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The problem is because that's how the weapon performed in killzone 2 so if they changed it, it wouldn't be that weapon.
I could cope with the burst, if the damage was better at range, but it's not so into the garbage bin it goes.
I don't see how it wouldn't be that weapon, it still can be used that way. I doubt the WASP was backpack-fed in Killzone 2, but it didn't stop them from changing that.
I didn't play Killzone myself but it has the same firing modes from looking at the wiki. I assume it didn't have a backpack either but I'm unsure. It was also usually mounted in killzone apparently so why they didn't give us an option to put on the FRVs I have no idea.
Still, point taken but I feel that changing the intrinsic firing nature of the gun alters it beyond what it would have been in killzone moreso that adding a backpack. Personal opinion though.
It was a stupid in KZ and it's also stupid here.
Nah, actually it got even worst here due to the insane plasma damage falloff in HD2.
It's actually impressive how ♥♥♥♥♥♥ up in so many way that KZ collab was.
I think you need to find a different game, you care too much and that's when you start to hate it
With very high damage in exchange for poor ammo economy and a charge-up time, it could become the sort of primary you bring with a Stalwart/MG-43 and/or a supply pack.
As it stands, it simply cumulates too many downsides to compete with anything other than the Constitution.
Keeping the small mag is okay both for theme and to keep it a sniper focus, it just needs more pros to help offset the cons, so it as aforementioned needs that effective-range boost mainly, and then could also use a mixture of more damage or more extra ammo or faster reloads, so it actually does well in the confined area it's made to deliver in.
While it does compete with the Purifier, the Purifier is overtuned and I wouldn't be surprised if it got nerfed eventually (and this is coming from someone who used it near day one) so it doesn't need to be too buffed if its competition will go down later.
I find the benefit of keeping the target from shooting back outweighs having to take a little longer on the second shot. As a Diligence CS user, I encounter this situation all the time. Once I am putting shots on an Overseer, it is doing nothing but continuing to be shot. This can be especially noticeable with weapons like a Stalwart that have little push back when facing large swarms, of Voteless, for instance, where even though a player may be pouring fire into them, the enemy continues advancing and may eventually overwhelm the player. Weapons that have more push back like the MG-43 will quite easily keep the same swarms from reaching the player.