Confirming FRKN - 3K Patch thoughts

Post » Thu Jul 21, 2011 6:56 pm

So I already know there was a thread on this gun and I saw that in the patch (coming with the DLC) that this weapon will be changed. Not sure how but if anyone can give me an insight please tell. I really wanna use and like this weapon but its to hard to use what with the pause time in between bursts and the low damage. So any help would be apriciated Thnx everyone.
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gemma
 
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Post » Fri Jul 22, 2011 2:45 am

So I already know there was a thread on this gun and I saw that in the patch (coming with the DLC) that this weapon will be changed. Not sure how but if anyone can give me an insight please tell. I really wanna use and like this weapon but its to hard to use what with the pause time in between bursts and the low damage. So any help would be apriciated Thnx everyone.

To put it simply, it will be equal to all the others. Instead of a .75 second burst, it will have a half second burst. It's going to look great IMHO.
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Lyndsey Bird
 
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Post » Fri Jul 22, 2011 7:22 am

So I already know there was a thread on this gun and I saw that in the patch (coming with the DLC) that this weapon will be changed. Not sure how but if anyone can give me an insight please tell. I really wanna use and like this weapon but its to hard to use what with the pause time in between bursts and the low damage. So any help would be apriciated Thnx everyone.


Frkn3k damage increased
Frkn3k refire rate increased
Frkn3k triple burst recoil changed to make the weapon behave better
Frkn3k accuracy changed to act similarly to that of the other ARs when moving/not in ironsights


From: http://www.splashdamage.com/node/832

So... pretty much all good things. Might actually make it a viable killing machine.
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Anna S
 
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Post » Thu Jul 21, 2011 5:07 pm

5 round burst , and that gun would've been golden.....i guess the new fixes work well too.
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Kahli St Dennis
 
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Post » Fri Jul 22, 2011 4:06 am

5 round burst , and that gun would've been golden.....i guess the new fixes work well too.

I'm sorry, but 5-round burst sounds a bit weird to me. Sure, It would've helped the gun in the long run, but what gun today shoots 5 rounds from one trigger pull?
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Justin
 
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Post » Thu Jul 21, 2011 10:57 pm

Thnx alot any other discussions can be cominced i dont relly care what u guys talk bout as long as there's no trolling MATURE AS POSSIBLE PLAEASE thnx and also somthing realivent not '"I WAN'T DLC NOW!!!!" Complaing.
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Emily Martell
 
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Post » Fri Jul 22, 2011 3:04 am

Thnx alot any other discussions can be cominced i dont relly care what u guys talk bout as long as there's no trolling MATURE AS POSSIBLE PLAEASE thnx and also somthing realivent not '"I WAN'T DLC NOW!!!!" Complaing.

English please?
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Catharine Krupinski
 
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Post » Thu Jul 21, 2011 4:47 pm

English please?
I was able to interpret that he doesn't want any DLC complainers or trolling. He also (ironically) said to be mature.
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Michelle davies
 
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Post » Fri Jul 22, 2011 4:21 am

I know im defenitly not the oldest on these formus i happen to be 13 but I happen to know what mature means so yes no trolls lets talk weapons or sometin realvent
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sam westover
 
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Post » Thu Jul 21, 2011 8:52 pm

From: http://www.splashdamage.com/node/832

So... pretty much all good things. Might actually make it a viable killing machine.


So. Given all the waiting, I thought I'd put my time to use for the good of the community.

Just built a new character around this weapon - to give it a good run.

Although I only used it for a few minutes before discarding it prior to patch, I do remember the refire rate was pretty poo. It has improved, to the point where it may be a serviceable sniper replacement. Know your maps and hit from range (w/ a COGA preferably and front grip - this AR is about accuracy at range, keep your groupings tight and kneel when possible). If someone gets medium to close, discard it for a 'poser-hoser' with appropriate ammo size. I've been relying heavily on the Tampa since patch (it looks neat w/ a D-Flex & mb - I've even had people ask what gun is that?), but whatever works for you.

Anyway, back to the FRKN-3K. I am @ level 5 now, and the lack of an underslung GL is causing me to change my playstyle/habits yet again. Only time will tell how this weapon scales with the engi's enhanced weapon buff at later levels. One thing for sure, if you use this effectively - you WILL draw aggro, esp. from engi-snipers despise opponents that reload less and cycle faster. Consider yourself warned - be ready to move.

EDIT: This is from the perspective of a PC platform , so standard caveats apply.
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Cedric Pearson
 
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Post » Fri Jul 22, 2011 7:37 am

I'm sorry, but 5-round burst sounds a bit weird to me. Sure, It would've helped the gun in the long run, but what gun today shoots 5 rounds from one trigger pull?


i'm sure there a few 5 round burst ar's but i know i've seen some 5 round burst ar15 and m4 , i agree its not a standard function but simply saying if the gun was 5 round burst initially you'd see it alot more in games.

either way, glad there making the proper tweaks for the weapons ....everyone uses a similar load out as it is now.
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Melung Chan
 
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Post » Fri Jul 22, 2011 8:33 am

the shotguns need more of an Improvement in my opinion. at point blank range i have trouble hitting people.did the update improve the shotguns on the PC version?
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Adam Kriner
 
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Post » Thu Jul 21, 2011 10:13 pm

I'm sorry, but 5-round burst sounds a bit weird to me. Sure, It would've helped the gun in the long run, but what gun today shoots 5 rounds from one trigger pull?


How EPIC :mohawk: does that sound though? :gun: 12345 12345
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Roy Harris
 
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Post » Fri Jul 22, 2011 12:58 am

The STA-52 silenced version in Killzone 3 is 5 round burst.
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Adrian Powers
 
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Post » Fri Jul 22, 2011 1:13 am

So. Given all the waiting, I thought I'd put my time to use for the good of the community.

Just built a new character around this weapon - to give it a good run.

Although I only used it for a few minutes before discarding it prior to patch, I do remember the refire rate was pretty poo. It has improved, to the point where it may be a serviceable sniper replacement. Know your maps and hit from range (w/ a COGA preferably and front grip - this AR is about accuracy at range, keep your groupings tight and kneel when possible). If someone gets medium to close, discard it for a 'poser-hoser' with appropriate ammo size. I've been relying heavily on the Tampa since patch (it looks neat w/ a D-Flex & mb - I've even had people ask what gun is that?), but whatever works for you.

Anyway, back to the FRKN-3K. I am @ level 5 now, and the lack of an underslung GL is causing me to change my playstyle/habits yet again. Only time will tell how this weapon scales with the engi's enhanced weapon buff at later levels. One thing for sure, if you use this effectively - you WILL draw aggro, esp. from engi-snipers despise opponents that reload less and cycle faster. Consider yourself warned - be ready to move.

EDIT: This is from the perspective of a PC platform , so standard caveats apply.

You use the UGL? Wow, though I'd never say this, but you have skill if you can use it with effect. When I first tried it out, I killed myself. Never touched it since.
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*Chloe*
 
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Post » Fri Jul 22, 2011 3:11 am

You use the UGL? Wow, though I'd never say this, but you have skill if you can use it with effect. When I first tried it out, I killed myself. Never touched it since.

i use it all the time its pretty easy and good.its best used when your a soldier but is still useful on other classes
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TASTY TRACY
 
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Post » Fri Jul 22, 2011 4:07 am

i use it all the time its pretty easy and good.its best used when your a soldier but is still useful on other classes


Best when paired with 'nade buffs from the soldier - it is confirmed on SD, they stack with the UGL - just not the Lobster/Ezy-nade.

To-Tstan: I find it works better if I use burst fire w/ADS on a slower AR like the Gerund/Rhett, recovers from recoil quicker. Someone tries to rush you, drop em with the UGL, ADS and two bursts to take out (+ if they're downed they aren' dodging), maybe another to make it permanent. Rinse'nRepeat.

With cover and distance with this combo, you can keep down an entire team through a narrow area.

To Lost Goblin: Post weapon patch I moved to the Mossington as my secondary on my Heavy. Talk about effective, you can now hit the side of a cargo ship - intentionally (and combines perfectly with downed fire).

All up the winners w/ the weapon balance patch was the entire game, because heavies became viable. Keep in mind the weapon strengths/weaknesses may always be in a state of flux, given that the much toted cvars allow the devs to adjust between DLC. .
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MR.BIGG
 
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Post » Thu Jul 21, 2011 6:12 pm

[quote name='h0UNd' timestamp='1311226086' post='18150962']
To Lost Goblin: Post weapon patch I moved to the Mossington as my secondary on my Heavy. Talk about effective, you can now hit the side of a cargo ship - intentionally (and combines perfectly with downed fire).

thanks for the info
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HARDHEAD
 
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Post » Thu Jul 21, 2011 7:37 pm

lets talk weapons or sometin realvent



you part jamaican?! haha.

plus one fa dem frkn 5 rund burst shottas !!! bwoooi !! me pop one in dem blood clot seeeen!? right down by da beeech !!!
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Jynx Anthropic
 
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Post » Fri Jul 22, 2011 2:51 am

Bumbaclot!! :biggrin:
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Kat Lehmann
 
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Post » Thu Jul 21, 2011 6:02 pm

Actually played with it today. put a UGL on it and shoot it then burst someone and it has tremendous effect. :obliviongate:
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Everardo Montano
 
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