worst weapons

Post » Fri May 27, 2011 7:35 pm

here are some of the worst weapons in the game i think....

FR3N AR damage is good but with that slow burst fire an auto pistol can take you out before you fire again

any grenade launcher they dont do damage only knock back and stun for like .00005 of a sec
(seriously grenades are a joke and the stun is crap i could handle if it only knock down but theres NO STUN AT ALL).

a pistol if not a light class

shot guns ive put rounds into a person with a buff and it took the whole clip

if anyone else has something to add go ahead or you dont agree would like to hear why

Sniper rifles (i not saying they svck) the maps arnt sniper maps they are close quarter battles most of the time or mid range this games not built for a long range sniper.
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Marine Arrègle
 
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Post » Fri May 27, 2011 8:14 pm

Shotguns are GREAT.

Get close, one shot knockdown, then melee.

I prefer being a Light, though, so no shotgun for me (probably safer for everyone that way).

I haven't really played with the Grenade Launcher, but it's been used against me, and it seems like a great weapon for crowd control - not great damage, but the knockdown radius is pretty brutal and it helps your team control the fight when the other guys keep falling down. ESPECIALLY when they're Lights - seriously, skilled grenade work is terrifying for a Light player.
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Riky Carrasco
 
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Post » Fri May 27, 2011 8:21 am

I like shotguns I used to use the heavy shotgun which was great, as for grenade launchers the EZ-Nade had a somewhat lulz quality but other than that it was pretty hard to get any kills with it. I also agree with the sniper rifles the game really lacks maps where sniping is actually useful at all. Pistols are great secondaries especially if you run out of ammo, their not meant to be powerful there a just in case you run out of ammo you can switch o it instead of reloading.
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 1:08 pm

I find that the sniper rifles are situational weapons. If your team is held back and they are held back in a stalemate, whip out a sniper from the closest command post and pick off the enemies. ^^ It's a support weapon in Brink.
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Killah Bee
 
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Post » Fri May 27, 2011 9:49 am

Sniper rifles are pretty bad in this game, unless you're an AI/bot... in which case you have a 90% headshot rate anyways =P The problem here is that they have much, much stricter aiming requirements than other weapons (you pretty much have to get a direct chest or head shot in order to do any damage at all, seems like hitting an arm or leg wont even phase the target), and with how fast people move, and the fact that this game forces close quarters combat 80% of the time, there's just no point to trying to use precision rifles.

I've found the shotguns decent, but the major issue with them is that it takes you longer to put out 2-3 rounds to kill a target than it does for someone with an smg or AR to kill you. As in most FPS/TPS games, shotguns arent really given the power they need to win in head-to-head close quarters combat, which defeats the whole point of using them. The only time shotguns are really good here is if you sneak up behind someone, and that isnt likely to happen unless you're a light body type (and they cant use shotguns, go figure).

The miniguns, AR's, and grenade launchers are all pretty useless for non-soldier classes, since they have severe ammo restrictions. Grenade launchers in general svck for damage, and they really should explode on impact rather than just bouncing off walls or rolling on the ground like a handheld frag grenade. You'll probably never see a non-soldier using the launchers because they dont have enough base ammunition to kill even a single player.
Miniguns are great fun, but anyone other than a soldier is going to run out of ammo likely before you even get 2 kills with them, and the equip and reload speed force you to stay in cover longer than it would take to regenerate your health bar.

For assault rifles... most of the time you have 50-60 rounds available split between two or three clips. It generally takes half a clip (15-20 rounds) to get one kill. That means you can net 3-6 kills before you're completely out of ammo. With most SMGs, you have 180-210 rounds, and take 20-25 to net one kill, meaning you can get 8 or more kills before running out of ammo, so long as your aim is decent. For anyone other than a soldier who doesnt have to worry about ammo constraints, the SMGs are just all around a better choice.


Pistols are ok, though, not sure why you're complaining about them. I use the Tokmak pistol as my medic/operative secondary, and I get kills more often with it than I do with an SMG. The thing fires as fast as you can click the mouse button, has a 27 round clip, and only takes 5-6 rounds to kill someone, plus it has pretty decent range and accuracy even while moving.
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Brooke Turner
 
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Post » Fri May 27, 2011 10:45 am

1) the FR3N is great, sure the delay is a bit weird but its needed since its really powerful.
2) Grenades arnt for killin but crowd control. They work great for Soldiers.
3) Sea eagle and the revolver are great for any body type but theres no reason to use if youre not a light. Theyre in the game so the lights can have some kind of back up weapon.
4) Shotguns are great not sure why they arnt workin got you.
5) Snipers have their role but i do agree the maps are a bit small to actually use the big scope on them, but other than that theyre actually really good.

personally i think the Kross is the worse gun in the game next to the grenade launcher (the medium one) because the Kross is too weak. sure it doesnt have any recoil but still its really weak compared to the other smgs that have little to no recoil. The grenade launcher is a bit useless too since it takes up a weapon slot and we can already use regular grenades.
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Emily Rose
 
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Post » Fri May 27, 2011 5:49 am

Shotguns usually take 2 shots to kill lights and 4-5 on a light that is buffed. I don't get it but I'm shooting a light point blank 5 times and his health barely moves with each shot. He was standing still turned around... he didn't know I was there. I find Carb-9 to be superior.
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Jose ordaz
 
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Post » Fri May 27, 2011 8:43 am

Shotguns usually take 2 shots to kill lights and 4-5 on a light that is buffed. I don't get it but I'm shooting a light point blank 5 times and his health barely moves with each shot. He was standing still turned around... he didn't know I was there. I find Carb-9 to be superior.

As a Light player, I don't see that being the case.

Shotguns have knockdown at point-blank, as well as their damage.

With a Medic buff, Kevlar, Battle Hardened, and the Health CP, I have 3 extra health pips. 2 headshots from an unbuffed Mossington and I'm still out. Try not aiming at the guy's feet? (that may not be what you were doing, but it's my best guess)
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Emma louise Wendelk
 
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Post » Fri May 27, 2011 6:48 am

I've gone into high places with a Barnett and racked up kills to clear the area around our VIP.........and the shotgun is annoying in maps like Aquarium.......I haven't fought nade launchers though.......but yes, the famas look a like is horrible unless your a little bit past mid range....
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Yvonne
 
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Post » Fri May 27, 2011 8:53 pm

I really enjoy using the carb 9 and the tampa together very deadly combo
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Cheville Thompson
 
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Post » Fri May 27, 2011 6:06 am

I would like to see a slightly faster burst or at least the option to take a rapid fire clip for the FRKN 3K...as is I don't think it is worth taking.
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Lauren Denman
 
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Post » Fri May 27, 2011 4:53 pm

I [censored] love the shotguns! For the first time in an FPS for as long as I can remember, I'm actually getting OHI's just as frequently as 2-shot-incapacitations at point-blank range! This is probably gonna change when MP rolls around and my hit detection falls out the window, but I'm enjoying it against bots.

I hate the Carb-9 and Euston so far... after a couple bullets, the spread and recoil are throwing shots all over the show. I've found a love for the Gerund and Galactic in their places. I was looking forward to the Bulpdaun but it's pretty disappointing, based off low mag capacity and terrible accuracy. Still, it tears up in CQC. The Rokstedi is pretty terrible, especially unbuffed w/ a silencer, but I still love it to pieces.

I'd have to say that the Kalt seems pretty useless so far, it's totally out-classed by the Sea Eagle. Also the Ritchie seems more for novelty than practicality.

I agree with the comments on the FRKN-3K, the burst just has WAY too long a pause between them. If you miss one or two bursts, you're pretty much done for.
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Dean Ashcroft
 
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Post » Fri May 27, 2011 5:18 pm

I have to disagree with you on pistols. Tried using the Sea Eagle while playing on my medium, just to see how it handled and such... and the thing drops enemies pretty fast, been using it every now and then ever since.
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Ludivine Dupuy
 
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Post » Fri May 27, 2011 9:31 am

I have to say snipers were actually very useful for me. Well, to be honest I have only tried sniping defensively, and when I do snipe defensively, I whoop ass! So far I have been doing pretty well and I've playing against hard bots and paired with my turret and damage buffs, was able to keep the enemy back from completing even the first objective. I didn't even camp. I was all around the map getting kills. Even in the close-quarter sections(I got a few good quick-scopes, go ahead flame me) I was able to do extremely well. I would say the best pistols for a sniper would be the
The Tokmak, because of it's high capacity mag
The Belgo, because of it's good damage and fast fire-rate. And my personal favorite,
The Ritchie, high damage output if you can time your shots correctly and skifully.

As for shotguns, get closer and get the full reticle on them if they're not working for you.
As for the grenade launchers, I personally love the Lobster GL, and matched with an SMG with speed sling and SMG drum mags , you can knock the enemy on their asses then spray at them until they get back up, then SMART your ass around the corner and rinse and repeat.
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celebrity
 
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Post » Fri May 27, 2011 11:49 am

I enjoy every weapon, actually. The only thing's I don't exactly like are the FRNK 3K's massive delay in between bursts, and the fact that the weapon creates the sounds of firing four bullets (sounds like an extra one is being spat out before the actual burst).

Otherwise, It's great.
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Nims
 
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Post » Fri May 27, 2011 9:00 am

Somebody said the kross was bad? Really drum mag and its pretty much a great gun only has issues with taking down a fully buffed fat body type
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Isabella X
 
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Post » Fri May 27, 2011 6:24 am

I don't like the kross, but I've never got the drum magazine. I don't see the point in using the most accurate smg in the game if it sprays bullets around my red dot.
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QuinDINGDONGcey
 
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Post » Fri May 27, 2011 10:29 am

but anyone other than a soldier is going to run out of ammo likely before you even get 2 kills with them...


What!? I mow people down with this thing as a medic. Ive killed entire teams in one burst. Just keep in mind it's not an AR, you can't kill from a far distance and you'll do fine.
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lolly13
 
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Post » Fri May 27, 2011 5:15 pm

I find that the long range rifles (snipers) are incredibly useless. As it's been said before the maps are incredibly close cornered and if you are caught by someone else in your scope you are screwed. Also this is a Objective game not a, "I'm going to stand on this balcony and 'try' and shoot lights in the head." game. I find that snipers in this game in most cases (not all cases) are a detriment to the team as a whole especially if he's a medic or engineer....
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jennie xhx
 
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Post » Fri May 27, 2011 2:46 pm

Universal: Drognav, semi-auto pistols (excludes Sea Eagle and Ritchie), machine pistols, Carb-9 (I'd take Galactic over it every time, but that's rare since the Bulpdaun is so much better than all of them).

Light: Same as Universal.

Medium: Mossington Shotgun (in certain situations, never use a pistol with it), Grenade Launcher, FR3N AR (recovery between bursts is too long. M16 and Famas both suffered from this in CoD where if you didn't kill them, you were dead before you could fire again), and Rockstedi AR (too bad to use close range, I hate games that just rely on having the right weapon for the situation), and Universal.

Heavy: Auto-grenade launcher, Medium, and Universal.

Yeah, my arsenal is pretty small at this point. It'll probably change as I get more comfortable with this game.

On a side note, the Barnett is a great support weapon if you can take an elevated area and just teamshoot with someone (or pick off the light medics or classes that are needed to complete objectives). Very, very good support weapon.

Also, I've found that the Sea Eagle can be used on Mediums effectively as well. It kills just as fast as any SMG, it's such an awesome weapon. Also, I wanted something that I could quick swap if I needed to in a fight. SMGs just can't swap fast enough and carry all of the attachments to be useful at medium range.
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carly mcdonough
 
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Post » Fri May 27, 2011 2:14 pm

Drognav useless? Eh... I've had moderate success with it picking off medics from range, like in windows and stuff. Sea eagle works fine close quarters, just gotta compensate for recoil. It usually takes three body shots with the Drognav to down someone, two with a headshot. Plus it comes with plenty of ammo, and seeing as it's the only long range offensive weapon for the light class, it's pretty feasible to use it in maps like Container City, Security Tower and the Airport.

The Barnett is not a long range offensive weapon, I believe it's more of a support weapon, used to one shot people who are taking/defending objectives or are on MG nests and what not.

I hate the Tampa. There's no point in having a reticule with that gun, it couldn't even hit the side of a maintenance bot.
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Jesus Sanchez
 
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Post » Fri May 27, 2011 3:58 pm

Every weapon is useful. If you're having trouble with one, you're not using it correctly. They're all designed for certain situations.
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Brandi Norton
 
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Post » Fri May 27, 2011 8:20 am

The launchers have their own purpose. I've seen, though I'm not really keen to do, people hold entire teams down using molotovs, nades, and toob spamming. Was sick.

Also, pistols [censored] face. I don't know how many people I've annihilated with them. They're light weight, stupid accurate, no spray and virtually zero recoil. I've sniper people from way farther then my smg could ever hope to kill from, and I've mowed down multiple guys in a row using its ultra face melting accuracy and its fast as you can click rof... It's quick equip speed has saved me too many times. Just sayin, I love the things.

Short rifles are good when you need them. I've single handedly kept people from helping escort targets... You can have 20 guys around an objective, but if all the medics are dead hes not goin anywhere.

I hate shotguns... Well, hate getting shot by shotguns because at point blank they will both maim and knock you down. For my light hide, that's a promised death. On the other hand, I'm no good with them, so yeah... The problem is how close you gata be and at that range I just can't track the twitchy AI movements.

The burst fire rifle, that weapon... Bah. Its just too slow. If you could fire another burst right after the last round, it would make a viable accurate rifle. But its just too slow.

In the end, is have to say the burst rifle is the only lousy gun in the game. Everything else has a purpose to fulfill.
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SUck MYdIck
 
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Post » Fri May 27, 2011 10:12 pm

The FRKN 3K is the worst gun in the game. The burst fires are too slow and when you need up to 3 bursts sometimes against a buffed opponent, running into battle with this gun is a death sentence.

I'm not too big of a fan of the lobster either. The EZnade is a far better option although you need to be heavy to wield it.
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naome duncan
 
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Post » Fri May 27, 2011 5:52 am

Situational uses, I don't find any to be a "worst" at this point. They all have their uses and the right weapon with the right player is a deadly combo.

If you can't use it clearly it's not the right weapon for you, but I can bet plenty of people will get quite good with all the weapons other people hate.
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Jaki Birch
 
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