I get the impression that shotguns behave more like the Arothron now, in that they have a very narrow and unknown range of effectiveness. It’s not too close, in order to reduce face-hugging, but it’s not too far because they are shotguns. Using shotguns is now much more difficult…like the Arothron.
It’s really difficult to decipher how to get any shotgun too work right now. I don’t have but a few different styles, but I’m hearing people who use the others I don’t have are also having issues.
If people just need to close a small gap between you to reduce the effectiveness of your shotgun assault, then they will naturally do that. They naturally do that anyway. Keeping a shotgun in that narrow window of effectiveness is proving to be very difficult, but like the Arothron, I think this is the new way they will operate…until they change everything again.
I’m one of the few people who actually liked Arothron and played it quite a bit for a while. I don’t agree that other shotguns feel like them now (although I haven’t tested the reload ones).
What I’m seeing is that point blank wedging and pinning still works, but that trying to hit things while moving is now very inconsistent.
I miss my Arothrons. I wish I hadn’t sold mine when the price skyrocketed.
Heres the math if you want to verify my answer. I kind of came up with my own equations
total possible combos of 6 wins to 6 losses out of 6 = 64
1 6 win combo = 1
1 5 win combo = 6
1 4 win combo = 15
1 3 win combo - 20
1 2 win combo = 15
1 1 win combo = 6
odds 6 wins
1/64= 0.015625
odds 5 wins or more-
5 win scenarios plus 6 win scenarios divided by
total possible combos of win loss scenarios
which is 1 plus 6 divided 64 = 0.109375
odds 4 wins or more
4 wis combos plus 5 win combos plus 6 win combos divided by total possible combos
22/64= 0.34375
odds 3 or more wins
3 winC + 4winC +5winC plus6winc/ totalC= 0.65625
odds 2 or more wins
2 winC+ 3 winC+ 4 winC + 5winC +6winC/totalC = 0.890625
odds 1 win or more wins
1WinC + 2WinC +3winC +4winC+5winC +6 win+/ totalC
1+6+15+20+15+6/64= 0.984375
I never said it was but luck is a slight factor in the equation along with the both the known and unknown variables. Also that was just to demonstrate the minimum sample size you would need depending on the amount of wins or losses. If a player got 50 straight wins with 0 losses then you know for certain that is most likely a good player but if said player got 25 wins and 25 losses then you would need a higher sample due to the way that the bell curve works. There is some luck involved in pvp too suppose even if you brought the maximum amount of 4 players you still can’t pick the other 4 or the other team could have all destructor/cyclone bots vs tsunamis bots on your team so there is luck involved or lets say you got nothing but shotgun bots on your team on a very wide open map soo there is all kinds of things out of your control.
Take call of duty for example: In cod lets say you entered a free for all then your opponents would be close to random and everyone is on a even playing field. Lets say that the game offered you the option to look up all of your opponents stats including things like win rates and what not. That formula would take up the majority of the weight and would be a no brainer not to question the stats. If you saw a new player who only had 6 games but won all 6 free for all then even with a 6 game sample you can close to safely assume that is a good player.
Now in crossout there are all kinds of things affecting win rate from the types of builds people choose, whither they play solo or bring their friends and what not. Then you got to determine how much weight to add to each one into the equation. Now that will be next to impossible to calculate but you can still make a slightly accurate guess of a players true win rate and which zone that they belong in on the bell curve so you can still get it within 10% if they fall in the middle and the true percentage variance would decrease depending on how close to the extremes they are. So if an outlier player got something like a 35% winrate then you can be pretty confident the grand majority of the time that his actual skill is not higher than 40% but if someone got a 40% winrate it could be as high up as 50% but not very likely.
Something else i forgot to mention is that the bell curve wouldn’t necessarily apply to clan wars due to safe leagues and the game queuing you up in your own league so you would have something more akin to a straight diagonal line when comparing players among their peers in that league. Bellcurve is only factored into the equation if there are randoms in the mix in proportion to peers such as pvp or clan confrontation or battle for uranium.