Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
calvin b
Molon Labe. RISE of LEGION
472
|
Posted - 2013.09.04 12:14:00 -
[1] - Quote
I know most who have played have been wondering why is it I feel my suit is made out of glass. I have had suits with 1200+ HP and get cut down with ease. I just want to know is this from hit detection being fixed or is it another bug. I have never had this problem before until now. So any ideas as to why it seems our suits are easier to destroy. Not a rage or QQ forum. This is a peaceful open discussion, so please keep civil. |
Cpl Foster USMC
ENDTIME INDUSTRIES
152
|
Posted - 2013.09.04 12:18:00 -
[2] - Quote
what up C...I think its the aim assist...I too have been getting torn up quicker, from farther away at that...
kinda semi-rage quit yesterday...and kinda don't even wanna play today........
but I will...but for how long is up in the air.... |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
261
|
Posted - 2013.09.04 12:20:00 -
[3] - Quote
It's the hit detection AND the aim assist. The bullets are all hitting you now. Things that have 425 DPS are now doing 425 DPS (or whatever). |
Rei Shepard
Spectre II
487
|
Posted - 2013.09.04 12:21:00 -
[4] - Quote
calvin b wrote:I know most who have played have been wondering why is it I feel my suit is made out of glass. I have had suits with 1200+ HP and get cut down with ease. I just want to know is this from hit detection being fixed or is it another bug. I have never had this problem before until now. So any ideas as to why it seems our suits are easier to destroy. Not a rage or QQ forum. This is a peaceful open discussion, so please keep civil.
Ive gone from 950 EHP suits down to 500 EHP in 1.4 and my survivability went up i found that my 950 EHP suit lacked everything now except being good at sponging Bullets, with the new rules and finally me being able to properly aim my new suit handless much better and i dont need to be tanked anymore to get my aimdot across the screen.
PS: my aim-assist is set to off. |
Acturus Galaxy
The Phalanx Inc
136
|
Posted - 2013.09.04 12:25:00 -
[5] - Quote
calvin b wrote:I know most who have played have been wondering why is it I feel my suit is made out of glass. I have had suits with 1200+ HP and get cut down with ease. I just want to know is this from hit detection being fixed or is it another bug. I have never had this problem before until now. So any ideas as to why it seems our suits are easier to destroy. Not a rage or QQ forum. This is a peaceful open discussion, so please keep civil.
This could be from lagging. I have a proto logi with little over 800 ehp in shields and armor. What you describes happened to be playing on the US servers and worse on the oceanic servers, I am from Europe. And it was on 1.3. I would be killed by milita starter outfits before I got more than a few shots towards them. The latency can result in you being shot at 300-400 ms before you see it on your screen, ie. you are already half dead. I will show as if only a few bullets strips your shield and half your armor before you get to react. Other indication is the curving bullets, you are taking fire and dive behind cover and continues to take damage and die even if you just stepped behind the cover.
I easily go positive K/D on the Europe server when running in my proto suits, but it is far more challenging on other region servers.
The same applies when other regions players enter the Europe server, I feel invincible killing them quickly before they start to react. |
Monkey MAC
killer taxi company General Tso's Alliance
107
|
Posted - 2013.09.04 12:25:00 -
[6] - Quote
calvin b wrote:I know most who have played have been wondering why is it I feel my suit is made out of glass. I have had suits with 1200+ HP get cut down with ease. I just want to know is this from hit detection being fixed or is it another bug. I have never had this problem before until now. So any ideas as to why it seems our suits are easier to destroy. Not a rage or QQ forum. This is a peaceful open discussion, so please keep civil.
Its a combiantion of improved aiming (with or without aim assist), improved hit detection slower strafing speeds, and the general overpowered ness of the hitscan weaponrary!!
Now that ars, scr, lrs, hmgs, smgs, all have true hit detection 1200 hp will last you about 4 secs assumimg an accuracy rating of 80%, and this Is based on mlt ar, assuming 40/48 bullets hit there mark!! |
Monkey MAC
killer taxi company General Tso's Alliance
107
|
Posted - 2013.09.04 12:29:00 -
[7] - Quote
Acturus Galaxy wrote:calvin b wrote:I know most who have played have been wondering why is it I feel my suit is made out of glass. I have had suits with 1200+ HP and get cut down with ease. I just want to know is this from hit detection being fixed or is it another bug. I have never had this problem before until now. So any ideas as to why it seems our suits are easier to destroy. Not a rage or QQ forum. This is a peaceful open discussion, so please keep civil. This could be from lagging. I have a proto logi with little over 800 ehp in shields and armor. What you describes happened to me playing on the US servers and worse on the oceanic servers, I am from Europe. And it was on 1.3. I would be killed by milita starter outfits before I got more than a few shots towards them. The latency can result in you being shot at 300-400 ms before you see it on your screen, ie. you are already half dead. I will show as if only a few bullets strips your shield and half your armor before you get to react. Other indication is the curving bullets, you are taking fire and dive behind cover and continues to take damage and die even if you just stepped behind the cover. I easily go positive K/D on the Europe server when running in my proto suits, but it is far more challenging on other region servers. The same applies when other regions players enter the Europe server, I feel invincible killing them quickly before they start to react.
Server lag is improving, however lag compensation is still in effect which means that bullets that you do dodge are considered in the wrong place, this is the bullet curving you are refering to? |
Acturus Galaxy
The Phalanx Inc
136
|
Posted - 2013.09.04 12:35:00 -
[8] - Quote
Monkey MAC wrote:Acturus Galaxy wrote:calvin b wrote:I know most who have played have been wondering why is it I feel my suit is made out of glass. I have had suits with 1200+ HP and get cut down with ease. I just want to know is this from hit detection being fixed or is it another bug. I have never had this problem before until now. So any ideas as to why it seems our suits are easier to destroy. Not a rage or QQ forum. This is a peaceful open discussion, so please keep civil. This could be from lagging. I have a proto logi with little over 800 ehp in shields and armor. What you describes happened to me playing on the US servers and worse on the oceanic servers, I am from Europe. And it was on 1.3. I would be killed by milita starter outfits before I got more than a few shots towards them. The latency can result in you being shot at 300-400 ms before you see it on your screen, ie. you are already half dead. I will show as if only a few bullets strips your shield and half your armor before you get to react. Other indication is the curving bullets, you are taking fire and dive behind cover and continues to take damage and die even if you just stepped behind the cover. I easily go positive K/D on the Europe server when running in my proto suits, but it is far more challenging on other region servers. The same applies when other regions players enter the Europe server, I feel invincible killing them quickly before they start to react. Server lag is improving, however lag compensation is still in effect which means that bullets that you do dodge are considered in the wrong place, this is the bullet curving you are refering to?
I would think it something like this, you are 200ms from the server and your opponent have 50ms. He starts shooting at you, you see it 200ms later and starts moving, your move action is not registered on the server until 200ms later. Giving your opponent a total of 400ms headstart shooting at you. You client will immediately show you are moving behind the cover, but the action takes 200ms to reach the server. You could have stepped left but on the server you are yet standing in front of the red dot.
Not sure how lag compensation are working in Dust. |
calvin b
Molon Labe. RISE of LEGION
474
|
Posted - 2013.09.04 12:36:00 -
[9] - Quote
Thanks to all who have replied. All that you have said makes sense and will help me understand the game more |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
167
|
Posted - 2013.09.04 12:40:00 -
[10] - Quote
I notice this also i dont use near that amount of buffer but if iam shot at in the open iam dead where i could survive before ive wrote it of to hit detection which seems to be working well now, there is possibly aim assist in there also but i dont think its aiming for people because all the matchs i tried so far was with aim assist on and i did not see and magnetism at all the aim did apear to get smoother and slower for fine aiming when close to a target but thats it. |
|
Cosgar
ParagonX
4708
|
Posted - 2013.09.04 12:41:00 -
[11] - Quote
Quote:Originally Posted by CCP Cmdr Wang Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version: GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges. |
Monkey MAC
killer taxi company General Tso's Alliance
109
|
Posted - 2013.09.04 12:42:00 -
[12] - Quote
Acturus Galaxy wrote:Monkey MAC wrote:Acturus Galaxy wrote:calvin b wrote:I know most who have played have been wondering why is it I feel my suit is made out of glass. I have had suits with 1200+ HP and get cut down with ease. I just want to know is this from hit detection being fixed or is it another bug. I have never had this problem before until now. So any ideas as to why it seems our suits are easier to destroy. Not a rage or QQ forum. This is a peaceful open discussion, so please keep civil. This could be from lagging. I have a proto logi with little over 800 ehp in shields and armor. What you describes happened to me playing on the US servers and worse on the oceanic servers, I am from Europe. And it was on 1.3. I would be killed by milita starter outfits before I got more than a few shots towards them. The latency can result in you being shot at 300-400 ms before you see it on your screen, ie. you are already half dead. I will show as if only a few bullets strips your shield and half your armor before you get to react. Other indication is the curving bullets, you are taking fire and dive behind cover and continues to take damage and die even if you just stepped behind the cover. I easily go positive K/D on the Europe server when running in my proto suits, but it is far more challenging on other region servers. The same applies when other regions players enter the Europe server, I feel invincible killing them quickly before they start to react. Server lag is improving, however lag compensation is still in effect which means that bullets that you do dodge are considered in the wrong place, this is the bullet curving you are refering to? I would think it something like this, you are 200ms from the server and your opponent have 50ms. He starts shooting at you, you see it 200ms later and starts moving, your move action is not registered on the server until 200ms later. Giving your opponent a total of 400ms headstart shooting at you. You client will immediately show you are moving behind the cover, but the action takes 200ms to reach the server. You could have stepped left but on the server you are yet standing in front of the red dot. Not sure how lag compensation are working in Dust. Pretty much, however be sure to improve your jitter on your line lag, is less about distances from servers more about how many times a command has to be sent to register!!
|
Monkey MAC
killer taxi company General Tso's Alliance
109
|
Posted - 2013.09.04 12:45:00 -
[13] - Quote
Cosgar wrote:Quote:Originally Posted by CCP Cmdr Wang Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version: GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges.
Some of thatmis old news, but im concerned they wanna decrease the ttk further its what makes this game different!! |
Jack McReady
DUST University Ivy League
412
|
Posted - 2013.09.04 12:45:00 -
[14] - Quote
the aim assist is not remotely as good as people claim. it only works at certain distances and only when you dont move your stick around. it also lags behind the target, it is not deadly accurate at all. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1193
|
Posted - 2013.09.04 12:47:00 -
[15] - Quote
You run a heavy? Cause heavy's are Swiss cheese to AR's. Regardless of your HP, AR's eat you for breakfast.
Played on my main tonight with a Duvolle AR and no dmg mods, getting kills on heavies was extremely easy. Heck, getting kills on any red I saw was pretty easy.
It is amazing, I spent well over a month trying different weapons on an alt, from plasma cannons to sniper rifles. But in the end, the proto AR still dominates nearly everything beyond belief.
It is such an easy weapon to use compared to every other weapon in the game. Insta-kills at every turn, heavy or otherwise. Nobody had a chance, and only a few got lucky draining my health cause I had to reload due to not having a secondary weapon.
AR usage tonight after my second or third match playing solo in bush, and keep in mind I haven't used an AR much at all for 1-2 months.
http://i.imgur.com/mC99Jvl.jpg
|
Cosgar
ParagonX
4708
|
Posted - 2013.09.04 12:48:00 -
[16] - Quote
Monkey MAC wrote:Some of thatmis old news, but im concerned they wanna decrease the ttk further its what makes this game different!! The 10% damage buff was basically implemented as a short term solution to the aiming issues in Uprising. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
262
|
Posted - 2013.09.04 12:48:00 -
[17] - Quote
There's something funky with the AR's, I know aim assist is helping them stay on target, but from experience, no other weapon bar maybe the laser rifle has had as big of an improvement from pre-patch to post-patch, and considering the AR was already good pre-patch, it's become insane afterwards.
|
Acturus Galaxy
The Phalanx Inc
136
|
Posted - 2013.09.04 12:51:00 -
[18] - Quote
Monkey MAC wrote:Pretty much, however be sure to improve your jitter on your line lag, is less about distances from servers more about how many times a command has to be sent to register!!
I would love a better network connection, but as long as it is working reasonable within my own region I am allright.
Could it be the new matchmaking are setting up teams across all the regions even if you have a region selected as preferred in system settings? The small playerbase makes the matchmaking setup players from all regions to best match your skills. I have not played enough matches after 1.4 to notice any difference in the players I am teamed up with. This could explain some of the odd behavior reported by many players. |
Monkey MAC
killer taxi company General Tso's Alliance
111
|
Posted - 2013.09.04 12:52:00 -
[19] - Quote
Cosgar wrote:Monkey MAC wrote:Some of thatmis old news, but im concerned they wanna decrease the ttk further its what makes this game different!! The 10% damage buff was basically implemented as a short term solution to the aiming issues in Uprising. GREAT!!! Does this mean they take it off and then a bit more so you know ars dont kill heavies in one mag, resitant to small arms fire and handheld explosives my donkey! |
Cosgar
ParagonX
4708
|
Posted - 2013.09.04 12:54:00 -
[20] - Quote
Spademan wrote:There's something funky with the AR's, I know aim assist is helping them stay on target, but from experience, no other weapon bar maybe the laser rifle has had as big of an improvement from pre-patch to post-patch, and considering the AR was already good pre-patch, it's become insane afterwards.
When you have a weapon that can out DPS large hybrid turrets with 60 shots in the clip, virtually no dispersion/kick or anything to counter trigger feathering, what do you expect? Yet somehow other weapons are deemed as OP. |
|
Monkey MAC
killer taxi company General Tso's Alliance
111
|
Posted - 2013.09.04 12:55:00 -
[21] - Quote
Acturus Galaxy wrote:Monkey MAC wrote:Pretty much, however be sure to improve your jitter on your line lag, is less about distances from servers more about how many times a command has to be sent to register!!
I would love a better network connection, but as long as it is working reasonable within my own region I am allright. Could it be the new matchmaking are setting up teams across all the regions even if you have a region selected as preferred in system settings? The small playerbase makes the matchmaking setup players from all regions to best match your skills. I have not played enough matches after 1.4 to notice any difference in the players I am teamed up with. This could explain some of the odd behavior reported by many players.
I heard it prioritied putting you in a match with a decent connection first, id rather like to know the ins and outs of the system being a programmer myself, despite evryone slatingnthe vote choice, if it cant connect to you prefered choice its actually a very elegant soultion! |
Monkey MAC
killer taxi company General Tso's Alliance
111
|
Posted - 2013.09.04 12:57:00 -
[22] - Quote
Cosgar wrote:Spademan wrote:There's something funky with the AR's, I know aim assist is helping them stay on target, but from experience, no other weapon bar maybe the laser rifle has had as big of an improvement from pre-patch to post-patch, and considering the AR was already good pre-patch, it's become insane afterwards.
When you have a weapon that can out DPS large hybrid turrets with 60 shots in the clip, virtually no dispersion/kick or anything to counter trigger feathering, what do you expect? Yet somehow other weapons are deemed as OP.
Or more, have you seen CEOpyrex s video, he swipes across a guy three times and clunk!! |
Cosgar
ParagonX
4709
|
Posted - 2013.09.04 12:59:00 -
[23] - Quote
Monkey MAC wrote:Cosgar wrote:Spademan wrote:There's something funky with the AR's, I know aim assist is helping them stay on target, but from experience, no other weapon bar maybe the laser rifle has had as big of an improvement from pre-patch to post-patch, and considering the AR was already good pre-patch, it's become insane afterwards.
When you have a weapon that can out DPS large hybrid turrets with 60 shots in the clip, virtually no dispersion/kick or anything to counter trigger feathering, what do you expect? Yet somehow other weapons are deemed as OP. Or more, have you seen CEOpyrex s video, he swipes across a guy three times and clunk!! Yeah, I've seen it and I've experienced it as well. The standard AR is insane and needs to be toned down at some point. It's the elephant in the room that's always going to get ignored and people are too ignorant and stubborn to see it. |
Monkey MAC
killer taxi company General Tso's Alliance
111
|
Posted - 2013.09.04 13:12:00 -
[24] - Quote
Cosgar wrote:Monkey MAC wrote:Cosgar wrote:Spademan wrote:There's something funky with the AR's, I know aim assist is helping them stay on target, but from experience, no other weapon bar maybe the laser rifle has had as big of an improvement from pre-patch to post-patch, and considering the AR was already good pre-patch, it's become insane afterwards.
When you have a weapon that can out DPS large hybrid turrets with 60 shots in the clip, virtually no dispersion/kick or anything to counter trigger feathering, what do you expect? Yet somehow other weapons are deemed as OP. Or more, have you seen CEOpyrex s video, he swipes across a guy three times and clunk!! Yeah, I've seen it and I've experienced it as well. The standard AR is insane and needs to be toned down at some point. It's the elephant in the room that's always going to get ignored and people are too ignorant and stubborn to see it.
Indeed it was obvious from the maths, but it was allowed to slide due to the fact that hd was off and aiming was of so fine, if we say you gained 60% accuracy due to the fixes I woukd expect between 40-50% damge nerf so its still powerful but actually requires the skill so many of itsmusers beliwve they have! |
Everything Dies
Chatelain Rapid Response Gallente Federation
55
|
Posted - 2013.09.04 14:08:00 -
[25] - Quote
Was curious to see how the armor buff played out on my Gallente suit...and it went poorly. 800+EHP and my guy was getting absolutely shredded. Kills definitely come faster now, which is a bit worrisome as the post-match ISK winnings have no chance of keeping up with the amount you lose from dying.
Definitely noticed more laser rifles on the field now, post aim-assist. |
Monkey MAC
killer taxi company General Tso's Alliance
116
|
Posted - 2013.09.04 14:11:00 -
[26] - Quote
Everything Dies wrote:Was curious to see how the armor buff played out on my Gallente suit...and it went poorly. 800+EHP and my guy was getting absolutely shredded. Kills definitely come faster now, which is a bit worrisome as the post-match ISK winnings have no chance of keeping up with the amount you lose from dying.
Definitely noticed more laser rifles on the field now, post aim-assist.
Laser rifles arent a problem too much, run towards them not away from them! Howeveer its a bit of a bummer having all that extra armour for and extra 3 shots (0.25 secs fire) per plate, what you gonna do with that? |
Jake Bloodworth
DUST University Ivy League
125
|
Posted - 2013.09.04 14:20:00 -
[27] - Quote
I honestly am not seeing the issues that everyone is moaning and complaining about. This leads me the patch introduced connection issues for a large portion of the player base. I run 100% heavy. The only thing I have noticed is that I am more deadly now. All of these heavies are complaining about being burned down by AR's too quickly. It simply isn't happening to me. I have not seen any noticeable difference in the speed of my deaths except in the case of assault scramblers. They seem to be stronger now.
But, I am and always have been a slave to cover. The only time you catch me out in the open being Rambo is when a tank needs killing and they just won't sit still. Other than that I'm moving cover to cover with my HMG.
Perhaps the rest of you are suffering connection problems? Or, maybe you need to learn to find cover rather than trying to keep doing that two step strafing jig that used to magically dodge bullets. |
Monkey MAC
killer taxi company General Tso's Alliance
117
|
Posted - 2013.09.04 14:26:00 -
[28] - Quote
Jake Bloodworth wrote:I honestly am not seeing the issues that everyone is moaning and complaining about. This leads me the patch introduced connection issues for a large portion of the player base. I run 100% heavy. The only thing I have noticed is that I am more deadly now. All of these heavies are complaining about being burned down by AR's too quickly. It simply isn't happening to me. I have not seen any noticeable difference in the speed of my deaths except in the case of assault scramblers. They seem to be stronger now.
But, I am and always have been a slave to cover. The only time you catch me out in the open being Rambo is when a tank needs killing and they just won't sit still. Other than that I'm moving cover to cover with my HMG.
Perhaps the rest of you are suffering connection problems? Or, maybe you need to learn to find cover rather than trying to keep doing that two step strafing jig that used to magically dodge bullets.
Prehaps but are you shredding any faster with your hmg? Its possible your killing them quickly? Im not saying im being thrashed in a heavy suit, im saying I am thrashing thise in a heavy suit, using nothing but a miltia ar!! |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
237
|
Posted - 2013.09.04 14:32:00 -
[29] - Quote
Cosgar wrote:The standard AR is insane and needs to be toned down at some point. It's the elephant in the room that's always going to get ignored and people are too ignorant and stubborn to see it. You'll likely see changes to the AR as soon as the Combat and Rail rifles are introduced. Remember, the AR is a blaster weapon, so you're going to get extremely high damage at close-to-mid range. After that, though, it will drop off significantly. The problem now, however, is there are no Combat or Rail rifles; meaning, there's no long-range rifles available yet, and the AR has to fill the role of "the" rifle (sorry SCR, that's the way it is--look how all starter fits (even Amarr!!) have the AR. What? Why doesn't the Amarr starter suit get a militia SCR?).
Once they get introduced, and Caldari and Minmatar longer-range, skirmish game play can be realized (which, btw, will make Caldari's and Minmatar's speed that much better (there's a reason shield suits make poor brawlers), you'll see some balancing for the AR. A merc using a Combat or Rail rifle can just stay at range, use their speed to mitigate some of the incoming fire, and pick off the target with their weapon's innate increased optimal range. I'm very much looking forward to seeing how the rifle line shapes up at the end of the day.
|
Cosgar
ParagonX
4712
|
Posted - 2013.09.04 14:35:00 -
[30] - Quote
Vespasian Andendare wrote:Cosgar wrote:The standard AR is insane and needs to be toned down at some point. It's the elephant in the room that's always going to get ignored and people are too ignorant and stubborn to see it. You'll likely see changes to the AR as soon as the Combat and Rail rifles are introduced. Remember, the AR is a blaster weapon, so you're going to get extremely high damage at close-to-mid range. After that, though, it will drop off significantly. The problem now, however, is there are no Combat or Rail rifles; meaning, there's no long-range rifles available yet, and the AR has to fill the role of "the" rifle (sorry SCR, that's the way it is--look how all starter fits (even Amarr!!) have the AR. What? Why doesn't the Amarr starter suit get a militia SCR?). Once they get introduced, and Caldari and Minmatar longer-range, skirmish game play can be realized (which, btw, will make Caldari's and Minmatar's speed that much better (there's a reason shield suits make poor brawlers), you'll see some balancing for the AR. A merc using a Combat or Rail rifle can just stay at range, use their speed to mitigate some of the incoming fire, and pick off the target with their weapon's innate increased optimal range. I'm very much looking forward to seeing how the rifle line shapes up at the end of the day. Judging by how they handled the ScR, I'm not getting my hopes up. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |