SMG needs buff


(crazyFlail) #1

Many of the smgs in dirty bomb need a big buff. My reason for saying so is because I was using proxy and used around 25 bullets on sky hammer and he went down to only half health. Whereas I used a shotgun on the grenadier and it only took two shots to kill him at full health. I feel that proxy’s secondary smg is even better than the primary. I get that the primary smg has a very faster rps but that still doesn’t make up for the very low damage and low head shot damage. I used a shotgun iron proxy and I got 3x a better score than when I was using a smg SLIVER proxy!!!


([HKG?] Musashi) #2

[left]Rank of loadout really doesn’t have any influence over the merc other than perk pool iirc.

From my experiences with Proxy, I felt the SMG and Shotgun both have their advantages and disadvantages.

SMG:

  • Great for close and MID range, provided you aim for the head.
  • Can be used at a distance as well, unlike a shotgun.
  • Rewards aiming skill more than a shotgun does most times.
  • More reserve ammo to deal with more than enemies before reload.
  • Higher DPS compared to Shotgun, with proper aim.
  • Tempting to spray, and burns though ammo quite quick if you do.
  • Lower damage per shot, even more so if you’re not aiming for the head.
  • Shorter full reload, but cannot be interrupted.
  • Requires higher accuracy than a shotgun to deal more damage.
  • Can’t finish off enemies quite as easily as a shotgun in term of ranged finish.
  • Spread increases with firing and moving.

Shotgun:

  • High bursts of damage at close range.
  • Even if you’re not directly on target, you still do some damage.
  • Can finish off enemies easier than SMG
  • Interruptible reload, allows you to stop reload if you need to fire.
  • No change to spread ever.
  • Poor damage past close range due to pellet spread.
  • Low magazine size, less kill potential overall outside of flanking someone that’s alone.
  • Moderate recoil.
  • Not much reward to aiming for the head, other than a small increase in damage. Usually insignificant for anything over 100 health.
  • Low ammo reserve, can dispatch 2-4 enemies depending on targets and accuracy before reload.

So each have their flaws and benefits. It’s more of your playstyle and how well you can aim to determine which gun is better suited for you.[/left]


(Eox) #3

From a competitive player point of view, a SMG weapon is much more interesting than a shotgun so far, especially due to the pellet spread. SMGs are already in a very good condition.


(appreciativeBuster) #4

Except at long range. IMO


(irishrOy) #5

Yeah, but why should SMGs be good at long-range?
As far as I know, you could say:
SMGs are most of the time auto-firing-pistols with a bigger magazine and a bit more accurate.
And if you look at the size of most used SMG-bullets like the 9mm… These are not suited for med-long-range.


(Reddeadcap) #6

I honestly think rifles are in need of a buff, they’re accurate but so is everything in DB their damage in general doesn’t outperform anything, shotguns do more damage but lack the range and ammo capacity and smgs possible lack in damage is beaten by their dps and ammo capacity, For example, Arty’s and Kira’s default rifle and the 3 shot burst rifle seem to be expected to only be used with head shots in mind only which really just makes them a step bellow sniper rifles in raw damage, range and instant kill headshots leaving the receiving end unrevivable, and if they don’t score the headshot they might get an assist from w nearby player fighting whoever they were shooting.

As for the other two rifles, Skyhammers and Stokers, those I find fine but I doubt one will find those available for Arty or Kira since they’re meant to be more on the longer range Fire support, that also adds my wondering why there’s the three shot burst rifle available to Fragger and not Thunder’s current default.