Mandalorian EE3 unusable

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The ee3 is outclassed in every possible way compared to all other fast shooting guns. Slow rate of fire, extremely inaccurate and low dmg. The sniper mode is abysmal as it can't even one shot a jedi but takes up an entire clip of ammo while the arc rifle sniper mode takes up very little ammo, can be spammed and does just as much dmg, one shotting almost anything on a head hit. This is not very balance, and makes going duel pistols required if you want to compete leaving mandalorian with only 1 weapon class.
 
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This guy is dumb, but he got a point, the EE-3 feels like outclassed in every way by Westar 34 level 3, Whatever u can do with EE-3, you can do it way better with Westar 34, it's even cheaper than EE-3 level 3 by 10 points wich is basically a flamethrower or wrist laser.

tbh Idk if Westar needs a nerf or EE-3 a buff, maybe both.
 

Duckshark

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The ee3 is outclassed in every possible way compared to all other fast shooting guns. Slow rate of fire, extremely inaccurate and low dmg. The sniper mode is abysmal as it can't even one shot a jedi but takes up an entire clip of ammo while the arc rifle sniper mode takes up very little ammo, can be spammed and does just as much dmg, one shotting almost anything on a head hit. This is not very balance, and makes going duel pistols required if you want to compete leaving mandalorian with only 1 weapon class.
Well, now, let's break this down.

Slow ROF: Sure, if you want accuracy.
Bad accuracy: Sure, if you want high ROF
Low Damage: 28 dmg per shot's not bad at all, lol.
Sniper mode can't onetap a Jedi: It does 65 damage, 2-taps on body, 1-taps on head, so... yes, it can and does onetap Jedi.
Sniper mode takes up an entire clip of ammo: You can snipe 3 times per clip, so no.
Arc rifle sniper mode takes up very little ammo: You get 6 arc snipes per clip with a 2-second reload.
Arc sniper does just as much damage as EE3 sniper: 47 < 65, so... no. Plus a smaller projectile size makes the Westar M5 snipe harder to hit.
Arc sniper one shots everything on a head hit: lol, no.

Don't forget that for Arc sniper to be even be remotely viable (accurate when shooting while running/sprinting/jumping), you need a 45 point investment in Dex 3. Also don't forget that Arc is generally on offense, whereas mandos are on defense and can prehold lanes with the sniper that the Arc must peek into. Finally, Mandos get jetpack that allow them to snipe from unexpected angles, whereas the arc is usually right in front of you. So is the EE3 worthless? Not after Westars get patched so their bugged charge damage gets lowered to their intended levels.
 
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The biggest benefit EE3 has over Westars is that it can quickscope, you can bait in a Jedi with flamethrower, Legsweep them when they get close, then Quickscope them with EE3 and get a kill off it, You cant do that with westars because they have to charge. Also EE3 does 14 FP per shot to a BLOCKING Jedi up close, that is insanely high for a class with as many options as mando does. The EE3 sniper shot also does 36 FP to a BLOCKING jedi up close, 43 to a running one, that's 2 shots with a sniper that can shoot 3 shots and quick scope to drain over 70-80 FP. You can quickscope jedi as they swing at you (there are a lot of clips of people doing exactly that), and quick scope gunners around corners (headshots will still 1 shot most classes). And you also have access to a wrist laser, which is basically a P3 on your wrist that you do not need to swap to use. It says a lot when I'm able to shoot 3 ee3 shots, (the amount of 100% accurate shots you get with the gun) 1 wristlaser and 1 quickscope in less than 2 seconds, thats just under 100 FP to a running Jedi (with FP regen factored in).
 

FrenzY

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I think EE-3 needs to not have quickscoping and possibly some FP reduction, but it's not the most powerful gun in the game. It's the combination of utilities that Mandos have which make it so good (specifically flight and Wrist imo).
 
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I think EE-3 needs to not have quickscoping and possibly some FP reduction, but it's not the most powerful gun in the game. It's the combination of utilities that Mandos have which make it so good (specifically flight and Wrist imo).
I think the quickscoping is fine imo, Thats what makes it stand out against the westar which is objectively better in a lot of ways, but the FP definitely needs some looking at.
 

Duckshark

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I definitely think quickscoping should stay, that's a mainstay of what makes it a DMR rather than a pure sniper. However, there needs to be a short (think like 0.3 second) delay after descoping to use wrist laser, that combination is far too strong, Also, like mentioned, EE3 shreds FP like nothing else, and it can fly away to reset an engagement after a quickscope.
 

lynt

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I feel like the inaccuracy mechanic of the ee3 causes it to overlap in design space with westers as a skirmish weapon (fire 3 shots, cover, repeat/ fire charged westars, cover, repeat).

I really wish Mando had the option of a consistent dps front-line weapon - something that would allow them to play more aggressively rather than being a peak oriented class. The ee3 primary could be adjusted to that role, but then I would worry its sniping combo / front lining combo would be difficult to balance (TL;DR let mandos purchase e11).

But as a skirmish weapon relative to westars, the ee3 is outclassed significantly, imo.

Pros of ee3 relative to westars-
Single cross hair aiming
Slightly higher fps drain
Low ammo drain on primary-only use
+ 2 dmg per primary shot

Pros of westars relative to ee3-
No movement inaccuracy on charge shots
Third person peeking for charge (compared to first person peeking for ee3 sniper)
Charge allows dps to not be wasted while using flame/wb
No overheat mechanic
Larger (I think) hitboxes on charged bullets?
 
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Shitty troll thread complaining about a gun that has been nerfed quite enough already and is in a good spot atm, HOWEVER, I want to address why I think people keep calling for imp nerfs in general:

REBEL CLASSES SUCK

They are inferior to imp classes AND they have to attack on most maps AND they have to face a skillstack 90% of the time

Soldier is insanely bad on offense (except when you have an ET with rally, but that never gets picked) due to very low HP and very low movespeed. It's good on imps since they don't have to move much, but ever since close combat 2 got removed, reb sold dropped from A tier to F tier

ET is good, no complaints here

Clone is now laughably bad vs sith due to non-existent FP drains and has to bet its life on hitting blobs 100% of the time, which isn't great when you realize that you are forced to buy conc blobs instead of getting other fun stuff like ions or sprint or armor. And guess what happens when you have neither ions nor sprint nor armor3? You suck against gunners

Hero once filled a role of sniper/counter-sniper, but proj nerfs made it so underwhelming (especially compared to the almighty ruptor) that these days you're better off just getting P3 with dodge and going full YOLO. I'm not against making hero a frontline class, but as it stands right now, its an amalgamation of different ideas that just don't work together

Jedi is good, no complaints here

Wookiee was once a main pushing force of the reb team with the default HP3 STR3 Caster 2 build, which combined excellent firepower with good survivability, but ever since caster 2 got nerfed in 1.4 it's been underperforming. Numerous small buffs have been made over time, but caster 2 is still not as good as it was (neither is caster 3), so caster wookiee remains forgotten to this day. And it's a damn shame, since that was the class that (together with jedi) allowed rebs to actually push instead of camping for eternity

ARC hasn't changed much, and it still remains mediocre to this day. It's a class that sits on the edge of being good. If only it had some more points to spare, it would be a very versatile specialist suited for any situation. But as it is right now, you're either a grenade/rocket bot, or a jumping rolling one trick pony who becomes useless after running out of ammo on your main gun (since you can't afford anything else with dex3)

All in all, rebs need buffs. They aren't as fun to play as imp classes, so you constantly have situations where good players stack the imp team and rebels just give up and start trolling, timewasting and nadejumping

Thank you for attending my stupid rant or something idk
 
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TL;DR: Rebs do not suck. Imps have a worse frontline which shows up when they camp objective room in smuggler because they can't push back Rebs. Because they are mostly defending a lot of Rebs die before getting to the objective on bigger maps and they are frustrated of dying before getting to the action.

They are inferior to imp classes AND they have to attack on most maps AND they have to face a skillstack 90% of the time
So nice of you to notice when imps are skill stacked but not notice when rebs are doing the same thing. Aren't you the admin of the most popular EU server? When you experience skill stack you can just switch some good players to the other team to even them out.
Would also help if Rebs stopped being troll heaven. Imps are not as good for trolling so usually they play more seriously and don't have someone weighing them down.
Soldier is insanely bad on offense (except when you have an ET with rally, but that never gets picked) due to very low HP and very low movespeed. It's good on imps since they don't have to move much, but ever since close combat 2 got removed, reb sold dropped from A tier to F tier
True but both are bad. The only thing saving them are nades. Soldier gets massacred by Clones and ETs. Thanks to knockback they very easy hit again after the first hit. They should have normal movement speed. Low HP is enough of a penalty.
ET is good, no complaints here
Good is understatetment. Best gun in the game on 2 life class. 5 shots for 30 damage each in a burst. Thanks to knockback tied to damage enemies are easier to hit with the next shots in a burst. Some time ago a lot of people voiced their opinion for nerfing dodge which made ET op.
Clone is now laughably bad vs sith due to non-existent FP drains and has to bet its life on hitting blobs 100% of the time, which isn't great when you realize that you are forced to buy conc blobs instead of getting other fun stuff like ions or sprint or armor. And guess what happens when you have neither ions nor sprint nor armor3? You suck against gunners
Learn to aim. If you can consistently hit Sith he can't kill you. IIRC you can buy 1 stamina and 1 conc or ion with Cr 2 clone and still have full armor. Having more than 1 stamina does not increase your speed so learn to manage it better. You are also forgetting how strong blobs are on imp gunners. It seems you want to have 5 K/D when playing as Clone. Shoot your blobs accurately next time and manage your stamina better. At some point in the round you are supposed to die. If you want to have unlimited ammo play Jedi.
Hero once filled a role of sniper/counter-sniper, but proj nerfs made it so underwhelming (especially compared to the almighty ruptor) that these days you're better off just getting P3 with dodge and going full YOLO. I'm not against making hero a frontline class, but as it stands right now, its an amalgamation of different ideas that just don't work together
Projectile rifle nerfs didn't change anything in counter-sniping. Ruptor will always be better since it's instant and to shoot it you have to be ready so you are already aiming where Hero will show up.
Wookiee was once a main pushing force of the reb team with the default HP3 STR3 Caster 2 build, which combined excellent firepower with good survivability, but ever since caster 2 got nerfed in 1.4 it's been underperforming. Numerous small buffs have been made over time, but caster 2 is still not as good as it was (neither is caster 3), so caster wookiee remains forgotten to this day. And it's a damn shame, since that was the class that (together with jedi) allowed rebs to actually push instead of camping for eternity
"Oh no, I can't hold W and go through any class trying to 1v1 me". Wookie with caster massacres imps if they don't deal with him quickly. Because Wookies is as big as a barn it takes skill to do that and not many players want to do that. Also even when taking caster you are dangerous in melee. Too hard to get high K/D?
ARC hasn't changed much, and it still remains mediocre to this day. It's a class that sits on the edge of being good. If only it had some more points to spare, it would be a very versatile specialist suited for any situation. But as it is right now, you're either a grenade/rocket bot, or a jumping rolling one trick pony who becomes useless after running out of ammo on your main gun (since you can't afford anything else with dex3)
Try playing ARC with Dex 2. It's good. Snipe less if you don't want to run out of ammo on M5. Pistols bounces are good at forcing enemies out of position and in some areas you can't be pushed by Siths. With Dex 3 you can dance around Sith if you can aim. Rocket ARC is mostly coinflip. ARC is not mediocre.
All in all, rebs need buffs. They aren't as fun to play as imp classes, so you constantly have situations where good players stack the imp team and rebels just give up and start trolling, timewasting and nadejumping
Imps are not op but because they are defending they can do whatever they want. Rebs need to push or they don't get to play but imps can stand near the objective and do nothing and still get to play. If the rebs have a bad team they'll die before getting some enjoyment out of the round. Rebs frustration stems from dying over and over again and that is their only choice besides playing much better or having a better team.
If you need ........................... in your future posts you can copy them from here.
 
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*A lot of text*
Ok I don't see why you gotta lowkey insult my skill here since we basically agree on this topic. I agree with all the things you said here and I do know how to make reb classes work. However, I hope you agree that making rebels work takes A LOT more effort and skill than imps.

Imp classes are very simple yet strong and versatile AND they have the advantage of being on the defense most of the time. This makes them very appealing to players since it's very easy to do well with them, and doing well = fun for a lot of people. It's much easier to just jump on imps and pick sith/bh/manda/dodge-comm and enjoy easy frags than join rebs and try to coordinate your team while also tryharding out of your mind to have a chance of victory

Reb classes harder to play > players flock to imps > constant skillstack > gameplay and overall enjoyment goes into the trash
 

Fang

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imps is raw firepower

rebels classes require brain

even monkeys can learn to press left click when they dont have to push up.

i personally hate ee3's sniper mode at the moment, i dont like soldiers taking chest shots.
 
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I think the quickscoping is fine imo, Thats what makes it stand out against the westar which is objectively better in a lot of ways,
I feel like the inaccuracy mechanic of the ee3 causes it to overlap in design space with westers as a skirmish weapon (fire 3 shots, cover, repeat/ fire charged westars, cover, repeat).

I really wish Mando had the option of a consistent dps front-line weapon - something that would allow them to play more aggressively rather than being a peak oriented class. The ee3 primary could be adjusted to that role, but then I would worry its sniping combo / front lining combo would be difficult to balance (TL;DR let mandos purchase e11).

But as a skirmish weapon relative to westars, the ee3 is outclassed significantly, imo.

Pros of ee3 relative to westars-
Single cross hair aiming
Slightly higher fps drain
Low ammo drain on primary-only use
+ 2 dmg per primary shot

Pros of westars relative to ee3-
No movement inaccuracy on charge shots
Third person peeking for charge (compared to first person peeking for ee3 sniper)
Charge allows dps to not be wasted while using flame/wb
No overheat mechanic
Larger (I think) hitboxes on charged bullets?
big agree. the pistols are better in every situation except a sniper match, and even then the power of the fully charged peek-shot gives you as a mando a fair chance if you pre-aim at an enemy sniper.

the ONLY 2 things that makes me cry when I play as mando with an ee3 is that when a jedi is running me down and I start to panic and forget that after 3 shots I'm relying on luck to interrupt a swing(and honestly i've had jedi literally 2 inches from my ee3 barrel and the inaccurate shots have still decided to take a 60 degree angle to the left for some reason, maybe inaccuracy is bugged). and even if I don't panic or I do get lucky and am able to land a shot or two, the knockback on the ee3 regular fire feels like a baby gun compared to the ez-11 or the t21.

maybe I'm missing the point of being a good mando, but I'm not afraid to say it eats me up inside when I see a dumbass soldier be able to better hold off jedi with lvl2 E11 due to it just not becoming inaccurate after 3 shots.
 
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maybe I'm missing the point of being a good mando, but I'm not afraid to say it eats me up inside when I see a dumbass soldier be able to better hold off jedi with lvl2 E11 due to it just not becoming inaccurate after 3 shots.
Lvl 2 e11 is inaccurate on every shot tho, unless you are using primary shots.
 
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Ok but no one is asking a simple question here. What could we change about the EE-3 if it we decide to actually buff it? The arguments are pretty solid on both sides and I would not be too opposed to a buff of the EE-3 (or nerf dual pistols lol).

From what I can see here there are only two paths to changing the gun: Buffing the stats or changing the firing mechanics.

1. The EE-3 already partly plays the role of being the one gun in the game that mimics modern game guns with the way the accuracy works. What if we increased the bolt travel speed so the gun feels more like a EA BF2 (Hiss! WE DON'T TALK ABOUT THAT HERE) gun. The EE-3 could be a prime newbie gun that would be used to help players understand the game's mechanics before worrying about the way guns fire, and the gun would gain a new role as the Mando's long range harassment gun.

2. Maybe we could make the gun's primary fire a triple burst shot? This would certainly give the gun a better identity, but we already have a 5 burst gun. Maybe we could increase the fire rate and lower the damage. The gun would be better at close range and the sniper shot of level 3 could be used to cover the long range weakness instead of just being the gun's peeking option.
 
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