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Author Topic: SMGS are useless?  (Read 19847 times)

faopcurious

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Re: SMGS are useless?
« Reply #40 on: October 02, 2014, 04:54:20 PM »

Devs are ignoring us because they think their weapon balance design was flawless.
5$ says none of them use SMG's.  ( and I don't just mean the one good one) but, "oh an SMG, I guess I will use this because it is good.
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Perteks

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Re: SMGS are useless?
« Reply #41 on: October 02, 2014, 06:22:52 PM »

And i think you talk to much i remember that i talked with johny in early alpha about smg and he said it was fucking hard to make smg do anything not op or shitty adding winded/suppression is good way to give it some reliable buff
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MuchaChota

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Re: SMGS are useless?
« Reply #42 on: October 02, 2014, 06:30:18 PM »

Give them all traits like limb destroyer x1/x2 and make it possible to proc the effect on random limb using burst
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baskila

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Re: SMGS are useless?
« Reply #43 on: October 02, 2014, 06:31:36 PM »

Maybe allow one bullet from burst to be critical? or is it too much?
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cirn0

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Re: SMGS are useless?
« Reply #44 on: October 03, 2014, 03:35:03 AM »

SMGs are in a really weird place to make it unique and not rape melee but a close quarter weapons.

A simple band-aid fix would be increasing damage but then melee would be completely styled on and by design SMG were supposed to be a potent close ranged weapon with high DPS.

This takes some shenanigans and features. Like allowing running and shooting at same time, maybe then we will see some AP regen+ builds.
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mAdman

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Re: SMGS are useless?
« Reply #45 on: October 03, 2014, 03:47:58 AM »

Running and shooting lol, sounds op, hell walking and shooting sounds op. But it would be awesome if achievable, and like you said give incentive to AP regen+ which I feel is currently lacking.

Perhaps only allow hex-shooting while running with light guns, and walking will allow hex-shooting with big guns (not walking while deployed though).

Aside from the creation of an entirely new mechanic (and all the headaches bound to arise), a damage buff wouldn't go astray here IMO, melee is still capable of dealing 200-400 damage in a SINGLE hit (more on unarmored targets), unless you planned to put the damage into those regions I think melee would still be viable.
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DeusEx

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Re: SMGS are useless?
« Reply #46 on: October 03, 2014, 03:53:35 AM »

allowing running and shooting at same time

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3.14

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Re: SMGS are useless?
« Reply #47 on: October 03, 2014, 06:19:23 AM »

But melee could stil own at 1-2 hex range if smg would do comparable damage at 10-15 hex (not with one burst, but with 3 bursts for 20ap each, ~70dmg to a armored target per burst).
A melee hit with a powerfist is instant death (or near to), with a super sledge it's a trip to the other side of the map, smg wouldn't offer such options. This way both weapon categories would be viable.   
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mAdman

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Re: SMGS are useless?
« Reply #48 on: October 03, 2014, 06:37:21 AM »

Well if you are taking in the full usage of AP into account, a melee can usually hit twice with an aimed shot with 100 ap, if not 3 times.

So that would put melee's potential damage at around 400-800, which unless I'm mistaken will kill anyone.
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Myakot

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Re: SMGS are useless?
« Reply #49 on: October 03, 2014, 06:48:30 AM »

Well if you are taking in the full usage of AP into account, a melee can usually hit twice with an aimed shot with 100 ap, if not 3 times.

So that would put melee's potential damage at around 400-800, which unless I'm mistaken will kill anyone.
Now take those numbers in consideration and think who has the advantage of shooting first, and possibly applying debuffs.  (if you could spray'n'pray with smgs while running ... Oh god)
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dillinger

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10mm useless
« Reply #50 on: October 03, 2014, 08:02:42 AM »

Question only for developers. Do you have any perspectives to expand 10mm-using weapon(now it only 10mm smg, pistol and DIY)?

for example

smg


light mg
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S.T.A.L.K.E.R

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Re: 10mm useless
« Reply #51 on: October 03, 2014, 09:04:54 AM »

Question only for developers. Do you have any perspectives to expand 10mm-using weapon(now it only 10mm smg, pistol and DIY)?

for example

smg


light mg

I'm pretty sure the mg takes 7.62x54 irl
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dillinger

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Re: 10mm useless
« Reply #52 on: October 03, 2014, 09:38:56 AM »

Question only for developers. Do you have any perspectives to expand 10mm-using weapon(now it only 10mm smg, pistol and DIY)?

for example



smg


light mg

I'm pretty sure the mg takes 7.62x54 irl

almost all Soviet weapons production use 7.62 mm, it not was hard to thinking
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dillinger

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Re: SMGS are useless?
« Reply #53 on: October 04, 2014, 04:07:53 AM »

yesterday using Rad Smg, i think it good idea for all smg - small burst(no bigger 4-5 bullets) in one line, range not bigger 30-33 hex
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