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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Keri Starlight
Psygod9
229
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Posted - 2013.09.10 06:43:00 -
[1] - Quote
As a Tac AR user, the only problem I'm having with it is the AWFUL hit detection.
Crosshair turns to red, gets hitmarks, hears the hit sound... HP Y U NO DROP??? |
Keri Starlight
Psygod9
238
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Posted - 2013.09.10 22:03:00 -
[2] - 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 feel like if you fix the hit detection with this weapon it will be perfectly competitive but not OP.
And please, for the love of God, do not decrease the range for this weapon, it's the only thing making it viable. If anything, buff the Scrambler's range a little bit.
But whatever you do DON'T NERF MY GUN!
http://www.youtube.com/watch?v=im4Tb_AXQig |
Keri Starlight
Psygod9
243
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Posted - 2013.09.11 09:11:00 -
[3] - Quote
CCP Rattati wrote:Done some more testing, played only TAC AR yesterday, and man, so much fun. It's definitely competitive, played right.
I just needed to pace myself and pick my battles, it's not a slayer weapon but as a mid range support, hovering around objectives and double tapping weakened foes, with the occasional headshot, it excels.
I thought it played like a sniper, but man I was playing it wrong. Gallente advanced assault (I'jm trying to cut back on my proto addiction), ferroscales and dmg mods for high dmg and mobility.
Since I didn't rip through ammo like I do on full auto AR, my nanohive was pretty useless, maybe time to skill into armor repping hive, perfect to dip into cover.
How was hit detection? Sometimes is just "meh", but more often it's really terrible. You get the red crosshair, hitmark, hit sound and all, but nothing happens... Many players reported this issue with the Tac AR.
Anyway, you're right about hives, I use the scanner with the Tac AR. Since it's not a CQC weapon, I carefully scan the surroundings to prevent people from rushing me and, if that happens, I'm aware and ready to unleash my M209... |
Keri Starlight
Psygod9
243
|
Posted - 2013.09.11 09:22:00 -
[4] - Quote
Niuvo wrote:nerf the range of the ARs what is their range anyways? 40m? 50m? 60m? what is it? 100m? dealing 300 dmg in 3 seconds?
The Tac AR's range should not get nerfed, it's the only thing making it a viable weapon.
The current optimal range for the GLU-5 is 62m, while the full-auto has 40m. The full auto AR simply destroys a Tac AR within its optimal range, so the Tac AR has maybe 10-15 meters of effective advantage. |
Keri Starlight
Psygod9
244
|
Posted - 2013.09.11 10:05:00 -
[5] - Quote
TunRa wrote:Why do we stll have the Tac if we have ScR? I mean wasn't the TAC just a place holder and be taken out? Anyways if you want a good semi-auto go invest into the ScR.
Placeholder???
You know, some of us really love the gun... just saying.
The Scrambler is and feels different.
Then why do we have an Assault Scrambler Rifle if we have AR?
I love the Tac AR more than bacon. And that says it all. |
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