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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Athena Sentinel
Villore Sec Ops Gallente Federation
0
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Posted - 2013.09.07 18:27:00 -
[1] - Quote
I am disappointed again to see the TACH Assault rifle gimped.
It does less damage then a normal assault rifle, is harder to use with single fire, it will completely fail at close range to all other weapons and DOES NOT HAVE AN INCREASED RANGE over the normal Assualt Rifle! Evil
This was the disappointing thing for me. It even says its a weaker weapon "mid damage" in the spec information over the normal assault rifle. So the only benefit is a scope, but your doing less damage over all and will fail in close range Sad
The TACH Assault Rifle needs to be buffed up. I would suggest a larger clip size again, now that the clip and damage has been nerfed - along with the hip fire accuracy.
Sucks - But if you want to use the TACH Assault your gimping yourself. You would be better of with any other variant of the Assault Rifle!!
P.S If you enjoy and are good with the TACH Assault - I would suggest the Burst Assault - You get a scope, more damage and better hip fire accuracy, still it is a slightly different style and takes some practice. Personally I switched to the Normal Assault rifle and use my snipe skills, it is similar target size and the Normal Assault rifle will get you a kill before a TACH Assault and will work at close range. GOOD LUCK! Roll |
Athena Sentinel
Villore Sec Ops Gallente Federation
0
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Posted - 2013.09.07 18:35:00 -
[2] - Quote
I changed it to Tactical for the more general population :D Thanks for the heads-up. |
Athena Sentinel
Villore Sec Ops Gallente Federation
0
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Posted - 2013.09.07 18:52:00 -
[3] - Quote
Chunky Munkey wrote:Why are you complaining about a long range, single fire weapon's hip fire and dps?
Because it is not Long Range - Did you read the post? |
Athena Sentinel
Villore Sec Ops Gallente Federation
2
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Posted - 2013.09.08 02:14:00 -
[4] - Quote
Beren Hurin wrote:Gods Architect wrote:Fist Groinpunch wrote:[quote=Beren Hurin]Don't worry it is getting a nerf, as it should, in 1.5. Wolfman has confirmed. Gallente plasma is supposed to dissipate shortly after it leaves the barrel. It certainly shouldn't be better than the scrambler. What do you mean? That tac ar was incredibly nerfed. 18 rounds and reduced rate of fire. The gun would be garbage if it wasn't for the range and damage. Idk what you are complaining about we can't even fight an auto ar if they get in range. Take this argument and go home. I can't find it now, i just remembe a dev saying that it should soon feel like it can't compete as well against a laser or outer ranges of a scrambler. It may mean that these are getting a buff though.
Well just another reason the Tac AR needs a Buff - It needs to have a purpose on the battle field.
P.S - Having Scrambler and Laser Rifle are not the topic of this Thread. If you have issues with your weapon choice make your own thread about it. |
Athena Sentinel
Villore Sec Ops Gallente Federation
2
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Posted - 2013.09.08 02:42:00 -
[5] - Quote
Fizzer94 wrote:Fist Groinpunch wrote:Beren Hurin wrote:Don't worry it is getting a nerf, as it should, in 1.5. Wolfman has confirmed. Gallente plasma is supposed to dissipate shortly after it leaves the barrel. It certainly shouldn't be better than the scrambler. TAR's getting a nerf in 1.5? All ARs are, apparently. They will probably do more damage though to compensate for their loss of range.
This and the post above make sense together - to me. I think I see the issue we are all having.
The AR range is to far. Sad for me to say I have spent a lot of SP in AR. It is not about range as much as EFFECTIVE RANGE. The Tac AR might have a longer range but it is not a effective battle range for the weapon and 1 or 2 hits at 80m you will not be able to track your target and you might as well have a sniper rifle to be more effective.
(Suggestion) I think they should have only have 2 AR types. Breech and Normal. All AR's should have auto or burst options and the option to add or remove your scope in battle.
The scrambler can charge and the laser rocks shields. I think the above options would give the AR a purpose and make it the most versatile weapon on the field - With I think is CCP's idea...(I am agreeing with the AR range nerf with this option) |
Athena Sentinel
Villore Sec Ops Gallente Federation
4
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Posted - 2013.09.08 15:47:00 -
[6] - Quote
Rei Shepard wrote:Athena Sentinel wrote:I am disappointed again to see the Tactical Assault rifle gimped. It does less damage then a normal assault rifle, is harder to use with single fire, it will completely fail at close range to all other weapons and DOES NOT HAVE AN INCREASED RANGE over the normal Assualt Rifle! This was the disappointing thing for me. It even says its a weaker weapon "mid damage" in the spec information over the normal assault rifle. So the only benefit is a scope, but your doing less damage over all and will fail in close range The Tactical Assault Rifle needs to be buffed up. I would suggest a larger clip size again, now that the clip and damage has been nerfed - along with the hip fire accuracy. Sucks - But if you want to use the Tactical Assault your gimping yourself. You would be better of with any other variant of the Assault Rifle!! P.S If you enjoy and are good with the Tactical Assault - I would suggest the Burst Assault - You get a scope, more damage and better hip fire accuracy, still it is a slightly different style and takes some practice. Personally I switched to the Normal Assault rifle and use my snipe skills, it is similar target size and the Normal Assault rifle will get you a kill before a Tactical Assault and will work at close range. GOOD LUCK! Weird my buddy uses it as a all purpose pwnstick and does regurly 25+ kills a game with it and prefers it above the Duvolle, we both tried the burst and dont agree with your statement.
Tac AR's are the weakest AR variant. |
Athena Sentinel
Villore Sec Ops Gallente Federation
5
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Posted - 2013.09.10 05:01:00 -
[7] - Quote
Thanks all for your feedback |
Athena Sentinel
Villore Sec Ops Gallente Federation
10
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Posted - 2013.09.11 02:05:00 -
[8] - Quote
CCP Rattati wrote:Kekklian Noobatronic wrote:CCP Rattati wrote:I have always been a normal full auto AR guy, but I "know" that for the most effective use I should be firing controlled bursts but I never seem to have the mental fortitude to do so.
I tried all the variants after Uprising but I never got them to work for me, probably a combination of lack of my skill/stats and hit detection.
So I began testing the burst, breach, tac and normal AR again after 1.4.
Breach is fun but not enough punch to be competitive. Maybe I shouldn't ADS on the breach, that's food for thought.
TAC is too much of a sniper for me, the only kills I get are low health runners, but then again, I'm not a sniper by nature.
Burst is probably my favorite, but something about it makes me always think, well I would have wasted that guy if I just had my duvolle full auto but now I'm dead and he is not. I love the feeling of a direct hit of a concentrated burst but I usually need 3-4 of those to take someone down, and that's just too much, 2 solid burst "should" be lethal. The Allotek with 3 complex dmg mods does hit like a bulldozer.
Also on most of these, I am just getting killed back by full autos, as we all seem to share the same range, or minimal differences.
I enjoy the different playstyles, but I never see the variants on the battlefield anymore
Maybe that's because the community at large has been speaking the truth all this time. Full auto AR > Every other gun. There's not enough granularity to make using the other variants count. Having said that, I'm with you. I use them all, and I wish we saw more variations in weapons being used out there :(. It's hit and miss, we bumped up the TAC and a new FOTM was born, I know we will keep iterating. Competitive but not OP is what everyone wants, it should be about personal preferences and choice, and that's our goal.
I would suggest blocking the weapon damage variants, equalizing light weapon damage with minor math difference, faster, more damage per shot, but in the end equal. Then add a action of ability to the different weapons that would give a tactical advantage in different situations.
Scrambler - Charge fire option AR - Scope on or off option Shogun - Load a double shot but takes longer to reload after Laser - Focus fire can shoot through thin walls, large increase in heat build up Mass Driver - Smoke or Gas ammo option ability Plasma Cannon - Sticky Plasma shot that sticks to the group and does damage over time Swarm Launchers - current heat seeking and option armor pointed direct fire. So players can use heat seeking for Air and Armor points for tanks.
Man I could go on....
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