I'll just tap a couple from the mattock into them. I get lots of hate-tells during biofarms on that alt, especially when I'm running around on the rooftops owning light-assaults.
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2013-09-30, 04:43 PM | [Ignore Me] #14 | ||
Sergeant
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What I really don't get is how NC MAXes are supposed to be the CQC masters, but I am MUCH more lethal in CQC when I play my TR character with completely uncerted Mutilators compared to my Hacksaws with 2000 certs (dual slugs, dual extended mags) invested. If you care, go look up Golfclap on Waterson. Last night, I killed 13 VS in 3 minutes at an Amp Station without ever having to reload and without locking down. I did the same thing a few nights ago as well. This has never happened in my Hacksaw MAX and Mutilators are not even the best MAX AI weapon. Plus, Mutilators are reasonably lethal at range.
I don't have a good idea to fix this because my NC MAX already kills in two shots which is very powerful. It is just that those shots HAVE to hit and the small clips make a miss very costly because reload times suck. I think NC MAXes should have much shorter reload to offset the tiny magazines vs TRs 100/700. |
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2013-10-01, 03:58 AM | [Ignore Me] #15 | ||
Reintroduce different chokes for all of the scattercannons and remove slug rounds. This should make it easier to balance the weapons at different ranges.
SOE will never be able to balance the current version.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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