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D legendary hero
THE WARRIORS OF LEGEND
867
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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 |
D legendary hero
THE WARRIORS OF LEGEND
867
|
Posted - 2013.09.08 06:43:00 -
[2] - 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 -
[3] - 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.
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D legendary hero
THE WARRIORS OF LEGEND
873
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Posted - 2013.09.08 10:32:00 -
[4] - 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 -
[5] - 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. |
D legendary hero
THE WARRIORS OF LEGEND
890
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Posted - 2013.09.08 20:02:00 -
[6] - 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
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Posted - 2013.09.08 20:09:00 -
[7] - 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 |
D legendary hero
THE WARRIORS OF LEGEND
895
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Posted - 2013.09.09 06:31:00 -
[8] - Quote
BIind Shot wrote: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.
I bet you it was one guy with proto duvolle and proto caldar medium frame |
D legendary hero
THE WARRIORS OF LEGEND
895
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Posted - 2013.09.09 06:32:00 -
[9] - Quote
Grief PK wrote:Your links and math title attracted me ... you wouldn't happen to have a spreadsheet as well?
I wish... idk how to work it up. I just translate things |
D legendary hero
THE WARRIORS OF LEGEND
895
|
Posted - 2013.09.09 06:37:00 -
[10] - Quote
even with the corrected number of 2.5 seconds it takes to charge an AF, an AR in 2.5 seconds militia has already done 1167.5 damage which is enouh to drop your average heavy.
this is militia without damage mods or anything else.
now, imagine a GEK AR! this is by far the most common AR on the battlefield. 1227 damage in 2.5 seconds.
AR dps > AFG dps |
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D legendary hero
THE WARRIORS OF LEGEND
897
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Posted - 2013.09.09 19:15:00 -
[11] - Quote
nows the time, for ARs to get justice
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D legendary hero
THE WARRIORS OF LEGEND
907
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Posted - 2013.09.09 21:26:00 -
[12] - Quote
IMPAIRS YOUR ABILITY wrote:Signed. +1 the AR has been out of balance since mordu's trials.This thread will do nothing because this community is caustic and only concerned about their self interest not making a better game. Dust fiend trumpeted this same message last year to deaf ears.
please provide the link. i will post it in OP. unlike my other posts this I will continue to bump until a DEV responds. |
D legendary hero
THE WARRIORS OF LEGEND
907
|
Posted - 2013.09.09 21:27:00 -
[13] - Quote
SirManBoy wrote:This game had a perfect TTK rate prior to 1.4. This update has totally ruined the flow of the game and skills and gear mean virtually nothing now. A noob with less than 1 mil SP and a militia AR is a more viable killer than a 20 mil SP player with a proto suit and proto MD. This is insane.
Character development is dead.
I hear you bro. But, things will change, 1.5 is bring new weapons and rebalancing vehicles. I hope 1.6 address TTK. |
D legendary hero
THE WARRIORS OF LEGEND
919
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Posted - 2013.09.10 02:16:00 -
[14] - Quote
Johnny Guilt wrote:shoulnt that heavy be stacking more armor than shield in his build if ARs are the problem? all i read from this is "dont shield tank a heavy"
dps is stll too high 3.4 seconds TTK |
D legendary hero
THE WARRIORS OF LEGEND
920
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Posted - 2013.09.10 11:51:00 -
[15] - Quote
ARs have to be nerfed... if we buff everything else, then TTK will be too high and everyone will instantly die, then shields and Armor will have become pointless and Ar users will complain that everything is too powerful.
ARs must be nerfed. |
D legendary hero
THE WARRIORS OF LEGEND
921
|
Posted - 2013.09.10 12:04:00 -
[16] - Quote
definitions of instant =
noun
- An almost imperceptible space of time, See Synonyms at moment.*
- Occurring at once; immediate: instant gratification.
adjective
- Appearing, done, or taking place with or as if with maximum quickness and ease: "She had the gift of instant intimacy" (Sylvia Jukes Morris).
The AR basically insta-kills 90% of suits in this game under 2 seconds. the remaining 10% only survive at best up to 3.4 seconds and those suits are heavies with max ehp and Caldari proto suits that are dual tanking.
remember an insta-kill = a kill so fast that, the space of time between when you were first shot to when you die is almost imperceptible... or rather you were killed so fast you couldnt even count out how long it took you to die.
the Fact remains no assault rilfe in a game like DUST with shields and armor should be instantly killing any suit even scouts. shields and armor are designed to resist this type of weaponry. if, the AR can just insta-pwn any stui from militia to proto then there is no point to armor or shield tanking.
the AR needs it dps nerfed to 340. its damage per shot should be 24 or 25. and it should have the same recoil as the AScr.
*moment = A brief, indefinite interval of time
Synonyms: moment, instant, minute1, second1, jiffy, flash These nouns denote a brief interval of time. A moment is an indeterminately short but significant period: I'll be with you in a moment. Instant is a period of time almost too brief to detect; it implies haste: He hesitated for just an instant. Minute is often interchangable with moment and second with instant: The alarm will ring any minute. I'll be back in a second. |
D legendary hero
THE WARRIORS OF LEGEND
932
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Posted - 2013.09.10 17:04:00 -
[17] - Quote
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.
with the exception of the first 3 lines I can agree to what your saying. still: SMGs are supposed to be good at CQB so this is not bad.
HMGs are supposed to have the highest dps among hand held weapons, and is balanced by its restrictions
ARs should not have that high a damage per shot with that fire rate AND range. you should never have high damage per shot, high range and high fire rate. You can't have all three. the AR does which is why it is OP.
All the weapons you mentioed are working as intended in their respective ranges. The AR has high range (little fall off), high damage per shot and high rate of fire. If you want the damage to stay were it is, the range has to be reduced drastically OR the range of other weapons must increase significantly to balance...
personally I strongly beleive the damage needs a nerf. their are too many heavies running around with ARs because its DPS is better.
further those guys killing you in the militia heavy frame with ARs are proof the dps is too high. When they use medium frames (non caldar) they die to fast, so they use the heavy suit so they can survive slightly longer, the ARs dps is just too high |
D legendary hero
THE WARRIORS OF LEGEND
932
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Posted - 2013.09.10 17:37:00 -
[18] - Quote
Draco Cerberus wrote:[quote=ChromeBreaker]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.
I'm not saying other weapons did not benefit from the changes. in fact i specifically mentioed in the OP that AIM assist is not a problem and hit detection in general is not a problem. however note the following.
comparison and illustration like I was saying before the update the ARs dps is too freaking high. If even though the dps of the Ar is less than the HMG that doesn't justify the high dps it does. think about this. If you have a limit off 20 hp lets say, and the HMG does 10 hp per second, and the AR does 8.5. the close proximity of the numbers gives you similar results. the HMG would disapate the 20 hp in 2 seconds and the Ar would disapate it in 2.3 seconds... 2sec and 2.3sec are approximately the same amount of time.
now consider that the Ar has none of the draw backs of the HMG and you can see the superiority of it. It kills in approximately the same time as an HMG with greater accuracy, range, and less dispersion. less recoil and never overheating are important factors as well. the list goes on...
comparison with scramblers Likewise, Scrambler rifles have the over heating factor. If your Amarr and don't have overheating problems the scrambler still is a single fire weapon that over samples (yes if you pull the trigger too fast it will not go past a certain fire rate... which is no were near the 700+ it has listed there.) the Scrambler also has greater damage fall off than the AR. It has approximately the same range but thanks to the fall off the optimal and effective ranges are reduced.
You can still use a scrambler but, scramblers killing ARs in scrambler range is like saying that shotguns killing ARs in shotguns range is something special. ARs do too well verse scramlers at what should be scrambler ranges.
comparison with shotguns
simply put, all the above plus its great hip fire spread (its phenominal) make it basically a light weapon verson of the SMG. Its dps is so high you can kill someone almost like a shotgun in close range (4m-0m). This is not OP. (this is good for taking on weapons that are NOT desinged for CQC, the AR should be able to do this to an extent)
however, the fact that due to its rediculous dps it can challenge shotguns in close range and win is a big problem. this is OP. especial verse scout shotunners. you can kill a scout with a militia AR in .8 seconds, that by definition is an instant kill. so, if the scout misses or partial hits you you can drop witht he AR in CQC. that is OP.
Quote: 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.
Well with all due respect and then some, i must say that (what the people are saying) is stupid. that is called balance when "overall dps of the AR to make it weaker is that previously it has been puts it at a severe disadvantage at many ranges verses many different weapons depending on the range" . Why? observe:
- HMG is not good at long engagements, mid longe range engagements, or close range engagements verse shotguns and nova knives
- snipers are great at long range, but nothing else
- shotguns are good at cqb but not mid range
please note, some weapons have overlaping range values.
- scramblers are midrange, but not close or long
- ars are supposed to be good at mid range not as far as a scrambler though
the occasional sniper killing someone in CQC will happen, the occasion AR killing someone in CC will happen, but this shouldnt be on a consistent basis as it is now.
As you can see all guns have their ranges and weaknesses, and their damage profiles fit their role. Except the AR which for some odd reason pwns in close, mid and mid-long ranges with rediculous dps.
Quote: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).
- most people running duvolles are in big name corps or have so much ISK its not even funny.
- however, the majority of players run GEKs, because its cheap and gets the job done just the same, you only need lvl4 ARs to get it.
- i specificly mention militia ARs because its the lowest grade AR, and it is doing dps that is too high.
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Posted - 2013.09.10 17:41:00 -
[19] - Quote
ChromeBreaker wrote: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
and YET... peopl said that with the:
[list]
HMG
MD
vehicles
turrets
flaylocks
scrambler pistols
lazers
heavy suit
scout suit
and if you read the forums people are crying OP for the:
forge gun
MD again
dropships (a feature that hasn't even been added but was intended by CCP)
lazer again
so, i dnt see your point |
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Posted - 2013.09.10 17:56:00 -
[20] - Quote
PADDEHATPIGEN wrote:All i se is LOOSERS WHO want all weapons nerfed exept the ones they use...
This ^^ is exactly what AR noobs have been doing the entire time.
When has the AR ever been nerfed? not, TAC i mean full auto. the slight adjustments in damage always kept the AR on top. you sinking your own ship.
i mean bro do i really need to list all the guns AR noobs have gotten nerfed?....lol
Quote:
The AR is fine as it is, the reason you Loose to it is that almost all the veterans in the game is using AR, as it was the only assault weapon in the game when it was released, and most of them are fully trained in it, also they run suits, gear, shields and armor thats all proto, and fully trained. they are fully trained in electronics and engenering so they can fit more and bigger items.
proto suit with MD, i can kill. people use freedom mass drivers but i still kill them
proto suit and proto HMG is too easy to kill.
proto suit and proto forge gun and you want it nerfed.
proto suit and core flaylock i still killed them (but you nerfed the flaylock)
but still your reasoning is flawed and hypocritical!.
When people used viziam lazers they put SP into getting full proto lazers and used proto suits, when people used proto HMGs and proto heavy suits they put SP into it, these same "VETERANS" were using the core flaylock it is a proto flaylock with proto suits... but all these were nerfed...
most of people using mass drivers now are fully specced into them to get proto. So, just having SP in ARs doesn't make not OP.
in fact i proved how even the milita AR is OP. your logic is flawed.
Quote: They make a lot of dmg and they are hard to kill...
thats supposed to be the heavy suit and HMG. but, you are discribing a medium frame with AR. so based on this only the AR is OP. but everyting i posted before also proves it.
Quote:if 2 Caldari shield based vets with the same amount of SP goes at it, 1 using AR, and 2 using SCR belive me the dude whit the AR will die in 2 sec. and the SCR dude will run of laughing.
Ascr doesnt have the range or punch of a gallente AR, and due to the higher CPU/PG requirements of scrmblers i doubt they would have the same ehp ever.
the regular scrambler is a single fire weapon, that will over heat trying to compete with an AR.
heres what will happen.
they both sart doing the 2-step shuffle Galente AR lands more hits and kills the SCR OR they both sart doing the 2-step shuffle Galente AR lands more hits and kills the ASCR because when the AScr hits armor it struggles desperately.
scramblers have more recoil, and less range than ARs.
Quote: Get some SP, train your skills and STOP crying.
I would do this but when i get good with a gun and put SP into it. AR noobs cry on the forums and devs nerf my gun. I use heavies and HMGs. I use flaylocks, basically every weapon that was nerfed for prenerfed i used before its nerf (except the prenerfed ones obviously).
so, yeah, stop nerfing my sh*t then we can talk. |
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Posted - 2013.09.11 01:09:00 -
[21] - Quote
BL4CKST4R wrote:The AR doesnt need a damage nerf it needs a range nerf, the AR is supposed to have the HIGH DPS - LOW RANGE so if an AR user can close ground on you, you should consider yourself dead.
Lowering its DPS to 350 means that its damage would have to be increased while its ROF is decreased, or increase the ROF while nerfing the damage, if none of these are done every other weapon would need to have its DPS lowered or the AR would just become the most UP gun in the game.
my internet connection is slow right now... but i will respond to more of these comments tomorrow. but, upon reading this I must contend. Reducing its DPS will not render it useless. In fact it will excel at what its supposed to.
The AR is supposed to be a jack of all trades, master of none. Reducing the DPS will force AR users to pick their battles. how so?
a lower DPS means that an AR user in close range won't try to take on an HMG or shotgun, or SMG. a lower DPS means that at longer ranges an AR will not try to take on a scrambler or lazer.
how will this effect AR game play for most players they will just try to find something else to use. for skilled players they will fight in a situation advantageous to the AR over the weapon they are facing. Note the following examples:
- the AR user upon seeing a scrambler being fired will either A) retreat if the distance is can't be closed fast enough or B) if inclose quarters close the distance in order to have the upperhand on the Scrambler.
- the AR user sees an HMG. the AR user will obviously not consider charging the HMG user due to the ARs lower dps and the medium frames limited ehp. therefore he will engage the heavy at a range outside the heavies range. this may put the ARs dps lower because the range is farther but he is playing to the heavies weakness.
the heavy for his part must retreat or die.
so, as for me I want a damage nerf.
Quote: The AR should work similar to how the Blaster tanks and Rail tanks work, at long rangers the Rail tank will obliterate a Blaster tank due to how its range exceeds the range of the Blaster, but at close ranges the Rail tank has no way of competing with the Blaster tank in damage.
Technically for all this to work, it would mean the AUTO ARs would need their range nerfed, the Breach ARs keep their current range and the TAC ARs have their range slightly higher than the breach. At the same time hip fire dispersion would increase with the range, while recoil would decrease with longer range. After this every other rifle weapon, would have a low DPS, high damage per shot profile. For example the Caldari rail rifle, the longest range assault rifle, would have the lowest DPS but the highest damage per shot, the most hip fire dispersion but the least amount of recoil and of course the longest range. On the case of the Gallente AR it would have the highest DPS but the lowest damage per shot, the least amount of hip fire dispersion but the highest amount of recoil, and the lowest range.
<-- AR user only saying because apparently we aren't coherent enough to provide good feedback on the AR.
your points are valid concerns however. If the AR gets reduced Range as opposed to a dps nerf, to perhaps that of the HMG with a 20% damage reduction that would suffice.remember reducing the range proportionally to other ARs still doesn't ensure that it won't make a weapon obsolete. The AR actually needs both a range and damage nerf but, not too much of a range nerf . I mean people nerfed the flaylocks radius (radius to a splash weapon is like range to a bullet hose weapon), and a damage nerf.
conclusion the Ar should be no exception its range is too high and dps is too high. The AR should be a jack of all trades. [b] ITS designed to play to the weaknesses of other weapons. therefore it need not be strong, it only needs to be able to function well where other weapons don't. range nerf and dps nerf. (if dps nerf is big, then range nerf is small and vice versa. dnt break the gun, just nerf it) |
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Posted - 2013.09.11 02:38:00 -
[22] - Quote
PADDEHATPIGEN wrote:I think the real problem is that we are still missing weapons and suits in the game... All but Amar are missing Commando and Heavy suits and a few scout suits are missing to, there are no Minmatar or Caldary AR's and Gallante has no side arm, Minmatar has a HMG and Caldary has the forgegun, the rest of the heavy weapons are still missing, cant remeber it all right now but a lot of things are still missing in Dust 514... Normally in games all races/sides have there own version of the enemys stuff, in Dust we dont have that so far... I think its kind of funny that the Minmatar have a HMG that can only be used on a Amar heavy suit LOL...
although your deductions are correct in that we do not have all weapons and suits, this is no excuse for the AR not to get nerfed.
- we didn't have all the weapons in the game when the lazer was nerfed.
- we didn't have all the weapons in the game when the flaylock was nerfed (most recent nerf)
- we didn't have all the weapons in the game when HMGs and heavy suits were simultaneously nerfed.
- we didn't have all the weapons in the game when the scrambler pistol was nerfed
- nor when the MD was nerfed
- nor when shotguns were nerfed
- nor when Tanks, LAVs and dropships were nerfed
LET'S FACE THE FACTS! NOT HAVING A COMPLETE GAME DOES NOT EXCUSE A WEAPON BEING OP!
rather this is an excuse. None of the above weapons were ever OP! none of the above weapons worked outside their intended range (without sharpe shooter, but again all weapons had sharpe shooter), or any of the advantages of ARs.
The AR IS OP! its just that simple.
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Posted - 2013.09.11 02:41:00 -
[23] - Quote
BL4CKST4R wrote:ShinyJay wrote:BL4CKST4R wrote:The AR doesnt need a damage nerf it needs a range nerf, the AR is supposed to have the HIGH DPS - LOW RANGE so if an AR user can close ground on you, you should consider yourself dead.
Lowering its DPS to 350 means that its damage would have to be increased while its ROF is decreased, or increase the ROF while nerfing the damage, if none of these are done every other weapon would need to have its DPS lowered or the AR would just become the most UP gun in the game.
The AR should work similar to how the Blaster tanks and Rail tanks work, at long rangers the Rail tank will obliterate a Blaster tank due to how its range exceeds the range of the Blaster, but at close ranges the Rail tank has no way of competing with the Blaster tank in damage.
Technically for all this to work, it would mean the AUTO ARs would need their range nerfed, the Breach ARs keep their current range and the TAC ARs have their range slightly higher than the breach. At the same time hip fire dispersion would increase with the range, while recoil would decrease with longer range. After this every other rifle weapon, would have a low DPS, high damage per shot profile. For example the Caldari rail rifle, the longest range assault rifle, would have the lowest DPS but the highest damage per shot, the most hip fire dispersion but the least amount of recoil and of course the longest range. as long as it gets some kind of nerf. it has too much already with little drawbacks to it Read my finished edit, it would technically get a nerf but some buffs at the same time.
I tried the same thing with the flaylock buffing it so it works as intended and nerfing aspects that made it work outside its parameters (although this was rare).
didn't work the community raged and it was nerfed in every possible aspect....
the AR needs a nerf period. Why buff something that, unlike the flaylock, Actually IS OP? |
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Posted - 2013.09.11 02:50:00 -
[24] - Quote
common arguments PRO AR:
1. All weapons got the bonus 10% so that doesn't make the AR anymore OP than other weapons, nor its dps too high.
Counter arguments: yet, All weapons in chromoseom could use the sharpe shooter skill to improve their range! This was deemed OP becasue weapons (most people complained about HMGs) could work outside their intended ranges. And even though ARs still had more range with sharp shooter combat was distorted by the high range profiles of guns that didn't need it.
In like manner, ARs dps is too high and that bonus 10% although given to all weapons, makes the AR (like sharpe shooter for HMGs) do DPS outside its intended dps. Although the bonus 10% alone is not the problem it definately makes a bad problem worse.
weapons operation was a lvl5 skill, why should militia ARs benefit from something that was a lvl 5 skill?
the AR needs a dps nerf and the bonus 10% needs to be removed from ARs.
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Posted - 2013.09.11 03:17:00 -
[25] - Quote
PADDEHATPIGEN wrote:Hmm ok. ASCR can over heat, try to fire 2 clips in a row. AR does have kick and dispersion try to fire all 60 rounds in to a spot you aim at and you will find that it starts to kick like mule and move up and to the side. NO no one can take 4-5 shots from a charge sniper rifle.
STOP talking about weapons you know nothing about at max lvl...
- i know that a duvolle assault rifle at lvl 5 proficiency and 2 damage mods does 700* dps.
- I know that the max ehp any heavy can have in this game is 1591.
- I know that 1591/700 = 2.27 seconds.
- I know that 2.3 seconds in real time feels like 2 seconds, because human beings don't count in milliseconds.
- I know that a heavy with 1100 ehp, dies in 1.5 seconds. which is a near instant kill on a heavy.. (you can feel the .5 seconds though that is perceptible).
- I know a scout with 300+ ehp dies in .4 seconds. which is an INSTANT-KILL. (its hard to perceive .4 seconds, making it an instant kill)
- I know that a STD HMG without proficiency or damage mods does 660.
- I know that with proficiency and damage mods a STD HMG, does more than a duvolle with proficienc and damage mods
- i know that the above statement does not justify having an assault rifle have the DPS of an HMG, with better CPU/PG, no suit restrictions, better range, reload, and shield vs armor property.
*rounded up from 690.582 |
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Posted - 2013.09.11 03:42:00 -
[26] - Quote
General12912 wrote:All you use for sources are player stated arguments. Sad. You realize most people have used the AR before this update. I've always used the AR. Many others have too. There were no complaints before this update either. Leaving us to conclude that it must be something in the new update that effects weapon performance. The only two things in this update that did such a thing was the improved hit thing and the auto aim. Most people gravitate towards the assault rifle period. They always have.
1. wrong plenty of people complained After uprising. the numbers have steadily been increasing. In fact if you cared to click on any of the links I have posted there you will see that way before this update people were complaining about ARs being to powerful. the math has not change.
2. the only thing you are correct are the 2 emboldened sentences. If you had read the OP (which I know you did not) you wil see that the first 2 sentences pertain exactly to what you refer to here. The full dps of the AR although still insanely high was never truely seen due to hit detection, but it never suffered has hard from hit detection as other guns did anyway. now that hit detection is improved the full potential of the ARs dps make it the ultimate killing machine. (for other reason see the OP)
3. the second sentence in bold is important to note. At the beginning and in chromosome more people gravitated toward using different weapons, and what ever else was available. but after the nerfs of chromosome the amount of people using ARs has nearly tripled.
this is impart due to the fact that many people specced into the TAC once they found it was OP. after it was nerfed they still had SP in assault rifles and went to using that, because although not better than the TAC was still better than most other guns.
now if you read your kill feed you will find that upto 85% of the deaths on that kill feed are a direct result of ARs (gek, milita, toxin, recruiter, std, duvolle). the remaining15% is split between everything else and kills indirectly related to ARs (ie an ar weakens someone and a MD hits the weakened enemy).
THE AR = OP. period. this is a fact and it must be nerfed.
TL;DR. this just happened to your argument |
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Posted - 2013.09.11 03:45:00 -
[27] - Quote
ShinyJay wrote:General12912 wrote:All you use for sources are player stated arguments. Sad. You realize most people have used the AR before this update. I've always used the AR. Many others have too. There were no complaints before this update either. Leaving us to conclude that it must be something in the new update that effects weapon performance. The only two things in this update that did such a thing was the improved hit thing and the auto aim. Most people gravitate towards the assault rifle period. They always have. the same people that always used the AR either don't use other guns and are oblivious to how other guns work and their strong and weak points, or know how good the AR is compared to other weapons and use it to stay competitive. the two improvements show us how well each gun is and the true power of each gun that wasn't here in 1.3. using that argument to help you doesn't show any drawbacks to the AR and shows how powerful the AR really is. I used my own personal experience with weak skills into the AR to show it's effectiveness with small damage buffs (in my case, 5% damage increase on the STD AR). others are using maxed out skills to theory test damages and such to prove it's effectiveness
TBH my dren ARs are all i ever really need now...lol but i run GEKs too. yesterday i went 13/0 with GEKS and a milita suit. |
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Posted - 2013.09.11 07:22:00 -
[28] - Quote
In addition to nerfing the ARs DPS, I also, propose a 25% increase in the range of the following guns:
- HMGs
- shotguns
- scramblers
- burst AR and breach
these weapons have less or equal range than the AR. -in the case of the HMG, it should have greater range but the same inaccuracy helping aid its suppresion capabilities. -In the case of the shotguns, the shotgun is the only primary weapon without splash damage designed for close range, so it should have a longer range to help it compete better in CQB with SMG and ARs. -scrambers are long range single fire rifles and deserve the extra range -the burst and breach ars have equal or less range than the full auto and have less dps. the burst needs more range and the breach needs more range than the AR but less than the burst. The std, breach, TAC and burst ARs should all have the Same DPS, but very in range, fire rate and damage pershot |
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Posted - 2013.09.11 07:33:00 -
[29] - Quote
therefore, my suggestion is as follows
std AR = 340 dps. (optimal range 30m)
- highest fire rate among ARs
- lowest range
- low damage per shot
- high recoil
- high dispersion
- full auto
- hip fire cross hair small
breach AR = 340 dps (its current dps) (optimal range 40)
- lower fire rate than std AR
- higher range than std
- high damage per shot
- low recoil
- less dispersion than std AR
- full auto
- hip fire cross hair medium
burst AR (make a std version) = 340 dps (optimal range 50)
- same fire rate as breach
- higher range than breach
- high damage per burst
- less dispersion than breach
- burst fire
- hip fire cross hair large
TAC AR (make std version) = 340 dps (optimal range 65)
- lowest fire rate among ARs
- higher range than burst
- highest damage per shot
- least dispersion
- single fire
- hip fire cross hair really large
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Posted - 2013.09.11 07:50:00 -
[30] - Quote
Korvin Lomont
- the dps on the AScr is actually slightly higher than a milita AR but drastically lower than a GEK. the Ascr is a lvl4 weapon, and it did not receive the 10% buff that weapons after uprising got.
- what is more the damage fall off over range makes it have actually less range than the AR.
- the Ascr has greater recoil than a gallente AR
- it does 120% to shields and 80% to armor. combining this with its horrific damage fall off and recoil make it horrible verses hybrid tankers and armor tankers.
- most caldari hybrid tank, heavies have tons of armor, galente are armor tankers, and amarr are hybrid. the Ascr works well on minmintar
- strange hit detection glitch causes rounds not to count as hits when strafing side to side.
these weapons are by no means identifcal nor do they have the same dps due to these factrs |
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Posted - 2013.09.11 13:30:00 -
[31] - Quote
ChromeBreaker wrote: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...
SMG and HMG ranges did not change, hit detection just improved. and remember the optimal, effective and max range system was put into effect in 1.3
Quote: 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
Scramblers are working as intended. They overheat, and still have a horrible damage fall off. Many people I know that use scramblers switch back to ARs either when "playing for real" OR "because the Ar is better". in their own words.
The LR is working as intended. the reason it doesn't have its niche is because ARs have too much range, so they can close the 10m gap between the Lazer starts getting good and the ARs effective range fast.
Quote: 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.
i hope your right about that, no one likes getting shotgunned but no one likes getting killed to the same thing over and over in every possible situation.
Quote: HMG's are getting out performed. They are workable, but there are other weapons that do their job better, in too many areas.
*sheds single tear*
Quote: 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.
Although this is true, as I mentioned before, the lack of other guns and the complete system was not grounds for defense against nerfing: flaylocks, MD HMG scr pistol Lazer shotguns Tanks etc
If what you are saying by "until the other racial variants are out and a full balance on the group is done i cant say what should be done..." All the guns that were nerfed before then should be buffed back to their original strength (the HMG just needs its range back) until all guns in the game are released. (except the TAC because everyone even AR users complained about that)
But, as i mentioned before whenever AR users say "AR = balanced, everything else needs buff", any suggestions for a buff are instantly shot down by AR users. so, they effectively change subject then neutralize any progress.
how about this: we nerf ARs, then when other weapons come out we rebalance all guns?
nerf the dps, nerf the range on the AR.
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Posted - 2013.09.11 13:40:00 -
[32] - Quote
General12912 wrote:According to the description, the assault rifle is the most advanced weapon of its kind. This means it is, in fact not a jack of all trades, but a master of all trades. This guy's counter to that is that it isn't because it has a medium range. All I have to say is that it doesn't have to have the range of a sniper rifle to have a pretty good range. If CCP happens to Nerf this gun, I hope it can still live up to its description, the most advanced weapon of its class.
descriptions are misleading... and dnt justify a gun being OP or prevent it from being nerfed.
heavys in the description of a heavy it says that its a suit designed to "withstand concentrated small arms fire and explosives". So my heavy suit should be impervious to ARs and grenades... only heavy guns should damage my heavy suit. well, we know thats BS cuz, 1 militia AR can kill a heavy in 3 seconds... hipfire is not really concentrated fire either.
flaylocks flaylocks are supposed to be anti-infantry and anti-vehicle rockets. they did what they were designed to before the nerf. again, the discription did not stop it from being nerfed.
Ascr you might not have even thought of this one. in the discription it says it fires light. why does it have so much recoil then? the last time i turned on a flashlight my hand didn't go flying back from recoil. the gallente AR has no recoil, but a weapon that fires light does?
Do I even need to speak on tanks? Dropships? HMGs the descritpion says its is the ultimate killing machine, nicknamed "death machine" so according to the description my HMG should OHK any dropsuit.
the burst is supposed to drill holes through what ever it hits, so i should be able to kill you through walls...
your logic is flawed. because not only do the mentioed weapons above not do what the description says in game, it would be OP if they did. so, there is no excuse nerf the AR |
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Posted - 2013.09.11 13:43:00 -
[33] - Quote
Monkey MAC wrote:Korvin Lomont wrote:Kekklian Noobatronic wrote:I just feel like saying..
If HMG's are supposed to be low-range, high CQC damage.. Then why has CCP not actually given them the damage to truly be the king of CQC automatic weapons(we all know Shottie is the real king of CQC :P )?
Right now, AR's out DPS HMG's, or are on par at the lowest. Not sure if that's speaking more about the damage output of a HMG or the AR though..
And ofc, AR's apply their damage with no dispersion, virtually no recoil, and at 2x the range of a HMG :/
So there's that.. The only way a HMG can out dps an AR is because of dispersion, the HMG has right off quite a noticeable higher DPS. So high Dispersion and High Rof makes it good in cqc in theorie as dispersion won't hinder your shot from hitting your target. If the hmg is a minmatar weapon, then its actully long range suppresion, and short range breaching, liken the mass driver, it's dispersion is high because suppresing an enemy shouldn't mean butchering him with a hose of gunfire, it needs a range boost to about 25m and 10% more dispersion!!
anymore disperion and the HMG will be firning bullets leaving the barrel at 90 degrees...
the HMG needs range |
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Posted - 2013.09.11 13:46:00 -
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TheD1CK wrote:AR clip size needs to be halved, simple fix the thing can still hit near 900hp in a clip with half the capacity!!!
this is true. the dps would be slightly nerfed because of this because, every 30 rounds there will be a 3 second reload.
so 2.6 seconds of firing time and 3 seconds of reload.... for a total of 5seconds.
the only problem is that the reload reduction skill almost mitigates having a side arm. reload time needs an increase perhaps. |
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Posted - 2013.09.11 13:51:00 -
[35] - Quote
Kekklian Noobatronic wrote:[quote=Monkey MAC][quote=Korvin Lomont][quote=Kekklian Noobatronic]stuff
850+ EHP Mediums doing their full damage aren't really concerned with a weapon that will take 10 seconds of continuous fire to apply any meaningful damage, while their weapons take 2-4 seconds to finish off the person doing the suppression.
Take any real conflict. WW1, WW2, etc. HMG's dealt full damage out far longer than their smaller counterparts. That made people fear incoming damage - the very nature of "supression". In it's current form, the dust HMG is not a real supression weapon. AR's are, however.
You bring out a good point there. ARs actually suppress harder than HMGs.
Especially since the minmintar HMG takes so much time to burn through shielding which on caldari (the average AR users dropsuit choice) is so high my dps for the initial shield reduction becomes less than that of an AR.
Combined with the mobility factor they hold and the AR actually suppresses harder than an HMG.
CCP got one part right the HMG has high fire rate and high dispersion but there is a problem...
comparison: AR = high damage per shot, high fire rate, high range,low dispersion, high accuracy
HMG = low damage per shot, high fire rate, low range, high dispersion, low accuracy
A true suppressive weapon = high damage per shot, high fire rate, high dispersion, low accuracy OR B true suppressive weapon = high damage per shot, low fire rate, low dispersion, high accuracy
the AR has 1 out 4 of the A, and 3 out 4 of B. making it a better suppressive weapon than the HMG.
weapon A is supposed to be an HMG, weapon B discribes a sniper. the AR is sniper accurate with HMG dps...WTF
AR = OP. needs nerf |
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Posted - 2013.09.11 21:26:00 -
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lrian Locust wrote:D legendary hero wrote:In addition to nerfing the ARs DPS, I also, propose a 25% increase in the range of the shotgun. The shotgun is the only primary weapon without splash damage designed for close range, so it should have a longer range to help it compete better in CQB with SMG and ARs. The shotgun shouldn't compete with the AR for range. It's a shotgun! Give it a higher damage rate to make it as worthwhile as the AR if needed, but keep it close range. The shotgun's range is long enough as it is. CCP shouldn't model other weapons after the AR. Balance is key, but not by turning every other weapon into an AR. Variety is key!
Well 25% more range to the current shotgun range is nowhere near even HMG range.
in fact it falls more in line with SMG range. SMGs are supposed to compete with shotguns Close range shot remember shotguns are a primary and SMGs are a secondary.
remember people complained aout flaylocks verses ARs, well shotguns need the range to handle SMGs too |
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Posted - 2013.09.11 21:29:00 -
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Pseudonym2 wrote:lrian Locust wrote:D legendary hero wrote:In addition to nerfing the ARs DPS, I also, propose a 25% increase in the range of the shotgun. The shotgun is the only primary weapon without splash damage designed for close range, so it should have a longer range to help it compete better in CQB with SMG and ARs. The shotgun shouldn't compete with the AR for range. It's a shotgun! Give it a higher damage rate to make it as worthwhile as the AR if needed, but keep it close range. The shotgun's range is long enough as it is. CCP shouldn't model other weapons after the AR. Balance is key, but not by turning every other weapon into an AR. Variety is key! I have to agree here, the range of the shotgun is fine. I've tested it against heavies in my own corp and it reaches 0% effectiveness at 30m, you can still do measureable damage at about 20m and less. This is fine for the shotty, so long as it works. If they fix the hit detection properly and the shotty will be fine notwithstanding other issues. The real problem lies in the ability to close the distance and compete at close range. There are very few weapons that should currently have high CQC hip fire accuracy, but everything does. It is currently a weapon without a niche do to unreliability and the ability of others to do the exact same effective damage within shotgun optimal range and still be effective at longer ranges.
aaaa... so it must be the hit detection issues messing with my shotgun range.
nonetheless giving it 25% more range can help it stay a CQC weapon, while helping to close the gap in skilled hands |
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Posted - 2013.09.11 21:31:00 -
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lrian Locust wrote:General12912 wrote:According to the description, the assault rifle is the most advanced weapon of its kind. This means it is, in fact not a jack of all trades, but a master of all trades. If CCP happens to Nerf this gun, I hope it can still live up to its description, the most advanced weapon of its class. Do you believe all the sales crap that's printed on the box? Because that's what it is - sales crap. It doesn't literally mean that the AR should outperform any other light weapon in the game. this too |
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Posted - 2013.09.11 21:35:00 -
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CLONE117 wrote:the ar doesnt out perform every other gun in the game idiots...
look at assualt fg every says they r op..
look at laser those were said to out perform everything before the nerf.. and now we r saying nerf ar...
this is just plain stupidity...
just because it std ar can kill a proto suit doesnt mean it needs nerfing...
but when a PROTO forge gun kills a proto suit its OP? when proto lazers (viziam) kills you proto suits OP? when PROTO flaylocks kill proto suits its OP? when proto mass drivers kill proto suits its OP?
stop *ull shittin*.
So basically, A STD AR is not OP fro killing proto suits in 2 seconds on average, BUT PROTO weapons that are not AR need a nerf when they killl proto suits? |
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Posted - 2013.09.11 21:36:00 -
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ShinyJay wrote:CLONE117 wrote:the ar doesnt out perform every other gun in the game idiots...
look at assualt fg every says they r op..
look at laser those were said to out perform everything before the nerf.. and now we r saying nerf ar...
this is just plain stupidity...
just because it std ar can kill a proto suit doesnt mean it needs nerfing... forge guns need time to charge up and you can't aim. plus the assault can't hold it's charge so you need a great deal of skill to hit with it. also the assault forge gun is also a lvl 4 gun as opposed to the lvl 1 STD AR. again, stop dodging me and answer the questions i always ask, what are the drawbacks of the AR? if your argument is about other guns and not the AR's drawbacks, i will just assume you use the AR only and haven't touched others guns to see the difference
great point. I actually want to hear the answer to this too |
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Posted - 2013.09.11 22:41:00 -
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CLONE117 wrote:when we deal with the assault rifle on any game in general..
its has few drawbacks..
it is designed to have great versatility..
plus this is the galente assault rifle we r talking about..
the other racial variants have not been released yet as this is still a beta...
but the galente assault rifle needs no tweaking as of yet...
- this is the full game release. since uprising.
- the galente is 1 racial assault rifle with the qualities of all the other races.
- the game in complete did not stop any of the other guns and suits that were nerfed from getting nerfed
- would it be fair then to give the HMG the qualities of the caldari, ammar and gallente HMG in one? shotgun, MD, etc, etc?
your argument is weak. Also, please put setences in paragraphs bro. |
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Posted - 2013.09.11 22:51:00 -
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CLONE117 wrote:the drawback of the ar in general r few one being that its in the middle of majority of the guns.. it doesnt do av...
1. what does being in the middle of a majrity of guns even mean?
2. HMGs, sramblers, and just about every other light weapon does't do AV, because they arent designed to. try again.
[qoute] it cant out perform a sniper rifle and it doesnt out perform and smg.. when in there areas.. [/quote]
1. snipers only operate at 300+ meters, because any closer and the AR can start damaging them, (can close the distance fast. ARs operate well upto 88m. beyond is incidental damage but enoughto kill a scout sniper)
2. ARs do in fact do just as good as SMG in close range, its got better hip fire cross hairs, buthit detection, does more damage to shields and the militia does 467 dps. note the following: milita AR dps = 467 dps milita SMG dps = 421 dps conclusion So, the AR actually out dps the SMG in CQC. difference is the SMG has 20 more bullets. so they are effectively just as good in CQC
Quote: it is a versatile weapon with few drawbacks/weaknesses this also mean it has no super strength..
and because of this it is the assault rifles strength.. and weakness...
and can be modified to be more effective in certain environments using the same version would mean it will become weaker in another...
its the one drawback that can also play as its strength...
if u see a player using a breach.. get some distance.. if u see some1 using the tac ar...rush him....
if u see some1 using a regular ar...any thing would EQUALLY work against him...
the assault rifles one drawback can also be its strength..
its designed to assault objectives and positions with out a need for a class specific weapon in combat...
thus the assault rifle...
the last time I checked if your weakness is your strength then you NO weakness.
so, in addition to all the advantages listed you just confirmed it has NO weakness. |
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Posted - 2013.09.12 02:47:00 -
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CLONE117 wrote:game is still incomplete...
and needs to be worked on still it basically is a beta..
everything hasnt been released yet..
and the one ar having majority of the other racial traits is probably going to be awhile to be redesigned..
the assault scrambler rifle is pretty much the amarr version of the galente assault rifle...plus all u did was quote a small part of my post like an idiot...
and whats weak is your stupid maths and crappy skill...
Again, this does not justify letting the AR be OP. It needs a nerf like all the other guns that were nerfed before the game is complete.The flaylock came out prebalanced and you had it nerfed. there is no excuse for the AR.
If you put your posts into logical paragraphs it be easier to tell where your insanity ends and your stupidity begins. whats weak is your command of the english language.
Quote: what ruins decent weaponry and decent stuff that seems to be already balanced is when an idiot comes along takes a look at all the stats tries to do math and yells and yells and cries saying its over powered.
And this is what I see you AR noobs did and are still doing with the MD, LAZER, FORGE GUN, HMG, & FLAYLOCK. NOT to mention tanks, dropships and the very long list you f*ckers nerfed. So, there is still no excuse the AR is still OP.
AR must be nerfed.
Quote: if the std regular assault rifle is so op explain why it cant ohk anything?
explain why it doesnt obliterate the already paper thin tanks we have?
explain why it does so little damage to a lav?
its the most versatile weapon because it is designed to do multiple things...
assault objectives secure areas..kill infantry...
it might be dominating the field in numbers but its not one single player going 50/0 with it.
1. ARs as I should earlier are capable of instant kills on many suits, and with enough damage mods can drop a heavy in 2 seconds out 60m away!
2. Saying that an AR does little damage to vehicles is no excuse. Almost all the weapons you had nerfed did little to no damage to vehicles, and yet they were still nerfed.
3. No one ever went 50/0 with an HMG, MD, Lazer, LAV, tank,dropship, sniper, flaylock or forge gun. And et all these guns got nerfed into oblivion OR you are pushing to nerf them. Yes, not a single weapon that has ever been nerfed in dust went 50/0 so, if this is a hidden criteria then please unnerf all guns that were ever nerfed.
please explain to me why 85% of all kills every match come from ARs of some type?
Quote:
the assault rifles strength is the ability to play to your weaknesses..
and it can easily be countered by everything...
its not over powered and needs no nerfing currently..
This is the point. the Ar IS supposed to play to other weapons weaknesses, BUT right now the AR can kill a specialty weapon in the specialty weapons optimal range.
how is:
- killing a shotgunner in CQC
- out gunning an HMG with hip fire
- out ranging a SCr
playing to the weakness of those weapons?
it definitely needs nerfing.
Quote: and just to clarify
no weakness means equally weak to everything u idiot..
if it had no weakness it would be unstoppable..and it is quite stoppable..
ok, Im not going to sit here and teach you English too. When you put "No" in a sentence it negates or is a negative to the qualities of nouns in that sentence. therefore, 'no weakness" means that there is an absence of weakness. moron. |
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Posted - 2013.09.12 02:58:00 -
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KING CHECKMATE wrote:Im going to be honest with you.
But on the other stuff i think i agree with him. The AR has an insane DPS YES,but tahts in the imaginary case that ALL BULLETS HIT>
and this is hit detection makes a big difference where we see way too many ARs right now.
- with the improved hit detection 90%+ rounds are detected by the system
- the virtually non-existent recoil with 0SP in put in recoil reduction also make an important contribution
- the fact that dispersion is less than 1% further exacerbates the problem.
- the strong aim assist doesn't help either
all these factors combine so, generally if the ar guy is ADS, most of the time 90%+ of that dps is applied to you. and since you don't really need more than at MAX 3 seconds of ADS on a single target, you don't really miss.
Quote: The real nerf the AR needs is: -ACtual Dispersion rate and recoil (For an AR they have nothing, the AR is more accurate than my LR, im not kidding) -Reduce the Aim assist, and this goes to all weapons.
Before 1.4 we still had the AR is OP thing, but before it was dodgable, bullets hurt but did not hit all the time. The problem is NOW they are hitting 58 out of 60 bullets,andTHATS what makes the AR feel op....
IMO that is.
Dps is too high i can agree on your nerf idea, but its range and DPS need a nerf. nerf the dps to 340. nerf the range by 25%. |
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Posted - 2013.09.12 03:05:00 -
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echo47 wrote:D legendary hero[u wrote:THE SOLUTION[/u] AR NEEDS ITS DPS NERFED TO 340 or less. its damage per shot should be 24-25, and its recoil should be the same as the AScr. It needs to have the same damage fall of as the HMG with only 20% more range. All the math is nice, but when it comes to making changes to such as "balancing" I prefer game play to be the deciding factor meaning actual performance. The real issue with the AR and it being such an effective weapon is the mechanics of the gun not its stats on paper. This is why the full auto versions of this gun outshines all others. With AA on and the changes made to fix hit detection this feature of raised accuracy by rapidly tapping fire is what needs to be changed. Before we nerf damage I would like to see what sort of difference in performance we would see if accuracy was not increased by rapidly firing. And what effect would a modded controller have on this mechanic? https://forums.dust514.com/default.aspx?g=posts&t=34746&p=3 Post#48
Well, after the dps is nerfed, then perhaps these methods can be reviewed.
remember no one brought up any of this nerfing the other 7 guns, and 2 suits. some of them were nerfed more than once. And the first thing nerfed was damage.
in fact the flaylock had its direct impact, splash damage, splash radius and ammo nerfed. and it came out prenerfed too...
lets not puss* foot around the issue here. everyone is trying to soften the nerf issue with ars. I say nay. Just nerf it like everything else was nerfed. then we can pick p the peices latter.
but seriously, its DPS is too high regardless of the factors. It needs a recoil increase, dps nerf, range nerf, and disperion increase, and overheat increase (it fires plasma). |
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Posted - 2013.09.12 03:20:00 -
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KING CHECKMATE wrote:D legendary hero wrote:and this is hit detection makes a big difference where we see way too many ARs right now.
- with the improved hit detection 90%+ rounds are detected by the system
- the virtually non-existent recoil with 0SP in put in recoil reduction also make an important contribution
- the fact that dispersion is less than 1% further exacerbates the problem.
- the strong aim assist doesn't help either
all these factors combine so, generally if the ar guy is ADS, most of the time 90%+ of that dps is applied to you. and since you don't really need more than at MAX 3 seconds of ADS on a single target, you don't really miss.
Well we totally agree here.Quote:
Dps is too high i can agree on your nerf idea, but its range and DPS need a nerf. nerf the dps to 340. nerf the range by 25%.
I dont think the DPS nerf is needed.Here is why: *You add dispertion rate with the idea that at FULL AUTO , only around 65-70% of the bullets will hit.This already turns down the DPS a lot. *With some recoil the AR will have to be used in a matter that can be compared to the overheat mechanic of the scram/laser rifle,while not being less effective than Burst and TAc variants. (because you can still Full auto at Close quarters) *With AA tuned down a little , the necesity of using controlled bursts instead of full auto a mid/long ranges ALSO turns ddown the overall DPS of the AR.
I think this should be applied BEFORE even considering tuning down the DPS. This would help the AR have a more ''REALISTIC'' feel, while gicving skilled players an Advantage over scrubs PLUS keeping the AR CQ capabilities,that is what is supposed to make it the ''jack of all trades'' AR...
Sorry for the mispels, my auto correct got f*** up and my english spellign is really not that awesome...
this is where i must disagree.
The AR MUST GET A DPS NERF. damage mods will make its dps increase to that what a milita Ar would be now which is sorta OP but they sacrifice tanking to do so.
why the dps nerf won't hurt skilled players
the CQC efficiency of the AR shouldnt come from its dps but its fire rate. how so? The AR should be a jack of all trades. as such it should excel where other weapons don't but fail hard where ever they do. So, in CQC its high fire rate and low DPS should over come, weapons that are in effective in CQC such as snipers and lazers, scramblers even. likewise at longer ranges its accuracy should over come CQC weapons like shotguns, SMGs... but its low dps would prevent it from out gunning Scr, HMGs, etc.
So, with a dps of 340 an AR should: CQC AR < shotgun, SMG, other CQC weapons, flaylocks, scr pistols
mid range AR > shotguns, SMGs, other CQC weapons, flaylocks, Scr pistols
The low dps will not alter the performance of the AR when in its niche that is, a jack of all tradesmen. why?
because when the AR is operating outside the effective ranges of CQC weapons, it will win. and when operating at a range ineffective for scramblers it will win.
what else will a lower dps accomplish?
the HMG will no longer be displaced. AR users will be suppressed from advancing by the HMG defender because the HMg will vastly out dps them. accomplishing the HMGs role of suppression.
since a heavy suit can't pursue a medium per se, it will balance out as suppresion. the HMGs intended role.
Scramblers will no longer be displaced, and will excel. in longer ranged combat. |
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Posted - 2013.09.12 03:25:00 -
[47] - Quote
when you use something that isn't an AR in DUST 514 right now this happens . |
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Posted - 2013.09.12 03:51:00 -
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KING CHECKMATE wrote:@ LEgendary Hero
EVEN IF YOU HAVE YOUR FREAKN MOUTH FULL WITH TRUTH, i still think a DPS nerf is unecessary if the changes i proposed get done XD
This is why: -WIth all the firing in bursts / more aiming / recoil / bullet dispersion, making the most of the AR will take a fair amount of skill. No Spray and pray player will even defeat a skilled AR user. -As it is, Shotguns and SMG DO out-damage AR's in CQ (I do it all the time with my ADV SMG or Proto) and if i loose i had been severly injured. -As it is, the AR still looses to Laser rifle/TAC AR at mid-long ranges,i get mosts of my kills thanks to AR users shooting at me and thinking i dont have to respond,then imma chargin mai lazor! -The problem is other weapons DONT excel when they are supposed to, say HMG or Scrambler Rifle.....So they are in need of a BUFF.
Im going to leave my post as it is,since you are clearly more educated in the issue, i havn't used AR in decades.... But i insist that those changes should be done first,and a buff of weapons taht are not preforming as expected before even considering turning down the DPS of the AR.I feel that if a AR user gets the hang of the weapon even with all that i proposed,he deserves a High DPS.
ANd i've been doing REALLY good with LR , specially Vs AR, if i am positioned correctly XD
in short CQC with an AR is a 50/50 verses shotguns and smgs. due to the high dps it can drop scouts in less than a second (fully tanked scout suits in .8 seconds). so, if the shotgunner misses he is instantly dead to a mid-range weapon in close range.
If you need ADV or proto SMGs to compete with a milita AR, its not your fault its the AR being too powerfully.
when oyu see logi's in CQC with ARs and winning its a sign that the AR is too powerful.
Lazers work as intended, but are still displaced because the ARs effective range over laps, the optimal of the LAzer. this means that the AR can close the distance and still do significant damage.
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Posted - 2013.09.12 05:43:00 -
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KING CHECKMATE wrote:Again thats the most i can defend a weapon that i dont use ...LOL Sorry AR users, your on your own XD
GG
BTW i'll say it here and i hope some LR user sees this: You said:''Lazers work as intended, but are still displaced because the ARs effective range over laps, the optimal of the LAzer. this means that the AR can close the distance and still do significant damage. ''
I respond'': The secret to a GOOD LR user is....Be good with the LR, be better with your side arm ;) ''
Lolz. Your a lawyer defending a criminal charged with being OP. You put up the best defnse you could but, the evidence, eye witness testimony and scientific facts support the prosecutions case to well.
The ARs sentence is death by nerf bat!!
on the lazer point. Yeah, the lazer fills a necesary role working between the sniper and TAC/scrambler ranges. So, treating the lazer like a sniper in that you side arm is best for anything closer than 66m is the way to go.
once ARs get nerfed lazers will feel a lot more comfortable. with the new maps including alot more CQC, lazers need the elbow room. |
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Posted - 2013.09.12 15:27:00 -
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Mary Sedillo wrote:Disagree, you panzy. Want to just MD to death?
i haven't the slightest idea what you disagree with, who is the pany and why your mentioning MD on an AR thread |
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Posted - 2013.09.12 15:56:00 -
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Dante Kretschmer wrote:In your calculations you are assuming the AR guy lands all his hits during 3.4 seconds, and I think that is too much of a simplification. The time will be higher, either because as an AR you want to do burst shooting, or because you fail at aiming. Even with aim assist, 3.4 seconds to kill the heaviest guy in the gam with an AR is not an accurate time, it's the minimum time you need to kill him. Not to mention that usually heavys don't come alone and they have a gun as well.
about the MATH remember those calculations compared a milita ARs dps which is 467 in its optimal range, to the time it takes to kill a PROTO heavy with max shield and armor plates which is 1591.
remember too:
- with the improved hit detection 90%+ rounds are detected by the system
- the virtually non-existent recoil with 0SP in put in recoil reduction also make an important contribution
- the fact that dispersion is less than 1% further exacerbates the problem.
- the strong aim assist doesn't help either
all these factors combine so, generally if the ar guy is ADS, most of the time 90%+ of that dps is applied to you. and since you don't really need more than at MAX 3 seconds of ADS on a single target, you don't really miss.
think about this So, if with a milita AR you need to be on your target for 3.4 seconds for a proto heavy. imagine how much less time you need for a regular heavy that has 1100 ehp, with a GEK.
Heavy with HMG vs medium frame with AR:
- a medium frames shields and armor recover faster than a heavies
- the AR out ranges the HMG and does its optimal much further
- a medium frame is much faster than a heavy, so disengaging and reengaging mitigate the heavies high ehp.
- AR user normally come in packs because eveyone uses one.
consider the following: The HMG's higher dispersion, and lower range make it ineffectual verses ARs at longer rangers. At close range however, the medium frame can move backwards faster than the heavy can run forward futher increasing distance.
since, the heavies sheidls and Armor repair at a slower rate and have a longer delay between recover "pica-boo"tactics using pot shots with the AR are effective at handling HMGs even in close range.
since medium frames can disengage combat at anytime when their shields get low while fighting a heavy and recharge them quickly the heavy is always at a disadvantage.
Finally, many suits can shield and armor tank to the point where they have just as much shield and armor as a heavy. If the person is shield tanking that directly affects the HMGs dps vs AR dps.
think of your average heavy with 500 shields and 600armor vs a milita AR doing 467 dps. Now lets compare this to a medium frame with 500 shields and 200 armor (not very expensive):
500 / (467 *1.1) = .97 seconds 600 / (467 *.9) = 1.42 seconds
total TTK = 2.39 seconds
500 / (660 * .65 *.8) = 1.45 seconds 200 / (660 * .65 * 1.2) = .4 seconds
total TTK = 1.85 seconds [b] So, as you would assume based on the numbers If an AR user were to stand directly infront of my HMG without moving then yeah, a STD HMG verse a milita AR, standard HMG wins. however, note the difference in TTK is only .5 seconds.
if the medium frame starts strafing which actually distorts the hit detection by taking advantage of frame rate issues for 1/2 a second alone the milita AR can kill a heavy.
if the range or distance between them is greater than 20m AR will win.
if their is any cover AR will win.
AR= OP
(the .65 is the dispersion factor which the game automatically calculates and subtracts based on range beyond 5m. their are no disperion projectiles, its just a number the game subtracts from the dps) |
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Posted - 2013.09.12 15:58:00 -
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Korvin Lomont wrote:D legendary hero wrote:KING CHECKMATE wrote:@ LEgendary Hero
EVEN IF YOU HAVE YOUR FREAKN MOUTH FULL WITH TRUTH, i still think a DPS nerf is unecessary if the changes i proposed get done XD
This is why: -WIth all the firing in bursts / more aiming / recoil / bullet dispersion, making the most of the AR will take a fair amount of skill. No Spray and pray player will even defeat a skilled AR user. -As it is, Shotguns and SMG DO out-damage AR's in CQ (I do it all the time with my ADV SMG or Proto) and if i loose i had been severly injured. -As it is, the AR still looses to Laser rifle/TAC AR at mid-long ranges,i get mosts of my kills thanks to AR users shooting at me and thinking i dont have to respond,then imma chargin mai lazor! -The problem is other weapons DONT excel when they are supposed to, say HMG or Scrambler Rifle.....So they are in need of a BUFF.
Im going to leave my post as it is,since you are clearly more educated in the issue, i havn't used AR in decades.... But i insist that those changes should be done first,and a buff of weapons taht are not preforming as expected before even considering turning down the DPS of the AR.I feel that if a AR user gets the hang of the weapon even with all that i proposed,he deserves a High DPS.
ANd i've been doing REALLY good with LR , specially Vs AR, if i am positioned correctly XD in short CQC with an AR is a 50/50 verses shotguns and smgs. due to the high dps it can drop scouts in less than a second (fully tanked scout suits in .8 seconds). so, if the shotgunner misses he is instantly dead to a mid-range weapon in close range. If you need ADV or proto SMGs to compete with a milita AR, its not your fault its the AR being too powerfully. when oyu see logi's in CQC with ARs and winning its a sign that the AR is too powerful. Lazers work as intended, but are still displaced because the ARs effective range over laps, the optimal of the LAzer. this means that the AR can close the distance and still do significant damage. Hmm a Shotgun is more of a suprise weapon it should win when the opponent is caught off hand but it should loose in a direct firefight. Having 50/50 in a firefight seem fair to me.
A shotgun is a hunting weapon, but also a CQC weapon. and in a game where using an active scanner can instantly give away your shotgun scouts position being his only defence doesn't sound fair at all.
but beyond that. the Ar is a medium range weapon... why should it win CQC encounters vs something soley desinged for CQC. that sounds like a b*llshit defense to me. |
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Posted - 2013.09.12 16:02:00 -
[53] - Quote
God Anpu TheImmortal wrote:Honestly I am pleased with this but everyone knows the assault rifle trumphs all. It is a joke that an AR can hit further and do more damage than an HMG. The truth of the matter is that it always will and CCP is not going to change this because they fear that their fan base will die. But they talk balance. Lol ccp is a joke with these stats and how they decided about weapons and they want this to be a thinking shooter won't happen as long as AR are king. Bringing realism to this game would bring balance and start people to thinking and using tactics. Currently to get kills all u need is an assault rifle and M1 grenades or higher and your and instant killer. Why have other classes and weapons. Or better yet why should people that truly love and play this game have to deal with this crap or skill into an assault rifle to remain relevant. I thought CCP was keeping stats on weapons to know these things and prevent this.
the sad part is that CCP are losing their real fan base every month new players are driven away. and the worst part is that these AR whores will move on to the PS$ and get CoD MW 4, battle field 4, and planet side 2... so catering to a group that won't stay anyway makes no sense. |
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Posted - 2013.09.12 16:16:00 -
[54] - Quote
Don't forget both SCOUTS and HEAVIES get gimped by ARs.
heavies I use a heavy as an example because its supposed to be able to tank. so for something that designed to tank getting put down in less than 2 seconds.. you gotta wonder if what was used is balanced.
Scouts Scouts, always under any circumstances get insta-killed by ARs. the max ehp a scout can have is about 400. milita AR does 467 dps.
so, the max tanked scout survives .85~9 seconds.
your average scout has about 320 ehp mostly shields (Ar kills shields the fastest) so they die in .68 seconds.
that's almost imperceptible to your average human.
since movement speed was nerfed, and scouts movement speed was capped... hitting a scout is not hard. especially with the new hit detection and aim assist. which if your a scout you don't benefit from anyway because shotguns dnt work with the current hit detection and Aim assist don't affect shotguns or snipers the 2 main weapons scouts use.
so all in all 1.4 is the death of scouts. |
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Posted - 2013.09.12 16:50:00 -
[55] - Quote
Buster Friently wrote:God Anpu TheImmortal wrote:Honestly I am pleased with this but everyone knows the assault rifle trumphs all. It is a joke that an AR can hit further and do more damage than an HMG. The truth of the matter is that it always will and CCP is not going to change this because they fear that their fan base will die. But they talk balance. Lol ccp is a joke with these stats and how they decided about weapons and they want this to be a thinking shooter won't happen as long as AR are king. Bringing realism to this game would bring balance and start people to thinking and using tactics. Currently to get kills all u need is an assault rifle and M1 grenades or higher and your and instant killer. Why have other classes and weapons. Or better yet why should people that truly love and play this game have to deal with this crap or skill into an assault rifle to remain relevant. I thought CCP was keeping stats on weapons to know these things and prevent this. Their fan base is already dead. This persistent AR issue is part of the problem. It kills diversity. It kills tactics. It kills depth. That's why we're hitting a peak of just over 3k concurrent users since 1.4 - there's no point anymore. I also love how this issue has been brought to the forefront consistently for over a month, plus it was being brought up over a year ago off and on, and nothing in the feedback weekly on it. Well CCP, Dust is just about dead because you've tried to make the same old same old rather than bring innovative. In the end, all you've accomplished is a crappier version of same old same old and it seems no one really wants to play that. Eve struck out in it's own direction. Dust must do the same or die.
Buster Im glad you are here responding to this. do you have anymore of your statistics or links about ARs being OP please post them here. I want this thread to be easily accessible for CCP devs to see all about ars |
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Posted - 2013.09.12 20:37:00 -
[56] - Quote
the ARs dps is too damn high. it needs to be nerfed.
the dps must be 340... the range needs a nerf by 25% the ammo needs a reduction it needs to overheat After continuous fir for 30 bullets
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Posted - 2013.09.12 21:54:00 -
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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 |
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Posted - 2013.09.12 22:28:00 -
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CLONE117 wrote:D legendary hero wrote:
i am a idiot. Not only did i mention several stupid reason why i want to nerf ar.
i like to troll my own threads
... ^ thats trolling..
yeah, and thats why you are getting reported. |
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Posted - 2013.09.12 22:39:00 -
[59] - Quote
Arkena Wyrnspire wrote: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.
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.
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...
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: 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.
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. |
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Posted - 2013.09.12 22:44:00 -
[60] - Quote
Arkena Wyrnspire wrote: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.
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?
- what disadvantages does the AR have?
- why does the ARs current range rival other niche weapons?
- why does the ARs dps at milita level rival that of the HMG?
- why is the Ar more effective than SMGs in CQC, BUT at the same time just as accurate as Scr rifles at 66m?
its impossible for me to beleive you can't see this as OP |
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Posted - 2013.09.12 22:49:00 -
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Meeko Fent wrote:Just rollback the weapon buffs on everything but the breaches.
Problem solved.
Adjust ranges from there.
I wish we could do this but 1 or both of 2 things will happen. either:
- the increase to TTK will cause shield and armor tankers to complain and then subsequently all weapons save of course ARs will be nerfed
and/Or
- AR users will agree to this to turn the attention off of ARs, but at the time buffs are discussed systematically reject each buff and claim it would make said weapons OP
its a bait and switch. nerf the ARs dps to 340, reduce range by 25%, increase its overheating threshold to that of when 40 bullets are fired in succession it over heats, reduce max ammo from 300 to 250. |
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Posted - 2013.09.13 00:47:00 -
[62] - Quote
Arkena Wyrnspire wrote: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.
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.[/quote]
before i finish this comment... i meat put the moron part in a comment to clone117 here not you, my bad. |
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Posted - 2013.09.13 00:53:00 -
[63] - Quote
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. |
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Posted - 2013.09.13 01:12:00 -
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Arkena Wyrnspire wrote:[quote=D legendary hero] points and counter points... 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.
note the following;
- the flaylock had at PROTO level 2 meters blast radius, and could do upto 200+ splash damage in 1 second.
- In 1 second milita SMGs could do 425damage. which in hipfire is about 200+ damage.
- no one ever used STD flaylocks to do this, or breach flaylocks. even ADV flaylocks were rare. people would stack damage mods for side arms and use the proto.
- stacking damage mods with SMGs accomplish the same results
- scrambler pistols with or without damage mods are comparable.
Quote: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: counter arguments pro MD
the splash damage wasn't registering. but the weapon was designed to be an area denial weapon, to stop enemies from advancing. which ARs in assault suits do, which is why they were annoyed. MD wouldn't be a problem in CQC like they were a little while before this 1.4 because the splash would make them commit suicide. [quote] arguements...counter arguments... observe i mentioned upto 88m. (although realistically 66m is the effective range of the AR. its fall off is only noticeable at 88m)
there are few areas snipers can actually use in the new maps. I never said it was a good AV gun, although i almost lost a dropship to 6-7 people firing ARs at it.
due to the strength of AV, and the great CPU/PG fitting of ARs. with an AR which is better than niche weapons at everything save snipers all you need is some AV nades and you can eliminate any threat in the game.
d legendary hero: 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.
Arkena Wyrnspire: 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.
d legendary hero: CCP even mentioned it. look up the buff that the HMG got from after the damage it did after chromosome. they said "we are increasing the damage to 18 and giving it the 10% multiplier. the multipler is not built in.
i must stand by the evidence, logic, eye witness testimony that the AR is OP. I fight for justice and rightneousness, that is why I AM D legendary hero.
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Posted - 2013.09.13 02:48:00 -
[65] - Quote
CLONE117 wrote:r u forgetting the fact it take more bullets to kill some1 than it does with the flay lock?
1 second is one second. so, flaylock damage per second is still dps. and the AR has it higher at milita level than the flaylock even with complex damage mods did at PROTO.
comparision it actually takes 2 seconds to unload a flaylock that is assuming your target isn't moving.
proto flaylock direct impact damage in 2 seconds = 570 at PROTO before the nerf proto flaylock splash damage in 2 seconds = 525 milita AR damage in 2 seconds = 934 at the milita level. militia SMG damage in 2 seconds = 843 at the milita level.
porportions
porportionally, the flaylock before its nerf was weak compared to other weapons.
what other gun do you know do you have to empty the entire clip to get a kill? what other splash damage weapon do you know has a 1 meter blast radius?
purpose flaylock was designed as: [list]
- A close quarters battle weapon
- Splash damage is designed to compensate for low fire rate, slow trajectory, low ammo capacity and serve as area denial
- flaylocks did high damage to armor as designed
- flaylocks were effective in doing small damage to vehicles, an AV side arm
the gun did nothing more than it was designed to do.
DPS comparision
[in 1.2 seconds the flaylock fires two rounds so I will compare from here.]
proto flaylock before nerf direct impact dps = 380 proto flaylock before nerf splash dps = 350 milita AR dps = 467 milita SMG dps = 422
the proto flaylocks had a blast radius of 2m. which in DUST are more like feet. with medium frames moving at 5m/s, this should hardly be a problem, unless your stepping back and forth in the same spot.
the only peope who QQ about flaylocks were medium frames who died once or twice a match to flaylocks. scouts complained but everything insta-klls scouts and AR s do it more effeciently.
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Posted - 2013.09.13 02:54:00 -
[66] - Quote
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? |
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Posted - 2013.09.13 04:19:00 -
[67] - Quote
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?) |
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Posted - 2013.09.13 04:21:00 -
[68] - Quote
Bethhy wrote:Nerf the Aim assist so people actually have to aim themself's again... Will stop the 80% accuracy rating's people have that couldn't even shoot a moving LAV before.
Aim assist gone or make sense with it... people having to actually aim will bring a gun that should require aim to hit back to balance.
Making a gun less powerful because noobs are hitting you with a computer genererated aiming system is like.... crazy talk.... oh no I(lol) can aim finally?!?! but they can too!!! oh noes the guns are to powerful! Are you fracking kidding me?
Aim assist only affects ARs and scramblers. SMGs, HMGs, flaylocks, MD, snipers, and shotguns are not effected by aim assist.
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Posted - 2013.09.13 06:45:00 -
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SponkSponkSponk wrote:D legendary hero wrote:SMGs, HMGs, flaylocks, MD, snipers, and shotguns are not effected by aim assist.
wat
its in the official report. look up CCP wolfmans statements on aim assist. it doesn't affect those guns. and for good reason.
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Posted - 2013.09.13 06:48:00 -
[70] - Quote
ChromeBreaker wrote: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 plasmaIf you have problems with lore just blame it on nanites.
touche.
although I must add that its not flying upto 88m at speeds exceeding that of sound. |
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Posted - 2013.09.13 07:06:00 -
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SponkSponkSponk wrote:D legendary hero wrote:SponkSponkSponk wrote:D legendary hero wrote:SMGs, HMGs, flaylocks, MD, snipers, and shotguns are not effected by aim assist.
wat its in the official report. look up CCP wolfmans statements on aim assist. it doesn't affect those guns. and for good reason. Where?
oopss... i just posted the links. i didn't find it per se. but some other links speak on it in glancing reference. as an HMG user, shotgun user, and SMG user (shotguns and smg from time to time, hmg almost full time) the AA doesn't seem to have a significant effect. in fact, CCP even said that AA isn't really strong in closer ranges. |
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Posted - 2013.09.13 07:27:00 -
[72] - Quote
Mobius Kaethis wrote: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...[/url]) is it too late to mention that plasma is not an element but a state of matter? Stay in school bro.
damn spell check... |
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Posted - 2013.09.13 07:30:00 -
[73] - Quote
SponkSponkSponk wrote:D legendary hero wrote: oopss... i just posted the links. i didn't find it per se. but some other links speak on it in glancing reference. as an HMG user, shotgun user, and SMG user (shotguns and smg from time to time, hmg almost full time) the AA doesn't seem to have a significant effect. in fact, CCP even said that AA isn't really strong in closer ranges.
ah ok, saw them. Most of the links explain what's already known. HMG and SMG and shotgun not getting aim assist is unclear, and is probably due to the short range and bonus to ADSsing. Spec Ops Cipher's video clearly shows that aim assist does exist for those weapons. * HMG tracks to 50m * SMG tracks to 30m * Shotgun tracks to 16m
hmm quite informative. thanks for the info.
- still, trying to benefit from AA with an HMG is pretty rough... people are normally wither too far or too close.
- SMGs i guiess its possible to use it with AA if you have the SP in recoil reduciton and dispersion reduction...
- shotguns... i mean... i guess it helps but who uses ADS with a shotgun. it doesn't actually improve accuacy or pellet concentration
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Posted - 2013.09.13 07:35:00 -
[74] - Quote
Mobius Kaethis wrote:hgghyujh wrote:this CCP! this is the problem.
"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.*" You're not punished for missing with a massdriver. The splash damage is the primary way MD users kill people. Stop trying to sound like your skilled for using the MD which rewards missing.
by miss it means over shoot your target or miss judge the enemies direction. unlike ARs that fire 12.5 hit scans per second that instantly hit their max range in an instant, MD have a tragectory that you must calculate.
you have to predict where your enemy is moving to hit them with a MD at longer ranges. at closer ranges its easy to hit. but getting mad at some1 usng a MD in close range is loke getting mad at a sniper for using A kaaklaota at long range.
as a side note: its easy to predit where your opponent is going to be when they are strafing back and forthin the same spot...lol
as a side side note: AR dps > MD dps by more than 50% |
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Posted - 2013.09.13 07:38:00 -
[75] - Quote
Mobius Kaethis wrote: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...[/url]) is it too late to mention that plasma is not an element but a state of matter? Stay in school bro. My favorite part is it says that is is a state of matter in the very post you cite as evidence of your intelligence. Beyond that though citing wikipedia just makes you seem foolish. You know that it is frequently wrong don't you? Anyone who cites wikipedia should be kicked in the balls for not understanding its flaws as a reference.
and anyone who doesn't check the reference at the bottom should be castrated for not taking 5 seconds to check. a reference is a reference it doesn't matter where its from.
regardless you failed to explain how a something superheated to 3000+ Kelvin in a volitle state won't instantely kill or harm the user and/or the mechanism holding it in the fashion of an AR?
so STFU.
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Posted - 2013.09.13 07:45:00 -
[76] - Quote
Mobius Kaethis wrote:Sorry to tell you friend but with 0 sp invested in SMG I notice significant AA action when using it. No skills are needed to AA that tiny grasshopper. It even works while ADSing with the SMG.
hmm. i'll have to check it out. still SMGs have alot more recoil, disperion, and damage fall off than ARs. they also do significantly less damage pershot. |
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Posted - 2013.09.13 16:41:00 -
[77] - Quote
hgghyujh 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 :) ok yes plasma is very hot, but it doesn't carry much heat especially in discreet packets, frankly bullets carry more energy then most plasmas that would occupy the same space. Frankly the only way you could make plasma do the damage it does in this game the way it does it is by making a super heated very dense(for plasma) slug of it in a magnetic field(which is in fact the way it is described in the game). god ******* damn it graaahhhhh!! is psychics and science in general just not taught in schools any more??? why do people treat this **** like god damn magic and with no sense of scale............... you know what I just read that the radiation from fukushima will be hitting the west coast in the next few months you should go and get your radiation med and start popping them like candy to protect your self. **** oh I should mention NEVER take radiation med unless instructed to, last thing I need is to get blamed for the death of every sci illiterate on the west coast.
by the same logic the shotgun should have the same range with the only difference being the disperion as shotguns use the sme galente tech
while we are at it using descriptions, make my heavy suit impervious to concentrated small arms fire, and make MY HMG fire the rounds HMGs are supposed to which would cut most all suits in half.... |
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Posted - 2013.09.13 16:45:00 -
[78] - Quote
Aeon Amadi wrote: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. Another Edit: Here, I did your job for you: https://forums.dust514.com/default.aspx?g=posts&m=1295853#post1295853
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.
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Posted - 2013.09.13 16:51:00 -
[79] - Quote
The Minoan ManiacArchon wrote:Arkena Wyrnspire wrote:[quote=D legendary hero] 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.
........
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's actually 70%... Not marginally less, but not 50% either... And if you do factor in dispersion as you say later in your argument... Interesting...
- With you on the recoil...
- I think what he was trying to say is that a Basic Heavy with a Heavy Machine Gun shouldn't be killed so quickly. Even by someone with a prototype Assault Rifle...
And bare in mind still, that, even in close quarters with 2 people standing still and shooting at each other, the Assault Rifle would get a larger percentage of bullets to hit... And that brings it so close to the Heavy Machinegun, that it almost makes the Heavy Sentinel role obsolete... Unless the 2 aforementioned guys are of the same level in all of their equipment... And that shouldn't be the case... Just my 2 cents... this is just to confirm
first off. (425/600) *100 = 71% or (467/660) * 100 = 71%
So the milita ARs dps is 71% OF the HMGs dps. which means it does 29% less damage.
so, 29% < 50%. |
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Posted - 2013.09.13 17:00:00 -
[80] - Quote
Tallen Ellecon wrote:You're all just jealous that the Gallente designed the superior battlefield weapon.
wouldnt be saying that if the shotgun or plasma cannon worked, you'd be saying "OMG its so OP, nerf the range, nerf the splash"
or if i had a galente HMG, everyone would call it op if it did porportionally what this AR does |
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Posted - 2013.09.13 19:46:00 -
[81] - Quote
well now we are using our heads. but your numbers betray a vital point.
the AR can empty that 2240 damage without over heat, almost no recoil, and up to 66m without significant dispersion.
if it does 2240 damage per clip at standard level, with a dps of 467. then, 2240d/467dps = 4.8s to unload the full clip.
- 2240 in 4.8s = AR (full clip)
- 3168 in 4.8s = HMG
- 1840 in 4.4s = SMG
(2240/3168) * 100= 71%
the ARs damage per second is still only 29% less than an HMG, with none of the draw backs, and all the advantages. |
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Posted - 2013.09.14 03:05:00 -
[82] - Quote
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 |
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Posted - 2013.09.14 05:36:00 -
[83] - Quote
Global Enforcer wrote:devs please do us all a favor and lock this thread up, iv seen at least 3 threads within a week from this guy saying this is op and that is op
i didn't post 262 responses myself bud.
this is the only article i have stating something is OP atm. in fact the only thing since chromosome i've said is:
- the AR is OP
- i tried to get heavy suits buffed,
- i promoted buffing scouts
- , HMGs,
- shotguns,
- MD (ammo count),
- i was pro flaylock nerf (just the fire rate though),
- now im asking for a flaylock buff (either splash damage OR radius by .5 meters per level).
- i was pro lazer buff
Lets face the facts. not a single one of you AR scrubs have presented a single argument that actually supports the ARs current position vs other weapons. AR = OP. now AR NEEDS nerf bat.
also, most of the posts i've been doing are translations. because unlike you i dnt just come on here to ***** and moan, i actually try to help the community. GTFO |
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Posted - 2013.09.14 05:37:00 -
[84] - Quote
D legendary hero wrote:[quote=INFINITE DIVERSITY IDIC][quote=Godin Thekiller] Op means you fail, fine the ar is op, now what? Same thing, adapt or die.
I am adapting. I am ging to use a nerf bat to adapt the AR to its proper use |
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Posted - 2013.09.15 08:48:00 -
[85] - Quote
Aeon Amadi wrote: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
please tell me where he specifically says that the 10% was put in the numbers in game here: https://forums.dust514.com/default.aspx?g=posts&t=75425&find=unread
Oh wait...he didn't. So, STFU.
the AR is OP. You are just avoiding the issues and cases i set out at the outset. the AR is OP and needs a nerf. in fact.
The DPS of the full auto AR and breach AR should be switched. this would solve alot of issues. |
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Posted - 2013.09.15 09:51:00 -
[86] - Quote
Aeon Amadi wrote:[quote=D legendary hero] probably due to your bias and desperation to win an argument.
the only ones desparate to win an argument here are AR noobs. why?
- this is my thread. you came here to me to argue.
- you feel that proving one slight error in my calculations (which you have still failed to prove) will mitigate all the aforementioed facts (which it does not)
- you know the nerf hammer is comming and CMdr Wang will have his way with your AR
Quote: 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, correction: with a starting point and an anglie of motion with relation to an origin ). 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.
i didn't consider them because I don't have them, and still experience little to no noticeable recoil on the galente AR, up to 40 bullets when there is a kick in recoil, but upon stopping instantly resets. leading to the AR glitch which while tapping the trigger one can sustain a state of no recoil for the entire clip. but this isn't even necesary as its recoil is very small often negligible.
I must beg to differ there i have noticed considerable recoil and upward climb here but this normally towards the end of a clip. side to side recoil is important however when considering strafing. however, i digress this thread is about the AR not the Ascr.
Quote: 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.
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.
AR DPS I can in fact compare apples and oranges when the apples have just as much citris and just as rough a skin as the orange! All the down sides of the HMG balance out the few but potent advantages, namely ammo count (which disappears quite fast), high fire rate, and high dps.
the AR on the other hand has only 29% less dps, but gets almost 400% more accuracy, 200% less recoil, reloads 270% faster, and has much less dispersion. (these numbers are based partly on my experience using both guns).
in short, it dps marginally less dps, but has zero draw backs with it, and 300-400% more range, with 50% less damage fall off. So, when an AR can do an HMGs job better than an HMG, i am allowed to compare the two.
Right now HMGs suppress no one. But, if i started firing an AR at you, you would take cover because it does significant damage farther. heavies are normally charged (i am a heavy i know) and they normally just get out gunned.
CPU/PG A galente AR can fit on any suit, with almost any playstyle. Scramblers and Ascr can not. I understand where your comming from but this just shoots that all to hell, because a caldari, can use an AR and shield tank, a galent and armor tank, a minmintar and speed tank, an Amarr and hybrid tank.
that doesn't happen with any other light weapon.
and your right plasma cannons should have lower CPU/PG, its rediclously hard trying to use them, and they yeild little results.
Quote: 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.
I actually did explain this. Numerous times. Assault Rifle is Gallente design, it is meant for high damage- its supposed to be high damage, LOW RANGE. if its going to do almost 71%+ of my HMGs dps, its range shouldn't be 3 times that of my HMG. again AR needs a nerfin'.
all weapons (expect flaylocks) kill reasponably fast in their niche (except HMGs due to poor range). ARs kill this fast far beyond where the intended range.
further. 3 seconds as i mentioned is for a heavy with 1591 ehp, at 50m range. your average suit has much less ehp than that. most suits die in 1.4 seconds. a milita suit in .8-1 seconds. a scout .8 seconds at bes. your aveage heavy with 1100 ehp in 2.2 seconds. heavies are supposed to survive considerable punishment. to take out the toughest suit in 3 seconds with a standard gun is OP.'
Actually, it takes even less than that because he gets a bonus against my armor. it does less to shields which is the initial barrier of all suits. this point is mute. |
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Posted - 2013.09.15 15:45:00 -
[87] - Quote
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. |
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Posted - 2013.09.15 16:05:00 -
[88] - Quote
Arkena Wyrnspire wrote: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.
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.
last time. 425/600 = .708 *100 = 70.8%
425 is 70. of 600. therefore, 425 is 29.2% less.
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Posted - 2013.09.15 20:30:00 -
[89] - Quote
Arkena Wyrnspire wrote: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.
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Posted - 2013.09.15 20:37:00 -
[90] - Quote
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. |
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Posted - 2013.09.16 03:43:00 -
[91] - Quote
Arkena Wyrnspire wrote: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.
with the improved hit detection an HMG with 34 damage per shot would be unbearable. still, all-in-all I beleive the AR isOP.
What, I can say is that I posted a thread , suggesting an economic solution. namely reducing the prices of weapons that are more "niche" and in general less powerful. Reducing the price will encourage diversity and more weapons will be used on the battle field.
in PC, you may even see more proto gear like proto equipement, proto HMGs, proto core flaylocks, proto scramblers, even proto flux if the price were reduced.
However, somethings you must admit. are that: 1. many excuses for why ARs should be OP, or are 'balanced', are fundamentally flawed. (i.e. not all the weapons are here yet, or the descriptions says...) 2. many of the reasons, math and explainations of why the AR should be nerfed were used to justify nerfs on other weapons before hand. (ie. flaylock -everyone is using it, it must be OP or HMG - it out gunned my AR must = OP) |
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Posted - 2013.09.16 04:14:00 -
[92] - Quote
Arkena Wyrnspire wrote: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.
thatss a good thread im going to link it in the OP. |
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Posted - 2013.09.16 16:33:00 -
[93] - Quote
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. |
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Posted - 2013.09.16 16:59:00 -
[94] - Quote
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) |
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Posted - 2013.09.16 20:29:00 -
[95] - Quote
You people are fu*king impossible. When I am firm in my conviction and use facts, and numbers to support it, you call me stubborn. But, when I am flexible and yeilding supporting an alternative approach to AR rebalance then you claim i dnt know what i want. You are a fool and a hypocrit.
the SMG is balanced. thats why no one complains about it.
When I die to an SMG, im in close quarters normally with my shields already gone. its not a surprise. SMGs don't outgun my HMG. SMGs, dnt outgun shotguns....lol
when SMGs kill my at 66m away, or kill my heavy suit in under 2 seconds from full shield and armor then i'll say something. but, minmintar weaponry by lore is supposed to be very powerful. minmintars are fast and powerfully, but lack ehp which is balanced. they go down fast.
galente tech is supposed to have the shortest range. idk about you but that AR man... ive taken out people at 112m range. without aim assist.....lolz. |
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Posted - 2013.09.16 22:14:00 -
[96] - Quote
Kyy Seiska wrote:D legendary hero wrote: the SMG is balanced. thats why no one complains about it.
When I die to an SMG, im in close quarters normally with my shields already gone. its not a surprise. SMGs don't outgun my HMG. SMGs, dnt outgun shotguns....lol
It's true that SMG is a sidearm, but in reality its far better weapon in close range than HMG or AR mainly due to the fact that it's light as hell, usually has very high rate of fire and barely any recoil. Not to mention the fast reloading speed and accuracy. Against shotgun it's 50/50. It's just that the effective range isn't something to brag about against AR. I don't think sidearms should be considered somehow inferior to primary weapons. They are more or less just lightweight close range weapons.
indeed and thats how it should be. SMG works exactly as intended. it is a perfect specimen of balance.
the shotgun however needs a slight range buff... the current range is pathetic at best. |
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Posted - 2013.09.16 22:16:00 -
[97] - Quote
Nguruthos IX wrote:If the best weapon for any encounter is one weapon, then the entire premise which Dust is built upon is meaningless fluff.
"Fittings, choices, variety, specializations, niches, strategy, diversity" all out the window if there exists a weapon too capable in too many circumstances.
which describes the AR right now...
I mean, a milita AR is capable of pwning even proto level niche weapons in the niche...
its accuracy, and DPS makes tanking almost unviable. especially with a heavy.
its got all the advantages of niche weapons with no flae... not a single drawback. |
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Posted - 2013.09.18 05:08:00 -
[98] - Quote
bump-o-matic |
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Posted - 2013.09.20 23:54:00 -
[99] - Quote
might bump |
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Posted - 2013.09.23 18:31:00 -
[100] - Quote
I did bump. |
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Posted - 2013.09.23 19:59:00 -
[101] - Quote
loumanchew wrote:CeoPyrex is now using an AR...so now there is no question that AR is the FOTM.
See I don't need math either!
Well I put up plenty of math, i just didn't realize that trolls will continually ignore math. trolls dnt care about math, as can be seen in the dozen pages of this thread.. but, facts are facts. and if CEOPyrex is using it... then there i no question
math = fact facts = truth truth can NOT be denied. the AR is OP and must be nerfed. |
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Posted - 2013.09.24 00:02:00 -
[102] - Quote
Arc-08 wrote:AR'S won't just be AR's soon enough, within the next couple of updates you'll have minmatar combar rifle, and the caldari rail rifle, as well as the Amar ??? rifle. They aren't gunna spend the time to nerf it right now, they have other things that are more important right now, like fixing all the vehicles, getting all the other racial suits in, and adding the rest of the racial weapons
I'm not argueing that they are or aren't op i'm just stating that you won't just have the AR anymore.
they moved vehicle rebalance to 1.6 I hope they do some weapons rebalancing in 1.6 too.
in 1.5 weapons ranges will be fixed up so hopefully by weapoons they mean all weapons and not just ARs... |
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Posted - 2013.09.25 02:39:00 -
[103] - Quote
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? |
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Posted - 2013.09.25 03:35:00 -
[104] - 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.
I whole heartedly Agree. OR we can reduce of the price of the UP weapons so that I can being using proto versions of UP weaponry. because TBH
- PROTO HMG is where the STD should be
- PROTO flaylocks are where the STD should be
- PROTO shoguns are where the ADV should be
- PROTO plasma cannons are where the STD should be
- PROTO flux grenades are where the STD should be. (i mean really who uses proto flux?)
- PROTO MD are where the ADV should be...
basically, the AR from STD level is already on par with many proto weapons, at ADV it surpasses these weapons...
AR noobs always talk about niche. Why does the AR excel in these weapons niches? Why is it that the AR can functinon outside its niche?
the GAR's niche is high rate of fire, low damage, low range... and yet it excels at long range combat with high damage per shot. its better than the burst, breach and TAC combined.
the TAC AR is better than the Scambler considering that with a scrambler you can only fire 15 shots before an overheat... |
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Posted - 2013.09.25 21:43:00 -
[105] - Quote
Korvin Lomont wrote:D legendary hero wrote:I whole heartedly Agree. OR we can reduce of the price of the UP weapons so that I can being using proto versions of UP weaponry. because TBH
- PROTO HMG is where the STD should be
- PROTO flaylocks are where the STD should be
- PROTO shoguns are where the ADV should be
- PROTO plasma cannons are where the STD should be
- PROTO flux grenades are where the STD should be. (i mean really who uses proto flux?)
- PROTO MD are where the ADV should be...
basically, the AR from STD level is already on par with many proto weapons, at ADV it surpasses these weapons... AR noobs always talk about niche. Why does the AR excel in these weapons niches? Why is it that the AR can functinon outside its niche? the GAR's niche is high rate of fire, low damage, low range... and yet it excels at long range combat with high damage per shot. its better than the burst, breach and TAC combined. the TAC AR is better than the Scambler considering that with a scrambler you can only fire 15 shots before an overheat... You are right that the AR operates outside its designed role of a high DPS weapon with low Range. But I guess this will change once the other Assault Rifles will be included. Right now the AR is balanced againt the AsCR (or the other way round) and both weapons operate nearly identical (wich is stupid). BTW I think the GAR will should be more a medium ROF and Medium to High Damage weapon as I believe the low Damage High Rof part will be filled by the minmatar weapons. Regarding your list I would only agree to the Shotgun and the Plasma Cannon these weapons are way to weak. Not so sure about the flaylock.... Regarding the TAC AR I disagree the Scrambler Rifle is far better than the TAC AR and barely anyone is using the TAC anymore. The key succes for the Scramber is to know how the overheating mechanic work and the Charged Shot is really nice but difficult to use. The only thing that keeps the Scrambler from beeing as OP as the old TAC AR is the overheating mechanic. Just on a sidenote the Amarr Rifles do operate uotside their role as well as they have nearly identical or much higher dps that the high DPS weapons (to be fair they don't have the Range advantage they should have so it's sorta balanced but wrong).
amarr weapons have over heat.
the minmintar will get the combat rifle which will be burst... which will suck if it holds ot the burst ARs stand.
and, no. everything i mentioned on the list needs either a buff, OR their prices reduced, or as i suggested to have the ADV stats be the std stats and have the adv and proto levels buffed.
everyone should die to every weapon in its niche. there is no such thing as a weapon being too good at its job. the flaylock only killed people in CQC, and is a splash damage weapon, every aspect of the gun was nerfed.
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. |
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Posted - 2013.09.25 21:44:00 -
[106] - Quote
but ARs still need a nerf, or as i mention in another thread everything else needs a price reduction so we can get proto shotguns and HMGs and flaylocks cheaper, because you need proto level just to compete with standard AR gear |
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Posted - 2013.09.25 22:00:00 -
[107] - Quote
Arkena Wyrnspire wrote: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?
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).
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.[/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. |
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Posted - 2013.09.26 18:41:00 -
[108] - Quote
^^read the OP and the other 15 pages of rebuttal I provided.
also, there is no such thing as wrong evidence, facts are facts, either it is or it is not. Saying evidence is wrong is in fact biased.
Also, I have grown weary of contesting the same points over and over again. And for the record people who do not use flaylock shouldn't talk about trajectory all projectiles in this game have a trajectory, except forguns which just disappear after a certain range due to a hard range nerf the DEVs put on it.
and again hit scans are hit scans, they follow no flight path, they just instantenously hit their target once you press R1.
But again, you switch the subject, because you have no case. Read the past 15 pages of comments like I have and then come back and comment. I have rebutted literally every argument. You just wash and repeat the same things. Come up with something new, otherwise just read what I have here. |
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Posted - 2013.09.26 19:00:00 -
[109] - Quote
CLONE117 wrote:after playing dust 514 for several days straight the ar really isnt op.
mass driver will destroy it at close range and laser rifle can destroy it at longer ranges.
so can assault scrambler rifle.
thats is pretty much it and the math being done here to use as evidence of the ar being op is basically stupid.
this thread just needs to die as several other guns r better or if not equal to the assault rifles killing potential.
the stats alone are stupid i think it all comes down to player skill. with the ar. no need to nerf it currently.
and off topic here. has any else noticed the base damage of the scrambler pistol being buffed from 72 to 80 damage per shot?
and now back on topic.
the ar has more recoil than all of the other guns in the game much much more recoil.
scrambler pistol needed the buff |
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Posted - 2013.09.27 02:52:00 -
[110] - Quote
Cosgar wrote:CLONE117 wrote:mass driver didnt need any massive nerfing in damage or other stuff what it did need was a nerf in the rate of fire for it.
now stop stalking me...
those posts r centuries old so its really stupid to bring it up. It's public information on a web forum, far from stalking, it's called using facts. I like to do that instead of talking about trees, flowers and feelings when giving feedback on here. Here's some more facts about the MD's DPS: SourceArkena Wyrnspire wrote: The basic assault rifle does 34.0 damage per shot. It fires at a rate of 750 RPM. The DPS of this weapon, assuming every shot hits, is 425....
Mass Driver
Damage per shot is 242, direct hit, or 116, splash hit. It fires at 60 RPM. ThatGÇÖs 1 shot per second, or 242 DPS direct, 116 DPS splash. AR has ~183 of a DPS advantage over the MD, and that's based off direct hit damage. Splash damage, it's a difference of ~309. What were you saying about nerfing the MD's ROF again?
lets not forget too that the AR is a hit scan weapon. so from the moment your press R1 you are instantanouesly applying 34 damage and within 1 second that is 425 (or 467 as I continue to mention the 105 buff weapons got).
MD fires 1 round per second, and depending on how far away the target is there is a time interval between when the round is fired and actually hits target. therefore... MD TTK is longer than AR.
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Posted - 2013.09.28 19:12:00 -
[111] - Quote
bump. lets discuss |
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