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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2841
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Posted - 2013.09.13 01:57:00 -
[1] - Quote
-1
Assault Scrambler Rifle and Assault Rifle have roughly the same DPS and the Assault Scrambler Rifle, while having the same optimal, has a larger falloff range.
If you're going to nerf the Assault Rifle, the only viable solution is a reduction in optimal range. Beyond that it's performing the same as other weapons of similar properties like the ASR. The Assault Rifle is Plasma based and Gallente in design, meant for low ranges and high damage output. It doesn't make sense that the ASR has the same damage output with a longer range and nerfing the Assault Rifle will only increase that disparity in a negative way unless done correctly.
To which I provide you legitimate and hardcore proof.
http://i.imgur.com/krRr5EZ.png |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2852
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Posted - 2013.09.13 08:53:00 -
[2] - Quote
D legendary hero wrote:Aeon Amadi wrote:-1 Assault Scrambler Rifle and Assault Rifle have roughly the same DPS and the Assault Scrambler Rifle, while having the same optimal, has a larger falloff range. If you're going to nerf the Assault Rifle, the only viable solution is a reduction in optimal range. Beyond that it's performing the same as other weapons of similar properties like the ASR. The Assault Rifle is Plasma based and Gallente in design, meant for low ranges and high damage output. It doesn't make sense that the ASR has the same damage output with a longer range and nerfing the Assault Rifle will only increase that disparity in a negative way unless done correctly. To which I provide you legitimate and hardcore proof. http://i.imgur.com/krRr5EZ.png the Assault Scr is a LVL 4 weapon, that does 120 to shields and 80 to armor so finishing off enemies at range is not its forte. with 3 times the kick, and greater muzzle flash it isn't exactly the most accurate gun either. it overheats as well. At range where more bullets will be needed to done targets this becomes an issue. Scr have better worse CPU/PG fitting requirements than ARs making tanking and using damage mods harder. also, comparing damage to shields at range and comparing a miltia AR that does 110/95 to shields armor to an ADV AScr that does 120/80 to shields armor is misleading. the Ascr does 444.12 dps the milita AR does 467 dps. why does a milita AR have greater dps than an Ascr. why does the Ascr have greater damage fall off over range than a milita AR?
First of all, efficacy does not change between tiers. 110% is retained between the Militia Assault Rifle and the Duvolle Assault Rifle - this is congruent with all weapons. Their efficacy only changes based on range, variant and whether or not you're firing at shields/armor. There is no difference. There is absolutely nothing misleading about it, the damage slopes are retained no matter what.
Secondly, like with all weapons, the CPU and PG requirements on the Scrambler Rifle can be reduced. This is a moot point considering that the CPU costs on Assault Rifles are higher in the upper tiers and Scrambler Rifles retain their traditionally high PG costs as they do in Eve Online. This is solely because they are very powerful weapons, which is the exact same reason they have overheat - which is another negligible factor because anyone with the right build finds it challenging to overheat the Scrambler Rifle. If you're having problems with this, perhaps you should invest in the Amarr Assault
Which, I will remind you, Amarr have higher CPU/PG resources on their suits solely to compensate for this.
Third and final, your DPS estimates are exaggerated and wrong - much like most of your argument. The damage per second calculation is damage multiplied by rate of fire divided by sixty. How you managed to pull 467 DPS on a Militia Assault Rifle without tying in skills/modules is beyond me, because that is higher than it's actual value of 425 (34 damage * 12.5 rounds per second)
When comparing the Advanced vs Advanced and Proto vs Proto tiers (as you should have done) the values come out as such:
GEK-38 AR: 446.25 CRD-9 ASR: 444.53
Duvolle AR: 467.5 Carthum ASR: 465.7
The difference in DPS is negligible. So why does the Militia AR have higher DPS? It doesn't. You evaluated the expression incorrectly. Why does the ASR have a greater fall off over range? Because it has a longer range with the same optimal. Never the less, both have their perks and different design philosophies.
Edit: Also, where is your gauge for this mythical "3x recoil"? Do you have a video showing side by side comparisons between the two? Are skills, like Sharpshooter, being taken into account? What is the basis for this claim besides magic?
Please provide legitimate information and true-to-reality evidence of your findings. Don't just throw out information that you make up (like Militia AR DPS) because I will school you. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2861
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Posted - 2013.09.13 13:03:00 -
[3] - Quote
Kekklian Noobatronic wrote:Food for thought.. Which (be honest) would you rather face
1) A Duvolle AR at 65 Meters
Or
2) A Boundless HMG at 25 meters
Personally? A. I'm more scared of an AR outside it's optimal than I am of an HMG inside it's optimal. And there's a real problem with that.
'Nuff said.
Overlying issue. Is the Assault Rifle broken or the Heavy Machine Gun? I'll let you ponder on that for a moment. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2904
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Posted - 2013.09.14 14:32:00 -
[4] - Quote
D legendary hero wrote:
not only did I counter all your arguments 8 pages ago. but i thoroughly explained that the 10% bonus given all weapons after uprising when the HMG got its damage per shot increased from 12 to 18, applied to all weapons at that time.
all weapons released after that did not get this bonus.
so yes 425 * 1.1 = 467. learn basic math bro, stay in school.
in addition, your videos hardly prove much. there were no enemies. but what the second one did prove is that the side to side, and up and down recoil on the scrambler is greater than that of the AR.
you still failed to explain how a milita grade AR should do 71% of an HMGs dps, with non of the drawbacks. you have failed to explain how 3 seconds TTK for a heavy with proto shields and armor using a milita AR is balanced. you have failed.
your arguments about the CPU/PG are baseless because PG/CPU can be reduced on the AR as well. face the facts. Go to the dust fitting tool and tell me you can't fit more on a suit with a GEK than on a suit with an Assault scrambler.
Right, I didn't add in the additional 10% because it's reflected in the weapon's stats in 'Show Info' and has been ever since they added the 10% bonus from day one. Ask any CCP Dev and they will confirm this. Your math is basic on misinterpretation of information - probably due to your bias and desperation to win an argument.
Whether or not enemies were present does not matter - the recoil and dispersion is still the same. If enemies being present mattered then I would be very concerned for the health of this game because then there'd be an entirely unnecessary process added to the shooting mechanics and I don't need to explain myself there. Sure, the recoil is higher but what amazes me is that you neglect to take into account the Assault Rifle Operation and Assault Rifle Sharpshooter skills - of which I tested both with and without.
The Scrambler Rifle does have more recoil, that's a fact, but it's so minute it doesn't even matter considering that (as I mentioned in the thread) Recoil and Dispersion in a Hitscan system are entirely cosmetic as it's not possible to simulate that kind of physics when - in the most base of forms - you're simply shooting vectors (that's a straight line, by the way). Beyond that there is also another complication in that Scrambler Rifles don't have any muzzle climb at all - you can fire forever and it will stay on target no matter what.
"you still failed to explain how a milita grade AR should do 71% of an HMGs dps, with non of the drawbacks."
None of the drawbacks means none of the bonuses. Massive fire rate, increasing accuracy with fire and massive store of ammunition in the magazine. You can't compare a rifle and a machine gun. It's comparing apples to oranges and I can explain away the Assault Rifle / HMG DPS disparity despite your adamant belief that it's damage is much higher than it is: Balance.
"your arguments about the CPU/PG are baseless because PG/CPU can be reduced on the AR as well. face the facts."
Again - Amarr use Amarr weapons and Amarr weapons are designed for Amarr. Much in the same way that you will not be as effective using projectile weapons on a Gallente Assault Suit. There are perks to using the race's weapons in tandem with it's suit. You say it's baseless but the solution to your problem is right there, you just ignored it.
And if you're going to ***** about CPU/PG costs, than I want my Plasma Cannon's CPU reduced. I want prototype grenades to cost less PG.
"you have failed to explain how 3 seconds TTK for a heavy with proto shields and armor using a milita AR is balanced."
I actually did explain this. Numerous times. Assault Rifle is Gallente design, it is meant for high damage- and it fits the bill pretty damned well all things considered. But much in the same way that the Assault Rifle takes three seconds to kill a Heavy, it takes a Heavy with an HMG - a standard one at that - less than two seconds to kill my best proto suit with 750 EHP. Actually, it takes even less than that because he gets a bonus against my armor.
In fact, any weapon - when used in the right hands - takes a very small amount of time to kill. The SMG is capable of pumping out 500 DPS or more depending on your build, so 3 seconds TTK isn't a good stand point.
I can kill a heavy quick, sure, but he can kill me quicker if he knows what he's doing. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2907
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Posted - 2013.09.14 15:01:00 -
[5] - Quote
Oh - one more thing.
Assuming that I'm WRONG (something I'm actually willing to admit and have been known to do so when proven such)
It does not mean you're right. It just means your math is even more flawed.
How do I know this?
Because that 10% damage bonus would apply TO ALL WEAPONS - it is not specific to the Assault Rifle.
Dwell on that for a second. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2907
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Posted - 2013.09.14 15:05:00 -
[6] - Quote
semperfi1999 wrote:D legendary hero wrote: not only did I counter all your arguments 8 pages ago. but i thoroughly explained that the 10% bonus given all weapons after uprising when the HMG got its damage per shot increased from 12 to 18, applied to all weapons at that time.
all weapons released after that did not get this bonus.
so yes 425 * 1.1 = 467. learn basic math bro, stay in school.
in addition, your videos hardly prove much. there were no enemies. but what the second one did prove is that the side to side, and up and down recoil on the scrambler is greater than that of the AR.
you still failed to explain how a milita grade AR should do 71% of an HMGs dps, with non of the drawbacks. you have failed to explain how 3 seconds TTK for a heavy with proto shields and armor using a milita AR is balanced. you have failed.
your arguments about the CPU/PG are baseless because PG/CPU can be reduced on the AR as well. face the facts. Go to the dust fitting tool and tell me you can't fit more on a suit with a GEK than on a suit with an Assault scrambler.
Your fail in this D Legend is so bad I dont even know where to begin...but lets start here. 34 is the dmg that the militia AR does and this includes the 10% damage bonus that all weapons received months ago. They are built into the actual stats now so you cant go arbitrarily adding 10% dmg bonus because you like to skew your numbers (BTW if you give the militia AR a 10% dmg then why not the ASCR in your numbers? LOL logic). You should not diss other people in math when they have it correct because they have all of the information. You made an assumption and it caused your numbers to be skewed incorrectly CPU/PG is just different. Its just changes the fittings around a little bit. So people who have ASCR have a little harder time armor tanking than people who use the AR. 3x recoil? Have you used the weapon at all? There is NO recoil. Literally i can empty the entire mag and it will not climb 1 millimeter on the screen. It does have some side to side recoil but so does the AR...in fact the AR and the ASCR side to side recoil are virtually identical but you have to put 1.5 mill extra SP into the AR to get that identical looking recoil. AR does have an upwards traveling recoil so emptying a mag will have you looking alot higher than where you started.
Thank you, someone else noticed this idiots major flaw.
Edit: Oh, D? Before you even -try- to say that the Scrambler Rifle didn't receive the 10% damage buff (and I know you will), check out this Dev Post:
https://forums.dust514.com/default.aspx?g=posts&m=807246#post807246 |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2923
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Posted - 2013.09.15 13:38:00 -
[7] - Quote
My brain just melted.
A SLIGHT error in your math? Are you kidding? Even if the 10% damage buff is applied -after- the stats, IT DOES NOT MATTER BECAUSE ALL WEAPONS RECEIVE THE BUFF!!!!!!!!!!!!!!!!!
Jesus christ you are denser than veldspar
And if you didn't want to argue and didn't want people to point out your obviously ridiculous mathematics (of which there have been several, but you are so egotistical and arrogant that you refuse to believe you could be wrong) THEN DON'T POST IT UP ON A PUBLIC FORMAT!
None of this even matters because my crusade to re-educate the 42 gullible idiots you just convinced with your terrible reasoning and logic isn't going to matter to CCP - they don't care about likes, they care about Data and it doesn't matter how long we argue over who is right or wrong they already have the data - more precise data, might I add - than we ever will. They know how their weapons are performing and despite the fact that you lead the QQ sheep herd they're smart enough to know when you're being rambunctiously ridiculous.
All of us know that the weapon works - it works the way it's supposed to. Just because the HMG doesn't perform as well doesn't mean that it's OP, it doesn't mean it's imbalanced and it sure as hell doesn't meant that the AR is the source of all the worlds problems.
People still kill with sniper rifles. People still kill with shotguns. People still kill with knives.
And with that, I'm officially out - because arguing with children is about as useful as being one. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2941
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Posted - 2013.09.16 20:19:00 -
[8] - Quote
semperfi1999 wrote:D legendary hero wrote:semperfi1999 wrote:D legendary hero wrote:Kyy Seiska wrote:Some may have said this already but i'll say it anyway.
There's really nothing wrong with the damage of the weapon, it deals fairly good damage in low and mid ranges. But the fact that I can fire it from 50-60m with full-auto while most of my bullets still hit the target is pretty ridiculous (AR operation level 5 and Sharpshooter level 4)
thats why its dispersion needs an increase and its recoil could use an increase. but, ultimately, the AR needs its DPS swapped with the breach AR. i mean really there is no reason to ever use the breach, while the regular AR is just as accurate, fires further, does better damage, and fires faster. all-in-all the reg. AR > breach AR. It makes no sense that it is all around superior to the breach in every respect. You forget.....currently reg AR is >>>>> Tact, Breach, Burst What you are noting is an issue we have complained about many times but nothing has ever been done. Instead they nerfed the burst and when they buffed the tact they then nerfed it due to complaints. BTW calling people AR scrubs when they have obviously told you they use the scrambler rifle is a lvl of stupidity that just cannot be described. If you want to nerf the AR fine but you also HAVE to be asking for a nerf of the scrambler at the same time (since the scrambler is more effective than the AR). i never sid scrub. i normally say AR noob. and when i say AR noob i speak about FOTM AR users, people who only use full auto ARs. if you are an AR master you use breach, tac and burst. the Scramblers are comparable to the TAC but they overheat they require no nerf atm. i use them to great effect, but i still get taken out. i dnt feel invincible when using my scramblers. The AScr has fitting requirements and a cost that makes it difficult to tank while using it, so they generally have less shield and armor. the TAC before was literally. The TAC doesn't need a buff. The regular AR full auto needs its dps swapped with the breach. this way the full auto = high fire rate, mid range, low damage Breach = low fire rate, high damage, mid range burst = low fire rate, high damage, mid range (burst needs a dps increase to 500. the delay between shots will bring it in line with the breach) TAC = 5% increase in damage. (dps is not to exceed scrambler) Problem..... The Reg AR is supposed to be the gallente version. THis means its supposed to be lower range with high dmg and high fire rate. The Burst is supposed to be better at medium ranged with high ROF and decent dmg/accuracy, Breach is supposed to be long range with low ROF ok dmg, and tact (scrambler) is supposed to be long range (not quite as long as breach) with high dmg and ok ROF The problem is #1 CCP has not balanced them according to what they said they want from these weapons. AR = Gallente Burst = Minmatar Tact = Amarr Breach = Caldari That is what its supposed to be. Honestly at this point I dont think CCP has a clue of what they will do to balance out the rifles for their racial specific areas they are wanting.
They're doing another balance pass on the racial rifles in 1.5
But, don't bother continuing on with this argument - not going to get you anywhere. Dude doesn't know what he wants, just knows that he wants the AR to be practically removed from the game.
Dispersion Recoil DPS Range
He's mentioned it all. He doesn't care what happens and doesn't have any forward direction on what he's proposing - he just wants something crazy done so that everything else is better than the AR, despite other weapons currently existing in game with more DPS, more Range and overall better damage application.
I've yet to see anyone complain about the SMG but I'm just as, if not more effective with it as the AR. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3099
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Posted - 2013.09.25 02:40:00 -
[9] - Quote
D legendary hero wrote:ReGnUM Public Relations wrote:Firstly using math as the a prominent variable to balance weapons is just lol
I used math so... yeah. Quote: OP play consistent PC and then get back to me on weapon balance
the fact that ARs are pretty much the only weapon used in PC proves more than enough. I did with 1arm. the facts hold true. but how about this since a militia AR can do everything i mentioned how about a duvolle?
Do you even do PC?
Mass Drivers HMGs Scrambler Rifles Sniper Rifles Tanks
All of them are used and just one of each can make a MASSIVE difference in a battle. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3105
|
Posted - 2013.09.26 14:32:00 -
[10] - Quote
Buster Friently wrote:Aeon Amadi wrote:D legendary hero wrote:ReGnUM Public Relations wrote:Firstly using math as the a prominent variable to balance weapons is just lol
I used math so... yeah. Quote: OP play consistent PC and then get back to me on weapon balance
the fact that ARs are pretty much the only weapon used in PC proves more than enough. I did with 1arm. the facts hold true. but how about this since a militia AR can do everything i mentioned how about a duvolle? Do you even do PC? Mass Drivers HMGs Scrambler Rifles Sniper Rifles Tanks All of them are used and just one of each can make a MASSIVE difference in a battle. None of this even matters. PC is played by a minority. Dust is bleeding players pretty substantially. This is partly due to the fact that, in the game most players actually see, the AR is stupidly easy and definitely OP. That's pretty much the long and short of it. AR 514 needs to end if Dust is to succeed.
And where, pray tell, are you getting these "bleeding" numbers from..? The same magical wonderland D Legendary here is getting his assumptions and rambunctious claims with little evidence (and what evidence he does provide is bias and wrong)?
Here, check this out, maybe it'll enlighten you.
http://eve-offline.net/?server=dust
See that bit down in the bottom right that says: Past Year?
May 6th - 3064 players May 17th - 5805 players May 24th - 6533 players
And then it goes (steadily, I might add) back down to approximately 3000 players. There are currently 2,500 online right now and that's pretty damn good considering (american) players are in school, at work or running errands at 9:30 AM.
You're probably thinking: "But there's a spike of 6500 players in May! And it even says the current record of 9,255 on May 19!!!!" Yeah, wanna know why? Game was released on 5-14 (quaint, I know) and that's when a bunch of reviews from IGN and media outlets decided to log on and give the game a shot, not to mention Dust's own player base and a bunch of other new-bros who decided to join in and experience the fun.
So considering the fact that it's no longer the summer, we're getting to Q3/Q4 (which, by the way, is when a LOT of games come out) and well past the game's release date NOT TO MENTION THE FACT that the game has virtually no commercial advertisement... We're seeing the exact same amount of players we did in Beta.
You want more players? Get out there and advertise until they start putting advertisements on dating sites like Eve Online. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3105
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Posted - 2013.09.26 14:58:00 -
[11] - Quote
Arkena Wyrnspire wrote:D legendary hero wrote:[quote=Arkena Wyrnspire][quote=D legendary hero] the GARs niche is high rate of fire, low damage, low range. So, it should not be insta dropping heavies at 66m range. So, yeah. it should be good at what its designed to do.
Its not designed to out gun HMGs. so, like I said its OP. no weapon can be too good at what its designed to do. But, you must then look at what its purpose or design is which will balance it.
General purpose, means lack of effectivity in specific areas. so, when niche comes verses general niche should win hands down (in the niche's area of course).
It doesn't outgun HMGs, in their range. And it doesn't insta-drop heavies at 66m. At that range, the DPS of a triple damage modded, high proficiency Balac's is less than 300 - if all of those shots land. Even militia assaults have more than that. Quote:See CCP wolfman's dev blog on the patch for that it spoke about explosives balancing. Again, if you are not going to READ my comments do NOT respond. Several times I mentioned that the RoF was too high. but, at the same time the flaylock was fine. Why?
- People were using proto flaylocks, with 2 side arm damage modifiers, all their kills were close range kills.
- most people who used them were scouts (with the broken speed mechanic), and caldari logistics (have we all forgot about the caldari logis with more ehp than heavies could dream?)
If you used the ARs extended range the flaylocks would have been no problem. but, AR guys just rush. And com'on man I cant respect anyone in this game who complains about splash damage. splash weapons have a trajectory and hit detection/latency issues affect them the most. or lest we forget when direct hits where impossible because rounds would go right through people. non splash weapons are literal hit scans that instantly hit any target from any range. and AR hipfire is so accuracte you practically don't have to aim if the enemy is 20m away or closer. AR is an instant application of dps from 0-88m. starting from 467 maxing out around 670+ dps. which is so easily applied its crazy. zero respect man, zero respect. The flaylock does not have a trajectory. It flies straight and explodes after approximately sixty metres. Direct hits weren't a concern when splash damage did almost the same damage as a direct hit. I'm not really sure how something being accurate means you don't have to aim it - of course you still have to aim it, you're just more likely to hit with it if you aim it properly. Oh, and a six metre wide explosion requires much less aiming than a hitscan weapon. The optimal range of the AR is 40m. After that the damage drops severely. So no, it's not as simple as instantly applying that DPS at those ranges. At 88m the damage is negligible and if you get killed by it you deserved it or were wearing a scout suit. That DPS is not 'so easily applied its crazy' at that range, not even close. And neither is it anywhere near those figures you quoted. I have zero respect for you either if you need a six metre wide explosion to hit anything within 60m.
Going to add that at 70m the DPS on a Duvolle Assault Rifle (against shields) is 187. If they have 500 Shields, that's more than half of the magazine worth of continuous fire and then you still have to deal with armor which, more than likely they'll have around 150 if they have their skills up. Because the efficacy drops against armor you're doing less damage so it would take an additional twenty rounds.
That's an entire magazine to kill one Caldari Assault - which given that you have to stay on target the entire time at that range (despite popular belief, it's actually pretty hard to do even with my 3.5 kdr) and even then they always have the opportunity to go for cover... Which, if they're not in cover, then it's a moot point anyway because a Sniper would pick them off just as easily.
And if we're fighting against a Caldari Assault, Assault Scrambler Rifle is better for the job just to knock out the shields quicker and have more range for largely the same DPS. And you can whine, ***** and complain about 'overheat' all you want but considering that without skills you have to pour through two entire magazines just to overheat the damned thing, I'd say it's nigh impossible to actually overheat the weapon before you kill him unless you're THAT terrible of a shot.
I'm sure someone is going to say -something- about Aim Assist being OP as their backup argument to being proven wrong but to that I say this:
1.) Aim Assist isn't exclusive, you have the option to use it too, so use it. 2.) Aim assist doesn't make better players moar better (lawl) because they're still going to have that skill even without AA. 3.) It's entirely circumstantial because even with Aim Assist they're constricted to their own drawbacks. Armor will always be slower than shields, scramblers will always do less damage to armor. It's just how this game works. |
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