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SMG Specialist
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03/12/2006 19:02:01
Subject:
Re: SMG Specialist
LiquidZ
Jacked Out
Joined: Aug 17, 2005
Messages: 720
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I take it you already sent a /bug with that intel right Wendigo?
I'll give it a shot next time I jump on test.
03/17/2006 16:27:37
Subject:
Re: SMG Specialist
LiquidZ
Jacked Out
Joined: Aug 17, 2005
Messages: 720
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I have'nt had a chance to test this LO again... does anyone know if this is still a bug?
03/17/2006 17:23:33
Subject:
Re: SMG Specialist
HCFrog
Jacked Out
Joined: Nov 11, 2005
Messages: 423
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Okay, well first off I don't know much about the single/dual sub guns issue or whatever that one is.
It looks like one of the other designers already hit Direct Fire, as it now costs 50 IS.
I think that generally the SubGun tree takes more IS because a lot the abilities are area of effect rather than single target abilities.
Full Auto and Full Auto Redux have insane DPS so the IS cost is pretty much in line with that, I think.
Compare something like Suppresion Fire (level 25) with Bottleneck Field (level 23 I think), both similar abilities, and I think Suppression Fire costs more because it does damage.
I dunno, if you don't mind please look at the new IS costs in there. I'm not sure how many changed since this issue was originally brought up. But generally, I think IS costs might be a bit higher because the subgunner can hit multiple targets.
03/17/2006 23:27:22
Subject:
Re: SMG Specialist
Dagonet
Ascendent Logic
Joined: Sep 12, 2005
Messages: 653
Location: HvCFT Veritas Faction: Furious Angels Organization: Zion Instance: Vector-Hostile Rank: CDR
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Yes, multiple targets within a range of 8m of the shooter and within the cone of firing (about 3m). If the AOE abilities were say within 20m of the shooter (range of a subgun and controlled burst) that would make the subgun tree much more viable for taking on multiple opponents. As its stands or rather doesn't stand now, you can simply do a backflip from interlock distance to be outstide a subgunners abilities.
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03/18/2006 15:07:40
Subject:
Re: SMG Specialist
Resonance
Transcendent
Joined: Aug 16, 2005
Messages: 228
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I agree, the AoE on the SMG abilities is ridiculously small. This is probably why it is one of the most under-utilized operative trees in the game. If the high IS cost of these abiliities is due to the fact that they can (supposedly) hit multiple targets, then I would like to suggest expanding the AoE of these attacks, or reduce the IS and have them only hit one target, or make some of the specials usable in interlock.
I'd like to use SMGs more in-game for the "style" and "matrix feel", but it is simply not an effective tree cost/benefit-wise. How often do you see SMGs being used in PvP? If this is supposed to be a high-damage, AoE class, I would think that it would be used more.
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03/27/2006 10:54:23
Subject:
Re: SMG Specialist
LiquidZ
Jacked Out
Joined: Aug 17, 2005
Messages: 720
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This bug still exists.
Using SMG skills is impossible as long as you free fire with a pistol.
Is this intended functionality or bug?
03/27/2006 17:02:59
Subject:
Re: SMG Specialist
krytical
Mainframe Invader
Joined: Aug 15, 2005
Messages: 3716
Location: 127.0.0.1
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I don't know what bug you are talking about.
I usually free fire with SMGs and I can do ranged Pistol Executions with handguns just fine or any other SMG special.
The IS costs are perfect now, thank you devs for looking into this.
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03/28/2006 10:55:27
Subject:
Re: SMG Specialist
LiquidZ
Jacked Out
Joined: Aug 17, 2005
Messages: 720
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I have'nt tried it again today... but it was still there in the last patch...
Take duel pistols equip them and shoot a target free fire.
Now with your free fire still enabled try to use direct fire, or full auto redux.
The attack looks like it is working but it stops before it finishes.
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