SMGS Overpowered


(tokamak) #21

[QUOTE=GossamerSolid;306152]I roll with a rhett that has a drum mag and a front grip
I just burst fire at people and down them real quick.
[/QUOTE]
[i]Hangin out my window
And my magnum takin out some puto’s

into your sattelite, shinin a battle light,
swing out the gat, and I know that will gat ya right.

No, I think you play like a thug
Next hear the shot of a magnum slug

Hummin’, comin’ at cha
yeah ya know I’m gonna gat ya

How you know where I’m at when you haven’t been where I’ve been,
understand where I’m coming from.

When you’re up on the hill, in your big home
I’m out here, risking my dome.[/i]


(Bakercompany) #22

SMG’s are fine to me. Light bodied SMG guys usually get double-tapped by my Drognav Light Rifle. Or shotgunned up close.

I think they’re in line where they should be. The Euston is by far more powerful than an SMG. They are more inaccurate and thus more bullets may miss while spraying. So it might feel weaker if you don’t burst fire.


(fearlessfox) #23

Eauston - COGA Scope - Front Grip - Muzzle Break - High Cap Mag
or
Gerund - D-Flex Red Dot - Underslung Grenade - Muzzle Break - High Cap Mag


(tokamak) #24

I like the Rockstedi. The FNC is great in Raven Shield and this FN charicature does the trick in Brink.


(Jamieson) #25

The Gerund Assault Rifle packs a big punch, currently using that with mussle break, front grip, red dot sight and high capacity mags, got the DOOM Bulpdaun SMG as my back up, same attachements except I have a speed grip for quick equip.

Some tips -

Defending - Find some good cover near a choke point and crouch+ lean out of it, glass is great for this since you can see the attackers comming, don’t scope just take pot shots at them with your AR and aim for the head, you will kill people almost instantly.

Attacking - The key is to move up at a slowish pace. move from cover to cover and use grenades when going through choke points, bouncing them off walls to get it around a corner is great. Keep your gun reloaded and watch your flanks. If your with a friend/clan mate then set up crossfires and what each others backs.


(MisterAngry) #26

I believe the SMG’s seem a bit strong, though I feel as if though things would be more balanced if the Heavy body type and Heavy weapons were better…

I suppose the EZ-Nade launcher is alright for crowd control (Still trying to figure out how to use this weapon proficiently) but, the other heavy weapons can be outperformed by SMG’s and AR’s and honestly, Heavy body type is too slow and too much of a large target to be good with the hjammerdime…


(elevator13) #27

SMGs are balanced relative to ARs (try the Gerund or Euston), but I feel they unfairly outclass Heavy weapons like the minigun, Chinzor, and even the Hjammerdein in certain circumstances.


(trollface) #28

[QUOTE=Jess Alon;306387]I use the rhett with the underslung launcher. With the frag upgrades the soldier gets you can ruin a whole squad’s day. And you can keep launching them by using scavenge.[/QUOTE]Do those upgrades apply to undermounted launchers?


(Dianetics) #29

If anything needs to be nerfed its combat intuition. It’s so annoying to lineup a shot on an oblivious light only to have him instantly flip around and head shot you even if you get the first shot in. And that happens. That happens a lot. I do the same thing when I’m playing on a light. They should change combat intuition to work more like traditional shooters where it only reports their position after you’re shot.


(Jess Alon) #30

Yeah and the results are devastating. I just wish my pips regenerated faster because when I do escort missions I’m the one clearing a path and I have to hide out hoping they don’t get to me before that. Luckily it balances out because using the undermounted launcher actually effects your equip speed and accuracy unlike in other games. And it makes you unable to use speed sling or the grip in addition to lowering the stats that those attachments would raise if you used them. But I don’t care. I fire from the hip real close like a SMG and VERY short burst from afar never expecting to hit much. My team relies on me to knock down squads that get the jump on them so that the medic that runs right behind me can help me destroy that squad while they are getting on their feet and then revive the rest of the team.


(Nail) #31

people haven’t learned to use right mouse buttom


(KAS--Will) #32

Okay. You probably never played a Call of Duty game have you?


(Kroktar) #33

IMO its ok, they cant beat AR at mid-long range with aiming, and also cant beat shotguns at close combat.

The only weapon that i really dont like its machinegun…i dont see nothing special there…just more ammo.

And also some Pistols/revolvers are awesome imo underrated.


(Dianetics) #34

[QUOTE=Kroktar;306823]IMO its ok, they cant beat AR at mid-long range with aiming, and also cant beat shotguns at close combat.

The only weapon that i really dont like its machinegun…i dont see nothing special there…just more ammo.

And also some Pistols/revolvers are awesome imo underrated.[/QUOTE]

Only problem is that how often do you find yourself fighting at mid to long range in this game? The maps are pretty claustrophobic. ARs may perform better in open areas but there aren’t too many of those and its easy to flank with SMG in those scenarios.


(SentencedToBurn) #35

I agree, the SMG’s are like the best weapons. AR’s are practically useless by comparison; almost EVERY stat is lower than the SMG’s, and the AR’s have such ****ty ammo capacity.

I use a CARB-9 with muzzle break, SMG DRUM MAG, front grip and holographic sight, and for my backup i got the GALACTIC SMG with a red-dot, extended mag, speed sling and muzzle break.

Best combo I have found to date, because the CARB 9 is powerful with a large clip and accurate because of the Grip, but the GALACTIC is quick to equip once I run out of the carb, and the GALACTIC shoots so damned fast. also, holds 62 JUST with extended mags.

Try it out, you wont be disappointed. I rarely lose a firefight, ESPECIALLY with a damage-buff.


(KAS--Will) #36

[QUOTE=SentencedToBurn;306864]I use a CARB-9 with muzzle break, SMG DRUM MAG, front grip and holographic sight,

I rarely lose a firefight, ESPECIALLY with a damage-buff.[/QUOTE]

See!!! It’s people like YOU who are making people like 1st Post here, hating on SMGs! :stuck_out_tongue:
JK, I use…

CARB-9 with all the minus sight (adds weight), and Kalt until just recently when I started using the Belgo MP… which is the pistol that doesn’t look like the MP7.

What’s sad about that is, the CARB-9 has 60 shots, and dominates more than 2 people, and just in case I’m still in the heat of combat, the Belgo or Kalt will EASILY finish the job, PS I’m a light and can do this… and have more times than I officially can count.


(Tope) #37

There is absolutely no point to take an AR in this game.

They have comparable accuracy/spread of the SMG’s, but with a slower fire rate.


(SentencedToBurn) #38

[QUOTE=KAS–Will;306926]See!!! It’s people like YOU who are making people like 1st Post here, hating on SMGs! :stuck_out_tongue:
JK, I use…

CARB-9 with all the minus sight (adds weight), and Kalt until just recently when I started using the Belgo MP… which is the pistol that doesn’t look like the MP7.

What’s sad about that is, the CARB-9 has 60 shots, and dominates more than 2 people, and just in case I’m still in the heat of combat, the Belgo or Kalt will EASILY finish the job, PS I’m a light and can do this… and have more times than I officially can count.[/QUOTE]

Ditch the Belgo and try that GALACTIC smg, man. I was soooooooo impressed with it. It’s probably one of the best SMG’s in the game once you toss an extended mag on it (Actually, with an extended mag, it has an EVEN LARGER clip size than the CARB-9 with a DRUM MAG!)

Toss a speed-sling on it and a red-dot and proceed to push everybody’s s*** in.


(Smautix) #39

Underslung Grenade Launcher is completely game breaking on Soldier with all grenade perks. It’s reason enough on it’s own to use an AR.

It will 1-shot on direct hit against medium and small targets, and will not kill you with point-blank FF since you take reduced damage because of Kevlar (I also don’t think friendly fire does 100% damage, could be wrong.)

I personally use a Rhett with a high capacity mag, a muzzle break and UGL. Don’t need a sight since it lowers your already awful equip speed. Just rock a Drognav secondary for long ranged engagements.


(tokamak) #40

Even then I lose out in fire fights. AR’s have such amazing stability compared to heavy weapons.