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Slug rifle too strong right now.


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#1 OmegaNull

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Posted February 05 2014 - 08:41 PM

I understand the balance changes, however, the slug is a bit too powerful.

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#2 nokari

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Posted February 05 2014 - 09:23 PM

I absolutely agree with you. For once I think something is OP, but because of the additional changes they tried to make to change TTK.

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#3 LoC_TR

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Posted February 06 2014 - 02:35 AM

Ya with no punishment for cqc either (self damage), the slug is basically a precise shotgun that out guns my raider up close. The un-zoomed shot is obviously too strong, i can hardly track its tiny A body as it whizzes in and out of shields air dodging (no aim impact for flying) and the like. The slug makes the am-sar useless once again, the fire rate on the am-sar is a joke, no alternative to the slug. Coupled with the fact it has the best fuel regen of the A's and a quick walk speed, this mech is straight up to painful. I want it to be a bit challenging to use, but all this mixed together is too much.

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#4 KillaKiwi

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Posted February 09 2014 - 12:19 PM

an interesting change to slug and sabots would be if they reload faster while zoomed. so they have normal dps in sniper mode but lower dps when not. on the other hand thats just an other version of lowered damage when not zooming so maybe not.

#5 Frenotx

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Posted February 10 2014 - 07:42 AM

Slug too strong_ I was actually thinking it felt a little weak. O_o
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#6 defekt

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Posted February 10 2014 - 10:39 AM

View PostFrenotx, on February 10 2014 - 07:42 AM, said:

Slug too strong_ I was actually thinking it felt a little weak. O_o
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#7 The_Silencer

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Posted February 10 2014 - 06:39 PM

Actually, I think snipers are fine.. in general terms...

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#8 leviestrada

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Posted February 10 2014 - 07:49 PM

View PostThe_Silencer, on February 10 2014 - 06:39 PM, said:

Actually, I think snipers are fine.. in general terms...
agreed, because slug is a hard to use weapon because you there's not splash damage so you forcely have to hit the other mech and thats rreally hard specially A's with airdodge so its a good reward for a hard to use weapon
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#9 CounterlogicMan

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Posted February 10 2014 - 08:51 PM

Give a larger damage penalty to slug while unscoped. Allow Am-Sar to do full or near full damage unscoped. Maybe this will make the am-sar a more viable choice on reaper and ss while cutting down on the slug rifles advantages cqc.

#10 LoC_TR

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Posted February 11 2014 - 02:54 AM

View PostCounterlogicMan, on February 10 2014 - 08:51 PM, said:

Give a larger damage penalty to slug while unscoped. Allow Am-Sar to do full or near full damage unscoped. Maybe this will make the am-sar a more viable choice on reaper and ss while cutting down on the slug rifles advantages cqc.

right now the am-sar is so slow you end up getting penalized big time if you miss a shot, i loved this weapon pre-steam i think it can still be good. I would like to see the fire rate up'd so that i can contend in an open field engagement against slug reapers.

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