SMGs post june patches


(suho) #1

So I have been trying all the different SMGs the last two days and one thing that strikes me is that it seems that in most light/SMG vs. light/SMG fights skill has been taken out of the equation to a ceratin amount and Luck is there to fill the void.

Of course you can never tell who is going to win a fight if two players are equally skilled and it should be the one who is amining his shots just a little better in that particular fight. The problem is, it just doesnt feel that way. Before the patch it was spraying with the CARB-9. I admit there was some random factor to it but I usually felt that I won fights also because aimed right.

I don’t have a problem with recoil in particular because I could always burst fire. However the one in a close up fight who is spraying is still going to win and that is what I don’t like at all. So what can I do but to spray? Before the patch there was some aim involved now there is close to none in those spray vs. spray fights.

The only SMG which still seems quite accurate while spraying is the Galactic but it doesnt do enough damage to go up against a CARB or KROSS in all situations and it comes down to wether the enemy is hittin you or not (luck).

The Balpdaun is only good when burst fired but still doesnt seem to be able to take on a CARB.

All in all the CARB still seems to deliver the most damage in close combat fights if you are lucky.

So basically what I wanna say is that SMGs have kindoff become unreliable so to speak. You can not count on your SMG to do what you want it to do in all situations. Might I suggest that a solution to solve this would be greatly increase recoil-recovery. That way burst firing becomes more rewarding than spraying although that seems a bit odd for SMGs? But then again I am not a weapons expert and Brink is not supposded to be a realistic shooter.

Feel free to post the experience you have had so far, but please no trolling if you haven’t played light/SMG much.


(tokamak) #2

SMG skills are to measured in your movement, you need to whittle enemy players down while staying on the move.


(suho) #3

Well of course, I thought that was obvious :wink:


(Ghostdog) #4

I think that what Tok was saying is that smg fights are more about movement skills than aiming skills - which sort of makes sense if you’re running around spraying from the hip instead of using ADS.

Re the relative accuracy of smgs for aimed fire, ran a quick test after the patch using ADS and short bursts at medium range: the Bulpdaun came top with consistently tight groupings - possibly better than most ARs except the Gerund and Frkn3k. The worst were the Carb9 and the Tampa which were both all over the place - so these indeed seem to be spray-and-pray only. Odd because the Carb looks like it should be one of the more accurate smgs (longer barrel).


(BiigDaddyDellta) #5

When I use the Tamps (360) I use ADS and adjusted iron sight and I pretty much clean house. I have it on my soldier and it’s one of my favorite side arms.


(its al bout security) #6

honestly the bulp can take a carb as a spray contest as you bullets will likely hit, it definitly needs a extended mag though.

bulpdahn doesnt need burst fire as it slowly gains recoil when sprayed


(suho) #7

Fast strafing/dodging bullets and aiming at someone who is doing the same is what is called skill if you are good at it. But since the new patch it has definitely become more random. If i need to remain calm in order for my gun to be accurate I am not going to win a fight against a skilled player. It needs to be about moving and shooting at the time and still be accurate enough to be called “skill”-based gameplay.


(its al bout security) #8

that whole strafing is just a spamm tactic so you dont get hit, i can out do any carb nooobing super strafer if i ADS, thats called skill, it when you destroy carb noobers short range with shot guns and and assault rifles wile not moving at all, if you stand still they are strafing for no reason.


(BiigDaddyDellta) #9

Yeah, I hate spam straffing even though I do it too. Can’t help it too much Halo in my veins. I would much rather use the cover and lean tactic. Lately alot of that has gone to pot becaue the crouch function has been acting funky for some reason. actually there’s been a lot of weirdness, button responses, AI looking like me all the time, and double iron sighting before firing. I dunno hopefully something fixable.

(sounds like lag but I have highspeed cable internets and I’m a direct jak so it’s not.)


(suho) #10

I knew I should have opened this trhead in the Competition Forum …
Let me think for me moment what is harder … hitting a moving target or hitting a moving target while moving?

And also explicitly said to only post about the experience you have gained with playing light/SMG and not medium or heavy.


(BiigDaddyDellta) #11

[QUOTE=suho;345389]I knew I should have opened this trhead in the Competition Forum …
Let me think for me moment what is harder … hitting a moving target or hitting a moving target while moving?

And also explicitly said to only post about the experience you have gained with playing light/SMG and not medium or heavy.[/QUOTE]

Oh so this is for Carb spamming light users only? sorry I’m a well rounded player guess I should leave.


(suho) #12

As you can see I said that burstfiring should be more rewarding but it is not.


(burawura) #13

Holy crap you’re like a broken record. Don’t you understand that the game is NOT all about lights and SMGs?

Use your damn pistol if you want to make skill shots.


(suho) #14

[QUOTE=burawura;345417]Holy crap you’re like a broken record. Don’t you understand that the game is NOT all about lights and SMGs?

Use your damn pistol if you want to make skill shots.[/QUOTE]

I have been piling the kills with the Ritchie lately yep … but that is no excuse to make smg fights be decided by chance rather than skill.


(burawura) #15

At the ranges SMGs are designed to be used, they are plenty accurate to make skilled sustained killbursts in the upper torso/head region while on the strafe. It’s just that the ranges in this game are highly compressed due to the maps (You might also note the recoils on all the guns have been exaggerated compared to other games as well…see a pattern here?). Whereas in games with more open maps SMGs would be effective out to 20m or more, this game most of the SMGs only seem effective out to 10m or less imo. I am quite sure this is by design, to make each weapon category good at certain ranges/movement styles. Otherwise the SMGs (and therefore lights) would be op, as they were prepatch.


(tokamak) #16

yeah that was my point.


(sh4d3Z) #17

+1 Pretty much how I see it.


(Ino) #18

Slightly OT, but I’d like every weapon to be super accurate, just like in Quake for example. Then the weapon damage should be tweaked towards this premise. I still think that the game with the best weapon balance ever is quake 3 arena, and every weapon there was accurate. No random deviation like in BRINK. So all that mattered was your aiming and movement skill.

In BRINK I sometimes manage ridiculous shots with the SMGs spraying accross the map and getting headshots, and at other times my aim is dead on target but the bullets fly all over the place doing little to no damage.

A better way to balance SMGs/ARs etc would be to make the weapondamage distance dependent, that way making SMGs very effective in CQC but useless over great distances while ARs would still have an effect. Of course you would then only really need one weapon of each type and that would be bad for todays gamers because a game is only a good as the variety of weapons it offers but whatever…

Just my 2 cents, I know there would be a lot more to be done to balance things but I had to post this because the randomness is the only thing that is really annoying me about BRINK.


(suho) #19

I never had a problem with only having 4 weapons in Quake Wars: Assault Rifle/Lacerator, Hyperblaster/MG, Railgun/Sniper, Shotgun/Nailgun. It is easier too balance.

I am not saying that SMGs are useless now. I still take on any Medium/Heavy most of the time, just not two in a row anymore :wink:
The thing I am complaining about is that in SMG vs SMG fights there seems to be too much chance involved and less skill. This has nothing to do with balancing ARs against SMGs.


(Ashog) #20

+1

charzzzzz