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"Directed to: Russell" *Quote button malfunction*
You know what? You're abosolutely right. Per shot, the G-Sword's bullet damage is much stronger than the M-Gun's. My tests were done against the Queen when firing at the four tentacle arms on the sides. The G-Sword's bullet's demolishes them quickly, while the M-Gun I, compared to the G-Sword, took a longer time to destroy. Although, against the two larger arms, the M-Gun rids them (A LOT) more quickly than the G-Sword. I've had my doubts about the statistics on those two weapons (and M-Gun II), but have come to the conclusion [as many others] that a weapons' (to all other weapons as well) true strength lies within the player's personal perference and playstyle.
I know how this is off Topic but...I see that you mention your quote button malfunctions, now I know I'm not the only one.
TragHIP (op) has mentioned it also on a different thread I read.
they should fix that one of these days.....and tell us how it even happens...
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Thanks everyone for your input.
Even though the GS-Sp might be weaker with it's shots, I find myself more effective with it. It was just confusing because every stat I read said it was overall a weaker weapon. I guess in the end lower stats do not mean it will be a useless weapon - as long as you know how to use it correctly. You guys just reaffirmed my choice to go with the GS-Sp.
Heheheh-hahahaha. Someone's figured out the greatest secret of Lost Planet 2.
There is no one weapon better than the other; there are only weapons fit to a person's playstyle. Which would answer why it takes actual experience (or skill) to know what to use and when it should be used, and also what is perfered to use.
..... In other words it takes skill to play this game.
Disagree to an extent. In an environment in which abilities have been disabled the machine gun hierarchy is much more apparent than without abilities. there are just certain guns and nades that outclass others. like MG2 vs MG vs MG SP.
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Thanks everyone for your input.
Even though the GS-Sp might be weaker with it's shots, I find myself more effective with it. It was just confusing because every stat I read said it was overall a weaker weapon. I guess in the end lower stats do not mean it will be a useless weapon - as long as you know how to use it correctly. You guys just reaffirmed my choice to go with the GS-Sp.
Heheheh-hahahaha. Someone's figured out the greatest secret of Lost Planet 2.
There is no one weapon better than the other; there are only weapons fit to a person's playstyle. Which would answer why it takes actual experience (or skill) to know what to use and when it should be used, and also what is perfered to use.
..... In other words it takes skill to play this game.
"Disagree to an extent. In an environment in which abilities have been disabled the machine gun hierarchy is much more apparent than without abilities. there are just certain guns and nades that outclass others. like MG2 vs MG vs MG SP."
Where in Co-op are abilities disabled? I did state I did my testing in Co-op on a *boss*. It'll work differently on other players ofcourse, because a player has his/her own style of CoMBaT and movement . I spoke of the general tactics of a weapon; no abilities. - M-Gun I - Semi-perfect in everyway. Good range (great to the experienced), moderate power (as should be for a starter and standard weapon) and great stability. - M-Gun II - More powerful than the M-Gun I due to it's very high rate-of-fire. Although, it sacrifices ranger for such a great feature. It acts (speed-wise) like more of a Sub-Machine gun. Stability, depends on where you like to shoot. (For example on a different thread a person stated when he uses the G-Sword, he aims for the chest area and the G-Sword's high recoil ends up hitting the opponents head). - M-Gun SP - Sniper-rifle on crack; what can I say? (I've also been hearing scopes coming in the next patch) M-Gun I with (A VERY) reduced rate-of-fire. Although the RoF was greatly reduced, it obtained the feature to be very accurate at long distance WITHOUT sacrifice damage. ^ That is playstyle based in my (and many others) opinion. Of the Prime five loadouts I've procreated, the one I involved M-Gun II in greatly out-classes the one I previously thought M-Gun SP to be in. Due to the fact it just wasn't strong enough for my playstyle. Hints: Up-close-and-personal, but also with range. That fit the M-Gun SP perfectly-- atleast until I realized I couldn't let out the true potential of being more powerful and adept. Which then lead me to M-Gun II. I had to choose my greater combat perference (for that loadout) which ended up being the M-Gun II. Lost range, but that's what the Rifle (???) and H-Cannon (???) is for.
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Thanks everyone for your input. Even though the GS-Sp might be weaker with it's shots, I find myself more effective with it. It was just confusing because every stat I read said it was overall a weaker weapon. I guess in the end lower stats do not mean it will be a useless weapon - as long as you know how to use it correctly. You guys just reaffirmed my choice to go with the GS-Sp.
Heheheh-hahahaha. Someone's figured out the greatest secret of Lost Planet 2.
There is no one weapon better than the other; there are only weapons fit to a person's playstyle. Which would answer why it takes actual experience (or skill) to know what to use and when it should be used, and also what is perfered to use.
..... In other words it takes skill to play this game.
"Disagree to an extent. In an environment in which abilities have been disabled the machine gun hierarchy is much more apparent than without abilities. there are just certain guns and nades that outclass others. like MG2 vs MG vs MG SP."
Where in Co-op are abilities disabled? I did state I did my testing in Co-op on a *boss*. It'll work differently on other players ofcourse, because a player has his/her own style of CoMBaT and movement . I spoke of the general tactics of a weapon; no abilities.
- M-Gun I - Semi-perfect in everyway. Good range (great to the experienced), moderate power (as should be for a starter and standard weapon) and great stability.
- M-Gun II - More powerful than the M-Gun I due to it's very high rate-of-fire. Although, it sacrifices ranger for such a great feature. It acts (speed-wise) like more of a Sub-Machine gun. Stability, depends on where you like to shoot. (For example on a different thread a person stated when he uses the G-Sword, he aims for the chest area and the G-Sword's high recoil ends up hitting the opponents head).
- M-Gun SP - Sniper-rifle on crack; what can I say? (I've also been hearing scopes coming in the next patch) M-Gun I with (A VERY) reduced rate-of-fire. Although the RoF was greatly reduced, it obtained the feature to be very accurate at long distance WITHOUT sacrifice damage.
^ That is playstyle based in my (and many others) opinion. Of the Prime five loadouts I've procreated, the one I involved M-Gun II in greatly out-classes the one I previously thought M-Gun SP to be in. Due to the fact it just wasn't strong enough for my playstyle. Hints: Up-close-and-personal, but also with range. That fit the M-Gun SP perfectly-- atleast until I realized I couldn't let out the true potential of being more powerful and adept. Which then lead me to M-Gun II. I had to choose my greater combat perference (for that loadout) which ended up being the M-Gun II. Lost range, but that's what the Rifle (???) and H-Cannon (???) is for.
My fault I must have misread I thought we were basing this in MP not co-op. My arguement is that in Multi player that the guns do have a hierarchy when abilities are not present.
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Hmm... I dislike campers that camp at there other side of there base and just stay there trying to kill you from a mile with the Machine Gun SP -.-
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Hmm... I dislike campers that camp at there other side of there base and just stay there trying to kill you from a mile with the Machine Gun SP -.-
Sorry, we must have had a run in ('>_>), but that's all Machine gun SP is good for.
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Agreed, you have to use the Machine gun SP as a distance weapon. I do not see that as camping.
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Hmm... I dislike campers that camp at there other side of there base and just stay there trying to kill you from a mile with the Machine Gun SP -.-
Sorry, we must have had a run in ('>_>), but that's all Machine gun SP is good for.
I usually take advantage of it at close range as well. xD I just shoot and roll like a shotgun; it fires 3 bursts like usual, and it's harder for the enemy to hit you.
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Hmm... I dislike campers that camp at there other side of there base and just stay there trying to kill you from a mile with the Machine Gun SP -.-
Sorry, we must have had a run in ('>_>), but that's all Machine gun SP is good for.
I usually take advantage of it at close range as well. xD I just shoot and roll like a shotgun; it fires 3 bursts like usual, and it's harder for the enemy to hit you.
True, the gun is not bad in some close range fights. Especially when you land a few headshots.
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Hmm... I dislike campers that camp at there other side of there base and just stay there trying to kill you from a mile with the Machine Gun SP -.-
Sorry, we must have had a run in ('>_>), but that's all Machine gun SP is good for.
I usually take advantage of it at close range as well. xD I just shoot and roll like a shotgun; it fires 3 bursts like usual, and it's harder for the enemy to hit you.
True, the gun is not bad in some close range fights. Especially when you land a few headshots.
Has anyone tunred off the guide so that you have free movement woth the aim? I find that my shots with the MGSP have increased dramatically in accuracy by doing this.
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