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翻訳の問題を報告
116 max headshot damage with about double the range, compared with the yellowboy where you can 1-shot.
The range at with you can 2-shot to the torso is notably increased, compared to the yellowboy.
And now the bad:
Offering only 6 notoriety per kill, you would expect a premium weapon to offer premium stats, and while my good points does show that, there are other stats which cannot match the yellowboy or the smith carbine.
The rate of fire is drastically reduced, compared to the yellowboy, but still much higher than the smith. (smith only has 1 shot!)
The max torso damage is 71, only 1 higher than the yellowboy, whilst smith gives 82 damage.
The ironsights on the weapon is significantly more difficult to use at close range, it might be something that has to be adapted to.
The initial reload time to start reloading bullets is significantly longer than the yellowboy.
The initial damage drop-off to the torso is familiar to the yellowboy, you only start noticing damage differences from medium range.
I problem I see with this weapon is the yellowboy does a much better job in more situations than the Spencer can do in others. Despite the extra range on 1-shot headshot, it's still possible to deal less than 100 damage when your opponent is in the same room as you (a bar sized room)
With all that, I fully agree with Nbreech's two suggestions. Increase the max torso damage to 75, and make the initial damage drop-off in between the yellowboy and the smith carbine to off-set the slow rate of fire. Maybe even buff it even more with other minor changes of your choice since the weapon only offers 6 notoriety.
I'm going on a tangent here about the henry and smith, but bare with me.
When I play with the henry rifle, I simply focus on sending as much lead as possible downrange into my opponents. If I miss a shot or my headshot doesn't do the job, I can just immediately chamber a new round and shoot them again. I can keep this pressure on for a whole 16 rounds, and even if I waste all my shots being a trigger happy drunkard I can simply reload between encounters since I can feed the gun ammo whenever I feel like it.
When I play with the smith carbine, every shot counts. If I land the headshot, it's a for sure kill and the threat has been eliminated. However, if I miss the shot, I have to go back and put a new round in while the enemy charges after me. Either that, or I pull out my backup gun, but at this point the enemy has already closed in on me and even if I land a perfect headshot melee combo they will probably end up doing significant damage to me anyways. Of course this can be avoided if you land your shots, making precision aiming very rewarding with the smith.
Now for the relevant part:
When I was playing with the Spencer, I felt much more like I was playing with a nimble Smith than a buffed up Henry, but this was problematic because I wasn't rewarded with the same benefits as an aggressive Smith plays. When I would shoot at people charging at me from just across a medium sized room or hallway, they would still be after me even though I landed the headshot. If it was the Henry, I could just pop another round to finish them off, if it was the smith, they'd be dead, but here we have a problem. Additionally, just like the Smith, if you are completely out of ammo, the time it takes to get one shot in is very long! I feel this weapon is supposed to fill the role of an "aggressive Smith Carbine" where the super long range benefit of it is sacrificed for more ammo output, but it fails to do this because people are surviving headshots at what could be considered short-medium combat range at best.
TL;DR- Spencer plays like the Smith more than the Henry, so it shouldn't be doing
this -> http://steamcommunity.com/sharedfiles/filedetails/?id=1096523981
or this -> http://steamcommunity.com/sharedfiles/filedetails/?id=1096523867
or especially THIS -> http://steamcommunity.com/sharedfiles/filedetails/?id=1096523737
holding shift makes no difference to your accuracy with any of the four rifles regardless of whether you are zoomed or not.
all rifles are always at "1%" accuracy when unzoomed, walking running or standing.
sharps is always at 99% when zoomed on the ground, and 31% when zoom jumping
yb and spencer are 99% zoomed, 70% zoom walking, and 53% zoom jumping
carbine is 99% zoomed, 81% zoom walking, and 59% zoom jumping
bear in mind that 70 is still very accurate and totally usable at pretty long ranges. if you need to make a precision shot at long range then just stand still and you'll get 99% which is the highest you can get in this game.
previously you could get 100% by crouching with sharps but it looks like that disappeared at some point...