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Meeko Fent
Seituoda Taskforce Command Caldari State
577
|
Posted - 2013.08.13 23:47:00 -
[1] - Quote
(Note, repost of thoughts on changes the AR could accommodate from another thread.)
It drops well fit STD suits in less then one second, up to and easily past, 45 meters.
I'm fine with that. Gallante weapons should run the show when it comes to CQC. But, it manages to deal great damage out to ScR range, and deals incidental damage at sniper range, 200 m.
My rework of the GAR, is this
-New absolute range, 168 (Current Effective Range) -New Effective Range, 120 -Bump Damage per Shot 2 Points. -All other Stats remain the same.
That all I want.
I said increase the Damage 2 points, because that will bring the AR to roughly 450 DPS. (Note, this is assume zero skills and zero Dmg mods) That leaves the Slot open from the current AR for the Combat Rifle, and the Rail Rifle could have a DPS of 400.
I think lowering the DPS is wrong, the other guns just need severe buffing, (Tighten HMG dispersion slightly, 2-3 more pellets per shot+fixed aiming and HD for the shotty, etc, etc, etc...)
I don't think I'm asking too much of the AR, it will remain the staple of Short to Mid range engagements, and preferred for General purpose combat, equally efficient at attacking and defending.
Do I sound crazy now? |
low genius
the sound of freedom Renegade Alliance
288
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Posted - 2013.08.14 00:12:00 -
[2] - Quote
the ar is overused and overpowered and boring. that is all. |
Jimthefighter
Ostrakon Agency Gallente Federation
7
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Posted - 2013.08.14 00:12:00 -
[3] - Quote
Sounds fine. Pretty much the only problem with the AR is that it's actually the Blaster Rifle (BR), so expectations of range are exaggerated. The BR should do very good in CQC (but not dominate all the time, the specialist weapons that ONLY work at short range should be able to compete). And as a Assault Rifle, it should be able to fight outside it's normal range (short), but not be just as effective as weapons that are built to fight at those ranges (Scrambler Rifle and the hopfully soon to be introduced Combat Rifle).
In summary, as I've said in other posts, the only problem that might be fixed for the Assault Rifle is that the range for it seems too great. It also should probably be renamed.
Two last points: It'd be nice to make the other racial rifles available as starter suits/fits. And all of the racial rifles should be unlocked at the same skill level in Weapons. Doesn't make sense otherwise for new players. |
Meeko Fent
Seituoda Taskforce Command Caldari State
578
|
Posted - 2013.08.14 00:17:00 -
[4] - Quote
Jimthefighter wrote:Sounds fine. Pretty much the only problem with the AR is that it's actually the Blaster Rifle (BR), so expectations of range are exaggerated. The BR should do very good in CQC (but not dominate all the time, the specialist weapons that ONLY work at short range should be able to compete). And as a Assault Rifle, it should be able to fight outside it's normal range (short), but not be just as effective as weapons that are built to fight at those ranges (Scrambler Rifle and the hopfully soon to be introduced Combat Rifle).
In summary, as I've said in other posts, the only problem that might be fixed for the Assault Rifle is that the range for it seems too great. It also should probably be renamed.
Two last points: It'd be nice to make the other racial rifles available as starter suits/fits. And all of the racial rifles should be unlocked at the same skill level in Weapons. Doesn't make sense otherwise for new players. Agreed on all Points.
Plas One to you. |
Meeko Fent
Seituoda Taskforce Command Caldari State
579
|
Posted - 2013.08.14 01:11:00 -
[5] - Quote
Nobody else?
Every other thread about the AR gets Trolled hard...
I just want to be like everyone else! |
BL4CKST4R
WarRavens League of Infamy
1056
|
Posted - 2013.08.14 01:29:00 -
[6] - Quote
Meeko Fent wrote:(Note, repost of thoughts on changes the AR could accommodate from another thread.)
It drops well fit STD suits in less then one second, up to and easily past, 45 meters.
I'm fine with that. Gallante weapons should run the show when it comes to CQC. But, it manages to deal great damage out to ScR range, and deals incidental damage at sniper range, 200 m.
My rework of the GAR, is this
-New absolute range, 168 (Current Effective Range) -New Effective Range, 120 -Bump Damage per Shot 2 Points. -All other Stats remain the same.
That all I want.
I said increase the Damage 2 points, because that will bring the AR to roughly 450 DPS. (Note, this is assume zero skills and zero Dmg mods) That leaves the Slot open from the current AR for the Combat Rifle, and the Rail Rifle could have a DPS of 400.
I think lowering the DPS is wrong, the other guns just need severe buffing, (Tighten HMG dispersion slightly, 2-3 more pellets per shot+fixed aiming and HD for the shotty, etc, etc, etc...)
I don't think I'm asking too much of the AR, it will remain the staple of Short to Mid range engagements, and preferred for General purpose combat, equally efficient at attacking and defending.
Do I sound crazy now?
Umm I am having a hard time believing you suggested for it to have 100M+ range. |
Meeko Fent
Seituoda Taskforce Command Caldari State
581
|
Posted - 2013.08.14 01:43:00 -
[7] - Quote
BL4CKST4R wrote:Meeko Fent wrote:(Note, repost of thoughts on changes the AR could accommodate from another thread.)
It drops well fit STD suits in less then one second, up to and easily past, 45 meters.
I'm fine with that. Gallante weapons should run the show when it comes to CQC. But, it manages to deal great damage out to ScR range, and deals incidental damage at sniper range, 200 m.
My rework of the GAR, is this
-New absolute range, 168 (Current Effective Range) -New Effective Range, 120 -Bump Damage per Shot 2 Points. -All other Stats remain the same.
That all I want.
I said increase the Damage 2 points, because that will bring the AR to roughly 450 DPS. (Note, this is assume zero skills and zero Dmg mods) That leaves the Slot open from the current AR for the Combat Rifle, and the Rail Rifle could have a DPS of 400.
I think lowering the DPS is wrong, the other guns just need severe buffing, (Tighten HMG dispersion slightly, 2-3 more pellets per shot+fixed aiming and HD for the shotty, etc, etc, etc...)
I don't think I'm asking too much of the AR, it will remain the staple of Short to Mid range engagements, and preferred for General purpose combat, equally efficient at attacking and defending.
Do I sound crazy now? Umm I am having a hard time believing you suggested for it to have 100M+ range. How Many times have you ever needed to shoot past 150m?
Its supposed to be a really short-ranged powerhouse, and it would rightfully be so with these changes.
The Combat Rifle would take over the DPS and Range of the Current AR provided it gets that 2 more damage.
100m is pretty Far to shoot.
In truth, how many times have you need to shoot near the ARs current Absolute?
I bet Never. I mean, it can shoot out to 200 Meters in its current iteration. |
Mobius Kaethis
Molon Labe. League of Infamy
480
|
Posted - 2013.08.14 02:04:00 -
[8] - Quote
Meeko Fent wrote: 100m is pretty Far to shoot.
In truth, how many times have you need to shoot near the ARs current Absolute?
I bet Never. I mean, it can shoot out to 200 Meters in its current iteration.
It may be able to shoot 200m currently--though I've never seen it--but the damage at that range must be on the order of 1hp. Currently 200m+ are really sniper rifle and forge gun terrtitory. I don't imagine that your proposed changes would have much impact on AR gun game at range. They would definitely give it the mid to short range domination you're looking for.
Over all a good idea but should be held off on until battle rifles and rail rifles are released. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
119
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Posted - 2013.08.14 02:06:00 -
[9] - Quote
um the reason it does that damage at 200m is because of the damage mods.... |
Absoliav
Tronhadar Free Guard Minmatar Republic
32
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Posted - 2013.08.14 02:12:00 -
[10] - Quote
I think the AR just needs some more recoil and a range reduction, I don't think anyone gets Sharp Shooter anymore, since the gun doesn't have much recoil, as it is now, the gun is just too damn reliable. |
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Meeko Fent
Seituoda Taskforce Command Caldari State
583
|
Posted - 2013.08.14 02:19:00 -
[11] - Quote
Mobius Kaethis wrote:Meeko Fent wrote: 100m is pretty Far to shoot.
In truth, how many times have you need to shoot near the ARs current Absolute?
I bet Never. I mean, it can shoot out to 200 Meters in its current iteration.
It may be able to shoot 200m currently--though I've never seen it--but the damage at that range must be on the order of 1hp. Currently 200m+ are really sniper rifle and forge gun terrtitory. I don't imagine that your proposed changes would have much impact on AR gun game at range. They would definitely give it the mid to short range domination you're looking for. Over all a good idea but should be held off on until battle rifles and rail rifles are released. Well, at that range it would deal such insignificant damage you really wouldn't have noticed your taking hits, or nobody really tries.
My changes would result in a sharper decline on damage at range, so it would cause a change, even if its quite slight, at its range combat.
While I would like these changes ASAP, having the other ARs here will make balance easier. |
Meeko Fent
Seituoda Taskforce Command Caldari State
583
|
Posted - 2013.08.14 02:21:00 -
[12] - Quote
CLONE117 wrote:um the reason it does that damage at 200m is because of the damage mods.... I said Damage.
I didn't say real damage.
But its the point on principal, wouldn't you start running and freak out as you see the Hit Markers?
That would provide you enough time to get into a slightly more appropriate postion to deal damage. |
Meeko Fent
Seituoda Taskforce Command Caldari State
583
|
Posted - 2013.08.14 02:25:00 -
[13] - Quote
Absoliav wrote:I think the AR just needs some more recoil and a range reduction, I don't think anyone gets Sharp Shooter anymore, since the gun doesn't have much recoil, as it is now, the gun is just too damn reliable. I agree.
A lot of the other weapons get such waivering results depending on who its shooting, but the AR just melts everything, at range, up close, Scout, Heavy, Logi, Assault, LAV...
But that is fine.
Most people will use it for that reason that it is a easy to use, familiar gun.
But, right now, It is making the use of long range guns pointless, cause you can reach out so far with an AR and still to devastating damage |
Meeko Fent
Seituoda Taskforce Command Caldari State
588
|
Posted - 2013.08.14 15:45:00 -
[14] - Quote
Bump for brainz.
I wanz your brainz!!!1!111!!1 |
Revelations 514
Red Star. EoN.
114
|
Posted - 2013.08.14 17:29:00 -
[15] - Quote
I think Scout needs a buff then, as 400dps means you can kill a Scout in less than a second. Range should be lowered, as well as damage and RoF. All with slight reductions.
Or, you could give it the recoil and dispersion it should've had in the first place. This would naturally lower the dps, effective range, and make RoF irrelevant for the most part. Add in a smaller clip and now it's at least on par with the other weapons currently.
If you buff everything to the AR levels, you now have a bunch of quick kills, which means your mods and tactics mean less and less which takes away from what differentiates the game. I don't mind a longer battle to earn the kill.
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Cyrille Fodeux
DUST University Ivy League
57
|
Posted - 2013.08.14 17:40:00 -
[16] - Quote
I like the ideas but you should also consider the nature of plasma. Plasma is nothing more than molecules splitted into positive and negative ions. If the plasma loses its energy the ions will recombine to molecules again in a 1/1000th second. This also happens if the plasma comes in contact with non-charged materials.
So to say it easier: Once the magnetic field around the plasma breaks up the plasma dissipates very very quick. The remainings are still a few hundred -ŚC hot but this also lasts very short. So the difference between Optimal range and Effective range would only be about 20 m maximum and the Absolute range would be more or less the Effective range plus 1m.
Cheers, Cy |
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