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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3073
|
Posted - 2013.09.08 09:33:00 -
[1] - 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. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3073
|
Posted - 2013.09.08 11:56:00 -
[2] - 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. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3078
|
Posted - 2013.09.08 12:29:00 -
[3] - 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. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3161
|
Posted - 2013.09.12 22:05:00 -
[4] - Quote
D legendary hero wrote:CLONE117 wrote:complaining about a single gun just by dps alone is stupid...very ,very, stupid...
You sir are an idiot. Not only did I mention more than one reason why the AR is OP, but:
- when you nerfed the flaylocks, the only claim it was OP was its splash damage
- the MD was its splash damage
- forge gun is its splash damage
- lazer was the fact that i out gunned ARs in lazer range
- shotguns was that it killed Ars in CQC
- HMG was the dps
basically, you just want to nerf everything because everything does what its designed to do. Stop trolling my thread bro. the fact that 1 guy with an AR can take on several people using other guns at the sametime alone in their niche is proof enough its OP
Your reasons were mostly either anecdotal or sourced from really, really bad maths.
Additionally, your defence of your nerfing reasons is literally 'Well, all the other ones were pathetic too so I can be pathetic as well right?'
Notice how three of the articles on the list are due to splash damage. Do you think that might have been more of an over-arching problem with splash weaponry? Instead of considering that, the nerf brigade is whining, and the same mistakes of the past are set to be repeated here - because one group doesn't like another group's weapons, clearly they must be OP.
I find it ironic that you should reason that someone wants to nerf something because 'It does what it's designed to do'. That's... what you're doing here.
Much earlier in the thread, I suggested improvements to your OP, which devolved into an internet argument. I will give you props for being more intelligent than the average internet whiner, but you are a part of the nerf brigade here. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3161
|
Posted - 2013.09.12 22:19:00 -
[5] - Quote
Cosgar wrote:Orion Vahid wrote:Ahhh...the AR nerf shall be glorious. I can just imagine the tears already It might make me want to reinstall again. Ah, I'd thought your opinions were uninformed. Your confirmation was appreciated. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3161
|
Posted - 2013.09.12 22:33:00 -
[6] - Quote
Cosgar wrote:Arkena Wyrnspire wrote:Cosgar wrote:Orion Vahid wrote:Ahhh...the AR nerf shall be glorious. I can just imagine the tears already It might make me want to reinstall again. Ah, I'd thought your opinions were uninformed. Your confirmation was appreciated. I uninstalled today. You know, I used to respect your opinions, until you got onto the nerf brigade bandwagon. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3164
|
Posted - 2013.09.12 22:55:00 -
[7] - Quote
D legendary hero wrote:
ok, I'll humor your blatant disregard for logic and common sense, in this regard because normally you are logical.
morons like you complained about splash damage when hit detection made splash damage horrible. frame rate issues made the explosives fire from the wrong spot, like missle turrets on dropships still do.
in fact most of the math involving the flaylock was horrible and had nothing to do wth how the flaylock operated.
Unloading a large amount of splash damage in under a second wasn't OP? I'll humour your own logical fallacies because you've made an effort here and been more reasonable than I expected.
You've also just explained why the MD was nerfed once (though it was excessive at that stage) - The splash damage wasn't working well at the time, and when it was fixed it was going to be OP. Can you honestly say that the old mass drivers wouldn't have been overwhelming in the current setting? The blast radius of an old freedom could exceed 10m, iirc.
Would you like to show me some maths with the old flaylock stats indicating it was fine? You misunderstand me - I don't necessarily support the other nerfs just because I don't support this one. If you could bring me some solid numbers on the old flaylock I'd be inclined to believe you, now that armour is in a decent place.
Quote: I mean do you even read what you post? do you think before you write? since chromosome AR noobs like you have nerfed systematically, every gun that was annoying them. flaylocks never had more kills that Ars, nor were they more effective except in CQC were they needed to be, but even then it wasn't a big problem since you can strafe at 100% of your movement speed before 1.4.
yet, you Ar noobs did not like the flaylock, so you had it nerfed for no other reason. same for MD, hmg and the list goes on...
I don't even use the AR. I'm simply defending it against the nerf brigade.
Quote: I find it ironic that you should reason that someone wants to nerf something because 'It does what it's designed to do'. That's... what you're doing here.
oh im sorry, i forgot to read where CCP said the AR is designed to be an I-win button and superior to every other weapon in all respects at the militia level up to proto in every conceiveible situation.
oh...wait.. they didn't? yeah, because ARs aren't designed for that. [/quote]
They're not 'superior to every other weapon in all respects'. Not at all. Tell me where the assault rifle destroys tanks, snipes at 200+m. I can easily beat assault rifle users in long range combat with my SCR - I do it regularly. Laser rifles, in their admittedly limited operational range, can melt AR users. Sweeping, strong generalisations like this are rarely even moderately accurate. If the AR was a win button, I would go about 3/20 every match, simply by the ratios. But I don't.
Quote: I appreciated the coments, but I did the research and based on not only the in game experience of most players in cluding myself, the MATH and logic behind the AR proves it is OP.
in the court of law, eye witness testimony, with evidence, and scientific facts generally lead to convictions. the defense for ARs is weak at best and doesn't mitigate its OPness.
You didn't do the research. The simple fact that you're plugging in a 10% modifier twice proves this. If you had done your research, for example, you would know that the 10% damage was put directly into the weapon. You may also want to note that this doesn't affect your beloved HMG either - there is no 10% damage increase on that or the AR.
Similarly, you would also be aware that the ASCR does a very similar amount of dps to the AR. The overheat mechanic hardly applies when you have to fire two clips without stopping to manage it
In a court of law, anecdotes and heavily biased 'evidence' tends to get people looking oddly at the prosecution. That doesn't apply here, of course, because the vast majority of forum-goers are unaware that they can breathe through their nose and most of those others are feeling retributive about perceived unjust nerfs. They may well have been unjust, but retributive nerfs of more weapons isn't an answer. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3164
|
Posted - 2013.09.12 23:05:00 -
[8] - Quote
D legendary hero wrote:
C'mon bro. I know your trying to fight it... But YOU and I BOTH know based on the evidence the AR is OP.
its hard for me to beleive that you don't think its OP. regardless of whether you use AR or not as a logical individual you certainly must be noticing the validity of these arguments.
honestly.. how can you beleive the AR doesn't need a nerf?
Let me stop you there. I'm not completely convinced the AR shouldn't be nerfed. What I am convinced of, 100%, is that your proposed nerfs are far too heavy handed, and that the arguments being made are flawed.
- what disadvantages does the AR have?
Nothing major. It's meant to be a jack of all trades. The concept is problematic, yes.
- why does the ARs current range rival other niche weapons?
It doesn't. If you look at this graph, you can see that the long ranged weapon system, the laser rifle, outperforms it at range. The ludicrous damage drop-off on the weapon is another problem altogether.
- why does the ARs dps at milita level rival that of the HMG?
It doesn't. The HMG outdpses the AR by a significant amount. The problem here is that the HMG dispersion is insane.
- why is the Ar more effective than SMGs in CQC, BUT at the same time just as accurate as Scr rifles at 66m?
Let me tell you as someone who mains the SCR that at 60+m, I have yet to meet an automatic AR user who could best me in straight combat.
Quote: its impossible for me to beleive you can't see this as OP
I see it as OP in some ways. I don't see it as nearly OP enough to warrant the kind of heavy-handed nerf you're proposing. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3199
|
Posted - 2013.09.14 14:41:00 -
[9] - Quote
D legendary hero wrote:INFINITE DIVERSITY IDIC wrote:D legendary hero wrote:INFINITE DIVERSITY IDIC wrote:Godin Thekiller wrote:That's ******* sad. I knew it was bad, but this is just sad.......... No his math is wrong, his logic is flawed and only considers dps which is not the only consideration by a long shot. This is the homework of a baddy who needs to get better. And who told you all weapons were supposed to be equal? Thts why you have a choice, ya you get less range and you overheat, with a heavy, you also can carry about 1600 hp there's an advantage that comes with the heavy I don't get in my suit with my ar, there's much more too, this is all just lame qqing bc of aim assist, where was all this before aim assist? if you read past the first sentece of the OP you would see that I list more than several reasons why combined the AR is OP. Yes but if you start out on a false statement the rest doesn't matter to me anyway.
- the first statement was that Aim assist wasn't the problem, bro. You being alliterate isn't my problem, so troll somewhere else.
- commenting on something before you read it is the epitome of stupidity.
- the fact that no one for 14 pages has been able to effectively counter any of the arguments of the OP, is proof enough you b*llshitting and the AR is OP.
there is a nice summary for you, if you don't read this and keep responding there is something wrong with you
I have two objections here.
1. You did state that aim assist was a problem at one point in the thread, because, and I almost quote: 'It lets 90% of AR shots hit'.
2. Plenty of people have effectively countered the arguments of the OP. It's just that you've refused to accept that. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3250
|
Posted - 2013.09.15 15:58:00 -
[10] - Quote
D legendary hero wrote:Aeon Amadi wrote: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. included the calculation of the 10% buff of all weapons when i compare them. but like i said if the threashold of a matter is 20, and weapon A does 10 pers second while weapon B does 8.5 with non of the draw backs of weapon A it is better. why? the time to depletion is 2 seconds for weapon A and 2.3 seconds for weapon B. 2 seconds ~ 2.3 seconds
so if weapon by has zero draw backs, and 3 times the range of weapon A, with a differens of TTK of only .3 seconds. obviously weapon B is better. As a side, point i specifically countered everones arguments for page. AR guys like you continue to repeat the same arguments most of which i solve in the OP, including the linked references. After i resolve one issue, no one responds to it, and then you bring up unrelated issues. so. i am not responding to this. please refer to my earlier posts. thank you for your time.
Your 10% buff calculations continue to be wrong. Have a devpost confirming this.
What is this mythical weapon which has three times the range of weapon A and yet only has .3 seconds longer TTK? It's not the AR vs the HMG. Why? The AR doesn't have 3x the range, and the difference in TTK is only .3 seconds longer at long range. The AR does have more range than the HMG, yes - but you are outright wrong in saying the TTK is .3 seconds different. The difference between 425 and 600 is not ~15%. It's nearly 50%. Yes, you have dispersion. That doesn't account for a 45% difference in DPS to that extent. Even with your cited 30% bullet loss due to dispersion it doesn't cover that.
I find it more than a little hypocritical of you to continually say that you've countered everyone's arguments repeatedly and that they're just repeating themselves, when all you're doing is repeating what's in the OP - an OP based on incorrect statistics, flawed maths, and a continually fallacious argument. Neither side is likely to concede, of course, but you telling others that they're repeating themselves is reminiscent of 'pot, kettle, black'. Especially when you go on to say that you refuse to respond to posts that disagree with your point of view. |
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3252
|
Posted - 2013.09.15 16:27:00 -
[11] - Quote
D legendary hero wrote:
im done. i keep answering, i used this very same dev post a few posts up. it confirms exactly what i said. just read my prior posts.
It doesn't confirm what you said. It flies completely in the face of what you said, for example, confirming that the 10% damage buff is baked into weapons. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3263
|
Posted - 2013.09.15 21:17:00 -
[12] - Quote
D legendary hero wrote:When I am wrong I admit it, and correct my view. I am not wrong in this case. If you have not convinced me that the AR is not OP. No one here has.
Earlier in this thread I apologized to someone i insulted. I corrected my views on giving extreme buffs to the HMG, no that I have had a chance to thoroughly test it wih the new hit detection, it merely lacks accuracy and range. there were several threads (only 1 of which i started) where I had changed my view point based on sufficient evidence and well constructed arguments.
regardless of whether you were polite or not, the evidences presented here were neither logically, nor compelling. bringin other weapons into the discussion has no validity here- here we are speaking only about the AR. TL;DR the MATH, overall player experience and logic behind my argument pro AR nerf is strong. case and point.
I applaud you for reconsidering your position on the earlier HMG buff proposals. I suspect you will recall that I believed they were ridiculous.
Again, you misunderstand at least what I personally am trying to say. I'm not 100% against an AR nerf, what I'm against is the nerf you're proposing. The math it's based on isn't quite correct in a lot of cases and a lot of it is based on estimated figures which are probably inaccurate. That's mostly what I'm bashing on here, along with the dubious logic.
However, I don't think you quite understand the term 'balance'. It means to coexist in reasonable harmony with other items - Thus, the state of other weapons is certainly relevant. How can you gauge that something is overpowered if you're not comparing it to other relevant 'powers'?
Once more you declare the opposing arguments invalid and illogical. It's depressingly hypocritical that you should do that, really. Especially so that you should proceed to declare your own logic completely sound and your player experience superior to your opponents. But of course, to be fair, this is the internet, and neither side will ever concede.
EDIT: I have written a thread on the topic of the AR and I would be curious to get your opinion. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3459
|
Posted - 2013.09.25 21:46:00 -
[13] - Quote
D legendary hero wrote: everyone should die to every weapon in its niche. there is no such thing as a weapon being too good at its job.
wat
That runs completely against everything you're saying here. You're saying that the AR is too good at general killing, then that there's no such thing as being too good?
Quote: You see AR guys have a problem where if they don't a gun or its function the QQ OP. flaylocks worked perfectly fine. ARs still had way more kills. in fact at its hight the flaylock still only ranked 6th on the list of guns with kills... still below SMGs.
Source on the flaylock usage? And really, I can't take you seriously if you think the old flaylock was fine. It did more DPS than an assault rifle, with splash damage. You barely had to aim it near someone to kill them. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3461
|
Posted - 2013.09.25 22:30:00 -
[14] - Quote
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. |
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