Drop wall too easy to penetrate your most likely to die attempting to deploy it. The Buckshot can’t kill faster then a noob with a assault rifle.
Buckshot should deal more damage at very close range. Drop wall needs at least 300% increase in shield strength, plus the ability to regenerate.
The drop wall still needs a slight buff. But I wouldn’t go that drastic about it
it’s almost perfect. If you use it proactive instead of reactive it seriously can be effective. Combo that with strafing to consistently be behind unused panels and it works!
the buckshot? I assume you mean bulldog? CQC drum shotgun?
it’s function as a pick up is fine. It’s not exactly the old shotgun. But It never claimed to be. A 3 shot kill is pretty solid considering it’s fire rate. Sometimes 2 if you’re point blank. And if you’re using it in it’s effective range you should also be able to potentially combo a melee
Drop wall is fine. It fills its toll perfectly without being obnoxious like H3 bubble shields can be.
thanks for the correction on the bulldog. You comments aren’t helpful at all though.
> 2533274822293572;5:
> thanks for the correction on the bulldog. You comments aren’t helpful at all though.
Could you elaborate ?
> 2533274915983628;3:
> The drop wall still needs a slight buff. But I wouldn’t go that drastic about it
it’s almost perfect. If you use it proactive instead of reactive it seriously can be effective. Combo that with strafing to consistently be behind unused panels and it works!
>
> the buckshot? I assume you mean bulldog? CQC drum shotgun?
>
> it’s function as a pick up is fine. It’s not exactly the old shotgun. But It never claimed to be. A 3 shot kill is pretty solid considering it’s fire rate. Sometimes 2 if you’re point blank. And if you’re using it in it’s effective range you should also be able to potentially combo a melee
I don’t know, even in close quarters all a player has to do is melee and AR which somehow ends up being faster than the Bulldog most of the time.
I don’t want the Bulldog to be a 1 shot kill like previous shotguns. But maybe it’s firerate needs buffed a bit? It just doesn’t dominate in it’s role enough to be worth a switch from an AR or Magnum.
> 2535449665894532;7:
> > 2533274915983628;3:
> > The drop wall still needs a slight buff. But I wouldn’t go that drastic about it
it’s almost perfect. If you use it proactive instead of reactive it seriously can be effective. Combo that with strafing to consistently be behind unused panels and it works!
> >
> > the buckshot? I assume you mean bulldog? CQC drum shotgun?
> >
> > it’s function as a pick up is fine. It’s not exactly the old shotgun. But It never claimed to be. A 3 shot kill is pretty solid considering it’s fire rate. Sometimes 2 if you’re point blank. And if you’re using it in it’s effective range you should also be able to potentially combo a melee
>
> I don’t know, even in close quarters all a player has to do is melee and AR which somehow ends up being faster than the Bulldog most of the time.
>
> I don’t want the Bulldog to be a 1 shot kill like previous shotguns. But maybe it’s firerate needs buffed a bit? It just doesn’t dominate in it’s role enough to be worth a switch from an AR or Magnum.
I didn’t even consider the RoF. I think that could be a good solution. I’ve noticed the fire rate is a little inconsistent for me.
But it’s capable of a 1 shot and melee in CQC.
Between needing three hits to kill with a bulldog, not to mention hitting all three but just surviving long enough to get the kill is ridiculous. I beat bulldog every time with either assault rifle or sidekick. Same thing happens in reverse as well.
> 2533274822293572;9:
> Between needing three hits to kill with a bulldog, not to mention hitting all three but just surviving long enough to get the kill is ridiculous. I beat bulldog every time with either assault rifle or sidekick. Same thing happens in reverse as well.
Thoughts on an increase rate of fire ?
previously someone suggested that and it could make it a more viable option
Either make the bulldog a two shot kill or make the damage based on distance.
> 2533274915983628;10:
> > 2533274822293572;9:
> > Between needing three hits to kill with a bulldog, not to mention hitting all three but just surviving long enough to get the kill is ridiculous. I beat bulldog every time with either assault rifle or sidekick. Same thing happens in reverse as well.
>
> Thoughts on an increase rate of fire ?
>
> previously someone suggested that and it could make it a more viable option
I do think it would be the safest option to buff it without making it essentially the OG shotgun. A faster firerate will help to distinguish it from the OG shotgun when that’s eventually added.
As for the drop wall… It suck right now. I have yet to use or even fight against a drop wall that was effective at ANYTHING. I can’t even find anyone on YouTube using it effectively. It needs a buff BAD.
> 2533274822293572;9:
> Between needing three hits to kill with a bulldog, not to mention hitting all three but just surviving long enough to get the kill is ridiculous. I beat bulldog every time with either assault rifle or sidekick. Same thing happens in reverse as well.
The Bulldog is capable of one-shot kills. You just have to be touching noses and on point with your aim.
It’s pretty much balanced the same way as the CE shotgun was. It can hit people at a respectable range, but you’re gonna need another couple of shots to finish them off. Which feels good for a weapon that’s not supposed to be considered a power weapon.
The TTK on the AR in particular in this game is way too fast as it is. It should be at minimum 1 second and it’s nearly half that.