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More stats, and from a more frequent MM player... | |
Posted By: munky-058 <munky.058@gmail.com> | Date: 1/11/13 1:45 p.m. |
In Response To: Wu is a cool man. Boltshot is still OP. (NsU Soldier) : 1.) : Range15s's Current Deaths by...
: Total Matchmaking Deaths - 1662 (1625 sans Flood.) : Boltshot - 40/1625 - 2.46%
: Total deaths by close-quarter weapons and sidearms - 278/1625 - 17.1% : Total percentage of Boltshot deaths from close-quarter weapons and sidearms -
: Quite a bit more than "just under 2.4%". As far as close-quarter weapons go, a bit under one in nine being Boltshot-related (as this list includes the rare pulse-fire kills done by it), is still a relatively small number, no? And only five more deaths than at the hands of a magnum, which you rarely see on the field. : - Boltshot killed him more than both sidearms COMBINED. You know, when he has zero deaths by plasma pistol, you can say that about any weapon that has even one less kill than a boltshot... : - Boltshot killed him more than Scat Shot, Grav Ham, Shotgun and Sword
39 vs 40? Why didn't you toss in the plasma pistol into that mix for moar weapons that fit into the outrage? Again, as Wu said, you don't spawn with any of those other weapons (and good luck ever seeing a Hammer on the field), so of course kills by them in relation to the boltshot will be lower... BUT... As someone who has a much higher amount of time on the field (distributed fairly evenly among the different gametypes, with Slayer variants being the only significant outlier), I have significantly different results. Korny's Current Deaths By... (Percentages end at hundredths.) Total Matchmaking Deaths - 4096 (3892 sans Flood.) Boltshot - 78/3892 - 2.00%
You failed to include the AR in your results, which is considered a close-range weapon. You did include the suppressor, which is also in the same category. I also won't include the Storm Rifle, if only for neatness, and because the majority of players have a negligible percent of deaths associated with it. Total deaths by close-quarter weapons and sidearms (Not including AR) - 768/3892 - 19.73% Total deaths by close-quarter weapons and sidearms including AR - 965/3892 - 24.79% Total percentage of Boltshot deaths from close-quarter weapons and sidearms (No AR) - 10.16% Total percentage of Boltshot deaths from close-quarter weapons and sidearms (with AR) - 8.08% Total percentage of AR deaths from close-quarter weapons and sidearms - 20.41% - One out of every four of my deaths is from a close-range weapon (not including grenades). Out of those, less than 10% are from a Boltshot, despite it being a loadout weapon. - If you combine my two Plasma Pistol deaths with my magnum deaths, it equals the number of deaths I've had with the Boltshot. - Despite being a Loadout weapon, my Boltshot deaths only outnumber the other two most common deaths I have at the hands of close-range Power Weapons (Scattershot and Sword). Adding either of the others (Shotgun or Hammer) outnumbers the Boltshot. Also, consider that for all intents and purposes, the Gravity Hammer only exists in the Infinity Slayer playlist as an extremely rare Ordnance Drop. - Melee takes the day in CQC, as per Halo tradition. -The AR has more than double the percentage of Boltshot deaths, but there isn't a loud outcry against it, despite the fact that it is also a loadout weapon. I predict that AR deaths also outnumber Boltshot deaths among the majority of other players.
: The biggest thing I take away from this.
: I believe that the Boltshot will generally be the dominant sidearm you will
Agreed. But it doesn't help that Plasma Pistol deaths are extremely rare across the board, and the magnum lacks the versatility of the other two guns (making it a less appealing weapon to include in a loadout). : ... The Boltshot needs its primary fire beefed up a little and the
I also agree here. PP definitely needs to pack a punch with the primary fire, preferrably with a greater stun effect than other weapons (affecting turning speed would be optimal) to differentiate its fire from the other two sidearms, while making up for its lack of a headshot ability. An increase in Boltshot primary fire damage would also benefit its inability to zoom in, and it would increase the inclination for players to use the primary fire (which would use up more of its ammo as a result, as well). As far as nerfing the Boltshot goes, maybe making it take longer to charge up would do, as it gives people more of a window to react to it. This would negate the need to nerf its range and power, as people wouldn't be taken by surprise as often. tl;dr version: - Is the Boltshot a devastating weapon in MP's sandbox?
-Should it be nerfed?
-Do the numbers justify the outrage towards the Boltshot?
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