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D legendary hero
THE WARRIORS OF LEGEND
867
|
Posted - 2013.09.08 06:28:00 -
[1] - Quote
before you read anything else please note. AIM ASSIST IS NOT THE PROBLEM!
the real problem lies in the fact that HIT DETECTION ( a good thing, a very good thing) now makes it so that the full dps of the AR registers all the time. AR dps is too high. (hit dection is a good thing, the improved hit detection proves how OP ARs are).
the AR without the aid of teamates or grenades, can pretty much win a 1v1 gun fit verses any suit in the game in 3 seconds or less (often less) in and beyond its effective range. . plus:
- ars never over heat
- have enough ammo to get 13 kills without need of supply depot
- have marginally less dps than an HMG without any dispersion
- no recoil
- benefits the most from auto aim
- has the best CPU/PG for suits. allowing maximum tanking
- does 110 to shields and 95 to armor giving the best effective damage dealt.
- is undisputed out to 75m
- renders scrambler rifles obsolete due to its accuracy upto 88m
- can take maximum advantage of headshots (due to high dps AND high accuracy)
- have one of the fastest reloads and reload cancels
- extremely good hip fire
- don't suffer from hit detection issues as bad due to the high damage pershot and dps, and low dispersion. in fact it benefits from hit detection the most. (hit detection itself is good, the AR is OP)
the maximum ehp a heavy in this game can haavy is 1591. a militia AR without damage mods, or proficiency does 467 (425 dps * the 1.1 multiplier CCP gave all weapons). (this is 12.5 shots per second. your clip has 48 bullets, you do 1795.2 hp in one clip. it takes you 3.8 seconds to unload a clip)
So, a militia ARs time to kill a proto heavy with max ehp, in its effective range is: 1591hp/467hp damage per second = 3.4 seconds.
your average heavy has around 1100 ehp. so, a militia ARs TTK would be: 1100/467 = 2.4 seconds
a milita heavy frame has 800 ehp. TTk from a miita AR would be: 800/467 = 1.7 seconds.
if you use 2 complex damage mods with a duvolle AR, and have proficiency your dps is 681 (my f*cking god its an HMG!). that is an equivilent of 49.5 damage pershot (as a side note the breach AR does 51 per shot. so your duvolle basically has the damage pershot of a breach with the rpm of a militia ar) you can drop a heavy with 1591 ehp in 2.3 seconds .
your average heavy with 1100 ehp dies in 1.6 seconds .
H*ll a militia AR even out dps's the AFG everyone is complaining about. AFG does 1381 damage every 4 seconds of charge up time. in 4 seconds time a milita AR has done 1868. [list] 467@1second, 934 @ 2 seconds, 1401 @ 3 seconds, 1868 @ 4 seconds = militia AR (militia Ar ends its clip in 3.8)
0@1 second, 0 @ 2 seconds, 0 @ 3 seconds, 1381 @ 4 seconds = Assault forge gun DU/A
further references: https://forums.dust514.com/default.aspx?g=posts&t=98633 https://forums.dust514.com/default.aspx?g=posts&m=1214687#post1214687 https://forums.dust514.com/default.aspx?g=posts&m=1208329#post1208329 https://forums.dust514.com/default.aspx?g=posts&m=1264972#post1264972
if you think this is a wall of text or didn't understand this just happened to you .
If TL;DR |
Godin Thekiller
Hellstorm Inc League of Infamy
564
|
Posted - 2013.09.08 06:39:00 -
[2] - Quote
That's ******* sad. I knew it was bad, but this is just sad.......... |
D legendary hero
THE WARRIORS OF LEGEND
867
|
Posted - 2013.09.08 06:43:00 -
[3] - Quote
Godin Thekiller wrote:That's ******* sad. I knew it was bad, but this is just sad..........
is this agreeing disagreeing?... idk |
D legendary hero
THE WARRIORS OF LEGEND
867
|
Posted - 2013.09.08 06:53:00 -
[4] - Quote
quick note:
common arguments pro AR are:
1. that it has the properties of all the other ARs to come inorder to fill a gap because not all the other ARs are released yet.
Counter argument : If snipers had all the attributes of all the snipers that arent in the game yet would that be balanced? If HMGs had the properties of all the HMGs that aren't in the game yet? what if the SMG had the properties of all the other racial SMGs to come, in one?
obviously, the list of examples goes on and it would be OP. therefore, by this same logic ARs are OP. not even isikune sniper rifles can drop a heavy as fast as ARs.
2. it gets more kills because everyone uses it its a standard weapon. usage is not grounds to say its OP.
counter argument: when large amounts of people used TAC ARs, flaylocks, Lazers, HMGs, and scrambler pistols the fact that so many people were using them were used as grounds to say they were OP.
so by this same logic, there must be a reason people do not grvitate toward different weapons and simply use only AR.
3. its supposed to be a jack of all trades in RL, its the most used weapon of any army and gets the most kills.
counter arguments: false. the Ar does not get the most kills in RL. also, by that same logic, snipers should OHK any suit, the HMG should be doing just as much or higher damage per shot than the AR and have further range, the shot gun should have a OHK range up to 20m, and SMGs up to 112m... obviously RL is not in favor of balance. and warheads/bombs have the most kills in history as a weapon of war.
|
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3073
|
Posted - 2013.09.08 09:33:00 -
[5] - Quote
D legendary hero wrote:
- ars never over heat
- have enough ammo to get 13 kills without need of supply depot
- have marginally less dps than an HMG without any dispersion
- no recoil
- benefits the most from auto aim
- has the best CPU/PG for suits. allowing maximum tanking
- does 110 to shields and 95 to armor giving the best effective damage dealt.
- is undisputed out to 75m
- renders scrambler rifles obsolete due to its accuracy upto 88m
- can take maximum advantage of headshots (due to high dps AND high accuracy)
- have one of the fastest reloads and reload cancels
- extremely good hip fire
- don't suffer from hit detection issues as bad due to the high damage pershot and dps, and low dispersion. in fact it benefits from hit detection the most. (hit detection itself is good, the AR is OP)
the maximum ehp a heavy in this game can haavy is 1591. a militia AR without damage mods, or proficiency does 467 (425 dps * the 1.1 multiplier CCP gave all weapons). (this is 12.5 shots per second. your clip has 48 bullets, you do 1795.2 hp in one clip. it takes you 3.8 seconds to unload a clip)
Now, I don't have a problem with the point you're trying to make. I do, however, have a number of problems with your 'statistics'.
'Has enough ammo to get 13 kills with a supply depot'. How do you come up with this statistic, exactly? HP totals vary wildly between suits. Additionally, there are plenty of weapons that can do this - sniper rifles can do this, shotguns can do this, scrambler rifles can do this, the list goes on and on.
'Has marginally less DPS than an HMG without any dispersion'. It certainly has less dispersion, yes. But 'marginally' less dps? That's not accurate. A standard AR does 425 dps. A standard HMG does 600 dps. While the dispersion is certainly different, that isn't 'marginally' less, that's almost 50% less!
'No recoil'. Technically incorrect. It does have recoil - but it's not very significant. This is one of the major changes that I would prefer for the AR - it needs significant recoil.
'Benefits the most from auto-aim'. No, it doesn't. It benefits quite a lot, but have you used the laser rifle recently? I can track a sprinting target with it without touching the stick.
'Has the best CPU/PG for suits, allowing maximum tanking'. Eh. A number of weapons use very similar resources - the mass driver for instance. You can hardly say it's the 'best'.
'Does 110% damage to shields and 95% to armour giving the best effective damage dealt'. It's 110/90. Additionally, you can't really definitively say that one damage profile is better than another.
'Is undisputed out to 75m'. No. Absolutely not. I have shotgunned ARs before, 'disputing' them well before 75m. I also beat AR users with a scrambler rifle well before that range.
'Renders scrambler rifles obsolete due to its accuracy up to 88m'. It certainly doesn't render my scrambler rifle obsolete. Do you mean to say lasers, which have their major damage dropoff at that point?
'Can take maximum advantage of headshots due to high dps and high accuracy'. Scrambler rifle does it better.
'don't suffer from hit detection issues as bad due to the high damage pershot and dps, and low dispersion. in fact it benefits from hit detection the most. (hit detection itself is good, the AR is OP)' I'm not entirely sure what you're trying to say here. Are you trying to say that the AR's spray and pray style can do well irrespective of how well the hit detection is working?
Now, on to your math.
The 10% damage modifier given to all weapons at the start of Uprising was baked into the weapon. You don't apply it again to the weapon, certainly not. If you did you'd also have to apply it to the HMG. As it is, the stats you see on the description page for both weapons are exactly as written.
Much of your calculations rely on hitting every single one of your shots on a target without a break. This does not happen. If you fire the full clip without stopping, you start to experience some recoil and that will stop you from hitting the target. Naturally, there will be a lot of missing even with burst firing. Even with the aim assist, hitting with every shot doesn't happen.
Your calculation for the Duvolle's dps is extremely biased. Not only is it inaccurate due to the 1.1 multiplier you wrongly applied, you're not looking at the other side of the coin. How much dps does a Boundless do with two damage mods and maxed proficiency, if you're comparing to the HMG? Why not compare the dps to other weapons than just the HMG? For example, look at the scrambler rifles dps. I think you'll find that... enlightening. Similarly, you can't compare its per shot damage to the breach - the breach would seriously outclass it with two damage mods and proficiency applied.
Also wtf, assault forge guns charge up way quicker than 4 seconds. I thought you were a heavy?
Now, I suggest you improve your argument with what I've written here. |
fawkuima juggalo
Pawns and Kings The Superpowers
8
|
Posted - 2013.09.08 09:41:00 -
[6] - Quote
THANKS FOR THIS VERY INSIGHTFUL INFO. |
Cosgar
ParagonX
4971
|
Posted - 2013.09.08 09:42:00 -
[7] - Quote
The best part about this topic is that the AR nerds aren't going to respond because they're afraid of math. Good luck man, you're still going to need it. +1 |
D legendary hero
THE WARRIORS OF LEGEND
873
|
Posted - 2013.09.08 10:32:00 -
[8] - Quote
Arkena Wyrnspire wrote:[quote=D legendary hero][list] 'Has enough ammo to get 13 kills with a supply depot'. How do you come up with this statistic, exactly? HP totals vary wildly between suits.
in one of the links i mentioned that if you have a medium frame with 500 ehp (average if not caldari assult or logi) then an AR without missing a shot can take out 23 of them. but due to missing, hit detection, range and fall off, the number is more closely 13 without needing a supply depot. (as a side note, HMGs are desinged for this but can't do this)
Quote: 'Has marginally less DPS than an HMG without any dispersion'. It certainly has less dispersion, yes. But 'marginally' less dps? That's not accurate. A standard AR does 425 dps. A standard HMG does 600 dps. While the dispersion is certainly different, that isn't 'marginally' less, that's almost 50% less!
'No recoil'. Technically incorrect. It does have recoil - but it's not very significant. This is one of the major changes that I would prefer for the AR - it needs significant recoil.
'Benefits the most from auto-aim'. No, it doesn't. It benefits quite a lot, but have you used the laser rifle recently? I can track a sprinting target with it without touching the stick.
'Has the best CPU/PG for suits, allowing maximum tanking'. Eh. A number of weapons use very similar resources - the mass driver for instance. You can hardly say it's the 'best'.
he actual difference is 29%. But due to hit detection issues with the HMG, its inferior damage to sheilding, higher damage fall of, and obscenely high dispersion (up to 35% disperision) the dps difference between ARs and HMGs become alot closer and on average, there is very little difference in damage output.
difference is AR does its dps out further and with greater accuracy.
by quickly pressing the trigger you can reduce the recoil counter. but this isn't really nessesary as recoil only sets in once you fire 48 bullets. the HMG, scrambler rifle, MD, flaylock and forguns do not benefit from autoaim. in faact very few weapons benefit from auto aim. but ARs due to their nature and dps equal an i win button with autoaim.
the AR has one of the most balanced CPU/PG fittings for the dps, and advantages it holds. it can practically fit on any suit build.
Quote: 'Does 110% damage to shields and 95% to armour giving the best effective damage dealt'. It's 110/90. Additionally, you can't really definitively say that one damage profile is better than another.
'Is undisputed out to 75m'. No. Absolutely not. I have shotgunned ARs before, 'disputing' them well before 75m. I also beat AR users with a scrambler rifle well before that range.
'Renders scrambler rifles obsolete due to its accuracy up to 88m'. It certainly doesn't render my scrambler rifle obsolete. Do you mean to say lasers, which have their major damage dropoff at that point?
tests have been done that confirm it does 95% to armor. from 5m - 75m the AR is basically unmatched. vs shotguns in CQB its a 50/50 chance that the AR loses, if the shotgunner misses he is insta-dead because the AR hipfire is better than smg hipfire (cross hairs not fire rate). so, a scout with a shotgun, if he misses an AR hip firing a milita AR can drop him in .8 seconds at the least. scrambers did receive a mild buff from 1.4. but 467 to the face... its hard to beat that. lazers are perfectly fine.
Quote:'Can take maximum advantage of headshots due to high dps and high accuracy'. Scrambler rifle does it better. 'don't suffer from hit detection issues as bad due to the high damage pershot and dps, and low dispersion. in fact it benefits from hit detection the most. (hit detection itself is good, the AR is OP)' I'm not entirely sure what you're trying to say here. Are you trying to say that the AR's spray and pray style can do well irrespective of how well the hit detection is working?
the ARs dps and shot pattern do good with bad hit detection (i.e. before 1.4), and now are doing even better after the up date. its simply a fact that ARs aren't affected as much by hit detection issues. shotguns, scramblers, and oddly enough HMGs were effected badly by hit detection (no one used the burst HMG before 1.4 due to hit detection mitigating most of the burst.) |
D legendary hero
THE WARRIORS OF LEGEND
873
|
Posted - 2013.09.08 10:48:00 -
[9] - Quote
Arkena Wyrnspire wrote:Now, on to your math.
The 10% damage modifier given to all weapons at the start of Uprising was baked into the weapon. You don't apply it again to the weapon, certainly not. If you did you'd also have to apply it to the HMG. As it is, the stats you see on the description page for both weapons are exactly as written.
those stats are in fact not accurate. the numbers have not change the multiplier is not on the status screen. idk why the dev's didn't put it there but, its not. still its in the records that the 10% bonus was given weapons shortly after uprising. applying the 10% to the HMG, still doesn't mitigate the 10% going to the AR. in fact adding 10% to both still doesn't mean that all the advantages and still high dps of the AR wasn't OP.
if in an equation we have the following: 10 = 9, and we add, 10% to each side, does that make it balanced? no, because 10 = 9, 10 will always be > 9, until we do either; 10 -1 = 9 OR 10 = 9+ 1.
Quote: Much of your calculations rely on hitting every single one of your shots on a target without a break. This does not happen. If you fire the full clip without stopping, you start to experience some recoil and that will stop you from hitting the target. Naturally, there will be a lot of missing even with burst firing. Even with the aim assist, hitting with every shot doesn't happen.
my calculations speak of damage per second. if you can keep your sights on a target for 1 second you can do at least 467 if your using militia. but, for your sake i also, mentioned its only 12.5 or 13 bullets. if, you miss 1 or 2 shots, the high rate of fire makes it up for you.
AR = low risk and high reward. your not punished for missing shots like a flaylock or MD, but your high dps rewards you with near instant kills, and sometimes instant kills.*
basically the nature of the fully automatic AR forgives you for missing but rewards you for accuracy. this is OP in itself.
Quote: Your calculation for the Duvolle's dps is extremely biased. Not only is it inaccurate due to the 1.1 multiplier you wrongly applied, you're not looking at the other side of the coin. How much dps does a Boundless do with two damage mods and maxed proficiency, if you're comparing to the HMG? Why not compare the dps to other weapons than just the HMG? For example, look at the scrambler rifles dps. I think you'll find that... enlightening. Similarly, you can't compare its per shot damage to the breach - the breach would seriously outclass it with two damage mods and proficiency applied.
the duvolle has none of the draw backs that an HMG does. as you assumed the dps on the boundless is higher but the dispersion is porportionally higher. the HMG is a heavy weapon and the duvolle is a light weapon, but the boundless has greater fall off, and recoil. ultimately, the duvolle does HMG damage.
think of it this way, it doesn't matter that the boundless has greater dps than the duvolle because the duvolle AR has already broken its limit by have the same dps as the ADV HMG.
also, remember, the duvolle can fully apply its dps at a longer distance with greater accuracy and less recoil/disperion, than the boundless. making the duvolle much more effective. scramblers over heat and have limited range, and about the same fall of as ARs.
duvolle dps with 2 complex damage mods, and profiiciency = 55.24 damage per shot, 690.5 dps (its a f*cking HMG bro...holy shi...)
creo dron breach AR dps with 2 complex damage mods and proficiency = 82.5 damage per shot, 550 dps (this is still too dmn high for an AR, but substancially less than a duvolle)
Quote: Also wtf, assault forge guns charge up way quicker than 4 seconds. I thought you were a heavy?
Now, I suggest you improve your argument with what I've written here.
i didn't include the operatation skill into the equation there. but if you want to sure, but to make things even i would need to include the AR proficiency into the equation (because being a heavy requires way more SP than being a medium frame with an AR, by the time i have operation in forguns proficiency is what you would have with an AR. so instead of doing 467 your militia AR would be doing 537.
assault forguns with operation high enough can charge in 2.8 or 3 seconds and does 1381
militia AR with proficiency does 537 per seocnds. in 3 seconds its 1611.
1611 > 1381
your wrong.
*insta-kill = any kill that is less than a second from full health to death. |
Kekklian Noobatronic
Goonfeet Top Men.
396
|
Posted - 2013.09.08 11:16:00 -
[10] - Quote
Confining that as an 1100 Hp heavy, I've died in under 2 seconds to AR users. Many a time they were behind me, I didn't even have time to spin around, even with the new turn rate buffs. |
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3073
|
Posted - 2013.09.08 11:56:00 -
[11] - Quote
Alright, here we go. Before I start, I'd like to point out that my previous post was more to help you improve your argument. Unfortunately, it appears that you couldn't care less about an intelligent argument and instead decided to wave as many biased numbers as you could around.
D legendary hero wrote:Arkena Wyrnspire wrote: 'Has marginally less DPS than an HMG without any dispersion'. It certainly has less dispersion, yes. But 'marginally' less dps? That's not accurate. A standard AR does 425 dps. A standard HMG does 600 dps. While the dispersion is certainly different, that isn't 'marginally' less, that's almost 50% less!
'No recoil'. Technically incorrect. It does have recoil - but it's not very significant. This is one of the major changes that I would prefer for the AR - it needs significant recoil.
'Benefits the most from auto-aim'. No, it doesn't. It benefits quite a lot, but have you used the laser rifle recently? I can track a sprinting target with it without touching the stick.
'Has the best CPU/PG for suits, allowing maximum tanking'. Eh. A number of weapons use very similar resources - the mass driver for instance. You can hardly say it's the 'best'.
he actual difference is 29%. But due to hit detection issues with the HMG, its inferior damage to sheilding, higher damage fall of, and obscenely high dispersion (up to 35% disperision) the dps difference between ARs and HMGs become alot closer and on average, there is very little difference in damage output.
No. The actual difference is 42%. We're having a disagreement here about the 10% modifier applied at the start of Uprising. This IS baked into the weapon - let me give you some history to explain why. Once upon a time, the AR did 30/33/36. CCP decided that the increase between variants was too large and flattened them, and the standard bullet then did a shade over 31 damage, I don't recall the exact number. Then, when Uprising hit and the Weaponry skill no longer provided a 2% damage per level bonus, the 10% bonus was hard baked into weapons. This can be seen as the standard variant now does 34 damage per shot.
The dispersion of the HMG means that you're likely to land at least some bullets. It's certainly a problem in some cases, but in close quarters it makes you only more likely to land some of your bullets, and though you may miss on average more than an AR you're punished much less harshly for missing shots. I'm also curious as to why the HMG is the main object of comparison here?
Quote: difference is AR does its dps out further and with greater accuracy.
Truth. This is hardly the only consideration however.
Quote: by quickly pressing the trigger you can reduce the recoil counter. but this isn't really nessesary as recoil only sets in once you fire 48 bullets. the HMG, scrambler rifle, MD, flaylock and forguns do not benefit from autoaim. in faact very few weapons benefit from auto aim. but ARs due to their nature and dps equal an i win button with autoaim.
the AR has one of the most balanced CPU/PG fittings for the dps, and advantages it holds. it can practically fit on any suit build.
Only tapping the trigger reduces the dps, and admittedly while the recoil is small it is still enough to make you miss a couple of shots well before you've fired 48.
As someone who mains the scrambler rifle I can assure you that it certainly benefits from aim assist. As a part-time user of the HMG I can also assure you that it applies to that as well. The MD doesn't particularly benefit from aim assist, no. It has the advantage of a 10m blast diameter though, so you hardly need it. I can't speak for the flaylock as I haven't used that lately. Forge guns are not an anti-infantry focused weapon. They certainly have the capability, but when doing that, much like the sniper rifle, you have to rely on aiming skills for high precision, high damage shots.
The AR may have a relatively balanced fitting profile, but it isn't nearly the only weapon and a number have superior fitting options.
Quote: tests have been done that confirm it does 95% to armor. from 5m - 75m the AR is basically unmatched. vs shotguns in CQB its a 50/50 chance that the AR loses, if the shotgunner misses he is insta-dead because the AR hipfire is better than smg hipfire (cross hairs not fire rate). so, a scout with a shotgun, if he misses an AR hip firing a milita AR can drop him in .8 seconds at the least. scrambers did receive a mild buff from 1.4. but 467 to the face... its hard to beat that. lazers are perfectly fine.
As someone who literally wrote the book on shields and armour and someone who has done extensive testing of damage profiles, I am 100% certain this is not the case.
I very frequently butcher AR users from 5-75m with a scrambler rifle, frequently with a laser rifle from 50+m, and frequently with an HMG at sub-40m. They are far from unmatched.
The scout being 'insta-dead' is more linked to problems with the scout frame than problems with any particular weapon - practically anything can 'insta-kill' a scout, by your dubious definition. A medium frame with a shotgun can certainly compete. Also, you're discounting the value of alpha damage and tactics in your ideas. Alpha damage can be very important - that same shotgunner will do better than an assault rifle due to alpha when sneaking up on people.
Your '467' number is incorrect, for reasons I mentioned earlier. It's 425. The 10% damage modifier is not an invisible effect.
I don't think you quite realise how effective a scrambler rifle can be. The assault variant has similar dps to the AR, and the semi-auto variant's current damage output is remarkably similar to the old TAR. As it happens, the semi-auto does beat 425 to the face, and quite handily.
This will be continued. |
PADDEHATPIGEN
BurgezzE.T.F
35
|
Posted - 2013.09.08 12:06:00 -
[12] - Quote
All weapons are OP in the right place, it all depends on how and where you use it.
Im at 22 mill. SP now and im fully trained in more then 1 weapon, they all have there OP moments and they all fail at other moments. thats the way its is sopose to be.
Yes i also use AR and yes im fully trained in it, but it has its problems as well, like any other weapon out there.
Hit detection problem and the aiming problem is the same on all the weapons i use.
And no aim assist is not the problem, it really does nothing but make a red dot and give me some numbers i never se anyway unless im sniping.
I have tryed al weapons at standart lvl to but they all fail, it seems like you need at least lvl 3 before they work proberly. Exept for the millitia weapons they somehow work better then standard weapons and thats a big fail.
I love my AR. I love my SCR more. I also use flaylock's and smg's, sniper's and swarms.
All exept my flaylock is lvl 5.
I was here since early beta and i have to say that right now the game is the most ballanced it has ever ben.
I dont think any weapon is OP or FAIL it all depends on who you team up with, what map you play, what weapon you use, and where and how you use it. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3078
|
Posted - 2013.09.08 12:29:00 -
[13] - Quote
D legendary hero wrote: those stats are in fact not accurate. the numbers have not change the multiplier is not on the status screen. idk why the dev's didn't put it there but, its not. still its in the records that the 10% bonus was given weapons shortly after uprising. applying the 10% to the HMG, still doesn't mitigate the 10% going to the AR. in fact adding 10% to both still doesn't mean that all the advantages and still high dps of the AR wasn't OP.
if in an equation we have the following: 10 = 9, and we add, 10% to each side, does that make it balanced? no, because 10 = 9, 10 will always be > 9, until we do either; 10 -1 = 9 OR 10 = 9+ 1.
Those stats are, in fact, accurate. The numbers did change and they're on the stats screen. If you want records, previously the standard AR did 31 damage per shot, before the 10% increase. Now it clearly says 34 on the stats screen.
Your 'equation' proves nothing and I'm not sure what you were trying to achieve by putting it there.
Quote:Quote: Much of your calculations rely on hitting every single one of your shots on a target without a break. This does not happen. If you fire the full clip without stopping, you start to experience some recoil and that will stop you from hitting the target. Naturally, there will be a lot of missing even with burst firing. Even with the aim assist, hitting with every shot doesn't happen.
my calculations speak of damage per second. if you can keep your sights on a target for 1 second you can do at least 467 if your using militia. but, for your sake i also, mentioned its only 12.5 or 13 bullets. if, you miss 1 or 2 shots, the high rate of fire makes it up for you. Yes, and raw damage per second relies on you hitting all of your shots. If you miss 1 or 2 shots, that is still a dps decrease, regardless of how much you have remaining.
AR = low risk and high reward. your not punished for missing shots like a flaylock or MD, but your high dps rewards you with near instant kills, and sometimes instant kills.*
basically the nature of the fully automatic AR forgives you for missing but rewards you for accuracy. this is OP in itself.
Quote: the duvolle has none of the draw backs that an HMG does. as you assumed the dps on the boundless is higher but the dispersion is porportionally higher. the HMG is a heavy weapon and the duvolle is a light weapon, but the boundless has greater fall off, and recoil. ultimately, the duvolle does HMG damage.
think of it this way, it doesn't matter that the boundless has greater dps than the duvolle because the duvolle AR has already broken its limit by have the same dps as the ADV HMG.
also, remember, the duvolle can fully apply its dps at a longer distance with greater accuracy and less recoil/disperion, than the boundless. making the duvolle much more effective. scramblers over heat and have limited range, and about the same fall of as ARs.
duvolle dps with 2 complex damage mods, and profiiciency = 55.24 damage per shot, 690.5 dps (its a f*cking HMG bro...holy shi...)
creo dron breach AR dps with 2 complex damage mods and proficiency = 82.5 damage per shot, 550 dps (this is still too dmn high for an AR, but substancially less than a duvolle)
Look. You are applying two damage modifiers and a proficiency skill to one weapon. You are not applying it to the other. If we go back to that 'equation' earlier, you see that a basic rule in maths is to apply things to both sides. Of course things are going to be favourable to something if you give it a load of other beneficial factors. Do you not understand this? Comparing the prototype Duvolle to a lower tiered HMG is a biased comparison.
Additionally, 'nature of the fully automatic AR forgives you for missing but rewards you for accuracy. this is OP in itself' is a remarkably stupid statement. The vast majority of weapons do - the mass driver, the flaylock, the scrambler rifle, the plasma cannon, the HMG... I'm sure you'll try to argue the HMG point, but it works similarly to the AR except for the dispersion.
Scramblers have similar range to an AR, actually. The assault variant doesn't overheat unless you're a complete mouth-breather.
When you go back to comparing to a breach assault rifle, I'd like to point out that the breach AR has reduced range and much less of the high RoF advantage. The breach is a terrible weapon and I'm honestly quite surprised that you'd hold it up as a point in a 'nerf AR' post.
Quote:
assault forguns with operation high enough can charge in 2.8 and does 1381
militia AR with proficiency does 537 per seocnds. in 3 seconds its 1611.
1611 > 1381
your wrong.
*insta-kill = any kill that is less than a second from full health to death.
You're wrong. Insta-kill = Any kill that is instant, i.e. happens in one shot.
Again you completely discount the value of alpha damage - that damage instantly kills just about any suit without alerting them. As you've used range several times in this discussion, the forge gun has an optimal ten times higher than the assault rifle.
Additionally, you're using flawed maths again. Forge gun operation is not so much more SP intensive than assault rifle operation that you can get proficiency 5 on the assault rifle before you can even get operation 5 on the forge gun, not by a long shot. You're still including the extra 10% twice, as well.
You could -almost- reasonably get proficiency 2 with the SP difference, so let's go with that. 425 x 1.06 = 450.5. 450.5 x 2.8 = 1261.4.
So actually, it's 1261.4 vs 1381. Of course there are other factors, but you ignored them and I'm out of space. |
Lillica Deathdealer
Mango and Friends
380
|
Posted - 2013.09.08 13:05:00 -
[14] - Quote
See, this whole time everyones been begging not to have their gun nerfed. But somehow AR users, despite being the most used, most powerful, jack and master of all trades, along with plenty of forum posts to back this with math the AR has managed to dodge every nerf. In fact the AR nerf brigade managed to hit everyone else instead. By some miracle CCP has finally started to catch on and begin bringing other guns up to the AR standard. Thanks whoever is responsible for this. You do better work than Obama. |
Draco Cerberus
Hellstorm Inc League of Infamy
302
|
Posted - 2013.09.08 14:04:00 -
[15] - Quote
D legendary hero wrote:before you read anything else please note. AIM ASSIST IS NOT THE PROBLEM! the real problem lies in the fact that HIT DETECTION ( a good thing, a very good thing) now makes it so that the full dps of the AR registers all the time. AR dps is too high. (hit dection is a good thing, the improved hit detection proves how OP ARs are). the AR without the aid of teamates or grenades, can pretty much win a 1v1 gun fit verses any suit in the game in 3 seconds or less (often less) in and beyond its effective range. . plus:
- ars never over heat
- have enough ammo to get 13 kills without need of supply depot
- have marginally less dps than an HMG without any dispersion
- no recoil
- benefits the most from auto aim
- has the best CPU/PG for suits. allowing maximum tanking
- does 110 to shields and 95 to armor giving the best effective damage dealt.
- is undisputed out to 75m
- renders scrambler rifles obsolete due to its accuracy upto 88m
- can take maximum advantage of headshots (due to high dps AND high accuracy)
- have one of the fastest reloads and reload cancels
- extremely good hip fire
- don't suffer from hit detection issues as bad due to the high damage pershot and dps, and low dispersion. in fact it benefits from hit detection the most. (hit detection itself is good, the AR is OP)
the maximum ehp a heavy in this game can haavy is 1591. a militia AR without damage mods, or proficiency does 467 (425 dps * the 1.1 multiplier CCP gave all weapons). (this is 12.5 shots per second. your clip has 48 bullets, you do 1795.2 hp in one clip. it takes you 3.8 seconds to unload a clip) So, a militia ARs time to kill a proto heavy with max ehp, in its effective range is: 1591hp/467hp damage per second = 3.4 seconds.your average heavy has around 1100 ehp. so, a militia ARs TTK would be: 1100/467 = 2.4 secondsa milita heavy frame has 800 ehp. TTk from a miita AR would be: 800/467 = 1.7 seconds.if you use 2 complex damage mods with a duvolle AR, and have proficiency your dps is 681 (my f*cking god its an HMG!). that is an equivilent of 49.5 damage pershot (as a side note the breach AR does 51 per shot. so your duvolle basically has the damage pershot of a breach with the rpm of a militia ar) you can drop a heavy with 1591 ehp in 2.3 seconds . your average heavy with 1100 ehp dies in 1.6 seconds . H*ll a militia AR even out dps's the AFG everyone is complaining about. AFG does 1381 damage every 4 seconds of charge up time. in 4 seconds time a milita AR has done 1868. [list] 467@1second, 934 @ 2 seconds, 1401 @ 3 seconds, 1868 @ 4 seconds = militia AR (militia Ar ends its clip in 3.8)
0@1 second, 0 @ 2 seconds, 0 @ 3 seconds, 1381 @ 4 seconds = Assault forge gun DU/A
further references: https://forums.dust514.com/default.aspx?g=posts&t=98633https://forums.dust514.com/default.aspx?g=posts&m=1214687#post1214687https://forums.dust514.com/default.aspx?g=posts&m=1208329#post1208329https://forums.dust514.com/default.aspx?g=posts&m=1264972#post1264972https://forums.dust514.com/default.aspx?g=posts&t=104295&find=unreadif you think this is a wall of text or didn't understand this just happened to you . If TL;DR and your an AR noob that want s to comment everyone will do this AR NEEDS ITS DPS NERFED TO 340 or less. So after a heavy hand balancing ARs you still think that this is needed? I believe your math is inaccurate. As squishy as every one is right now it is quite nice to see other people who use the AR dying to it. My Mass Driver still kills people just as quickly as an AR. I have not had any more deaths this build than any of the others, still not seeing a problem. |
Shotty GoBang
Intara Direct Action Caldari State
979
|
Posted - 2013.09.08 15:57:00 -
[16] - Quote
+1 for maths |
Quil Evrything
DUST University Ivy League
72
|
Posted - 2013.09.08 16:33:00 -
[17] - Quote
Draco Cerberus wrote:
My Mass Driver still kills people just as quickly as an AR. I have not had any more deaths this build than any of the others, still not seeing a problem.
But the MD doesnt have aim assist, it has range limitations, and is generally more difficult to use. Plus, it's not a militia item!!
So there's some amount of balance there.
|
VikingKong iBUN
Mcalpines Fusiliers
1
|
Posted - 2013.09.08 17:02:00 -
[18] - Quote
PADDEHATPIGEN wrote: And no aim assist is not the problem, it really does nothing but make a red dot and give me some numbers i never se anyway unless im sniping.
I dont get how so many people cant understand what the aim assist does. It really does something. And the numbers have been there the entire time i've played (like 2 months, not since closed beta). they show your weapon's efficiency against that target. No idea what you thought they meant.
Oh and with regard to this topic i think ARs are fine, some other weapons just need some buffing. All nerfs to the mass driver. |
ShinyJay
Destruction Reapers The Superpowers
36
|
Posted - 2013.09.08 19:05:00 -
[19] - Quote
VikingKong iBUN wrote:PADDEHATPIGEN wrote: And no aim assist is not the problem, it really does nothing but make a red dot and give me some numbers i never se anyway unless im sniping.
I dont get how so many people cant understand what the aim assist does. It really does something. And the numbers have been there the entire time i've played (like 2 months, not since closed beta). they show your weapon's efficiency against that target. No idea what you thought they meant. Oh and with regard to this topic i think ARs are fine, some other weapons just need some buffing. All nerfs to the mass driver.
The AR is not fine in my eyes. I just used it moments ago and did good with it without auto aim. everything was STD too. STD AR, amarr heavy suit, basic reactive plate and basic armor plate, with 1 enhanced light weapon mod. if it wasn't due to the slow nature of the suit, I would've gotten more kills.
buffing other weapons seems good in theory, but then the TTK would be reduced more and people will ask for a buff in HP. i say nerf the AR somewhat since every other weapon had gotten some nerf because it was doing "too good in it's role". ex of that, the flaylock nerf. they could've buffed the mass driver instead of nerfing the flaylock to even it out somewhat. they could've done something like that to other weapons they nerfed. the damage of the AR is a bit much in my eyes with this improved hit detection and the accuracy and recoil is just too good, and i have lvl 1 AR op only. change the recoil, kick, dispersion, accuracy or any 2 of the combination to bring that in line with other weapons. or lower the damage output. |
RA Drahcir
Psygod9
166
|
Posted - 2013.09.08 19:36:00 -
[20] - Quote
+1 for AR nerf. |
|
Magnus Amadeuss
DUST University Ivy League
17
|
Posted - 2013.09.08 19:47:00 -
[21] - Quote
I don't have a gigantic problem with the theoretical DPS, it is the grouping of the shots.
If you have used the assualt scrambler since the patch you will see it's accuracy seriously effects its DPS, so delete the sharpshooter skill for ARs and give them some SERIOUS kick and we should be good. |
Mobius Kaethis
Molon Labe. RISE of LEGION
714
|
Posted - 2013.09.08 19:51:00 -
[22] - Quote
Or how about we just get rid of the aim assist and then the AR will, once again, be nicely on par with other weapons.
Please note that CCP said that they are going to be rejiggering the range of the scrambler rifles in 1.5 which will make them have an advantage over the AR/TAR.
|
Magnus Amadeuss
DUST University Ivy League
17
|
Posted - 2013.09.08 19:58:00 -
[23] - Quote
Mobius Kaethis wrote:Or how about we just get rid of the aim assist and then the AR will, once again, be nicely on par with other weapons.
Please note that CCP said that they are going to be rejiggering the range of the scrambler rifles in 1.5 which will make them have an advantage over the AR/TAR.
Aim assists isn't the problem, it is the grouping, using an AR you can put 90% of your shots on target from 50+ m away, that is a serious problem.
No automatic weapon should be that accurate. |
D legendary hero
THE WARRIORS OF LEGEND
890
|
Posted - 2013.09.08 20:02:00 -
[24] - Quote
Arkena Wyrnspire = regular text D legendary hero = bold and underlined text
No. The actual difference is 42%. We're having a disagreement here about the 10% modifier applied at the start of Uprising. This IS baked into the weapon - let me give you some history to explain why. Once upon a time, the AR did 30/33/36. CCP decided that the increase between variants was too large and flattened them, and the standard bullet then did a shade over 31 damage, I don't recall the exact number. Then, when Uprising hit and the Weaponry skill no longer provided a 2% damage per level bonus, the 10% bonus was hard baked into weapons. This can be seen as the standard variant now does 34 damage per shot.
The dispersion of the HMG means that you're likely to land at least some bullets. It's certainly a problem in some cases, but in close quarters it makes you only more likely to land some of your bullets, and though you may miss on average more than an AR you're punished much less harshly for missing shots. I'm also curious as to why the HMG is the main object of comparison here
d legendary hero: I put 29% because i was factoring disperion. As a user of the HMG, i can tell you disperion doesn't actually help you hit targets, unless the tiny dot in the center of your redicule is on an enemy your bullets don't register. this is not due to hit detection, its most likely a mechanic designed to reduce latency.
nonetheless, it beomces a problem. as a side note i compare the AR to the HMG because the AR basically does the HMGs job better. which is why many heavies are using AR's.
difference is AR does its dps out further and with greater accuracy. Truth. This is hardly the only consideration however.
Only tapping the trigger reduces the dps, and admittedly while the recoil is small it is still enough to make you miss a couple of shots well before you've fired 48. b]d legendary hero:[/b] tapping your finger doesn't actually reduce dps by a significant amount, and the imporved accuracy more than compensates for it.
Quote: As someone who mains the scrambler rifle I can assure you that it certainly benefits from aim assist. As a part-time user of the HMG I can also assure you that it applies to that as well. The MD doesn't particularly benefit from aim assist, no. It has the advantage of a 10m blast diameter though, so you hardly need it. I can't speak for the flaylock as I haven't used that lately. Forge guns are not an anti-infantry focused weapon. They certainly have the capability, but when doing that, much like the sniper rifle, you have to rely on aiming skills for high precision, high damage shots.[quote] b]d legendary hero:[/b] i would agree with you on the scambler but its on a list of weapons that CCP confirmed aren't affected by aim assit. that and i also use scamblers 1.4 has made them more useful.. but ARs are still OP compared these and other weapons.
The AR may have a relatively balanced fitting profile, but it isn't nearly the only weapon and a number have superior fitting options. b]d legendary hero:[/b] based on its power being able to slap one of the best guns on any suit is itself OP. imagine if scouts could use HMGs? there is a reason for CPU/PG layouts. if the AR is to retain its current power and stats it needs way more CPU/PG to make it difficult to fit to suits with damage mods, or sheild and armor tanking.
[quote] As someone who literally wrote the book on shields and armour and someone who has done extensive testing of damage profiles, I am 100% certain this is not the case.
b]d legendary hero:[/b] this point is mute
[quote] I very frequently butcher AR users from 5-75m with a scrambler rifle, frequently with a laser rifle from 50+m, and frequently with an HMG at sub-40m. They are far from unmatched. [quote] b]d legendary hero:[/b] more frequently i have seen teams, and i myself have been slaughtered by people using proto caldari assualt suits or logi suits and ARs from militia to proto, kill anything in less than 2.4 seconds from 0-75m.
remember if 1 AR can drop any suit under 2 seconds imagine 16 ARs, or even 6 a full squad. people just get insta-kills by ARs that are not designed for that.
The scout being 'insta-dead' is more linked to problems with the scout frame than problems with any particular weapon - practically anything can 'insta-kill' a scout, by your dubious definition. A medium frame with a shotgun can certainly compete. Also, you're discounting the value of alpha damage and tactics in your ideas. Alpha damage can be very important - that same shotgunner will do better than an assault rifle due to alpha when sneaking up on people. b]d legendary hero:[/b] shotguns are desinged to instant drop scouts, HMGs are a heavy only weapon, snipers are supposed to insta drop scouts. but these are specialty weapons not everyone on the enemty team is going to have HMGs, or shotguns, or snipers, and scouts can evade most of those. but ARs... everyone has them, anyone you run into has a 75% chance of using one. so, to have the most common gun in the game insta-kill a scout breaks the scout.
HMGs, Shotguns have their limited range, scramblers are single fire, and snipers as well. scouts can evade these, but the AR is unavoidable up to 75m... mitigating the scouts speed advantage.
Your '467' number is incorrect, for reasons I mentioned earlier. It's 425. The 10% damage modifier is not an invisible effect.
I don't think you quite realise how effective a scrambler rifle can be. The assault variant has similar dps to the AR, and the semi-auto variant's current damage output is remarkably similar to the old TAR. As it happens, the semi-auto does beat 425 to the face, and quite handily.
This will be continued.
b]d legendary hero:[/b] we will just need to agree to disagree on this point. |
D legendary hero
THE WARRIORS OF LEGEND
891
|
Posted - 2013.09.08 20:09:00 -
[25] - Quote
Arkena Wyrnspire wrote: good points but distorting wall
im enjoying this discussion, but the quotes are distoring the forums. can you please post this one comment at a time? ill respond to them. we will resolve this issue.
give each qoute a separate post on this thread. thank you for coopreating |
Synbot
Expert Intervention Caldari State
66
|
Posted - 2013.09.08 20:11:00 -
[26] - Quote
but i like my assault rifle
dont worry gek, it'll be okay.. the meanie won't hurt you |
ladwar
Dead Six Initiative Lokun Listamenn
1527
|
Posted - 2013.09.08 20:24:00 -
[27] - Quote
/signed |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5830
|
Posted - 2013.09.08 20:40:00 -
[28] - Quote
Strongly against |
zibathy numbertwo
Nox Aeterna Security
145
|
Posted - 2013.09.08 22:02:00 -
[29] - Quote
D legendary hero wrote:
- ars never over heat
- have enough ammo to get 13 kills without need of supply depot
- have marginally less dps than an HMG without any dispersion
- no recoil
- benefits the most from auto aim
- has the best CPU/PG for suits. allowing maximum tanking
- does 110 to shields and 95 to armor giving the best effective damage dealt.
- is undisputed out to 75m
- renders scrambler rifles obsolete due to its accuracy upto 88m
- can take maximum advantage of headshots (due to high dps AND high accuracy)
- have one of the fastest reloads and reload cancels
- extremely good hip fire
- don't suffer from hit detection issues as bad due to the high damage pershot and dps, and low dispersion. in fact it benefits from hit detection the most. (hit detection itself is good, the AR is OP)
It does 110/90. Projectile weapons are 95/110. Nice try, guy. |
BIind Shot
Neanderthal Nation Public Disorder.
54
|
Posted - 2013.09.09 04:30:00 -
[30] - Quote
Kekklian Noobatronic wrote:Confining that as an 1100 Hp heavy, I've died in under 2 seconds to AR users. Many a time they were behind me, I didn't even have time to spin around, even with the new turn rate buffs.
I bet there was more than one. |
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