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ChromeBreaker
SVER True Blood Public Disorder.
1146
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Posted - 2013.09.10 14:02:00 -
[1] - Quote
I disagree with your maths. Your solution. And your examples.
However. And please ladies and gentlemen hide your children... i do "kind of" agree with 'D legendary hero's' first 3 lines.
So if i may try my hand at re wording things...
Hit detection has changed how many weapons apply their damage. AR's, SMG's, Scrambler rifles, and HMG's are the prime examples (but not restricted too). However it has changed their effectiveness in different ways.
AR's due to their inherent accuracy are now applying a greater amount of their dmg, at all ranges, and more consistently.
SMG's are now applying a greater amount of dmg, at their optimal, where their dispersion is not so much of an issue. Due also to their high rate of fire, this dmg is applied quickly, which makes them extremely effective at CQ.
SR's are registering hits more often. Dmg output is up. Imperial scramble rifles with complex dmg mods are very very scary.
The HMG is now hitting. At Optimal ranges, the close to full dps can be applied like a huge multi barrelled machine gun should... which is a lot. However the dispersion is now a major factor in applied dps. At marginally longer ranges the number of bullets hitting drops exponentially. Hitting is "easier", but the amount hitting is less. Especially if the target is not cantered. In CQ, if you can keep the bead on target, you hit for 100% (please insert moving matrix style jumpy target), if not you do 0.
This is what i have found. No numbers needed, no comparison. I even tried to be un-bias.
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ChromeBreaker
SVER True Blood Public Disorder.
1146
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Posted - 2013.09.10 14:21:00 -
[2] - Quote
Draco Cerberus wrote:ChromeBreaker wrote:I disagree with your maths. Your solution. And your examples.
However. And please ladies and gentlemen hide your children... i do "kind of" agree with 'D legendary hero's' first 3 lines.
So if i may try my hand at re wording things...
Hit detection has changed how many weapons apply their damage. AR's, SMG's, Scrambler rifles, and HMG's are the prime examples (but not restricted too). However it has changed their effectiveness in different ways.
AR's due to their inherent accuracy are now applying a greater amount of their dmg, at all ranges, and more consistently.
SMG's are now applying a greater amount of dmg, at their optimal, where their dispersion is not so much of an issue. Due also to their high rate of fire, this dmg is applied quickly, which makes them extremely effective at CQ.
SR's are registering hits more often. Dmg output is up. Imperial scramble rifles with complex dmg mods are very very scary.
The HMG is now hitting. At Optimal ranges, the close to full dps can be applied like a huge multi barrelled machine gun should... which is a lot. However the dispersion is now a major factor in applied dps. At marginally longer ranges the number of bullets hitting drops exponentially. Hitting is "easier", but the amount hitting is less. Especially if the target is not cantered. In CQ, if you can keep the bead on target, you hit for 100% (please insert moving matrix style jumpy target), if not you do 0.
This is what i have found. No numbers needed, no comparison. I even tried to be un-bias.
Agreed, although I hardly feel this amounts to ARs being over powered. The argument that D is putting forth is that "only an AR" is benefitting from the changes, which it is clearly not. The reason why AR users vehemently oppose changes such as lowering overall dps of the AR to make it weaker is that previously it has been at a severe disadvantage at many ranges verses many different weapons depending on the range. Now it is useful when used correctly at the appropriate mid range and only slightly less useful at CQ. This has led to an upswing in it's usage along with the plentiful BPOs available for purchase meaning that additional deaths don't affect a merc's in game isk as much (Duvolles still cost 77k isk).
I havent said anything is OP... i think it is too early to start shouting from the hill tops. I AM sure things are unballanced atm... im just trying to figure out the how and why.
I "feel" like heavies and scouts just arent as surviable as they should be. And that wiil directly effect how weapons work too... Its a bit too soon too be crying wolf yet |
ChromeBreaker
SVER True Blood Public Disorder.
1146
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Posted - 2013.09.10 14:35:00 -
[3] - Quote
PADDEHATPIGEN wrote:All i se is LOOSERS WHO want all weapons nerfed exept the ones they use...
Get some SP, train your skills and STOP crying.
Wow what bridge did you crawl out under from? |
ChromeBreaker
SVER True Blood Public Disorder.
1146
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Posted - 2013.09.10 14:49:00 -
[4] - Quote
Justin Tymes wrote:AR out DPSing Lasers in 40+ meters. That's ridiculous, and I doubt kick will do anything, because the Aim Assist bot will promptly put your cursor right back on your target. There needs to be a DPS nerf, especially now with hit detection and AA making it all too easy to get that full-blown DPS of the AR.
Think this is too drastic... and wont solve a problem more than just make a new one |
ChromeBreaker
SVER True Blood Public Disorder.
1153
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Posted - 2013.09.11 08:34:00 -
[5] - Quote
Ok 'D' your scaring me now...
SMG, are killing at longer ranges now (double smg fits are becoming more and more common) and absolutely pwning at closer ranges. Im seeing HMG heavies coming out last in straight engagements...
SR's of all descriptions are doing really well with this build. In many cases out performing their AR brothers. To the point that many die hard AR users i know have swapped out.
LR are better, but are in direct competition with the SR and AR. They can still pull ahead in a few area but there isnt much of a niche for them atm
Shotguns are doing exactly what they say on the box. With a Scout buff (they dont die if you sneeze to hard) this will become the cause of many sweet tears.
HMG's are getting out performed. They are workable, but there are other weapons that do their job better, in too many areas.
AR's... i would say too much range... but until the other racial variants are out and a full balance on the group is done i cant say what should be done... They are doing what they should, but too well. Stepping on the toes of many other systems.
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ChromeBreaker
SVER True Blood Public Disorder.
1181
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Posted - 2013.09.13 06:14:00 -
[6] - Quote
D legendary hero wrote:Tanis Jumes wrote:Is it too late to mention that the AR in this game shoots PLASMA! Wouldn't that just melt clean though armor and shields? Especially when contained in a magnetic bolt? If I'm wrong just ignore me :) is it to late to mention that plasma is the least stable element, being close to it would burn you alive because it needs to be minmum 3000 degrees kelvin to become plasma, and that it disapates almost as soon as it appears unless of course in a vacuum of infinate porportions where no other forces are acting on it? so, according to you. firing the plasma should instantly kill the user, the plasma would trave about 10 feet and disappate. or at the very least melt the gun its in after 2 shots. [just so you can understand the concept of plasma. when lightening occurs plasma exists for a breif period due to the intense friction. plasma is the 4th state of matter between gas and liquid. do you know how much magentic force a lightening storm generates? do you know how long the plasma created by the lightening lasts? yeah... and you expect an AR to hold that and it not to burn you alive? stay in school bro. )
I play with plasma
If you have problems with lore just blame it on nanites. |
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