The HPR. Is it really worth it?

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Re: The HPR. Is it really worth it?

Post by caleeb101 » 14 Sep 2018, 03:28

Tetrino wrote:
13 Sep 2018, 23:26
i will always ask for a HPR as the B18 spec and you can't stop me
and for this, i diagnose you with terminal gay
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Re: The HPR. Is it really worth it?

Post by Alky » 19 Sep 2018, 19:45

I like the HPR.

I tend to use it for anything really, My favorite combo is the RC + QFA + BFA

With that combo, bullets would only scatter twice at most, a full burst would kill an Elder T1, but RC is a joke and people shoo me away with it, but it's scary for a xeno when you get a BFA burst of HPR ammo.

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Re: The HPR. Is it really worth it?

Post by LaKiller8 » 19 Sep 2018, 21:34

Autumn Blue proving every round that YES, the HPR is worth it in the right hands with QFA.
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Re: The HPR. Is it really worth it?

Post by Pogo92 » 27 Sep 2018, 13:54

The HPR is a great example of a tool the Devs could use to diversify the Marine experience but instead let sit collecting dust due to devastating inefficiency and rare gameplay. There is no reason SL's couldn't be given a HPR in their vendor at the start of every round to make a special Marine's day, and there would be no significant difference in Marine firepower for it. Instead it just sits behind a metaphorical display case to be envious of and basically never use (Unless you want to be annoying and selfish by requesting it every round until you get it, depriving others of things like metal and AP).

The solutions to adding more fun to the Marine's are already in the game, the Devs just don't deploy them. Instead of simpler additions like above they invest tons more resources into stuff like Burrowers and Warriors which just upset game balance and takes weeks or months to properly balance. Not to say we don't appreciate those things, but it's spending time fishing for food when you've already got smaller fish you can fry.

HPR goes on a list of things like rifle stocks adjustment, additional specs slots, mini-scope improvements, ect. that could make a bigger impact with less legwork.
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Re: The HPR. Is it really worth it?

Post by Nanu308 » 28 Sep 2018, 00:14

Just buy more AP, or even better, buy Claymores for someone that knows how to use em

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Re: The HPR. Is it really worth it?

Post by VentDuctConspiracy » 28 Sep 2018, 15:10

Pogo92 wrote:
27 Sep 2018, 13:54
The HPR is a great example of a tool the Devs could use to diversify the Marine experience but instead let sit collecting dust due to devastating inefficiency and rare gameplay. There is no reason SL's couldn't be given a HPR in their vendor at the start of every round to make a special Marine's day, and there would be no significant difference in Marine firepower for it. Instead it just sits behind a metaphorical display case to be envious of and basically never use (Unless you want to be annoying and selfish by requesting it every round until you get it, depriving others of things like metal and AP).

The solutions to adding more fun to the Marine's are already in the game, the Devs just don't deploy them. Instead of simpler additions like above they invest tons more resources into stuff like Burrowers and Warriors which just upset game balance and takes weeks or months to properly balance. Not to say we don't appreciate those things, but it's spending time fishing for food when you've already got smaller fish you can fry.

HPR goes on a list of things like rifle stocks adjustment, additional specs slots, mini-scope improvements, ect. that could make a bigger impact with less legwork.
The idea of putting the HPR in the SL vendor seems interesting. Perhaps if it was mutually exclusive with the flamer? Or if deemed too powerful, making it also cost the SL some points too? I'd say it would be worth making a gitlab for.

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Re: The HPR. Is it really worth it?

Post by Chatillon » 02 Oct 2018, 04:57

As an RO, I'm personnaly simply against the use of this gun for a lot of reasons:

- Metatarget: Give an HPR to a marine and as soon as he used it near the big fight, he will get metatarget as hell. As a xeno, killing a marine with an HPR mean that you suppress in ONE kill a total of 60 req points (80 if ammo supply) for a few moments until someone claim it back. With acid, you can even suppress it definetly.

- Users: Most (I say most) of the HPR users are dumb as fack. While this gun is designed for supressive fire while marines advance, most of its users use it as a spear head and run like dumbasses in front of the benos. This almost always end up with a spitting party on its users that finally get grabbed out by a xenos covered by a Boiler acid cloud. You lost the HPR 1 time out of 2 because the dumbass that plays it use Mag harness to be SURE that no one will stole it. It's a silent loss for the USCM of 60 point (well it's silent only if the user ISN'T Viperious. In case it's him, you have as bonus a guy crying to get saved/back his gun, mostly on Command channel because the fuck not)

- Cost: Most of HPR request arrive early in the round (before first drop for most), where req points are low. At that time, you need a FOB crate costing MINIMUM: 100 metal (20+21 points= 41) + 30 plasteel (40 supply points) costing minimum 81 points. You also need some spec ammo principally for Demo and Sniper that can add 40/60 points each. I would say that most of the times, early round you need between 100 and 200 points depending of the pop, the map, the FoB loc adn the specs. In low pop, the question of request an HPR isn't even existing. Answer is basically no. In high pop, You still have potential high needs of your points that finish at the same answer. The real question is what to do if you have points to spare.

Cost efficiency: We take the cost of a HPR crate --> 60 points. What can you buy for 60 points more cost effective than HPR?
- FOB mats: 150 metal (without cost increase)/ 50 metal + 30 plasteel/ 30 plasteel + 50 Sand bags (if Metal price is high)
- Medical supplies: 3 medical crates for Squad medics / Stasis bag crate (potentially saving lives) + Medical crate / Surgical trays crate + 30 points in case of field surgery
- Ammo: 2 power pack crates (4 power packs) / M41AP rounds crate + 17 points / RPG AP rockets / RPG HE rockets + 20 points / M42A incendiary + 20 points / 2 normal sniper ammo crate / 2 M4RA mag crate / Normal sniper + M4RA / AP M41 mag box + 20 points
- Attachments: (Yeah even some attachments are more valuable) BC crate x 2 (4 BC in total) / RDS crate (8 RDS) + 30 points (when RDS are out) / RDS + BC
- Weapons: 2 claymores crate (4 box, 16 claymores) / Grenade box ( For B18 spec. Yeah it cost 100 points I know)

Speaking of Cost efficiency, I would highly prefer to hand 8 claymores to a minefield adept like Kesserline and command 2 more BCs for valuable Marines than an HPR. More over, Even with having to buy the BCs + AP you can create 4 APR (M41 AP ammo x3 + M41 + VG + BC + RDS in burst fire is just deadly) in 100 points and those, givin to good marines are far more deadly than 2 HPR (by the way, as its normal M41, you forgot the problem of metatarget of HPR).

However, as some argued before, giving it in SL vendors is purely madness, we will have people rolling SL only for the weapons and not for leading (we already are in need of correct SLs). So personnaly, there is 2 choices: Reduce the cost of the HPR to make it more cost efficient or give it only to your personnal whitelisted people. In my personnal white list, there is only Autumn Blue.
Last edited by Chatillon on 02 Oct 2018, 07:12, edited 1 time in total.
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Re: The HPR. Is it really worth it?

Post by Bancrose » 02 Oct 2018, 06:48

Chatillon wrote:
02 Oct 2018, 04:57
As an RO, I'm personnaly simply against the use of this gun for a lot of reasons:

- Metatarget: Give an HPR to a marine and as soon as he used it near the big fight, he will get metatarget as hell. As a xeno, killing a marine with an HPR mean that you suppress in ONE kill a total of 60 req points (80 if ammo supply) for a few moments until someone claim it back. With acid, you can even suppress it definetly.

- Users: Most (I say most) of the HPR users are dumb as fack. While this gun is disigned for supressive fire while marines advance, most of its users use it as a sprear head and run like dumbasses in front of the benos. This almost always end up with a spitting party on its users that finally get grabbed out by a xenos covered by a Boiler acid cloud. You lost the HPR 1 time out of 2 because the dumbass that plays it use Mag harness to be SURE that no one will stole it. It's a silent loss for the USCM of 60 point (well it's silent only if the user ISN'T Viperious. In case it's him, you have as bonus a guy crying to get saved/back his gun, mostly on Command channel because the fuck not)

- Cost: Most of HPR request arrive early in the round (before first drop for most), where req points are low. At that time, you need a FOB crate costing MINIMUM: 100 metal (20+21 points= 41) + 30 plasteel (40 supply points) costing minimum 81 points. You also need some spec ammo principally for Demo and Sniper that can add 40/60 points each. I would say that most of the times, early round you need between 100 and 200 points depending of the pop, the map, the FoB loc adn the specs. In low pop, the question of request an HPR isn't even existing. Answer is basically no. In high pop, You still have potential high needs of your points that finish at the same answer. The real question is what to do if you have points to spare.

Cost efficiency: We take the cost of a HPR crate --> 60 points. What can you buy for 60 points more cost effective than HPR?
- FOB mats: 150 metal (without cost increase)/ 50 metal + 30 plasteel/ 30 plasteel + 50 Sand bags (if Metal price is high)
- Medical supplies: 3 medical crates for Squad medics / Stasis bag crate (potentially saving lives) + Medical crate / Surgical trays crate + 30 points in case of field surgery
- Ammo: 2 power pack crates (4 power packs) / M41AP rounds crate + 17 points / RPG AP rockets / RPG HE rockets + 20 points / M42A incendiary + 20 points / 2 normal sniper ammo crate / 2 M4RA mag crate / Normal sniper + M4RA / AP M41 mag box + 20 points
- Attachments: (Yeah even some attachments are more valuable) BC crate x 2 (4 BC in total) / RDS crate (8 RDS) + 30 points (when RDS are out) / RDS + BC
- Weapons: 2 claymores crate (4 box, 16 claymores) / Grenade box ( For B18 spec. Yeah it cost 100 points I know)

Speaking of Cost efficiency, I would highly prefer to hand 8 claymores to a minefield adept like Kesserline and command 2 more BCs for valuable Marines than an HPR. More over, Even with having to buy the BCs + AP you can create 4 APR (M41 AP ammo x3 + M41 + VG + BC + RDS in burst fire is just deadly) in 100 points and those, givin to good marines are far more dealy than 2 HPR (by the way, as its normal M41, you forgot the problem of metatarget of HPR).

However, as some argued before, giving it in SL vendors is purely madness, we will have people rolling SL only for the weapons and not for leading (we already are in need of correct SLs). So personnaly, there is 2 choices: Reduce the cost of the HPR to make it more cost efficient or give it only to your personnal whitelisted people. In my personnal white list, there is only Autumn Blue.
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Re: The HPR. Is it really worth it?

Post by Chatillon » 02 Oct 2018, 07:08

@Bancrose, I've rolled RO for 20/30 rounds in the past weeks to learn the Req bay shit in detail
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Re: The HPR. Is it really worth it?

Post by CABAL » 02 Oct 2018, 11:10

All HPR does, the smartgun does better. PFC with HPR is basically a ghetto spec.
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Re: The HPR. Is it really worth it?

Post by Audi_Gzz » 02 Oct 2018, 12:28

When a person actually uses it for suppresive fire yes, but marines usually unga to the front lines with that shit and die.
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Re: The HPR. Is it really worth it?

Post by spartanbobby » 02 Oct 2018, 15:03

Negative

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I know what one I'd pick
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Re: The HPR. Is it really worth it?

Post by NicoDeimos » 02 Oct 2018, 18:05

I've only ever gotten to use it once when an RO generously handed it out to the first random PFC to come to req mid-round.
I got to fire off one burst before promptly getting tackled and dragged off. It definitely was not a value-add in that instance. :|

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Re: The HPR. Is it really worth it?

Post by Audi_Gzz » 03 Oct 2018, 01:35

spartanbobby wrote:
02 Oct 2018, 15:03
Negative

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I know what one I'd pick
Yep. I need em Enzymes and shit.
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Re: The HPR. Is it really worth it?

Post by JJG » 03 Oct 2018, 05:28

Never ever buy an HPR. Don't buy mortars, don't buy Sniper Inci Ammo.
The only thing you should ever buy is M4A1 AP mags and ammo boxes, and a19 ammo but only after the spec is actually low on ammo not before hand.

A marine using M4A1 AP with a RDS and Vert Grip attached is the single most scary thing for a xeno. If one burst hits you, you are going to be toast.
The only thing that matters in the game is burst damage, otherwise the xenos just run off to heal. So if you want to win you take buckshot with BC or M4A1 AP on burst.

Whenever I used to roll RO (back when tank was a thing) I would just use all points on AP instead, and guess what out of the 10 or so rounds I have done that the marines haven't lost once. Now if that was because of dumb luck or the fact that every single marine had at least 2 mags of AP, I don't know.
But either way, buy AP, then we when you think you have enough, buy more AP. When an engineer asks you for metal buy more AP instead and strip the chairs and tables in the almayer.
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Re: The HPR. Is it really worth it?

Post by Damous » 03 Oct 2018, 05:51

I saw a round that a single marine with an HPR pushed an entire xeno attack back from tcomms on big red...so yeah, its worth on the right hands.

Give a few marines some of these and then you have it, an effective fighting force with an effective weapon.

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Re: The HPR. Is it really worth it?

Post by caleeb101 » 05 Oct 2018, 03:26

Chatillon wrote:
02 Oct 2018, 04:57
As an RO, I'm personnaly simply against the use of this gun for a lot of reasons:

- Metatarget: Give an HPR to a marine and as soon as he used it near the big fight, he will get metatarget as hell. As a xeno, killing a marine with an HPR mean that you suppress in ONE kill a total of 60 req points (80 if ammo supply) for a few moments until someone claim it back. With acid, you can even suppress it definetly.

- Users: Most (I say most) of the HPR users are dumb as fack. While this gun is designed for supressive fire while marines advance, most of its users use it as a spear head and run like dumbasses in front of the benos. This almost always end up with a spitting party on its users that finally get grabbed out by a xenos covered by a Boiler acid cloud. You lost the HPR 1 time out of 2 because the dumbass that plays it use Mag harness to be SURE that no one will stole it. It's a silent loss for the USCM of 60 point (well it's silent only if the user ISN'T Viperious. In case it's him, you have as bonus a guy crying to get saved/back his gun, mostly on Command channel because the fuck not)

- Cost: Most of HPR request arrive early in the round (before first drop for most), where req points are low. At that time, you need a FOB crate costing MINIMUM: 100 metal (20+21 points= 41) + 30 plasteel (40 supply points) costing minimum 81 points. You also need some spec ammo principally for Demo and Sniper that can add 40/60 points each. I would say that most of the times, early round you need between 100 and 200 points depending of the pop, the map, the FoB loc adn the specs. In low pop, the question of request an HPR isn't even existing. Answer is basically no. In high pop, You still have potential high needs of your points that finish at the same answer. The real question is what to do if you have points to spare.

Cost efficiency: We take the cost of a HPR crate --> 60 points. What can you buy for 60 points more cost effective than HPR?
- FOB mats: 150 metal (without cost increase)/ 50 metal + 30 plasteel/ 30 plasteel + 50 Sand bags (if Metal price is high)
- Medical supplies: 3 medical crates for Squad medics / Stasis bag crate (potentially saving lives) + Medical crate / Surgical trays crate + 30 points in case of field surgery
- Ammo: 2 power pack crates (4 power packs) / M41AP rounds crate + 17 points / RPG AP rockets / RPG HE rockets + 20 points / M42A incendiary + 20 points / 2 normal sniper ammo crate / 2 M4RA mag crate / Normal sniper + M4RA / AP M41 mag box + 20 points
- Attachments: (Yeah even some attachments are more valuable) BC crate x 2 (4 BC in total) / RDS crate (8 RDS) + 30 points (when RDS are out) / RDS + BC
- Weapons: 2 claymores crate (4 box, 16 claymores) / Grenade box ( For B18 spec. Yeah it cost 100 points I know)

Speaking of Cost efficiency, I would highly prefer to hand 8 claymores to a minefield adept like Kesserline and command 2 more BCs for valuable Marines than an HPR. More over, Even with having to buy the BCs + AP you can create 4 APR (M41 AP ammo x3 + M41 + VG + BC + RDS in burst fire is just deadly) in 100 points and those, givin to good marines are far more deadly than 2 HPR (by the way, as its normal M41, you forgot the problem of metatarget of HPR).

However, as some argued before, giving it in SL vendors is purely madness, we will have people rolling SL only for the weapons and not for leading (we already are in need of correct SLs). So personnaly, there is 2 choices: Reduce the cost of the HPR to make it more cost efficient or give it only to your personnal whitelisted people. In my personnal white list, there is only Autumn Blue.
This guy just dropped the mic on this thread. Also to add to this, the HPR shoots the same kind of ammo a M41A does.. so it's the exact same damage as well. Garbage.
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Re: The HPR. Is it really worth it?

Post by Damous » 05 Oct 2018, 12:32

caleeb101 wrote:
05 Oct 2018, 03:26
This guy just dropped the mic on this thread. Also to add to this, the HPR shoots the same kind of ammo a M41A does.. so it's the exact same damage as well. Garbage.
Pretty sure, when you get FF by it and it breaks your chest in the first hit + IB, you will probably understand that they have different damage.

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Re: The HPR. Is it really worth it?

Post by Awesomesauce935 » 05 Oct 2018, 12:47

I like it, my policy is that the first person who asks for it gets it,

As for setup, either i turn it into a long range Hallway Holder with Rail Scope, Barrel Charger, and Burst Fire Assembly, or into a rapid fire death machine, depends on the squad i'm giving it to / what squad and duty i have.

Don't get me wrong though, sixty points is sixty points, and spec ammo and FOB supplies always comes first.
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Re: The HPR. Is it really worth it?

Post by Gnorse » 05 Oct 2018, 12:48

even if it's not the same damage, an HPR's damage physically cannot surpass the damage 4 or so marines with AP can do.
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Re: The HPR. Is it really worth it?

Post by Chatillon » 06 Oct 2018, 04:03

Awesomesauce935 wrote:
05 Oct 2018, 12:47
I like it, my policy is that the first person who asks for it gets it,

As for setup, either i turn it into a long range Hallway Holder with Rail Scope, Barrel Charger, and Burst Fire Assembly, or into a rapid fire death machine, depends on the squad i'm giving it to / what squad and duty i have.

Don't get me wrong though, sixty points is sixty points, and spec ammo and FOB supplies always comes first.
Actually you first build cost far more than 60 points. In fact, BC and BFA are parts of the attachments that runs out quite quickly so you have to take into account the cost of those new attachments for other marines: A 2 BC crate is 30 points: so 15 for 1. BFA x 2 is also 30 points so 15 points more (this case apply only on high pop where you in fact runs out of BFA). Intotal you give a SINGLE marine 90 req points. This is just pure madness if you simply give it to the first asking
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Re: The HPR. Is it really worth it?

Post by Awesomesauce935 » 06 Oct 2018, 10:11

Chatillon wrote:
06 Oct 2018, 04:03
Actually you first build cost far more than 60 points. In fact, BC and BFA are parts of the attachments that runs out quite quickly so you have to take into account the cost of those new attachments for other marines: A 2 BC crate is 30 points: so 15 for 1. BFA x 2 is also 30 points so 15 points more (this case apply only on high pop where you in fact runs out of BFA). Intotal you give a SINGLE marine 90 req points. This is just pure madness if you simply give it to the first asking
Now that the tank is generally disabled req is never really starved for points these days, especially if you liase with the engineering department to get a share of their plasteel and their crates.
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Re: The HPR. Is it really worth it?

Post by Grubstank » 06 Oct 2018, 10:37

The HPR is so much fun to play with, but it simply isn't worth the cost
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Re: The HPR. Is it really worth it?

Post by caleeb101 » 26 Oct 2018, 04:46

Damous wrote:
05 Oct 2018, 12:32
Pretty sure, when you get FF by it and it breaks your chest in the first hit + IB, you will probably understand that they have different damage.
either you're thinking of the M56D or a heavy pulse with a BC on the end of it

there's no way 1 rifle bullet is breaking you in 1 hit and giving you IB unless you're extremely unlucky
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Re: The HPR. Is it really worth it?

Post by SolarMacharius » 26 Oct 2018, 05:21

I think a heavily modified pulse rifle ala RDS, BC, Vertical Grip, is better then the HPR any day of the week. Easier to supply logistically and stays relatively high damaging even against mature t3's. It also spanks young t3's.

Also the fact that its way cheaper to supply AP in general then to purchase more mags for an HPR.
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