31316e No.16784667
We always have weapons you love threads, but what about weapons you hate? I don't come across it often because you would think developers would take such things into consideration; but sometimes weapons can be just hot garbage.
>Singularity
>first weapon you find is the Centurion
>weapon is described as a high damage weapon with low fire rate
>usually weapons like this , if you place your shots right, decimate enemies
>not this time
>a full cylinder will not put down even the basic enemies
>even when the damage is upgraded to maximum
>normally love revolvers but will not touch this one
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000000 No.16784709
Oh boy, where do I start?
>weapons that use the same ammo as another weapon, while dealing significantly lower damage per shot
Especially infuriating in scavenging games, triply so when they don't even have higher DPS or any other redeeming quality.
Fallout games are really bad at this.
>shotguns with high spread and high damage dropoff/disappearing pellets
Because everyone loves tickling enemies farther than 10 feet away, right?
Fuck you Call of Duty.
>rocket launchers with low ammo count, low blast radius, and meh damage
>sniper rifles that deal little damage on body shots
>burst fire weapons where the magazine size isn't a multiple of the burst count (for example 20 rounds with 3 burst)
>flamethrowers that deal less damage than a machinegun, from a shorter range, while also not incapacitating their targets so they can kill you while you try to cook them
>the classic backup semiauto pistol that deals no significant damage
>the minigun that does fuck all damage while also being wildly inaccurate because reasons
>the cool looking futuristic weapon that turns out to be nothing more than a gimmick to take out a special type of enemies or solve a special type of "puzzle"
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be3a79 No.16784713
>>16784709
>the minigun that does fuck all damage while also being wildly inaccurate because reasons
Holy shit this.
>XCOM 2 overhauls
>usually sticks the cannon in a heavy weapon category
>meaning it can't be fired except with two actions
>is usually the only weapon that can shred shit
>except it also usually comes with an aim penalty
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012ed7 No.16784733
Not exactly gun specific, but I just recently finished Total Overdose, and one thing ticked me off about the gun "upgrades".
>In game, there's "gun bonuses" you can collect in the (shitty) open world or as score rewards
>Every 10 bonuses until 50, you can dual wield 5 weapons (handgun, sawn-off, SMGs, heavy handguns, and lever action rifles), it's decent
>past 50 until 100, you get unlimited ammo for 5 weapons
>they could've thought of other gun upgrades instead (like damage boost on handguns or better range for shotguns) but whatever
<but instead of balacing it and give it to the first tier of each category (handguns, rifles, SMGs, shotguns and explosives), they give it to:
<handgun (the most useful of the bunch despite low damage)
<sawn-off (sounds great but it's useless past 5 meters)
<and for some fucking reason, 3 explosive based weapons: hand grenade (useless because the launcher exists), aforementioned nade launcher, and the rocket launcher (nade launcher, but it shoots straight)
Putting unlimited ammo outside of cheats is already mediocre, but not putting it on a single BRRT is a critical design flaw.
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689d35 No.16784735
>>16784667
Slow weapons like greatswords.
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1fdd42 No.16784737
Are you the same guy >>16784266?
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d21a2a No.16784760
YouTube embed. Click thumbnail to play.
>>16784667
Speaking of revolvers, the one in Rage 2 has to be the shittiest revolver in a video game ever.
>bullets DO NOT damage enemies
>bullets "stick to" enemies and explode into flames, but have to be manually detonated
>sounds like it could be fun, but it just breaks the flow of combat
>even the most basic enemy will take 2 bullets to die at the least, otherwise they just flay around a bit and put the fire out
>has a capacity of 6 (or 9 with upgrades, which doesn't change the viewmodel), so you can put down 3 enemies at most, more often than not only 2
Really, if they just exploded on impact (like they do during "Overdrive"), it would be an amazingly fun weapon.
I put in zero effort and embedded the first result on youtube to illustrate, but really, Rage 2 is just such a letdown, stay away from it.
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000000 No.16784766
>>16784760
I'm impressed by how bad Rage 2 was, it's like the devs actually put in effort to try and fail it as hard as possible.
Can't forget the "railgun" that can't penetrate thin enemy helmets, because the "helmet" is realized by removing the enemy's head hitbox.
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85a37e No.16784771
>>16784766
The color pallet turned me off permanently from the game.
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d21a2a No.16784773
>>16784766
Every weapon but the assault rifle and shotgun are just straight up garbage and not fun to use.
<Pistol
>feels like a BB-gun
>Railgun
<has to be charged up, can't reliably one-shot tougher enemies
>"Grav-Dart (?) gun
<interesting concept, in practice absolutely worthless, tl,dr: you shoot darts into enemies and depending on how many the enemy is hit by he will be pulled towards wherever you right click with more or less force, most often just makes them trip slightly, and even if they are flung great distances they mostly get back up
>Minigun (forgot the name)
<Only really does damage after it heats up from firing for a few seconds, not worth it either for weak enemies (because they die before it heats up) or tougher ones (does to little damage to justify shooting continuously to heat up)
>Rocket launcher
<actually pretty cool, left-click shoots a normal rocket, right-click marks enemies who are attacked by a swarm of homing smart missiles
>Shotgun
<Shotgun
>Assault rifle
<doesn't bode well if the most generic weapon ever is the most "fun" to use
>>16784771
At the risk of sounding plebeian, I actually like that neon-pink/neon-blue theme they were going for. Sadly most of the game is different shades of brown.
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85a37e No.16784776
>>16784773
I like neon-pink/blue but it looked hideous next to all the washed out browns.
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be3a79 No.16784779
>>16784766
I'm impressed it was released to no fanfare, I wasn't even aware it was out.
Vaguely related since Ion Fury has a triple baralled revolver, but
>The Penetrator from Ion Fury
>Dual SMGs with high rate of fire
<low damage and instead relies on a fire DoT as most of its damage
<sets enemies on fire, except they can still attack you
<stupidly small mag size
<stupidly small ammo size
<stupidly long reloading animation, even the shotgun's alt fire(switching from shotgun shells to grenade shells) was shorter
<Dual wheelding isn't even worth anything because it chews through ammo faster, makes the reloading animation longer(because it reloads either gun in series instead of simultaneously) and it shits bullets quick anyways single wielded
And since I'm on ion fury
>Ion Bow
>Techno cross bow, regular fire is a semi auto shot that can sometimes stun, alt fire is a charged burst of up to five that spreads out in like a 45 degrees plane
<Single shot is inaccurate and has a lot of spread, it's not even like Doom's pistol where the first shot is accurate, it just goes where the fuck it wants
<burst is worthless because you have a shotgun
<also the damage is shit unless you headshot
And while I'm still on Ion Fury
>Bowling Balls
>The pipebomb/dynamite/Stickybomb equivalent
<Explosion radius so small it's pretty much only good for killing one guy at a time, defeating the point of an explosive
<You roll it and it goes on and tracks enemies, you roll it and not throw it meaning you need a clear path to whatever you're attacking
<The fact that it tracks and how momentum works for it means you should just charge the maximum roll at all times because otherwise the bomb can stop dead in its tracks
Ion Fury was disappointing. It was neat how well they hid their secrets but otherwise I just wish I was playing Duke Alien Armageddon with Bombshell's sexy legs instead. Even the melee weapon, an electric riot baton was pretty shit.
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e103c4 No.16784806
>>16784709
>weapons that use the same ammo as another weapon while dealing significantly lower damage per shot
This is perfectly okay as long as it is due to barrel length, for example. I'm really just playing devil's advocate though, because most of the times that damage discrepancy is downright random in video games.
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000000 No.16784820
>>16784806
I know it can fine from a realism standpoint, but in fallout you often get shit such as pistols in a given caliber doing more damage than assault rifles in the same caliber, because apparently automatic weapons need to be shit.
Just look at the 5.56 pistol in New Vegas, it's 50% more damage per round than the light machine gun.
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e103c4 No.16784825
>>16784820
Yeah that's ridiculous.
On a different note, game developers should really give shotguns a whole lot more emphasis, specially given how easy it is to improvise ammo for them. For some reason they almost always give buckshot as the only ammo available. However, if you have buckshot, you can make cut shells, even on the fly, which work as some pretty okay improvised slugs. Gameplay wise it may even be fun to have the option to single-load a homebrew shell and manually cycle the next shell in (since the action is probably not going to like the horse semen and dirty heroine needles you stuffed into it). Or to have a russian roulette like aspect to a shotgun: sometimes you get buckshot, sometimes birdshot, sometimes a slug, sometimes a breaching round, etc. with no way to guess what will happen until you pull the trigger.
Really, shotguns could be so much more fun than what they are now. We could have entire games designed around just a shotgun and it probably be much longer-lasting fun than some borderlands skinnerbox mix n' match gun parts bullshit.
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31316e No.16784829
>>16784737
Yes. Figured board activity was pretty low so may as well try to get participation up.
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6b1ecb No.16784937
>>16784820
Well, remember that the 5.56 was a callback to a popular weapon in an earlier Fallout game, though. If they brought it back and it was just another boring pistol they'd have to withstand the whining of old Fallout fanboys. I can't blame them for not wanting to deal with that. It was also arbitrarily overpowered in the older games too, if I remember right, but then it had the excuse of being a reference to a scifi movie gun that could kill robots. Whether or not those excuse are any good is another story, yeah, and that's probably not the only case in those games. But Fallout ran on the "hey neat let's do that" school in the isometric days (Tactics less than the other two, I think). Why'd they pick a 10mm revolver styled like an automatic for the basic bitch weapon everyone had? Because it was a reference to a comic book gun, it looked neat, revolvers are neat, and 10mm is one bigger than 9mm so it must be better.
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9acf38 No.16784974
>>16784709
> cool weapon that's a gimmick
Oh fuck, I fucking hate that shit.
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cdd7cb No.16784988
>>16784667
I actually can't name one. I probably discarded it after thinking how shit it is. Unless if you count Borderlands, but most guns in that game is bad.
If you count non-FPS, I'll take rocket launcher in DoW :40k Apoc mod. Literally no reason to get it except you're on a cliff which for some reason your non-rocket units can't shoot anything below the cliff while the enemies can from down there.
Rocket launcher in Satellite Reign. Sounds cool, looks cool but I'm better off with a Plasma Cannon
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11a538 No.16785006
Automatic shotguns almost always suck in games and I hate them.
>animations and sounds are almost always crappy, making it sound like a toy
>damage is usually gimped "for balance reasons" because firing a lot of 12 gauge shells needs to do less than firing one but slowly
>often still suffers from typical shotgun problems in vidya like short range and bad spread so it isn't even good as a crowd control weapon like other automatics might be
<but at least it has a faster reload than a tube-fed shotgun
They're not even shotguns anymore at that point, they're just less-effective assault rifles/machine guns. I like a shotgun that's solid at close to medium range and is maybe a bit slow to fire but can deal with trash enemies easily. Doom and FEAR have good shotguns. Blood's is good too, as a sawed-off. I think the only auto shotgun I liked was in Project Warlock, where it's an upgrade for the regular shotgun.
Also not a fan of the ripper cannon in Douk 3D. It just feels kind of weak overall and I find the firing sound grating.
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f35adf No.16785012
>>16784974
>>16784709
End boss in Crysis 1 had that shit. At least they let you play around with it in Warhead for a bit without that lock on nonsense.
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6b1ecb No.16785015
>>16785006
I seem to remember SOF2 having a nice thumpy AA12, but nobody played that game's multiplayer. Can kinda vaguely remember another game where the AA12, specifically, was a godsend, but can't think of what it was. I think in Fallout 2, of all things, the combat shotgun was one of the first weapons you found that could do enough burst damage to really fuck up human targets. Buckshot shells were cheap, too, so you could actually use it. I seem to remember the CAWS being nothing special but the Jackhammer being nice–until you hit the gauss weapons. And anyhow you had plenty of small guns to choose from other than those.
If you want to talk about Doom and shotguns, that Project Brutality mod for that Brutal Doom mod takes the cake. You can have every gun in the mod and still sometimes you'd want to pull out number 3 just because it felt nice to use. Automatic shotgun in that, too, but with all the other overkill guns I only remember using it for the secondary fire.
I guess I ought to try staying on topic, but I can't actually think of anything. Maybe I oughta say half the weapons from EYE, because the other half exist and made the first half sorta useless. That's a pretty bad answer though.
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720b92 No.16785032
>>16784709
gonna have to disagree with some of your points there, bud
>weapons that use the same ammo as another weapon, while dealing significantly lower damage per shot
perfectly reasonable and realistic, different barrel lengths and rifling affect bullet speed and most stopping power to an extent.
>sniper rifles that deal little damage on body shots
saying "little damage" is a hyperbole. in most games, they usually deal major damage with body shots, that is when they don't outright kill you, and that's perfectly fine. having 1 hit kill weapons that also shoot fast as fuck (see every semi auto sniper rifle and bolt actions too, to some extent, due to how fucking fast they operate the bolt) is gay, stupid and unfun.
>burst fire weapons where the magazine size isn't a multiple of the burst count (for example 20 rounds with 3 burst)
take your complaint to gun manufacturers. besides: 20 in the mag +1 in the chamber = 21 which, indeed, is a multiple of 3, problem solved for that one. I don't believe there's any other mag capacity that has this issue bar your very specific one off example.
>shotguns with high spread and high damage dropoff/disappearing pellets
what a lot of people fail to realise is that devs cannot go full extreme realism in a shooty game because that means compromising the gameplay.
in most modern tactical shooters (such as cod, cs et similia) engagements take place at way shorter ranges than rl combat.
let's say devs just made shotguns 1 hit kill at realistic, rl-comparable ranges, well now you've got no reason to use any other weapon because the shotgun is OP and everyone and their mother is playing the meta. not only that, you've also made the ttk even smaller and now it's even more of a game of who sees who first.
you can't complain about the realism of the guns you want without addressing the realism of the maps you're to use them on. devs need to tweak the damage of every gun to strike a balance between realism and gameplay based on the ranges the action takes place at, it's not a hard concept to grasp.
I'm hardly a fan of tactical shooters, let alone cod, but I really don't get a lot of the flak they get about the "gun realism", quake 3's railgun dealt 80 damage on bodyshots, and the shotgun had crappy spread and damage dropoff as well, yet you don't see anyone bring it up and complain about it. pic unrelated.
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ddb2c1 No.16785044
>>16784825
>with no way to guess what will happen until you pull the trigger.
Everyday is Christmas.
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92513d No.16785049
almost every weapon in the half-life series
HL1:
pistol does shit for damage, useless on anything tougher than a headcrab
shotgun sounds meaty but is crap, 2-shot burst won't even kill a marine in one
SMG/AR weapon is utter trash, inaccurate and low DPS
some of the later guns (and the magnum) are good but overall I've always been annoyed at how shitty HL's basic guns are
in HL2 the MP7 is so fucking inaccurate and the "AR2" is only slightly better, both feel like shit to use but at least the shotgun is a little more effective
doom 3's shotgun is the worst shotgun ever put into a video game, although that game doesn't have any good weapons
in project warlock, the fucking nailgun, if you fire it straight-on at a wall or at an enemy with a straight-on wall behind you will kill yourself with the ricochetsd, also in that game the harvester 4 barrel shotgun is a clear downgrade from the weapon you "upgrade" it from (the double-barrel) because the DPS doesn't really go up much and of the things in the game that in the game actually require 4 shotgun shells you really want to be using something with higher DPS
in GTA V/GTA Online, the Heavy Shotgun, it seems like it would be cool (12ga Saiga firing slugs) but in practice they made it too inaccurate to really use even at medium range, so fucking stupid
in hexen, the god damn serpent staff, that's the reason I've never finished a cleric playthrough
agreed with anon above about the ripper/chaingun cannon in duke3D, that thing is a piece of shit
it seems like just a bigass heavy machinegun/chaingun should be such a simple thing to get right but so many games have stumbled on it
burst fire weapons in general can fuck off forever, in any game, in any situation, just fuck off
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465b50 No.16785082
>>16785049
The HL1 Glock ain't a bad weapon. Great accuracy and decent fire rate. It's actually my go to weapon for HECU goons.
I agree that the SMG is only there for the grenade launcher though.
Serpent Staff is a fine enough weapon for what it is. The poison thing is a pointless gimmick but it's easy enough to use and the melee life drain feature is occasionally useful. It's absolutely dogshit against those annoying centaurs though.
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1fdd42 No.16785124
YouTube embed. Click thumbnail to play.
>>16785006
Here's a youtube >clip about Crimsonland weapons. No multiplayer means no need to "balance" them out. Some weapons are plain better than others. Plasma shotgun Gun of the Year All Years.
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946f4d No.16785130
>>16785049
>pistol does shit for damage, useless on anything tougher than a headcrab
It's your go-to weapon for long distances. It also uses the same ammo as the mp5 but does more damage.
>shotgun sounds meaty but is crap, 2-shot burst won't even kill a marine in one
lol not if you fire it from across the room you retard. The HECU SPAS-12 does 30 points of damage in a single shot, the alt fire double shot (which just for the record is retarded because this isn't a double-barrel shotgun, it's a fucking spas-12 it can't do that) does 60 points of damage; even on hardest difficulty this is enough to kill a grunt from close to medium range.
>SMG/AR weapon is utter trash, inaccurate and low DPS
It's a spray n' pray gun with low recoil and second highest rate of fire. If you can't wait 3 seconds to finish a room of vortigaunts, try alt firing your grenade.
>some of the later guns (and the magnum) are good but
but you can't be assed to find something to complaint about
>in HL2 the MP7 is so fucking inaccurate and the "AR2" is only slightly better, both feel like shit to use but at least the shotgun is a little more effective
This I agree on. All the weapons in hl2 feel like nerf guns with no recoil. The only weapon that isn't shit is the shotgun. Even the rocket launcher feels weak.
>burst fire weapons in general can fuck off forever, in any game, in any situation, just fuck off
Also agree with you here. There hasn't been a single game that did burst fire well. The glock in CS couldn't hit shit and almost every game that followed it took the same approach. You sacrifice all accuracy and handling for above average damage and bazooka tier recoil. Only game where burst fire was tolerable was Blood Dragon.
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946f4d No.16785146
>>16784667
Feeling extra autistic today.
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465b50 No.16785157
>>16785130
Isn't there a case to be made that burst fire is a stupid idea IRL as well.
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e73f08 No.16785168
>>16784667
Any slow but powerful weapon in any game mostly hack n slash games though, i'll always take the faster but lower damage approach.
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7ad148 No.16785172
>>16785168
Total opposite for me, I really enjoy high damage, low speed weapons, like semi-automatic rifles in games where everything is full-auto.
But I mostly play shooters, not hack n slash.
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e73f08 No.16785175
>>16785172
In shooters it's not that big of a problem, while in action games when you get hit you often get stunned resetting the attack you were about to make, it's annoying as fuck.
I also like how it feels to move and kill with speed going from one enemy to the next in quick succession. Perhaps i'd like slow weapons in a game were the player is meant to be a tank anyway.
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000000 No.16785258
>>16785032
>perfectly reasonable and realistic, different barrel lengths and rifling
Refer to Fallout 4, in which every single gun does magically half as much damage if you put an automatic receiver on it while keeping everything else identical.
My beef is not with milsims either, where stuff like weapon weight and handling are important and taken into account, I'm mad at devs that create metagame cancer without even realizing.
>saying "little damage" is a hyperbole.
I know what I said: believe it or not there are games outside of CoD, and I've seen sniper rifles with x5 headshot bonus but otherwise normal assault rifle damage multiple times.
Let's not even talk about borderlands 2 and its 20+ headshot multipliers.
>take your complaint to gun manufacturers. besides: 20 in the mag +1 in the chamber = 21
Hint, it was in a game without the option to chamber an extra shot.
And then there was 40 mag/3 burst, and 30 mag/4burst because fuck you.
>what a lot of people fail to realise is that devs cannot go full extreme realism in a shooty game because that means compromising the gameplay.
Having shotguns go from one hit kill to chip damage in two feet of distance is compromising the gameplay.
Also linear damage dropoff + mild spread is already enough to cut down lethal range without an abrupt transition between "effective" and "lol nope", fucking EDF can get this right so devs with decent budgets have not excuse.
I'm not mad at guns being unrealistic or engagement distances being smaller than real life, I'm mad at shitty weapons that are not fun to play with.
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85a37e No.16785267
I think there was like 2 weapon types that were satisfying to use in Borderlands 2. Everything felt like ass in that game.
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f85ad2 No.16785302
>Fully automatic firearm
<Even the very first shot can be grossly inaccurate, and the deviation is obviously random.
The SMGs from HL1&2 come to mind. Whoever designed them is either a retard or a sadist. Yes, Freeman doesn't use their stocks, but this is still an awful design decision. At least OSIPR from HL2 is accurate in short bursts and only goes into spray mode when the burst is long.
>>16784709
>weapons that use the same ammo as another weapon, while dealing significantly lower damage per shot
I find that acceptable for weapons that use more ammo per shot to get more power out of it. Some energy weapons in NV consume several SECs/MFCs per shot but have a correspondingly higher damage rating. Another example is the double barrel shotgun that lets you fire both shells at once. But for ballistic firearms that fire one round at a time having a large attack rating discrepancy despite the same ammo type is frustrating, especially if the ammo is rare or expensive.
>>16784937
>It was also arbitrarily overpowered in the older games too, if I remember right, but then it had the excuse of being a reference to a scifi movie gun that could kill robots.
The .223 pistol from Fallout1 (aka "That Gun") is supposed to be a sawed-off and modified revolving rifle, so it isn't a pistol per se. As if the round used didn't make it glaringly obvious.
The visual design is supposed to resemble Deckard's gun from Blade Runner. It's a bit more powerful than the standard .223 hunting rifle, but the excuse is that it's the endgame option for one handed small guns builds. Logic sacrificed for the sake of balance aka the "gamey" solution.
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ae7af6 No.16785391
>>16784760
>>16784766
I played through Rage 1 (bargain bin grab) and I think they wanted you to use the special ammo, cause everything did shit damage without it.
I distinctly remember a sort of late part of the game I'm shooting at half naked crazies with an AK, and it took half a mag to down them. Just why.
>>16785146
I mean people put scopes on Magnums time to time. But what makes it Hilarious is that the scope upgrade in game is you just holding up a monocular. So the rail does nothing.
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946f4d No.16785395
>>16785391
>I mean people put scopes on Magnums time to time.
I never got that. Wouldn't the kickback fuck your eyes u?
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4324a6 No.16785421
>>16785395
You'd have to hold it rather awkwardly away from your face, making it very hard to even get a clear picture, but I suppose it's technically possible. Realistically you'd be replacing the grip with a full on stock to turn it into rifle, or failing that just use a reflex sight.
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7ad148 No.16785538
YouTube embed. Click thumbnail to play.
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1d7318 No.16785548
>>16785538
>bipod
>on a revolver
>to protect the president of Frogland
Huh.
Is there a version with a bayonet?
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ab618a No.16785569
>>16784779
The disperser is one of the worst shotguns I have ever used in an FPS.
>very little spread
>underwhelming damage
>any pellets not hitting the target guarantees not being a 1hko
>somewhat slow to fire
>slow reload animation
>alt-fire is just changing to the grenade launcher
>not reloading the shotgun mode and then changing to grenade launcher mode DOES NOT reload the shotgun when switching back, despite the animation literally replacing the speedloader
I guess we can't all have the Blood shotgun.
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be3a79 No.16785574
>>16785569
It was underwhelming considering Blood's Double Barrel and SW's Riot Gun, but what really pisses me off is how plentiful the disperser's ammo is in relation to the other weapons to the point of it not making much sense to not use it.
Even the disperser's grenades felt better to use than the bowling bowl/cluster puck, although SW's grenade launcher it was not.
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74a362 No.16785621
SMGs in general, always weak, and no adding a element to them does not make them satisfying, it's just a desperate attempt to make someone play with them
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89667b No.16785662
>>16784779
The enemies in the game tend to be high-threat, low-hp, so you're not spending a lot of time in the open with them without either them or you being dead. That in mind, a lot of these cons don't really seem like cons.
I didn't like the ion bow much except for killing bosses with alt-fire, and there were times I actually forgot the minigun existed. Oh, and the puck weapon's mine function is completely useless and doesn't even work half the time, compared to DN3D's trip laser it's pathetic. However it's alt fire is awesome when aimed at the ceiling.
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3aa743 No.16785760
>>16784737
It looks like a kid playing with a GI Joe gun, or one of those mini pistol lighters
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017c87 No.16785859
>>16785548
>Bayonet
The frogs would never display the level of bravery necessary to affix bayonets.
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8ae28a No.16785937
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fd99a2 No.16785958
>>16785621
Have you played EYE: Divine Cybermancy? I think the SMG you start the game with is very fun to use
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