Does anybody even use the Bulpdaun w/ standard mags?

Post » Wed Sep 01, 2010 3:05 pm

I'm thinking only the people who havent gotten the extra magazine attachments dont use them =P

The bulpdaun doesnt have enough ammo per standard magazine, or enough damage output, to be a reliable weapon without the extended mags. Duct tape mags are an alternative, but personally I dont find them nearly as useful as the extended mag, especially since you're almost always fighting multiple targets at a time and you rarely live long enough in a firefight to actually reload in the heat of battle.

True, true. I wound up giving up on the whole COGA Bulp setup anyway, so I'm sticking to Extended and an RDS.
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Cat Haines
 
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Post » Thu Sep 02, 2010 12:22 am

Duct tape magazines... that is all.


Exactly. I started using duct tape on all my SMGs now and its far far better then extended and drum magazines.
Especially this speficif SMG reloads fast as lightning and have more DPM then if you use extended magazine.
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Queen of Spades
 
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Post » Wed Sep 01, 2010 8:21 pm

I'm thinking only the people who havent gotten the extra magazine attachments dont use them =P

The bulpdaun doesnt have enough ammo per standard magazine, or enough damage output, to be a reliable weapon without the extended mags. Duct tape mags are an alternative, but personally I dont find them nearly as useful as the extended mag, especially since you're almost always fighting multiple targets at a time and you rarely live long enough in a firefight to actually reload in the heat of battle.


Both have their pros and cons.

The pro of duct tape is that 9/10 times you never need that full magazine to kill 1 or 2 enemies, and you should ALWAYS reload when you can.
The Pro of extended is longer usage vs multiple enemies, the drawback is IF you need to reload in an encounter.

I still think duct tapes is far better. but then again, you do have a secondary weapon, and when using extended magazines, nothing prevents you from taking that up.

As a note, I would like to add that the Revolver is a gigant damage machine. With impro weapon damage from engineers, you will take off around 90% health from a medium with a head shot.
Even with no damage buff you 2 shot most medium and lights with body shots from medium range with the revolver. By far the best secondary weapon especially for light body type, but I use it with medium as well.

3rd note: Only weapons worth using imo is Heavy weapons or SMGs. The 2 top SMG is far better then any AR currently in game. Simply due to stability and accuracy. You kill faster with SMGs then ARs since with buld and others your shots at even long range hits on the marker, and the aim does hardly move once you have a grip and muzzle attached. Even with silencer its hardly moving.
SMGs is the best weapons in this game imo. But thats my personal opinion. I play rather aggressive. If you pot shoot I think ARs are great, medium range etc.
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Ebou Suso
 
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Post » Wed Sep 01, 2010 2:59 pm

it all depends

if you play like an idiot (running in a circle in the open) then it's extended mags for you

if you play smart and know when to duck behind a box or back through a door then the duct tape mags are much better
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Darlene DIllow
 
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Post » Wed Sep 01, 2010 11:57 am

it all depends

if you play like an idiot (running in a circle in the open) then it's extended mags for you

if you play smart and know when to duck behind a box or back through a door then the duct tape mags are much better


I disagree, my entire playstyle with my medium engineer is to find a covered position and keep enemies from getting past it, I dont run around like a headless chicken in the open. Still, I find the extended mag much more useful - I dont have to reload as often, and because enemies usually move in packs of 3-4 or more, the extended mag gives me more bullets to throw out before having to swap guns. I run two bulpdauns (normal bulpdaun as primary, DOOM bulpdaun as secondary), both with muzzle breaks, yeotek red dot sights, extended mags, and forward grips, so as soon as the first gun is out of ammo I can simply switch and have another 40 rounds available. That setup works amazingly well at medium and long range, and only suffers slightly compared to other SMGs at close range - as long as you can maintain aim on the target, you'll usually prevail.
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Alexander Lee
 
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Post » Wed Sep 01, 2010 11:11 pm

The bulpdaun doesnt have enough ammo per standard magazine, or enough damage output, to be a reliable weapon without the extended mags.


Um, how do you figure? I mean, yes the magazine is a little short. The damage output on it is outstanding considering you're trading a tiny bit of damage for a lot more stability and accuracy. The Carb-9 and Tampa are the only SMGs that do more damage per shot.

I think the Bulp takes one extra bullet against small and mediums, but two extra against heavies (vs the carb-9). The Tampa, even though it does more dmg per shot than the Bulp, still takes one extra bullet on all weight classes over the Carb-9.
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renee Duhamel
 
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Post » Wed Sep 01, 2010 7:02 pm

I rolled each of the SMGs for a few rounds. I find that the Bulpdaun with an extended mag to cancel out the low clip size is the best, superior even to the Carb-9 and the Kross. With a Front Grip, it can mow down targets at close range and continue to score kills at long range.
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Jon O
 
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