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having the amount of bullets fired in a burst vary depending on what you do with it would make it inconsistent and unreliable, not to mention the many ways it would affect recoil and make using it at long range unfeasible
the only reason you would want the burst to end early is if you're firing at swarmers, but scout doesn't need literally everything in his arsenal to have an edge against his counter enemy (you shouldn't be shooting at swarmers as scout in the first place)
it would be a lot better and simpler if the gun just awarded bonus damage for landing all shots in a burst, in the same way the BRT's stun mod works. a full burst is about 40 damage off from killing a mactera, so if you were to add 40 bonus damage for landing a full burst, that would give burst fire a critical breakpoint it's missing out on
why not just make it so you can hold Reload and switch it off when needed (I don't know when this would be, and what circumstances y'all are in that a couple of wasted bullets here and there is life or death, also it's not like you're not wasting bullets left and right with the minigun but there's not 3 minigun threads a day about it)
Just give it more base damage and/or tack on a combo/all-hit mechanic. (Damage increases the more bullets hit, or extra damage if all 3 bullets hit.)
This might be workable, but I'd imagine there's a more elegant way to solve the issue. After all, nobody has this problem with the BRT.
Well..atleast you realize that haha.
exactly, that's my point. the only people complaining about burst fire being "inefficient" are crap scouts who waste all their ammo shooting at grunts and swarmers instead of exercizing a modicum of target priority
burst fire being bad at killing swarmers literally does not matter because no scout should ever be shooting at swarmers or grunts or any trash mob for any reason. if you get surrounded by them you have an infinite ammo grapple gun that can take you 25m away from them near instantly. that's exactly why the grapple doesnt use ammo
it's so easy to just not shoot swarmers as scout, just get the driller or engineer to kill them, it won't kill you to rely on your teammates in a coop game
you guys are wasting ammo with the minigun?
I assume they mean the low accuracy while spinning up?
You're absolutely right about the recoil, I had not taken it and bullet spread into consideration. This thing firing at a maintained rate of fire of twenty at any reasonable distance would be unwieldy, and would make T3A Floating Barrel almost a must. Adding any accuracy bonuses to the OC itself would only encroach on AISE's niche, and I see little reason to take my idea over something like OFM for a close-range build.
I also agree with your second point, you should not be concerned with swarmers as Scout (and if you have to be, grenades and Boomstick are far better than the GK2). As for ending the burst early, my first header would already entail that the burst ends upon killing the bugs scout is intended to kill. Now I realize that the second header is rather redundant.
Providing a damage buff for landing all shot sounds like the simplest solution to this thing. My only concern with that is how it may prove difficult to balance it around all the different health values of HVTs. I figured that the issue of Burst Fire not killing within full-burst increments could be avoided if the burst itself was dynamic, but I suppose now that more people would be willing to forgive some wasted shots so long as the thing actually dealt some serious damage.
I did have that idea after I made this thread. I think praetorians and oppressors would be more of a nuisance than anything else, as Scout lacks the total ammo to handle tanky targets unlike Gunner. Imagine accidentally clipping a praetorian's rear-end and spontaneously dumping your entire magazine. Dreadnaughts, however, would be absolutely busted with this thing. Without announced swarms, they are what you should be spending your ammo on, and twenty rounds-per-second sounds a bit too strong.
I had thought about why the BRT did not face the same criticism as Burst Fire when it has the same inherent flaws that come with burst weapons. I think Gunner has to worry far less about ammo consumption than Scout, plus the BRT is often employed for stragglers and HVTs Scout hasn't killed yet. It isn't his primary weapon. However, it also does the same damage without upgrades as 21112 BF, so more damage would be the more elegant solution.
Seems like I had gotten caught up with the idea of maintaining twenty rounds-per-second, freezing targets with the 60% stun chance, and larping as a GAU-8 30mm cannon than trying come up with simpler fixes first; i.e. losing the forest for the trees.
Stay tuned for my next thread where I breakdown how GSG can implement a fifth class with melee weapons. I'm fixin' to break new ground.
You mean the exact thing they've said no to dozens of times? Please tell me you're kidding haha.
Keep on asking this, they might break at some point and give in, or add it to rogue core :P
I can lead them to water, but I can't make them drink.
Yeah I'm just fooling around.