Quote:
Originally Posted by Godzilla
The AA12 didn't do so, not in my eyes or the eyes of everyone that is "good"
I agree it had balancing to do but I don't think it deserved the big kick in the balls that it received.
It was merely in my eyes that the demand for a nerf was so high because of the amount of them being used. It's like the MVP AK, when it was released and there were 3 it was a killer but the 3 people with them weren't, so it didn't matter but once more were stocked and more people got their hands on them... Wil, Corey and other semi-decent players it became a problem that needed to be fixed (Although you already told me that the clip was a mistake that you didn't even know about)
What I'm trying to say I guess is; The gun was semi-overpowered but wasn't that big of a threat because of the amount that were circling in the economy but once every staff and their dog (good old australian saying) were using them it became an issue that was inevitable to avoid.
|
Ish is right. Just because the people who have a gun aren't good doesn't mean the gun itself isn't OP. Ish is the gun admin, not the player skill admin.
Quote:
Originally Posted by paintballdude956
This could be an interesting option either for all shotguns or for a new shotgun that has a lot better stats in trade-off for range.
My concern is actually scripting it. There's another weapon that's been in the works for a long time that's been halted because of a very similar issue with bullet lifetimes.
|
I was actually going to start looking into the projectile system to see what can be done.
I remember a while ago I was trying to make a gun that had a critical strike rating that would have run into the same problem.
The projectile system isn't that flexible, but I think it might be doable.