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Bendtner92
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Posted - 2013.08.10 14:41:00 -
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Chunky Munkey wrote:Sincere question:
Did you take ARs into a compound, I.e. a CQC area? I thought the AR was supposed to be a close range rifle? |
Bendtner92
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Posted - 2013.08.10 14:51:00 -
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Cobra CLUTCH79 wrote:Bendtner92 wrote:Chunky Munkey wrote:Sincere question:
Did you take ARs into a compound, I.e. a CQC area? I thought the AR was supposed to be a close range rifle? it is if youre good at hip firing It doesn't matter if it's hip fire or not. The AR is a Gallente Plasma Rifle that's supposed to be a close range weapon. It's not supposed to be any more than that, not even a short-to-mid range weapon. The Minmatar Combat Rifle is the short-to-mid range rifle. |
Bendtner92
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Posted - 2013.08.10 15:14:00 -
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Chunky Munkey wrote:It is *supposed* to be a close range weapon, but it isn't. Right now its range is barely less than the scrambler rifles. Don't forget that regardless of its technology, it's also still a rifle. Rifles are, by design, extended range. I think the ScR needs more range rather than giving the AR less. I'm mostly talking about optimal ranges here. The around 40m optimal the AR has is probably fine, but the ScR needs to have like 70-80m optimal imo.
Quote:IMO the only rebalance the MD demonstrates a need for, is a buff to the shotgun and perhaps the breach AR. Then we'd start to see an oppropriate balance between close and mid range weaponry. I think the Breach AR might be changed entirely when the Rail Rifle comes out, if they even keep it in the game. The Breach AR is supposed to act somewhat like the Rail Rifle, so in reality it's supposed to be a long range slow firing weapon. |
Bendtner92
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Posted - 2013.08.10 15:18:00 -
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ER-Bullitt wrote:You come off very smug.
Whose to say that people who arent the best at aiming, or twich reflexes (perhaps older folks not up to par with the younger generationn) shouldnt have weapons that will make the game more enjoyable for them? Just because someone is not skillful with an AR type weapon doesnt mean they are a bad player. Maybe in your limited scope they are. Those players may be great thinkers, tankers, supporters, tacticians, hackers, pilots, defenders... just bad at tracking bunny hopping strafing players.
One might give your post some more credit if you werent so condescending.
-1 The problem is that if you make weapons for the not so skilled players so that they can do almost as good as the skilled players, then the skilled players will just use the weapon and completely dominate with it. |
Bendtner92
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Posted - 2013.08.10 15:37:00 -
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Jaqen Morghalis wrote:Stupid question: wouldn't MD users be completely defenseless against one or two decent snipers? Isn't any non-sniper out in the open with no cover around defenceless againt a sniper? If there's cover around, no non-sniper is defenceless against a sniper.
I don't see how this is relevant to the topic. |
Bendtner92
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Posted - 2013.08.10 15:49:00 -
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Jaqen Morghalis wrote:Bendtner92 wrote:I don't see how this is relevant to the topic. Maybe that's the problem? If the entire enemy team is running MDs, then obviously nobody is left to counter-snipe, and they'd be like fish in a barrell for one or two decent snipers on your team which should, in turn, force them to alter thier tactics, shouldn't it? (I'm not trying to be facetious or anything, I really am curious about this and why it wouldn't be a reasonable counter tactic in this situation) I'm pretty sure most teams in PC already run at least 1 sniper most of the time.
I'm not sure how you would want him to clear out the compound completely. If you didn't notice there's a lot of cover in the compound. |
Bendtner92
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Posted - 2013.08.10 15:58:00 -
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Jaqen Morghalis wrote:Did I say they had to clear out the compound completely? No, I didn't.
Only that they do enough damage to force your opponents to change their tactics, then they might not ALL be running MDs, and then your infantry guys might have a chance. I fail to see how 1 sniper would make a team switch to something else instead of Mass Drivers. Last I checked any other weapon besides the Sniper are just as defenceless against the sniper.
If you did manage to get a Sniper into a position where he could dominate key areas of the compound, I'm sure the other team would have their own Sniper countersniping him, or if that's impossible send someone else out to take care of the Sniper, while the rest of the team keep doing what they're doing inside the compound. |
Bendtner92
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Posted - 2013.08.10 16:33:00 -
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low genius wrote:couldn't you say that about the ar since day one?
Since when was the AR made for the less skilled ones? |
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Posted - 2013.08.10 16:39:00 -
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low genius wrote:the ar has a third skill to increase effectiveness. it hits hardest at alpha volley, which makes it stronger than any hmg. it's got range out to FOREVER.
a free ar is better than most maxed out weapons. try doing the math. take into account reload times. take into account how an hmg doesn't even do full damage until 1.5 seconds into it's fire-animation. take into account how useless a laser rifle is. take into account how useless a sniper rifle is (unless you're a mile from the fight). take into account that the only other usable weapon is the one that you're qqing about on the forums. Last I checked it had a 40m optimal range, not infinite range.
Last I checked you had to hit your enemy to damage him. |
Bendtner92
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Posted - 2013.08.10 16:43:00 -
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low genius wrote:last i checked geks will hit you effectively out to 70m. which pretty much makes me think you didn't check anything.
last i checked the splash damage i'm hiting for is 140. what's that, like 5 bullets from a gek? how may rounds a minute do you fire? somebody get me an abacus. I said 40m optimal. Maybe you should check what optimal means.
You do 140 damage even if you miss the enemy by 7m. |
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