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Thread Statistics | Show CCP posts - 4 post(s) |
Athena Sentinel
Villore Sec Ops Gallente Federation
0
|
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 |
G Torq
ALTA B2O
213
|
Posted - 2013.09.07 18:30:00 -
[2] - Quote
What the funk is a TACH Assault?
Tactical Assault Rifle? Or am I missing a weapon? |
Athena Sentinel
Villore Sec Ops Gallente Federation
0
|
Posted - 2013.09.07 18:35:00 -
[3] - Quote
I changed it to Tactical for the more general population :D Thanks for the heads-up. |
Chunky Munkey
Amarr Templars Amarr Empire
1426
|
Posted - 2013.09.07 18:50:00 -
[4] - Quote
Why are you complaining about a long range, single fire weapon's hip fire and dps? |
Athena Sentinel
Villore Sec Ops Gallente Federation
0
|
Posted - 2013.09.07 18:52:00 -
[5] - 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? |
Provolonee
Undefined Risk DARKSTAR ARMY
124
|
Posted - 2013.09.07 18:55:00 -
[6] - Quote
It's still better than the laser, so maybe that's the hold up? |
Fire of Prometheus
DUST University Ivy League
349
|
Posted - 2013.09.07 18:59:00 -
[7] - Quote
My GLU 5 TacAR is fine, so is my duvolle TacAR |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3053
|
Posted - 2013.09.07 19:03:00 -
[8] - Quote
Incorrect - It does have an increased range over the standard assault rifle. |
DootDoot
Sebiestor Field Sappers Minmatar Republic
30
|
Posted - 2013.09.07 19:05:00 -
[9] - Quote
Its just hit detection... its horrible with it unless you have auto aim on. and still is questionable... If they made HD actually viable with it then no problem... but u can put your dot and cover their head completely and miss 60% of the time.
They have had a long range Rail rifle in DUST 514 concept for a long time, they just can't get past all these game mechanic issues to get to the fun part of adding content and stuff...
i think there is even examples of a dev using a rail rifle on youtube... |
Johnny Guilt
Algintal Core Gallente Federation
268
|
Posted - 2013.09.07 19:06:00 -
[10] - Quote
A 10m-20m more optimal range doesn't sound gimped but compared to a laser it might,i still like my tac |
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Rogatien Merc
Red Star. EoN.
1065
|
Posted - 2013.09.07 19:09:00 -
[11] - Quote
Fire of Prometheus wrote:My GLU 5 TacAR is fine, so is my duvolle TacAR Bullshit STFU.
/me waves hand like Obi Wan...
"The Tac AR needs to be buffed CCP. Buff the Tac AR. It is so weak. It is so noobish. It sucks so much. Please fix it. We need more rounds, we need higher damage, we need less kick when ADS, we need tighter dispersion in hip fire. I use it every day because I am a masochist, NOT because it is decent. Please help us all: Buff the Tac AR!!"
Also, give my Cal Logi a 4th equipment slot kthxbye.
|
Iron Wolf Saber
Den of Swords
8137
|
Posted - 2013.09.07 19:10:00 -
[12] - Quote
You think that with all the complaints of aimbots these would become popular again. |
Fist Groinpunch
Goonfeet Top Men.
39
|
Posted - 2013.09.07 19:15:00 -
[13] - Quote
The most hilarious thing about the TAC is the Duvolle TAC having 3.5 extra damage per round over the GLU. That's 63 extra damage for the whole clip! That's all you get for twice the PG/CPU!*
*note - to be completely fair, it also has a 0.1 improvement to accuracy, as if that makes any kind of difference.
It's got to be some kind of CCP joke. |
Bojo The Mighty
Zanzibar Concept
1737
|
Posted - 2013.09.07 19:16:00 -
[14] - Quote
What? That thing is not gimped, just harder to use. It's a skill-strategic weapon so learn it. I love it. Kick toning is the only thing I could agree. |
Beren Hurin
The Vanguardians
1462
|
Posted - 2013.09.07 19:16:00 -
[15] - Quote
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. |
Fist Groinpunch
Goonfeet Top Men.
39
|
Posted - 2013.09.07 19:19:00 -
[16] - Quote
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? |
Rogatien Merc
Red Star. EoN.
1065
|
Posted - 2013.09.07 19:22:00 -
[17] - Quote
Fist Groinpunch wrote:The most hilarious thing about the TAC is the Duvolle TAC having 3.5 extra damage per round over the GLU. That's 63 extra damage for the whole clip! That's all you get for twice the PG/CPU!*
*note - to be completely fair, it also has a 0.1 improvement to accuracy, as if that makes any kind of difference.
It's got to be some kind of CCP joke. Random numbers incoming... say it's 3.5 * 1.25 (prof) * 1.26 (guesstimated stacking penalized 3x dmg mods) = 5.5 ... If I put 10 rounds into a heavy that is a 55hp difference which could be the difference between "dead heavy" and "heavy that killed my ass while I reload". It's valuable in the same way Armor Upgrades V is valuable ... for those times you are left barely alive after a fight with 2hp and you can nod to yourself and say "yeah... gladd I got that ****" drop your gun, walk away, and smoke a blunt instead of bleeding out on the ground.
This entire ******* GAME is about incrimental advantages and diminishing returns. But diminished returns are nonetheless... returns.
[and for the record, it's the same 5% damage increase the Duvolle has over the Gek] |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1637
|
Posted - 2013.09.07 19:52:00 -
[18] - Quote
The TAR does not need a buff. When you compare how much superior the normal AR is to the assault scrambler rifle, it is really similar to how much superior the normal scrambler rifle is to the TAR. That's not to say there's no point in these variants, they offer you more choices without spending more skill points and do different damage efficiency against armor/shield. |
Sgt Kirk
SyNergy Gaming EoN.
1487
|
Posted - 2013.09.07 19:53:00 -
[19] - Quote
If you're doing bad with the Tactical assault rifle then you're doing something bad. |
Fist Groinpunch
Goonfeet Top Men.
39
|
Posted - 2013.09.07 19:57:00 -
[20] - Quote
Rogatien Merc wrote:Fist Groinpunch wrote:The most hilarious thing about the TAC is the Duvolle TAC having 3.5 extra damage per round over the GLU. That's 63 extra damage for the whole clip! That's all you get for twice the PG/CPU!*
*note - to be completely fair, it also has a 0.1 improvement to accuracy, as if that makes any kind of difference.
It's got to be some kind of CCP joke. Random numbers incoming... say it's 3.5 * 1.25 (prof) * 1.26 (guesstimated stacking penalized 3x dmg mods) = 5.5 ... If I put 10 rounds into a heavy that is a 55hp difference which could be the difference between "dead heavy" and "heavy that killed my ass while I reload". It's valuable in the same way Armor Upgrades V is valuable ... for those times you are left barely alive after a fight with 2hp and you can nod to yourself and say "yeah... gladd I got that ****" drop your gun, walk away, and smoke a blunt instead of bleeding out on the ground. This entire ******* GAME is about incrimental advantages and diminishing returns. But diminished returns are nonetheless... returns. [and for the record, it's the same 5% damage increase the Duvolle has over the Gek]
You're not getting my point
TARs are 74.97 ->78.54 advanced to proto. ARs are 35.7->37.4 advanced to proto.
So getting the proto TAR gets you 64.26 extra damage for the whole clip. And getting the proto AR gets you 102 extra damage for the whole clip.
Even if the TAR had kept it's 24 round magazine it would still only be 85.68 extra damage per clip. But the PG/CPU specs for the two proto rifles are the same. |
|
Gods Architect
SVER True Blood Public Disorder.
382
|
Posted - 2013.09.07 19:57:00 -
[21] - Quote
Arkena Wyrnspire wrote:Incorrect - It does have an increased range over the standard assault rifle. ^ this is true |
Nemo Bluntz
TeamPlayers EoN.
560
|
Posted - 2013.09.07 19:58:00 -
[22] - Quote
My problem with the tac rifles is that the fire rate is so inconsistent. Get the first hit or two off can be somewhat easy, then that third shot comes out a half a second later, then you might get two in a row or you might not. Hitting a moving target is hard when you can't anticipate when your weapon is going to actually fire. |
Gods Architect
SVER True Blood Public Disorder.
382
|
Posted - 2013.09.07 20:01:00 -
[23] - Quote
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. |
Beren Hurin
The Vanguardians
1462
|
Posted - 2013.09.07 20:06:00 -
[24] - Quote
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. |
Athena Sentinel
Villore Sec Ops Gallente Federation
2
|
Posted - 2013.09.08 02:14:00 -
[25] - 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. |
Fizzer94
L.O.T.I.S.
135
|
Posted - 2013.09.08 02:28:00 -
[26] - Quote
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. |
Fizzer94
L.O.T.I.S.
135
|
Posted - 2013.09.08 02:31:00 -
[27] - Quote
Athena Sentinel wrote: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. - People who think the Tac AR has a longer range then other AR variants - Please show proof? other then breech I see Burst, normal and Tac all reaching the same range? If it is longer range it is an ineffective range for combat. I have been using a Tac AR since 2012 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. Please stay on topic (I understand a comparison - I found out here that scramblers and lasers need a purpose buff to. But I am not asking to nerf them, and you should not be negative to my buff suggestion either - I support a buff to give all weapons a purpose on the battle field. Tac ARs have an effective range of 80m I believe. Regular ARs have an effective range of 50m iirc. Their absolute ranges are the same, but absolute ranges don't matter because you are only dealing incidental damage(like 1 or 2 damage) at that range. |
Athena Sentinel
Villore Sec Ops Gallente Federation
2
|
Posted - 2013.09.08 02:42:00 -
[28] - 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) |
Chunky Munkey
Amarr Templars Amarr Empire
1435
|
Posted - 2013.09.08 13:33:00 -
[29] - Quote
Athena Sentinel wrote: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?
You never said anything about long range in the post. Did YOU read it? |
Lillica Deathdealer
Mango and Friends
380
|
Posted - 2013.09.08 13:38:00 -
[30] - Quote
Fist Groinpunch wrote:The most hilarious thing about the TAC is the Duvolle TAC having 3.5 extra damage per round over the GLU. That's 63 extra damage for the whole clip! That's all you get for twice the PG/CPU!*
*note - to be completely fair, it also has a 0.1 improvement to accuracy, as if that makes any kind of difference.
It's got to be some kind of CCP joke. Complex damage mods-- Beware scaling |
|
Rei Shepard
Spectre II
519
|
Posted - 2013.09.08 13:38:00 -
[31] - Quote
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. |
Aaroniero d'Lioncourt
The Southern Legion The Umbra Combine
65
|
Posted - 2013.09.08 13:55:00 -
[32] - Quote
I have no problem using tac ARs... |
Athena Sentinel
Villore Sec Ops Gallente Federation
4
|
Posted - 2013.09.08 15:47:00 -
[33] - 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
|
Posted - 2013.09.10 05:01:00 -
[34] - Quote
Thanks all for your feedback |
Killar-12
The Corporate Raiders
1063
|
Posted - 2013.09.10 05:13:00 -
[35] - Quote
Rogatien Merc wrote:Fist Groinpunch wrote:The most hilarious thing about the TAC is the Duvolle TAC having 3.5 extra damage per round over the GLU. That's 63 extra damage for the whole clip! That's all you get for twice the PG/CPU!*
*note - to be completely fair, it also has a 0.1 improvement to accuracy, as if that makes any kind of difference.
It's got to be some kind of CCP joke. Random numbers incoming... say it's 3.5 * 1.25 (prof) * 1.26 (guesstimated stacking penalized 3x dmg mods) = 5.5 ... If I put 10 rounds into a heavy that is a 55hp difference which could be the difference between "dead heavy" and "heavy that killed my ass while I reload". It's valuable in the same way Armor Upgrades V is valuable ... for those times you are left barely alive after a fight with 2hp and you can nod to yourself and say "yeah... gladd I got that ****" drop your gun, walk away, and smoke a blunt instead of bleeding out on the ground. This entire ******* GAME is about incrimental advantages and diminishing returns. But diminished returns are nonetheless... returns. [and for the record, it's the same 5% damage increase the Duvolle has over the Gek] 1.20 is what 3 dam mods would give... |
Rogatien Merc
Red Star. EoN.
1095
|
Posted - 2013.09.10 05:39:00 -
[36] - Quote
Killar-12 wrote:Rogatien Merc wrote:Fist Groinpunch wrote:The most hilarious thing about the TAC is the Duvolle TAC having 3.5 extra damage per round over the GLU. That's 63 extra damage for the whole clip! That's all you get for twice the PG/CPU!*
*note - to be completely fair, it also has a 0.1 improvement to accuracy, as if that makes any kind of difference.
It's got to be some kind of CCP joke. Random numbers incoming... say it's 3.5 * 1.25 (prof) * 1.26 (guesstimated stacking penalized 3x dmg mods) = 5.5 ... If I put 10 rounds into a heavy that is a 55hp difference which could be the difference between "dead heavy" and "heavy that killed my ass while I reload". It's valuable in the same way Armor Upgrades V is valuable ... for those times you are left barely alive after a fight with 2hp and you can nod to yourself and say "yeah... gladd I got that ****" drop your gun, walk away, and smoke a blunt instead of bleeding out on the ground. This entire ******* GAME is about incrimental advantages and diminishing returns. But diminished returns are nonetheless... returns. [and for the record, it's the same 5% damage increase the Duvolle has over the Gek] 1.20 is what 3 dam mods would give... What seriously? Gross if the stacking penalty is actually that bad these days. CBA to run the numbers right now to confirm 1.20, but that's harsher than EvE side. oh well :-)
http://www.eve-wiki.net/index.php?title=Stacking_penalty
|
Sgt Buttscratch
SLAPHAPPY BANDITS
734
|
Posted - 2013.09.10 06:09:00 -
[37] - Quote
OP if you are wanting the TAC AR to compete against the standard AR with the standard AR's range you have it all wrong. Less damage? Just about double, DPS is different. To get the maximum effect of the TAC AR you have to understand how to use it, this includes your positioning, your awareness of the enemy and their awareness of you. The GLU is easily one of the best weapons in the game in the right hands. You have to utilize the weapons range along with correct timing on your attacks. also learn and skill into a good side arm for close combat.
CCP did not nerf or gimp this weapon, they implamented a rare and almost perfect balance. |
Nocturnal Soul
Immortal Retribution
601
|
Posted - 2013.09.10 06:14:00 -
[38] - Quote
Or you could just use the real Tactical rifle in the game |
Rei Shepard
Spectre II
524
|
Posted - 2013.09.10 06:39:00 -
[39] - Quote
Athena Sentinel wrote: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.
No, its just a diffrent variant, not meant to be used at close ranges its effective range outranges my Scrambler and its main purpose is Alpha strike damage delivered in bursts that can catch people unaware.
If you have trouble using it, then a Semi version is not your goto gun, its why we don't see everyone sporting Imperial Scramblers, because very few can use the weapons potential, i on the other hand use it to sometimes clear rooms of 4-5 people before it overheats. But most of the time i never let it, unless i need that guy to go down. |
Keri Starlight
Psygod9
229
|
Posted - 2013.09.10 06:43:00 -
[40] - 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??? |
|
Guinevere Bravo
SVER True Blood Public Disorder.
367
|
Posted - 2013.09.10 08:10:00 -
[41] - Quote
Iron Wolf Saber wrote:You think that with all the complaints of aimbots these would become popular again.
I played with them a little, it seems that the dispersion (even with SS V) is pretty bad. Or maybe the hit detection is not working properly with it. Should have a small review IMHO.
|
Rei Shepard
Spectre II
524
|
Posted - 2013.09.10 09:29:00 -
[42] - Quote
Guinevere Bravo wrote:Iron Wolf Saber wrote:You think that with all the complaints of aimbots these would become popular again. I played with them a little, it seems that the dispersion (even with SS V) is pretty bad. Or maybe the hit detection is not working properly with it. Should have a small review IMHO.
The assault scrambler has pretty bad dispersion, the semi auto seems to have less issue with it because when it hits, it hits like a truck but sometimes in cqc i can sometimes drop someone on a dime, othertimes everything misses and my aiming is dead on target. I hardly ever see them in use these days. |
Baal Omniscient
L.O.T.I.S.
599
|
Posted - 2013.09.10 10:30:00 -
[43] - Quote
Arkena Wyrnspire wrote:Incorrect - It does have an increased range over the standard assault rifle. this. Also, the TAR is fine at long and medium range, it just sucks at close range. And it's supposed to. That's what your sidearm is for. SMG's are trash at long range but work decent at medium and dominate up close, the TAR is the polar opposite (as it should be).
If any AR is currently UP, it's the burst. It has pretty much the same range as the normal AR but with a scope that is made for long range engagements, it's dps is terrible due to it's still crappy hit detection, and it's burst count needs to go up more the higher level you get. |
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CCP Rattati
C C P C C P Alliance
323
|
Posted - 2013.09.10 14:16:00 -
[44] - Quote
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
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Kekklian Noobatronic
Goonfeet Top Men.
402
|
Posted - 2013.09.10 14:19:00 -
[45] - Quote
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 :(.
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CCP Rattati
C C P C C P Alliance
324
|
Posted - 2013.09.10 14:31:00 -
[46] - Quote
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.
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Stefan Stahl
Seituoda Taskforce Command Caldari State
258
|
Posted - 2013.09.10 14:46:00 -
[47] - Quote
CCP Rattati wrote: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. That's one the the reasons the more knowledgeable people on this board (not me, that's certain) have been asking to be involved in the balancing process. Some of the balancing attempts before can be loosely summarized as "This item is too popular, we need to reduce it's effectivity by 50%! Balance is restored! ... Oh, why isn't anyone using it anymore? Well, then we're going to buff it by 90%!". |
Beck Weathers
High-Damage
39
|
Posted - 2013.09.10 14:47:00 -
[48] - 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.
Add an overheat to full auto ARs lol, or just increase their bullet dispursion (later is perfered choice) |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
470
|
Posted - 2013.09.10 14:53:00 -
[49] - Quote
Iron Wolf Saber wrote:You think that with all the complaints of aimbots these would become popular again.
Aimbot don't shine if it aint high ROF full auto. Please, son. I woulda thunked you knew. |
Chris F2112
High-Damage
456
|
Posted - 2013.09.10 15:21:00 -
[50] - Quote
The full auto ARs should have much greater dispersion so they are not laser accurate at distance. The burst should be slightly longer range than the current full auto variant and have very little recoil, but not as much damage at close range. |
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Reav Hannari
Red Rock Outriders
1204
|
Posted - 2013.09.10 15:29:00 -
[51] - Quote
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
I ran the Burst on all my suits for two weeks to get a feel for how the Combat Rifle might work. The scope is nice but too many cases of a regular AR getting in my face and putting more rounds into me than I could into him. So, all my logistics suits are back to the GEK-38.
In Uprising 1.3 I used the Tactical on a Scout suit very effectively... as long as I kept range. I liked the idea of a mid-range, move with a team, sniper soldier. I just don't have the reactions to use a normal Sniper Rifle in that manner. I do have good skills in SMG for up close wet work.
To make the variants more effective the regular AR needs real kick. That rifle needs to climb enough that you start missing if you don't manually burst your fire. Make that sucker buck like a wild bronco if you hold down too long.
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843 Epidemic
Isuuaya Tactical Caldari State
134
|
Posted - 2013.09.10 15:37:00 -
[52] - Quote
The tac AR is a fantastic weapon, I went 32-2 with that in an ambush last week. If you complain about THIS variant, you simply aren't good with it. It's not 'gimped' or 'nerfed' it's just specialised, meaning it's only good for certain situations. |
howard sanchez
Sanchez Cartage llc
732
|
Posted - 2013.09.10 15:37:00 -
[53] - Quote
Stefan Stahl wrote:CCP Rattati wrote: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. That's one the the reasons the more knowledgeable people on this board (not me, that's certain) have been asking to be involved in the balancing process. Some of the balancing attempts before can be loosely summarized as "This item is too popular, we need to reduce it's effectivity by 50%! Balance is restored! ... Oh, why isn't anyone using it anymore? Well, then we're going to buff it by 90%!". Lies and hyperbole. I believe, in my humble and singularly poorly informed opinion, that CCP is listening to player feedback. Part of the problem may be that individual players posting on this forum espouse thier opinions as Fact and demand that thier recommendations be codified into the game immediately and unconditionally.
If not, they rage that CCP doesn't listen or consider thier feelings and they declare that CCP doesn't care about them or this game. Stuff like that.
It's been,what, less than 100 days since 514? 1.4 feels a LOT different than 1.0.
CCP has not buffed or nerfed anything by 90%... Probably ever. But, I expect that statements like this are ment to draw attention to how players FEEL...not how things are.
My wife exaggerates like that all the time...I get it. It's about how players feel...not about reality
Love you dust bunnies...just so you don't get a sad |
ratamaq doc
3dge of D4rkness SoulWing Alliance
53
|
Posted - 2013.09.10 15:39:00 -
[54] - Quote
Fist Groinpunch wrote:Rogatien Merc wrote:Fist Groinpunch wrote:The most hilarious thing about the TAC is the Duvolle TAC having 3.5 extra damage per round over the GLU. That's 63 extra damage for the whole clip! That's all you get for twice the PG/CPU!*
*note - to be completely fair, it also has a 0.1 improvement to accuracy, as if that makes any kind of difference.
It's got to be some kind of CCP joke. Random numbers incoming... say it's 3.5 * 1.25 (prof) * 1.26 (guesstimated stacking penalized 3x dmg mods) = 5.5 ... If I put 10 rounds into a heavy that is a 55hp difference which could be the difference between "dead heavy" and "heavy that killed my ass while I reload". It's valuable in the same way Armor Upgrades V is valuable ... for those times you are left barely alive after a fight with 2hp and you can nod to yourself and say "yeah... gladd I got that ****" drop your gun, walk away, and smoke a blunt instead of bleeding out on the ground. This entire ******* GAME is about incrimental advantages and diminishing returns. But diminished returns are nonetheless... returns. [and for the record, it's the same 5% damage increase the Duvolle has over the Gek] A comparison with the AR TARs are 74.97 ->78.54 advanced to proto. ARs are 35.7->37.4 advanced to proto. So getting the proto TAR gets you 64.26 extra damage for the whole clip. And getting the proto AR gets you 102 extra damage for the whole clip. Even if the TAR had kept it's 24 round magazine it would still only be 85.68 extra damage per clip. But the PG/CPU specs for the two proto rifles are the same. This is on top of ARs being able to output 2244 dmg per clip while TARs can only output 1413.72 dmg per clip.
Agreed, the weapon is gimped, hard. The only problem with it prior to nerf was the rate of fire was unrealistically high compaired to how fast the average human can pull/tap their fingure. bringing rof down to 400 was too much. 480-520 would be perfect. but over 700 only allowed for tards with modded controllers to use it as a full auto, which was the only thing that made the weapon OP.
Mag size and damage I could live with. I could even live with that dumb looking scope. But taking the ROF down to a level that is way below the natural ryhtym of a simi auto makes it only playable after I've had a few shots of Beam.
I love the Scrambler, but the slight hesitation due to it's ability to charge makes it feel slightly off for me. And I hate that as a Mini, there is no skill, or module I can use to keep her cool. |
matsumoto yuichi san
SVER True Blood Public Disorder.
22
|
Posted - 2013.09.10 15:42:00 -
[55] - Quote
You have finally started to see the truth, the tar is ok now, the other varients are ok as well, but the full auto os too darn good, goes too far too accurately with too much dps...
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
888
|
Posted - 2013.09.10 15:51:00 -
[56] - 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. If everything is worse than the AR you don't just buff the other things, you nerf the AR. The nail that sticks out and all that. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
888
|
Posted - 2013.09.10 15:53:00 -
[57] - Quote
The TAR is supposed to be gimpy. If you want a Tactical Rifle, use the ACTUAL Tactical Rifle (Scrambler Rifle). |
Reav Hannari
Red Rock Outriders
1204
|
Posted - 2013.09.10 16:01:00 -
[58] - Quote
Zero Harpuia wrote:The TAR is supposed to be gimpy. If you want a Tactical Rifle, use the ACTUAL Tactical Rifle (Scrambler Rifle).
I do agree with this statement but the idea is to have options within one skill tree. The problem is the regular AR is a bit too good although the balance is close enough. I don't care as much now though because it sounds like we'll be getting Caldari and Minmatar rifles in 1.5 and I'll be standing in line at the Minmatar store waiting to pick up my Combat Rifle.
|
Severus Smith
Ikomari-Onu Enforcement Caldari State
315
|
Posted - 2013.09.10 16:21:00 -
[59] - Quote
howard sanchez wrote:Stefan Stahl wrote:CCP Rattati wrote: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. That's one the the reasons the more knowledgeable people on this board (not me, that's certain) have been asking to be involved in the balancing process. Some of the balancing attempts before can be loosely summarized as "This item is too popular, we need to reduce it's effectivity by 50%! Balance is restored! ... Oh, why isn't anyone using it anymore? Well, then we're going to buff it by 90%!". Lies and hyperbole. I believe, in my humble and singularly poorly informed opinion, that CCP is listening to player feedback. Part of the problem may be that individual players posting on this forum espouse thier opinions as Fact and demand that thier recommendations be codified into the game immediately and unconditionally. If not, they rage that CCP doesn't listen or consider thier feelings and they declare that CCP doesn't care about them or this game. Stuff like that. It's been,what, less than 100 days since 514? 1.4 feels a LOT different than 1.0. CCP has not buffed or nerfed anything by 90%... Probably ever. But, I expect that statements like this are ment to draw attention to how players FEEL...not how things are. My wife exaggerates like that all the time...I get it. It's about how players feel...not about reality Love you dust bunnies...just so you don't get a sad Wisdom, this man speaks it.
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Nightbird Aeon
Ahrendee Mercenaries EoN.
313
|
Posted - 2013.09.10 16:27:00 -
[60] - Quote
I don't know about a damage buff or an improved accuracy buff.... but I would like to see then rate of fire increased...
CCP nerfed 3 things when they changed the TAC a couple of patches ago.... RoF, raw damage, and hit fire accuracy.
Keep damage and hip fire the same... but can we get a faster RoF? |
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
356
|
Posted - 2013.09.10 16:35:00 -
[61] - Quote
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
I hope this is the feeling inside of CCP and if not you are relating it to them because this is the feeling many of us have. We desperately want the weapons to have their strengths and weaknesses and dont feel like throwaways to the full auto. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
356
|
Posted - 2013.09.10 16:39:00 -
[62] - Quote
Reav Hannari wrote:Zero Harpuia wrote:The TAR is supposed to be gimpy. If you want a Tactical Rifle, use the ACTUAL Tactical Rifle (Scrambler Rifle). I do agree with this statement but the idea is to have options within one skill tree. The problem is the regular AR is a bit too good although the balance is close enough. I don't care as much now though because it sounds like we'll be getting Caldari and Minmatar rifles in 1.5 and I'll be standing in line at the Minmatar store waiting to pick up my Combat Rifle.
As will I but sure hoping it can hold its own against AR's and AScR's |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2317
|
Posted - 2013.09.10 17:08:00 -
[63] - Quote
It's a great gun that outranges the Scrambler rifle. Once they fix that, it'll be where it's supposed to be. |
Funkmaster Whale
Daedali Inc.
551
|
Posted - 2013.09.10 17:15:00 -
[64] - Quote
The TAC is by no means gimped. Whoever says so simply hasn't taken the time to learn to use the gun. Yes, the TAR doesn't shine in every scenario like the AR tends to, but there are several situations where a TAR outperforms the AR. It's all about positioning. The key is to maintain a certain distance that allows you full damage while limiting the enemy's DPS.
I run the TAR in certain ambush maps like Spine Cross where people tend to be spread out on open areas. With Prof 5 and 2 damage mods I can 3-4 shot most STD to ADV suits. I've had several games where I go 20-0 or whatever because I'm a lot less prone to put myself in a dangerous scenario. TAC AR + Active Scanner let's me pick my battles and keep distance at all times. Cardiac Regulator lets me get away.
Again, if you think the TAR is gimped you're a fool. Just because it's not the full-auto OP mess it was in 1.0 doesn't mean it's gimped. The TAR is fine. |
Garrett Blacknova
Codex Troopers
3946
|
Posted - 2013.09.10 17:32:00 -
[65] - Quote
So... I don't use ARs that much... but I have a question for those who do:
Ignoring the standard full-auto AR, and just comparing the Breach, Tac and Burst variants, are the variant ARs all relatively well balanced against one another?
And leading from that, are they well balanced against the other weapons in the game?
If yes to both questions, the standard AR needs a nerf to be more in line with the other models so they feel more useful. Or every single weapon in the game except the AR needs a buff to line up with how the weapons are "supposed" to be. |
Knight Soiaire
Better Hide R Die
2341
|
Posted - 2013.09.10 17:36:00 -
[66] - Quote
The TAC AR isn't bad, you are. |
D legendary hero
THE WARRIORS OF LEGEND
932
|
Posted - 2013.09.10 18:03:00 -
[67] - Quote
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
thats because their comparable DPS is too low ...
std AR dps = 467 breach AR dps = 340
all other stats are the same... so std AR > breach
same thing for the burst and TAC.
this is why they all need the same dps. |
Baal Omniscient
L.O.T.I.S.
612
|
Posted - 2013.09.10 19:34:00 -
[68] - Quote
Garrett Blacknova wrote:So... I don't use ARs that much... but I have a question for those who do:
Ignoring the standard full-auto AR, and just comparing the Breach, Tac and Burst variants, are the variant ARs all relatively well balanced against one another?
And leading from that, are they well balanced against the other weapons in the game?
If yes to both questions, the standard AR needs a nerf to be more in line with the other models so they feel more useful. Or every single weapon in the game except the AR needs a buff to line up with how the weapons are "supposed" to be. Currently the full auto is 3 steps above the breach, the breach is a step above the TAR, and the TAR is two steps above the burst. IMHO |
Vin Mora
Sanguis Defense Syndicate
141
|
Posted - 2013.09.10 19:49:00 -
[69] - Quote
Baal Omniscient wrote:Garrett Blacknova wrote:So... I don't use ARs that much... but I have a question for those who do:
Ignoring the standard full-auto AR, and just comparing the Breach, Tac and Burst variants, are the variant ARs all relatively well balanced against one another?
And leading from that, are they well balanced against the other weapons in the game?
If yes to both questions, the standard AR needs a nerf to be more in line with the other models so they feel more useful. Or every single weapon in the game except the AR needs a buff to line up with how the weapons are "supposed" to be. Currently the full auto is 3 steps above the breach, the breach is a step above the TAR, and the TAR is two steps above the burst. IMHO Have you used the burst recently?
The three rounds do more total damage then the single TAC round, and with the nerf to clip size for the TAC the burst ends up with 2 more shots at the target.
|
Fist Groinpunch
Goonfeet Top Men.
40
|
Posted - 2013.09.10 20:09:00 -
[70] - Quote
Knight Soiaire wrote:The TAC AR isn't bad, you are.
Noone here is saying that the TAR is bad. What we are saying is that now the AR outperforms it in most situations to a ridiculous extent.
I use the TAR exclusively. Back in 1.3 I would outright dominate with it because I made sure to engage at its optimal range and battlefield conditions and watched my surroundings to make sure I wasn't swarmed. And if I did get into CQC with an AR user I had a fighting chance to make it out on top.
With 1.4 you basically have to hit that distance sweet spot perfectly in a 1 on 1 to be victorious. And if the other guy is in a proto suit and is half-way competent you might not come out on top either. I'm not even talking about CQC.
The TAR is still usable. But with the hit detection of 1.4 it's painfully obvious how inferior the TAR now is compared to the AR. It wouldn't be so upsetting if it cost less PG/CPU to field and ISK to buy compared to the AR, but it doesn't, implying that the AR and the TAR should have the same utility, the same value. But they don't have the same utility. And that sucks. |
|
THEAMAZING POTHEAD
Pure Innocence. EoN.
349
|
Posted - 2013.09.10 20:12:00 -
[71] - Quote
Tac AR is just not a noob friendly weapon, you have to have good aim to use it, and because of that its not as reliable as the standard AR. However ask any good player and he'll tell you the truth--the full auto AR is perfect, & other weapons need to be buffed to perform better in their niche than the AR does overall,(They don't, all the nerfs from QQers have ruined almost every weapon), the TAC is not as good as the full auto but it IS a better weapon than most other weapons. And the breach & burst are just straight up garbage. UNUSABLE GARBAGE.
Personally I've used the TAC quite a bit, and thus I can consistently hit w/ it. That allows me to actually use it, whereas most people haven't, and when you just pick it up, you can't hit **** w/ it & you call it garbo.
Also, high damage weapons take proficiencies & damage mods to perform exceptionally. A freedom MD isnt normally OP, but watch what happens when you get proficiency 5 & 3 complex damage mods......... |
Godin Thekiller
Hellstorm Inc League of Infamy
618
|
Posted - 2013.09.10 20:17:00 -
[72] - Quote
Rogatien Merc wrote:Fire of Prometheus wrote:My GLU 5 TacAR is fine, so is my duvolle TacAR Bullshit STFU. /me waves hand like Obi Wan... "The Tac AR needs to be buffed CCP. Buff the Tac AR. It is so weak. It is so noobish. It sucks so much. Please fix it. We need more rounds, we need higher damage, we need less kick when ADS, we need tighter dispersion in hip fire. I use it every day because I am a masochist, NOT because it is decent. Please help us all: Buff the Tac AR!!" Also, give my Cal Logi a 4th equipment slot kthxbye.
Ah, so you're one of those scrubs who skilled into the Callogi and the Tac PR, and wants it OP again. Too bad, can't wait for it to be removed. |
Brynjar Reko
Intara Direct Action Caldari State
24
|
Posted - 2013.09.10 21:07:00 -
[73] - 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 think the solution to this will be seen when the racial variants roll out in full, and more importantly, when the starting fits have their racial variants to begin with; this inherent and automatic differentiation would vary the rifle use from the start and I think players would be more likely to stick with their starting rifle type. If this were true, even if most players still used a rifle-type weapon, they would be different variants and that alone would help balance the game a bit, as part of the AR's power comes from crowds of people using it at once. Mass drivers are finely balanced until a whole team is using them in one installation. |
echo47
Sebiestor Field Sappers Minmatar Republic
64
|
Posted - 2013.09.10 21:21:00 -
[74] - Quote
What makes the full auto AR so efficient is the fact that the faster fire is pressed with full auto weapons the more acurate they are. I think with hit detection fixed and AA this feature is probably no longer needed. This also makes the weapon extremely easy to use.
Answer to OP title how to fix the TAC AR, bigger clip size especially since thefull auto weapons get increased accuracy by spamming fire by design. |
Fire of Prometheus
DUST University Ivy League
374
|
Posted - 2013.09.10 21:25:00 -
[75] - Quote
I am sniper by nature so I found the tactical assault rifle to be GOLDEN for me, leave the TacARs alone, they are fine, people just need to work on there accuracy
EDIT: the only thing needed is larger clips (18 occasionally works for me but I would like something like 20-22 shots/clip) |
CharCharOdell
Shining Flame Amarr Empire
670
|
Posted - 2013.09.10 21:31:00 -
[76] - Quote
Then spec into scrambler rifle. |
Kira Lannister
Ancient Exiles
1221
|
Posted - 2013.09.10 21:39:00 -
[77] - Quote
Breach AR is straight garbage... |
Fire of Prometheus
DUST University Ivy League
374
|
Posted - 2013.09.10 21:43:00 -
[78] - Quote
CharCharOdell wrote:Then spec into scrambler rifle. Done it already (have proto AScrRifles)....I like the sound of the tactical assault rifle so that's why I use the duvolle |
Baal Omniscient
L.O.T.I.S.
613
|
Posted - 2013.09.10 21:46:00 -
[79] - Quote
Vin Mora wrote:Baal Omniscient wrote:Garrett Blacknova wrote:So... I don't use ARs that much... but I have a question for those who do:
Ignoring the standard full-auto AR, and just comparing the Breach, Tac and Burst variants, are the variant ARs all relatively well balanced against one another?
And leading from that, are they well balanced against the other weapons in the game?
If yes to both questions, the standard AR needs a nerf to be more in line with the other models so they feel more useful. Or every single weapon in the game except the AR needs a buff to line up with how the weapons are "supposed" to be. Currently the full auto is 3 steps above the breach, the breach is a step above the TAR, and the TAR is two steps above the burst. IMHO Have you used the burst recently? The three rounds do more total damage then the single TAC round, and with the nerf to clip size for the TAC the burst ends up with 2 more shots at the target. I would not have posted if I hadn't used it. A breach is pretty decent right now, and in the right hands a TAR is pretty good too. Neither really stands up to the full auto however. The burst may sound good on paper, and yes a single burst can out DPS a single shot from a TAR, but the delay between bursts, the low clip size and the still somewhat gimped hit detection for the burst keeps it from being viable. It takes almost twice as long to kill someone with an Allotek Burst AR as it does with a Duvolle Tactical AR because it's hit detection is off and it's one of the few weapons where making every bullet count is a must. Can't make every bullet count when they aren't connecting properly. |
Keri Starlight
Psygod9
238
|
Posted - 2013.09.10 22:03:00 -
[80] - 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 |
|
Zahle Undt
Bullet Cluster
295
|
Posted - 2013.09.10 22:23:00 -
[81] - Quote
Baal Omniscient wrote:Vin Mora wrote:Baal Omniscient wrote:Garrett Blacknova wrote:So... I don't use ARs that much... but I have a question for those who do:
Ignoring the standard full-auto AR, and just comparing the Breach, Tac and Burst variants, are the variant ARs all relatively well balanced against one another?
And leading from that, are they well balanced against the other weapons in the game?
If yes to both questions, the standard AR needs a nerf to be more in line with the other models so they feel more useful. Or every single weapon in the game except the AR needs a buff to line up with how the weapons are "supposed" to be. Currently the full auto is 3 steps above the breach, the breach is a step above the TAR, and the TAR is two steps above the burst. IMHO Have you used the burst recently? The three rounds do more total damage then the single TAC round, and with the nerf to clip size for the TAC the burst ends up with 2 more shots at the target. I would not have posted if I hadn't used it. A breach is pretty decent right now, and in the right hands a TAR is pretty good too. Neither really stands up to the full auto however. The burst may sound good on paper, and yes a single burst can out DPS a single shot from a TAR, but the delay between bursts, the low clip size and the still somewhat gimped hit detection for the burst keeps it from being viable. It takes almost twice as long to kill someone with an Allotek Burst AR as it does with a Duvolle Tactical AR because it's hit detection is off and it's one of the few weapons where making every bullet count is a must. Can't make every bullet count when they aren't connecting properly. Edit: And the fact that the scope is built for longer ranged combat than the burst can cope with due to it's range limitations doesn't help things either.
I've toyed with both the Burst and TAC as the long range option on my Minmatar assault suit (SMG is the "primary" weapon of course) I found that both the TAC and Burst have a low degree of finishing power at the long range they are meant for. So for me it is a wash between those 2 variants and I wound up going with the burst because it is more effective if I have to pull it out to finish someone off in CQC if my SMG is empty and to practice for when we get the Combat Rifle.
In general I wish we could stop asking for buffs and nerfs until at least the other racial rifles are out at which point the new rifle may fit one's playstyle better just like the scrambler rifle is probably the better option for those that like the TAC AR except for its scope has less zoom
|
Athena Sentinel
Villore Sec Ops Gallente Federation
10
|
Posted - 2013.09.11 02:05:00 -
[82] - 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....
|
Princeps Marcellus
Expert Intervention Caldari State
207
|
Posted - 2013.09.11 02:09:00 -
[83] - Quote
Sounds like you're suffering from Laser Rifle syndrome. Got all the same symptoms. |
King Kobrah
SyNergy Gaming EoN.
1148
|
Posted - 2013.09.11 02:14:00 -
[84] - Quote
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
We have been trying to tell this to devs for months. Burst AR needs to go back to seven shot bursts. |
TunRa
Ill Omens
146
|
Posted - 2013.09.11 02:22:00 -
[85] - Quote
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. |
RA Drahcir
Psygod9
179
|
Posted - 2013.09.11 03:45:00 -
[86] - Quote
Complaining about the AR?! LOL!! |
Vin Mora
Sanguis Defense Syndicate
141
|
Posted - 2013.09.11 04:00:00 -
[87] - Quote
King Kobrah 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
We have been trying to tell this to devs for months. Burst AR needs to go back to seven shot bursts. 7! That would make a miss far too costly. I slight damage increase, like 1 point more, or making it a 4 round burst instead of a 3 round burst would be better.
|
low genius
The Sound Of Freedom Renegade Alliance
414
|
Posted - 2013.09.11 04:07:00 -
[88] - Quote
is the op serious? the tac ar is pretty badass now. |
|
CCP Rattati
C C P C C P Alliance
343
|
Posted - 2013.09.11 09:02:00 -
[89] - Quote
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.
|
|
Niuvo
The Phoenix Federation
460
|
Posted - 2013.09.11 09:09:00 -
[90] - Quote
nerf the range of the ARs what is their range anyways? 40m? 50m? 60m? what is it? 100m? dealing 300 dmg in 3 seconds? |
|
Keri Starlight
Psygod9
243
|
Posted - 2013.09.11 09:11:00 -
[91] - 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... |
SponkSponkSponk
The Southern Legion The Umbra Combine
309
|
Posted - 2013.09.11 09:12:00 -
[92] - Quote
CCP Rattati wrote: 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.
or active scanner :P |
TEBOW BAGGINS
The Corporate Raiders
973
|
Posted - 2013.09.11 09:16:00 -
[93] - Quote
use aimbot enabled weapons, dont use non aimbot weapons like a noob would. |
Keri Starlight
Psygod9
243
|
Posted - 2013.09.11 09:22:00 -
[94] - 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. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2772
|
Posted - 2013.09.11 09:34:00 -
[95] - 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.
Recommend either a Wiyrkomi Triage Nanohive or a prototype Quantum Active Scanner.
Triage Nanohive doesn't give ammo but it can lessen the down time between engagements significantly and you can restock at a supply depot when it starts getting thick.
Quantum Active Scanner will reveal troop positions up to 100m for 25 seconds, and being as the Duvolle Tactical Assault Rifle excels up to that range you're well within your boundaries for application of damage.
I also recommend carrying a Flaylock Pistol or Submachine Gun as your sidearm as the Assault Rifle does less damage to armor and being as you will probably revert to your sidearm in tense situations (like when your magazine runs out) it's good to have as a last ditch effort due to it's high armor damage.
But you're definitely doing Gallente right. The Burst Assault Rifle works wonders when used in combination with Complex Damage Mods if you have some skill in AR Proficiency. |
|
CCP Rattati
C C P C C P Alliance
344
|
Posted - 2013.09.11 09:40:00 -
[96] - Quote
Keri Starlight wrote: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...
I felt the scanner just barely picked up people in my optimal range, on the outskirts of the minimap, which is where I am already looking through the scope, maybe I'm wrong though. |
|
Keri Starlight
Psygod9
244
|
Posted - 2013.09.11 10:05:00 -
[97] - 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. |
Gods Architect
SVER True Blood Public Disorder.
412
|
Posted - 2013.09.11 14:08:00 -
[98] - Quote
Sgt Buttscratch wrote:OP if you are wanting the TAC AR to compete against the standard AR with the standard AR's range you have it all wrong. Less damage? Just about double, DPS is different. To get the maximum effect of the TAC AR you have to understand how to use it, this includes your positioning, your awareness of the enemy and their awareness of you. The GLU is easily one of the best weapons in the game in the right hands. You have to utilize the weapons range along with correct timing on your attacks. also learn and skill into a good side arm for close combat.
CCP did not nerf or gimp this weapon, they implamented a rare and almost perfect balance. you are comparing one weapon in a class, then saying in the right hands it good enough to balance the whole class.... One weapon... please hear yourselves. So it has to be in the right hands to even compete, that's blasphemy.
Now me as a tac ar fan getting 30 plus each pub match, it was a bit OPed. Yeah I'll admit that, but balanced, sorry its close be not there yet in my opinion. Maybe add 2 more rounds |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2774
|
Posted - 2013.09.11 15:01:00 -
[99] - Quote
CCP Rattati wrote:Keri Starlight wrote: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... I felt the scanner just barely picked up people in my optimal range, on the outskirts of the minimap, which is where I am already looking through the scope, maybe I'm wrong though.
Right, the minimap has a very small range by comparison. A prototype Flux Active scanner has a range of 200m and an angle of 90 degrees, making it's effective scan range about 20,000m.
Now, bear in mind that while you can't see them on the minimap you can see the chevron above their head - even through walls, so looking in the directio nof which you scan will prove to be worth while.
As a general rule in all things related to combat - victory is only achieved with the enemy is on the reactive, not the proactive. The Active Scanner is your key to this victory, especially with such powerful range as the Duvolle Tactical Assault Rifle.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1481
|
Posted - 2013.09.11 15:32:00 -
[100] - Quote
Keri Starlight wrote: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.
Each racial rifle is supposedly going to have a variant to mimic each of the other races racial rifles, so we'll be seeing two more SCR variants and each of the new weapons will eventually have those variants as well.
It was a placeholder, but now it's a mimic. As a SCR rifle user I generally domintate tac ARs at range as they just cant get enough rounds downrange to compensate for the high alpha of the SCR's charge shot. |
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