boxes Posted October 5, 2016 Share Posted October 5, 2016 Many months later I still think these are too strong, not particularly because of the damage they deal but because of their playstyle. Basically they can be very difficult targets to shoot while being able to deal their damage by sprint-shooting, as firing their weapons have little to no interruption during a sprint. When you include the fact that a 110 speed Mcfarland can shoot 12 times in a single sprint meter while never slowing down is pretty ridiculous. Shotgunners too but to a lesser extent obv because of stat differences but they're a free character that can still mow down flak infantry in the right hands like no tomorrow. Either/or: 1. Reduce Flak Cannon clip size from 12->8, Shotgun clip size 8->6. This is so when sprint shooting you need to choose your shots a little more carefully, such as taking a risk to get up closer to your target instead of trying to damage them as much as possible from the weapon's max range. 2. Make the sprint cancel the "pump" animation. This forces the shotgunner to play a walk animation in order to shoot again. Obviously sprint shooting throughout a whole clip would be gone, and instead only restrict it to the first shot. Might be an idea to nerf snipers/ravs/pics as well, but could be very clunky. 1 Quote Link to comment Share on other sites More sharing options...
vandal33 Posted October 7, 2016 Share Posted October 7, 2016 I vote for canceling the animation when sprint, not reducing clip capacity. It's unfair that shotgun players who didn't use this tactic get punished as well. Quote Link to comment Share on other sites More sharing options...
ex_member Posted October 7, 2016 Share Posted October 7, 2016 (edited) ... Edited September 22, 2018 by ex_member Quote Link to comment Share on other sites More sharing options...
Agent Posted October 7, 2016 Share Posted October 7, 2016 Shotgunners are fine as they are. If anything we should probably fix the fact that their reload is currently uninterruptible unless you swap weapons, which is extremely annoying. That's been broken for quite some time. It'd be easier to make balancing decisions once the weapon actually works as intended. Quote Link to comment Share on other sites More sharing options...
ex_member Posted October 7, 2016 Share Posted October 7, 2016 (edited) ... Edited September 22, 2018 by ex_member Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted October 7, 2016 Totem Arts Staff Share Posted October 7, 2016 2 hours ago, Agent said: Shotgunners are fine as they are. If anything we should probably fix the fact that their reload is currently uninterruptible unless you swap weapons, which is extremely annoying. That's been broken for quite some time. It'd be easier to make balancing decisions once the weapon actually works as intended. I smell bias =p Quote Link to comment Share on other sites More sharing options...
ex_member Posted October 8, 2016 Share Posted October 8, 2016 (edited) ... Edited September 22, 2018 by ex_member Quote Link to comment Share on other sites More sharing options...
Agent Posted October 9, 2016 Share Posted October 9, 2016 Not at all. Quote Link to comment Share on other sites More sharing options...
vandal33 Posted October 9, 2016 Share Posted October 9, 2016 (edited) Shouldn't mcfarland be like an advanced version of grenadier or something like how chem warrior is an an upgrade to flamethrowers? He's pretty OK with me, except he should be more grenadier than shotgun trooper. Edited October 9, 2016 by vandal33 Quote Link to comment Share on other sites More sharing options...
boxes Posted October 9, 2016 Author Share Posted October 9, 2016 9 hours ago, vandal33 said: Shouldn't mcfarland be like an advanced version of grenadier or something like how chem warrior is an an upgrade to flamethrowers? He's pretty OK with me, except he should be more grenadier than shotgun trooper. He was kinda like that originally in the earlier betas because his primary fire wasn't hitscan and was kinda shit while the alt-fire was like a better grenadier. After the primary was changed to hitscan along with the speed buff and introduction of infantry armors, Mcfarland for a mere 150 credits has the best damage potential against infantry among all on GDI, moreso than the 1ks. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.