Submachine Guns

Discuss the Ballistic Weapons servers here.
User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Submachine Guns

Post by Azarael » Thu 31 May , 2012 5:57 pm

Submachine guns are going to be moved to the main weapon slots. Shotguns are being passed over because of the availability of powerful close range weapons in the sidearm category, and certain players are able to play the game off SMGs.

Do you want the sidearm slot to be pistols only or to be converted to a third weapon slot?

User avatar
Pinky
Disappeared Administrator
Posts: 360
Joined: Wed 26 Oct , 2011 1:24 am
Contact:

Re: Submachine Guns

Post by Pinky » Fri 01 Jun , 2012 12:53 am

my choice would be: pistols only in the sidearm slot
And who are you, the proud lord said, that I must bow so low?
Only a cat of a different coat, that's all the truth I know.
In a coat of gold or a coat of red, a lion still has claws,
And mine are long and sharp, my lord, as long and sharp as yours.
And so he spoke, and so he spoke, that lord of Castamere,
But now the rains weep o'er his hall, with no one there to hear.
Yes now the rains weep o'er his hall, and not a soul to hear.

User avatar
Mecha
V.I.P. Member
Posts: 126
Joined: Tue 27 Dec , 2011 2:26 pm
Location: In the magical land of Germany
Contact:

Re: Submachine Guns

Post by Mecha » Fri 01 Jun , 2012 7:14 am

When pistols would be available in primary and secondary slots, I'd have nothing against a tertiary slot with pistols in it as well (of course with disabling dual-wield, since pistols are that strong).
↑ ↓ A A B ← → A B ↑ A ↓ → → ← B ↑ ← A → B ← → A ← ↑ A ↓ A → ← B Select

I did it. Can you?

User avatar
iRobot
Junk Administrator
Posts: 3909
Joined: Fri 06 Jan , 2012 10:37 am
Contact:

Re: Submachine Guns

Post by iRobot » Fri 01 Jun , 2012 9:18 am

shotguns being passed over because they suck ass with all the nerfs, and reloads take too long.

lol 5+ second reload time on certain shotguns compared to <1 sec on some AR's, when they both do comparable DPS, not to mention AR's work fine at range (game design or not, they work too far away) and shotguns will just tickle someone if they aren't in the same room as you.

Shotguns: fts

ARs: fuck_yeah

Sidearm Hand Cannons: LOL

User avatar
Eiforia
Piska
Posts: 589
Joined: Sun 15 Jan , 2012 7:16 pm
Contact:

Re: Submachine Guns

Post by Eiforia » Fri 01 Jun , 2012 9:20 am

Agree with that little mouse^^
Sidearm for pistols.
"I shall listen to Roy Orbison - "It's Over" in memory of Hamish" - Azarael

User avatar
Pinky
Disappeared Administrator
Posts: 360
Joined: Wed 26 Oct , 2011 1:24 am
Contact:

Re: Submachine Guns

Post by Pinky » Fri 01 Jun , 2012 11:30 am

Mecha wrote:When pistols would be available in primary and secondary slots, I'd have nothing against a tertiary slot with pistols in it as well.
My impression is that with a third general weapons slot you can remove the pistols from the game. Why would you choose a pistol as your third weapon when you could spam with e.g. an M50 instead?
Mecha wrote:shotguns being passed over because they suck ass with all the nerfs, and reloads take too long.
kinda true :(
How about swapping the SMGs in the sidearm slot with the shotguns?
And who are you, the proud lord said, that I must bow so low?
Only a cat of a different coat, that's all the truth I know.
In a coat of gold or a coat of red, a lion still has claws,
And mine are long and sharp, my lord, as long and sharp as yours.
And so he spoke, and so he spoke, that lord of Castamere,
But now the rains weep o'er his hall, with no one there to hear.
Yes now the rains weep o'er his hall, and not a soul to hear.

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: Submachine Guns

Post by Azarael » Fri 01 Jun , 2012 3:19 pm

Well, shotguns were nerfed because people cried thick tears over the M763. While shotguns do have a ridiculous reload time from empty, they deal frontloaded damage and should be reloaded after every kill (1/2 shots).

Pistols have their own role and could actually go into every slot. Their hipfire is very accurate.

User avatar
iRobot
Junk Administrator
Posts: 3909
Joined: Fri 06 Jan , 2012 10:37 am
Contact:

Re: Submachine Guns

Post by iRobot » Fri 01 Jun , 2012 3:31 pm

They no longer deal the damage to kill in two shots unless you are botting and hit twice dead center.

(ok

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: Submachine Guns

Post by Azarael » Fri 01 Jun , 2012 3:48 pm

Shotgun base power ranges from 110 to 130 with a max health of 175.

User avatar
Mecha
V.I.P. Member
Posts: 126
Joined: Tue 27 Dec , 2011 2:26 pm
Location: In the magical land of Germany
Contact:

Re: Submachine Guns

Post by Mecha » Fri 01 Jun , 2012 4:28 pm

Pinky wrote:Why would you choose a pistol as your third weapon when you could spam with e.g. an M50 instead?
Because I am the only numbskull who doesn't know how to spam.

If my pistol ammo is empty, I switch to A-73 in semi-auto mode or go melee with it. Same goes for any other weapon which can be changed to semi-atuo mode (and melee). So why not have another pistol fitting for the situation instead?

That's just me, I like playing with certain handicaps.
↑ ↓ A A B ← → A B ↑ A ↓ → → ← B ↑ ← A → B ← → A ← ↑ A ↓ A → ← B Select

I did it. Can you?

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest