I agree, those stats are abit crazy, but it's not much different from mainstream guns.
Quote:
Originally Posted by npcserver
Gun Stats for 'HK416':
Damage: 21
Rate of Fire: .15
Freeze: .05
Reload: .55
Spread: 0.08 (9.16°)
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Guns as a whole have terrible stats now- PPA-exclusive or not.
From my understanding, the stats were based on point-system a chart, where each variable's points round out, and the gun's total points reflected the price.
In theory, it's genius; it'd work great- but only if you give each variable the appropriate weight; which I don't believe they understood how much bearing the variable 'freeze' has on the gun as a whole.
Prior to the change, firing a bullet left you vulnerable with a freeze, so timing your shots was imperative to survival. Timing your shots, in conjunction with dodging bullets was how skill was measured.
Nowadays, there is no repercussion for spamming your gun. You hardly lose any walk speed upon firing your shots, so the application of skill is really not necessary.
These guns have far too little freeze to really test the degree of somebody's PKing aptitude. I feel bad for the newer players, as they'll never experience the competitive game I grew up with.
It's evident that, while the idea has merit, the creator was no PKer, and had no idea how to properly weigh gun variables.
And to add insult to injury, they released the Tenac shortly after-- It's like a bad joke that nobody ever apologized for. Thing's sort of an AC / Shotgun / Souizen hybrid. It makes other guns practically obsolete.
We went from having to manually selecting guns from our inventory, to having hotkeys, and now we've got a gun that does everything, so changing weapons to adapt to a new battle scenario isn't even necessary.
The idea of PPA having slightly overpowered weapons isn't bad; back in the day, PPA and PI's exclusive weapons had a slight competitive edge over the others.
The idea of it being a staff-exclusive guild is. PPA back in the day gave players something to shoot for. It had a strict set of rules, and a strict sense of recruitment, but it was attainable by players what would prove to be an asset.