Fully certed, which one is better in close quarters? not counting reloads atm id say GD-22s, however i see the EM1 has softpoint rounds and i dont know if that would push it in its favor.
The EM1 will be better for CQC. With the EM1 you get a faster rate of fire, the option of soft point rounds, and a 100 round magazine. With the GD-22s' 50 round magazine (and no option for soft point rounds) you have to stop, find cover and reload often. The GD-22s is still an effective weapon and one of my favorites but the EM1 wins out between the 2 in the CQC aspect.
The one that gets the better hip fire bonus attachment and better hip fire bonus ammo. Attachments > Weapons
Was there ever an MMO to use the term "sidegrades" before PS2? I've played a lot of MMOs along with PS1, but I don't remember seeing the term in context until the cert system was revealed.
imo sidegrades do make you more powerful because you can tailor yourself to a situation better giving you an edge.
EDIT-- Wolfie beat me to it. No, because it's nonsense. If it's 'different' it's better at something by default. Especially nonsense in planetside 2 where you have no death penalty and you respawn in front of an equipment terminal to pull otu whatever you want. If you have both the CQC weapon and the long range weapon, you are better at CQC and long range than the guy who has neither, because you will bring the one you need, and can go change at will.
You cannot carry whatever you want, only have access to it. You may get killed and go respawn to bring the weapon you need, but the situation may change during that interval and suddenly you're bringing a shotgun to an anti-sniper duel. You certainly can go change at will, but the situation may again change in the interval. In the sense of attachments for the weapons, they seem to smooth out some of the glaring differences between weapon choices, giving you the ability to use the same weapon in multiple roles. Some of the weapons available are better at this than others, of course.
and this makes it less impacting then it otherwise would be but you still get an edge in certain situations.
all round weapons will only shine on people that is truly skilled on all fronts, else i think a specific weapon for that specific situation will always carry you ahead
Personally I prefer the GD-22S with IRNV and a Laser. If I know my fights are going to be primairly CQC (Inside a Bio-Lab) I use the Piston SG with extended mag. I have almost all of the NC heavy LMGs (SAW, SAW-S, EM1, EM6, GD-22S) fully certed, for accuracy and damage IE. Compensators, Grips, Reflex or 3.4x Scopes and Soft Point on ones that have it and I do best with the GD-22S. I have poured a boatload of certs into them. The next best one I have used is the EM1 and it is slightly better in CQC but is worse past 10M. Sad part is the GD-22 is the first one after the SAW that I upgraded and all the certs spent on the other weapons after that were a waste .
Disagree on both. If you have an open field battle and the best gun for open field, you are 'more powerful' but situational and balanced, yes. But that's not a deep enough view. When that open field fight goes well and the enemy has been pushed back, it's time to chase them indoors. Nothing in Planetside2 has actually made you specialize or choose open field for any length of time, accomplishment, or distance. You can walk right back to the sundy, grab your CQC gun and another nade, and charge inside. If you didn't have that second weapon available, you could not be that effective. Thus we are no longer horizontally progressing, but vertically progressing. You have everything in VERY easy reach all the time, so the drawbacks and balacing factors to horizontal are not there, and you just get stronger and stronger. Some bone head not getting a different weapon out when he could, is not an argument. Someone FLANKING that bone head and 'changing the situation' by coming at him with a CQC weapon from the side is not an argument either, it's just my own argument viewed from the other side. Someone Couldn't win at open field so they pulled out a weapon to attack with up close and pressed the advantages. Back to the same point. More advantages and no restrictions between them = stronger character = vertical progression, not horizontal. Weapons and attachments are not separate. A weapon and the attachments it has available need to be looked at as a whole picture to decide it's purpose. The EM1 getting the advanced laser sight and softpoint does not mean it's just 'better at this than others', it means THAT IS A CQC GUN. This is not just arguing wording. It's arguing a decision making process. If someone asks what is the best for CQC, you don't tell them the one with the lowest TTK at short distances according to a spreadsheet and then recommend attachments for it because that's backwards. The attachments do more to shape the weapon than it's own stats. You recommend them the weapon that gets the advanced laser sight and softpoint.
I sure am glad you're here to point out how wrong I was, VK. Thanks. Your disagreement on both points has really set me straight.
I prefer the EM1. I used to use the GD-22s, but I got sick of getting obliterated in 1v1 situations by VS/TR's ridiculous rate of fire/accuracy. I find EM1 fairs alot better at both CQB & mid/long range. Also, the EM1 has no horizontal drift at all when burst firing. (the GD-22s drifts slightly to the right)
in my honest opinion right now just don't pick up soft point on any gun, High velocity is just way better with only one negative, with so many negatives on the soft point Soft point + 10M full damage to 15M Full damage - looses damage past that range - Looses speed So 15M-75M which your damage will now drop faster +15m then it did at 75m with NC guns High Velocity +Travels Faster +Increases the range till you hit your damage cap at +15m -A little bit more recoil (which is stopped by the famous foregrip/comp combo from machine guns) So 10m-90m Effective range Lets do the math 200 damage with HV takes now 90 meters to make itself go down to 167 damage = 33 damage loss from 10-90m away 200 damage with SP takes now 90 meters to make itself go down to 143 damage = 57 damage loss from 15m to 75m at 25% of it's drop off range the SP does 14 points of less damage where at 25% of Hv does 8 points less of damage so at 30M your gun looses 8 damage SP you loose 14 points of damage at 30 m so at 15m with HV you loose 0.0625% of your damage which is 2 points making you deal 198 which it does make you need one extra bullet to kill 0.017 % does 1 point less damage, increases your TTK at 16m by the same amount, if you pick up soft point you pretty much kneecap yourself to only CQC where High velocity, improves CQC,Medium, and long range combat due to it's increased range I'm using percentage from starting to max to see how far away obviously 0m (after 10 or 15m) 0% and full damage and 75/90M) Now if we add a carbine looses an extra class so 121 on carbines 200 - 121= 79 less damage is one less damage So HV after max range looses 0.33 damage for each 1% of it's max range it travels (0.8M) Standard looses looses 0.33 damage for each 1% of it's max range it travels (0.65M) SP looses 0.57 for each 1% of max range it travels (every 0.6M) SP Carb looses 0.79 for each 1% it travels (every 0.6m) but honestly it's up to you if you find the +5m is useful as all the guns DPS TTK are designed to take one more bullet if they loose one damage 200= 199 x 6 = 1194 (kills nano weave 1-5) 200 x 5 = 1000 (kills a player/Non nano weave 4 i believe Infil) 167= 166 x 7 = 1162 (kills nano weave 1-5) 167 x 6 = 1002 (kills a player/Non nano weave 4 i believe Infil) 143= 142 x 8 = 1136 (kills nano weave 1-5) 142 x 7 = 1001 (kills a player/Non nano weave 4 i believe Infil) but soft point immediately gets countered by one cert which is Nano weave which requires soft point to take a extra shot to kill in this 11-15m range and non soft points do not have too TLDR? Nano weave 1 (1 cert or 10 i don't remember level 1) counters any reason to get soft point (100 certs) ANYTHING that makes you resist 0.05% of the damage, makes soft point worthless so Vs Medics? Useless Vs HA? useless (45% resist or absorb 625 damage) from 200-143 damage doesn't make a difference both need 8(200/199),9(167/166) or 11(143/142) bullets to kill Vs Nano weave1 (4 if Infil)? useless Again it's all up to you but all the math is against soft point's existence
Personally I prefer the GD-22S with IRNV and a Laser. If I know my fights are going to be primairly CQC (Inside a Bio-Lab) I use the Piston SG with extended mag. I have almost all of the NC heavy LMGs (SAW, SAW-S, EM1, EM6, GD-22S) fully certed, for accuracy and damage IE. Compensators, Grips, Reflex or 3.4x Scopes and Soft Point on ones that have it and I do best with the GD-22S. I have poured a boatload of certs into them. The next best one I have used is the EM1 and it is slightly better in CQC but is worse past 10M. Sad part is the GD-22 is the first one after the SAW that I upgraded and all the certs spent on the other weapons after that were a waste .