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Grief PK
D3LTA FORC3 Inver Brass
61
|
Posted - 2013.09.09 04:35:00 -
[31] - Quote
Your links and math title attracted me ... you wouldn't happen to have a spreadsheet as well? |
Lightning Bolt2
Binary Mercs Abandon PlayGrounds
191
|
Posted - 2013.09.09 04:36:00 -
[32] - Quote
D legendary hero wrote:before you read anything else please note. AIM ASSIST IS NOT THE PROBLEM! the real problem lies in the fact that HIT DETECTION ( a good thing, a very good thing) now makes it so that the full dps of the AR registers all the time. AR dps is too high. (hit dection is a good thing, the improved hit detection proves how OP ARs are). the AR without the aid of teamates or grenades, can pretty much win a 1v1 gun fit verses any suit in the game in 3 seconds or less (often less) in and beyond its effective range. . plus:
- ars never over heat
- have enough ammo to get 13 kills without need of supply depot
- have marginally less dps than an HMG without any dispersion
- no recoil
- benefits the most from auto aim
- has the best CPU/PG for suits. allowing maximum tanking
- does 110 to shields and 95 to armor giving the best effective damage dealt.
- is undisputed out to 75m
- renders scrambler rifles obsolete due to its accuracy upto 88m
- can take maximum advantage of headshots (due to high dps AND high accuracy)
- have one of the fastest reloads and reload cancels
- extremely good hip fire
- don't suffer from hit detection issues as bad due to the high damage pershot and dps, and low dispersion. in fact it benefits from hit detection the most. (hit detection itself is good, the AR is OP)
the maximum ehp a heavy in this game can haavy is 1591. a militia AR without damage mods, or proficiency does 467 (425 dps * the 1.1 multiplier CCP gave all weapons). (this is 12.5 shots per second. your clip has 48 bullets, you do 1795.2 hp in one clip. it takes you 3.8 seconds to unload a clip) So, a militia ARs time to kill a proto heavy with max ehp, in its effective range is: 1591hp/467hp damage per second = 3.4 seconds.your average heavy has around 1100 ehp. so, a militia ARs TTK would be: 1100/467 = 2.4 secondsa milita heavy frame has 800 ehp. TTk from a miita AR would be: 800/467 = 1.7 seconds.if you use 2 complex damage mods with a duvolle AR, and have proficiency your dps is 681 (my f*cking god its an HMG!). that is an equivilent of 49.5 damage pershot (as a side note the breach AR does 51 per shot. so your duvolle basically has the damage pershot of a breach with the rpm of a militia ar) you can drop a heavy with 1591 ehp in 2.3 seconds . your average heavy with 1100 ehp dies in 1.6 seconds . H*ll a militia AR even out dps's the AFG everyone is complaining about. AFG does 1381 damage every 4 seconds of charge up time. in 4 seconds time a milita AR has done 1868. [list] 467@1second, 934 @ 2 seconds, 1401 @ 3 seconds, 1868 @ 4 seconds = militia AR (militia Ar ends its clip in 3.8)
0@1 second, 0 @ 2 seconds, 0 @ 3 seconds, 1381 @ 4 seconds = Assault forge gun DU/A
further references: https://forums.dust514.com/default.aspx?g=posts&t=98633https://forums.dust514.com/default.aspx?g=posts&m=1214687#post1214687https://forums.dust514.com/default.aspx?g=posts&m=1208329#post1208329https://forums.dust514.com/default.aspx?g=posts&m=1264972#post1264972https://forums.dust514.com/default.aspx?g=posts&t=104295&find=unreadif you think this is a wall of text or didn't understand this just happened to you . If TL;DR and your an AR noob that want s to comment everyone will do this AR NEEDS ITS DPS NERFED TO 340 or less.
I spot one problem, your AFG refrence is wrong it charges in 2.5 seconds before skills, about 2 after.
but yea the AR is OP due to it's new godlike hit detection, but that aimbot (aim assist) IS too much too combine both and its completely OP. |
Killar-12
The Corporate Raiders
1039
|
Posted - 2013.09.09 04:49:00 -
[33] - Quote
Signed (Bolded it so ReGnYuM the AR Scrub won't have put his glasses on to read this (1 ISK if you get the reference) ) |
Buster Friently
Rosen Association
1666
|
Posted - 2013.09.09 06:25:00 -
[34] - Quote
Dust has become a hitscan bullet hose 1/4 second kill FPS like so many others.
Such a shame. I once thought this game might be good.
Hai AR 514.
|
D legendary hero
THE WARRIORS OF LEGEND
895
|
Posted - 2013.09.09 06:31:00 -
[35] - 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
|
Posted - 2013.09.09 06:32:00 -
[36] - 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 -
[37] - 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 |
D legendary hero
THE WARRIORS OF LEGEND
897
|
Posted - 2013.09.09 19:15:00 -
[38] - Quote
nows the time, for ARs to get justice
|
SirManBoy
Molon Labe. RISE of LEGION
197
|
Posted - 2013.09.09 20:30:00 -
[39] - Quote
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. |
IMPAIRS YOUR ABILITY
Molon Labe. RISE of LEGION
132
|
Posted - 2013.09.09 20:48:00 -
[40] - Quote
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. |
|
D legendary hero
THE WARRIORS OF LEGEND
907
|
Posted - 2013.09.09 21:26:00 -
[41] - 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 -
[42] - 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. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
325
|
Posted - 2013.09.09 21:39:00 -
[43] - Quote
ar is fine just remove the damage mods for them...the std ar the mlt ar and the gek is fine...
u can nerf the proto tier to hell for all i care just leave adv and the less alone...
plus if the ar is the most powerful gun in the game then explain to me why we still see all of the other guns getting kills all of the guns have had an equal deadliness when used correctly..
in truth the ar is only truly deadly if proficiency skill is maxed...
but it doesnt require a massive nerf.. lets think of that laser rifle before uprising it was perfect the way it was but every1 was hating getting killed by it so much it was nerfed into useless ness and now we have improved hit detection and aimassist along with a new sight for the laser and now its almost barely able to get kills now...
and ppl still suck at aiming when it comes to the ar...
the ar is the most versatile weapon on the battle field which is why its one of the most common weapons on the battlefield..
and seeing how its every players starting weapon would mean it would get alot more bitching if this weapon did get nerfed...
the tac ar has been nerfed..
not in damage but in smaller clipsize and lower rof...
the ar seems some what fine as its about as deadly as every other gun in the game...
the only thing to blame here is the improved hit detection and damage mods...
and the extremely high total hp that med suits can reach.. |
ShinyJay
Destruction Reapers The Superpowers
42
|
Posted - 2013.09.09 21:43:00 -
[44] - Quote
CLONE117 wrote:ar is fine just remove the damage mods for them...the std ar the mlt ar and the gek is fine...
u can nerf the proto tier to hell for all i care just leave adv and the less alone...
plus if the ar is the most powerful gun in the game then explain to me why we still see all of the other guns getting kills all of the guns have had an equal deadliness when used correctly..
in truth the ar is only truly deadly if proficiency skill is maxed...
but it doesnt require a massive nerf.. lets think of that laser rifle before uprising it was perfect the way it was but every1 was hating getting killed by it so much it was nerfed into useless ness and now we have improved hit detection and aimassist along with a new sight for the laser and now its almost barely able to get kills now...
and ppl still suck at aiming when it comes to the ar...
the ar is the most versatile weapon on the battle field which is why its one of the most common weapons on the battlefield..
and seeing how its every players starting weapon would mean it would get alot more bitching if this weapon did get nerfed...
the tac ar has been nerfed..
not in damage but in smaller clipsize and lower rof...
the ar seems some what fine as its about as deadly as every other gun in the game...
the only thing to blame here is the improved hit detection and damage mods...
and the extremely high total hp that med suits can reach..
considering it's suppose to be the jack of all trades, it should be the master of none, which isn't the case atm. if more and more people are using the AR, it must be doing something that the other weapons aren't doing. my kill feed is 70-80% AR kills 20% everything else. something is clearly wrong there, or my eyes are deceiving me. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
325
|
Posted - 2013.09.09 22:20:00 -
[45] - Quote
its the starter weapon for all the new players to the game what do u expect?
it isnt a master of all trades..
pure math isnt going to mean a certain gun is op...
there r med suits that can get more armor and shielding than a heavy suit..
the hmg can actually kill lavs..
this is one thing the ar cant do but isnt that important..
the ar does not shoot exploding rounds...
it does the same damage shields and armor..
ppl will still miss alot of the time...
the amount of kills players get with certain weapons in the kill feed isnt going to prove its op..
the laser rifle as i mentioned earlier would have been a great counter to majority of ar users..
before uprising...
but it was nerfed to suit the proto bears..
i see players pubstomp with ars shot guns.. forge guns..
hmgs..
smgs..
mass drivers..
sniper rifles...
tanks..
zerg tactics...
just about everything...
u also need to take player skill into account as well...
the ar would be the hardest of all weapons to nerf..
the tac ar was op before it was nerfed..
it still can obliterate...
the ar cant do everything its just versatile..
and very common...
its also the only weapon that most new players r familiar with.
its not really the gun that should get the nerfs..
its the things added to the gun that should be getting the nerfs.. |
ShinyJay
Destruction Reapers The Superpowers
43
|
Posted - 2013.09.09 22:27:00 -
[46] - Quote
CLONE117 wrote:its the starter weapon for all the new players to the game what do u expect?
it isnt a master of all trades..
pure math isnt going to mean a certain gun is op...
there r med suits that can get more armor and shielding than a heavy suit..
the hmg can actually kill lavs..
this is one thing the ar cant do but isnt that important..
the ar does not shoot exploding rounds...
it does the same damage shields and armor..
ppl will still miss alot of the time...
the amount of kills players get with certain weapons in the kill feed isnt going to prove its op..
the laser rifle as i mentioned earlier would have been a great counter to majority of ar users..
before uprising...
but it was nerfed to suit the proto bears..
i see players pubstomp with ars shot guns.. forge guns..
hmgs..
smgs..
mass drivers..
sniper rifles...
tanks..
zerg tactics...
just about everything...
u also need to take player skill into account as well...
the ar would be the hardest of all weapons to nerf..
the tac ar was op before it was nerfed..
it still can obliterate...
the ar cant do everything its just versatile..
and very common...
its also the only weapon that most new players r familiar with.
its not really the gun that should get the nerfs..
its the things added to the gun that should be getting the nerfs..
sniper rifles is a starter fit, heavy forge gun has a mlt version, etc. just because the gun is commonplace among many games is not grounds for it to not be nerfed. if i can do great with a std AR, no skill in anything else and no aim assist, then something is clearly wrong. people have used more then just damage to prove why, while those they don't want it nerfed preach that is a general use weapon. come up with something different |
CLONE117
Planetary Response Organization Test Friends Please Ignore
325
|
Posted - 2013.09.09 22:43:00 -
[47] - Quote
have i mentioned player skill with this too?
im pretty good at going positive in nearly all my matches with any gun...
with the ar i had to max out proficiency to actually kill with it..
the other guns i didnt have to do this...
i just unlocked the std version and obliterated the other team with them..
the ar can be countered pretty easily
such as mass driver..
or the more annoyingly m1 and core locus nades..
new players rnt going to instantly start sniping. the ar will be there first choice majority of the time until the find a better gun that suits their own playstyle...
im still running mlt stuff with over 10m sp but that because ive been putting all my sp into stuff that made that cheap and free stuff better..
so its obvious on why i do pretty good with majority of all the weapons..
it all depends on your skill level and their skill level...
if your skill level is higher than their skill level of course you r going to win....
if their skill level is better than your skill level of course u r going to get killed by it!....
just trying to do some math and saying its reason to be op is just idiotic when it comes to a common weapon that MOST newbies will start out with...
the laser was pretty decent before uprising but then it got nerfed into uselessness..
it got a small minor buff in 1.4 making it barely playable now but it still seems a little underpowered considering how its a little more difficult to kill with seeing as to how i dont have any major sp invested into it...
my ar is proficiency maxed and it does fine...
the hmg will actually kill faster than an assault rifle if the player is standing still and up in close range..
the hmg can still beat an ar but the problem would have to be the total hp of the suits in general so theres no massives reason to hate on a single gun... |
ShinyJay
Destruction Reapers The Superpowers
43
|
Posted - 2013.09.09 22:50:00 -
[48] - Quote
my AR is not maxed or even skilled into except for the 1 point for the std. I even run HMG, FG, snipers, rarely lazers, and yet none are as accurate and deadly as the AR. the AR is very accurate, has little recoil or kick, hardly any dispersion, good at all ranges (except extreme ranges), has no drawbacks like other guns mentioned. tell me, what are some drawbacks to the AR? what makes other gun worth skilling into at this very moment? what is their appeal that should draw them to those guns that isn't the AR? and conversely, what is the appeal of the AR that other guns lack? |
Exionous
Abandoned Privilege General Tso's Alliance
71
|
Posted - 2013.09.09 22:59:00 -
[49] - Quote
You do make some rather nice points, and, at times, the assault rifle becomes an unmatched killing machine capable of running down an entire squad, usually with about 2-3 clips. As an AR user myself: I believe that it can and will punch out enormous amounts of damage.
HOWEVER...
It is not an unmatched weapon. It is very possible to counter the AR with many weapons at many different ranges, including:
- Shotgun at 1-55m
- Scrambler rifle at 65-115m
- HMG at 10-50m (the barrage of bullets going at them that fast at that range has close to unerring accuracy)
- Laser rifle at 30-150m in skilled hands
- Snipers at 100-500m, but I think we all know about snipers
- Mass driver at 15-40m
- Any preemptive strike that allows you to get a decent amount of shots into them before they realize "Hey, I'm getting shot to sh*t here"
I'm not saying whether I'm for or against an AR nerf. I'm not downing, or upping, anyone. I'm just saying that there's a little too much bias in here, but that's to be expected in any thread where there's some serious hate against the weapon. (Trust me, I know.)
So if we were to actually give it a little chunk to the nerf football, I'd say that the best way to help this would be to make it's dispersion ever so slightly higher, and perhaps taking off .2/.4/.6 from the damage, at the very most. But honestly, 99% of the weapons out there have counters. We just have to find them. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
325
|
Posted - 2013.09.09 23:07:00 -
[50] - Quote
the ar is accurate that is true but the ask me why ppl will spray and pray with it...the weapon is most accurate while crouched or standing still...
but isnt that accurate while moving...
average accuracy stat on it is around 50%..
in truth i think it matters more about precision than accuracy..
and most players i seem to go up against just rnt precise with the ar...
they just spray and pray in my general direction..
i still dont consider it op...
its just the only weapon to have some of the least drawback but the smg is also very similar to the ar..
smg may have 10 less damage per shot but it makes up for it with an even faster rate of fire and an 80 round clip...
it may also have a relatively shorter range but most ar users still operate with in smg range...
the ar also seems to have the least ugly sound effects..and lets just face it...its nice and pretty...
if there was a free default mlt assault scrambler scrambler rifle dont u think we would see more of the scrambler rifle on the kill feed?
the ar is one of the cheapest guns in the game...which is yet another reason it appeals to most players...
its also the first cqc gun obtained for new players...
sure we may have the mlt forge gun a default sniper rifle and all that other stuff but do u really think the new player is just going to try and snipe from thebeginning on a game? any game? no hes going to pick up that rapid fire gun.. until he finds a different weapon that he prefers more than that first gun...
although by the time that player find his niche in the game that ar is going to be used for quite some time.. |
|
Exionous
Abandoned Privilege General Tso's Alliance
71
|
Posted - 2013.09.09 23:21:00 -
[51] - Quote
Arkena Wyrnspire wrote:D legendary hero wrote: *insta-kill = any kill that is less than a second from full health to death.
You're wrong. Insta-kill = Any kill that is instant, i.e. happens in one shot.
I LOL'd. |
ShinyJay
Destruction Reapers The Superpowers
44
|
Posted - 2013.09.09 23:23:00 -
[52] - Quote
so how will he pick up a different gun if they only start off with that AR? I use a sniper and used it from the started, but to stay competitive, i have to use the AR with a heavy suit. i normally run a scout suit with a sniper and other close range weapons. every gun has a counter yes, but not all gun have so many ways to deal with those counters. AR vs SG? stay out of it's range. AR vs sniper? get close to them and zig zag. so on and so forth. i don't care if it's a starter weapon, it shouldn't be the go to weapon or top tier weapon. with the improved hit detection, the AR shines brightly then any other gun out there, and some people saw this coming. why should the AR be saved from the nerf hammer and other guns suffer from it? even it they were heavy or slight nerf? |
Johnny Guilt
Algintal Core Gallente Federation
276
|
Posted - 2013.09.10 00:36:00 -
[53] - Quote
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" |
mrs loyal
We Who Walk Alone
7
|
Posted - 2013.09.10 01:32:00 -
[54] - Quote
D legendary hero wrote:before you read anything else please note. AIM ASSIST IS NOT THE PROBLEM! the real problem lies in the fact that HIT DETECTION ( a good thing, a very good thing) now makes it so that the full dps of the AR registers all the time. AR dps is too high. (hit dection is a good thing, the improved hit detection proves how OP ARs are). the AR without the aid of teamates or grenades, can pretty much win a 1v1 gun fit verses any suit in the game in 3 seconds or less (often less) in and beyond its effective range. . plus:
- ars never over heat
- have enough ammo to get 13 kills without need of supply depot
- have marginally less dps than an HMG without any dispersion
- no recoil
- benefits the most from auto aim
- has the best CPU/PG for suits. allowing maximum tanking
- does 110 to shields and 95 to armor giving the best effective damage dealt.
- is undisputed out to 75m
- renders scrambler rifles obsolete due to its accuracy upto 88m
- can take maximum advantage of headshots (due to high dps AND high accuracy)
- have one of the fastest reloads and reload cancels
- extremely good hip fire
- don't suffer from hit detection issues as bad due to the high damage pershot and dps, and low dispersion. in fact it benefits from hit detection the most. (hit detection itself is good, the AR is OP)
the maximum ehp a heavy in this game can haavy is 1591. a militia AR without damage mods, or proficiency does 467 (425 dps * the 1.1 multiplier CCP gave all weapons). (this is 12.5 shots per second. your clip has 48 bullets, you do 1795.2 hp in one clip. it takes you 3.8 seconds to unload a clip) So, a militia ARs time to kill a proto heavy with max ehp, in its effective range is: 1591hp/467hp damage per second = 3.4 seconds.your average heavy has around 1100 ehp. so, a militia ARs TTK would be: 1100/467 = 2.4 secondsa milita heavy frame has 800 ehp. TTk from a miita AR would be: 800/467 = 1.7 seconds.if you use 2 complex damage mods with a duvolle AR, and have proficiency your dps is 681 (my f*cking god its an HMG!). that is an equivilent of 49.5 damage pershot (as a side note the breach AR does 51 per shot. so your duvolle basically has the damage pershot of a breach with the rpm of a militia ar) you can drop a heavy with 1591 ehp in 2.3 seconds . your average heavy with 1100 ehp dies in 1.6 seconds . H*ll a militia AR even out dps's the AFG everyone is complaining about. AFG does 1381 damage every 4 seconds of charge up time. in 4 seconds time a milita AR has done 1868. [list] 467@1second, 934 @ 2 seconds, 1401 @ 3 seconds, 1868 @ 4 seconds = militia AR (militia Ar ends its clip in 3.8)
0@1 second, 0 @ 2 seconds, 0 @ 3 seconds, 1381 @ 4 seconds = Assault forge gun DU/A
further references: https://forums.dust514.com/default.aspx?g=posts&t=98633https://forums.dust514.com/default.aspx?g=posts&m=1214687#post1214687https://forums.dust514.com/default.aspx?g=posts&m=1208329#post1208329https://forums.dust514.com/default.aspx?g=posts&m=1264972#post1264972https://forums.dust514.com/default.aspx?g=posts&t=104295&find=unreadif you think this is a wall of text or didn't understand this just happened to you . If TL;DR and your an AR noob that want s to comment everyone will do this AR NEEDS ITS DPS NERFED TO 340 or less.
Exactly. Did the math on this myself two days ago & arrived at the same conclusion. The TTK is even faster when you run logi or assault as I do. I'd love to run my adv gear/suits & support my team, but if I die within 2 seconds of running into Militia AR user (which seems to be every other player, since 1.4)...well, its simply not economically feasible. (cue the insults heaped upon me for saying such) AA can stay, but please for the love of all that's holy, nerf the dps or RoF on what ought to be low level gear! lol I fully expect to get mowed down by Duvolles, but militia gear, too? My Toxins, aka bpo militia gear, should not be able to kill a heavy that fast! |
D legendary hero
THE WARRIORS OF LEGEND
919
|
Posted - 2013.09.10 02:16:00 -
[55] - 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
|
Posted - 2013.09.10 11:51:00 -
[56] - 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 -
[57] - 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. |
ChromeBreaker
SVER True Blood Public Disorder.
1146
|
Posted - 2013.09.10 14:02:00 -
[58] - Quote
I disagree with your maths. Your solution. And your examples.
However. And please ladies and gentlemen hide your children... i do "kind of" agree with 'D legendary hero's' first 3 lines.
So if i may try my hand at re wording things...
Hit detection has changed how many weapons apply their damage. AR's, SMG's, Scrambler rifles, and HMG's are the prime examples (but not restricted too). However it has changed their effectiveness in different ways.
AR's due to their inherent accuracy are now applying a greater amount of their dmg, at all ranges, and more consistently.
SMG's are now applying a greater amount of dmg, at their optimal, where their dispersion is not so much of an issue. Due also to their high rate of fire, this dmg is applied quickly, which makes them extremely effective at CQ.
SR's are registering hits more often. Dmg output is up. Imperial scramble rifles with complex dmg mods are very very scary.
The HMG is now hitting. At Optimal ranges, the close to full dps can be applied like a huge multi barrelled machine gun should... which is a lot. However the dispersion is now a major factor in applied dps. At marginally longer ranges the number of bullets hitting drops exponentially. Hitting is "easier", but the amount hitting is less. Especially if the target is not cantered. In CQ, if you can keep the bead on target, you hit for 100% (please insert moving matrix style jumpy target), if not you do 0.
This is what i have found. No numbers needed, no comparison. I even tried to be un-bias.
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Draco Cerberus
Hellstorm Inc League of Infamy
307
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Posted - 2013.09.10 14:14:00 -
[59] - 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.
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). |
ChromeBreaker
SVER True Blood Public Disorder.
1146
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Posted - 2013.09.10 14:21:00 -
[60] - Quote
Draco Cerberus wrote:ChromeBreaker wrote:I disagree with your maths. Your solution. And your examples.
However. And please ladies and gentlemen hide your children... i do "kind of" agree with 'D legendary hero's' first 3 lines.
So if i may try my hand at re wording things...
Hit detection has changed how many weapons apply their damage. AR's, SMG's, Scrambler rifles, and HMG's are the prime examples (but not restricted too). However it has changed their effectiveness in different ways.
AR's due to their inherent accuracy are now applying a greater amount of their dmg, at all ranges, and more consistently.
SMG's are now applying a greater amount of dmg, at their optimal, where their dispersion is not so much of an issue. Due also to their high rate of fire, this dmg is applied quickly, which makes them extremely effective at CQ.
SR's are registering hits more often. Dmg output is up. Imperial scramble rifles with complex dmg mods are very very scary.
The HMG is now hitting. At Optimal ranges, the close to full dps can be applied like a huge multi barrelled machine gun should... which is a lot. However the dispersion is now a major factor in applied dps. At marginally longer ranges the number of bullets hitting drops exponentially. Hitting is "easier", but the amount hitting is less. Especially if the target is not cantered. In CQ, if you can keep the bead on target, you hit for 100% (please insert moving matrix style jumpy target), if not you do 0.
This is what i have found. No numbers needed, no comparison. I even tried to be un-bias.
Agreed, although I hardly feel this amounts to ARs being over powered. The argument that D is putting forth is that "only an AR" is benefitting from the changes, which it is clearly not. The reason why AR users vehemently oppose changes such as lowering overall dps of the AR to make it weaker is that previously it has been at a severe disadvantage at many ranges verses many different weapons depending on the range. Now it is useful when used correctly at the appropriate mid range and only slightly less useful at CQ. This has led to an upswing in it's usage along with the plentiful BPOs available for purchase meaning that additional deaths don't affect a merc's in game isk as much (Duvolles still cost 77k isk).
I havent said anything is OP... i think it is too early to start shouting from the hill tops. I AM sure things are unballanced atm... im just trying to figure out the how and why.
I "feel" like heavies and scouts just arent as surviable as they should be. And that wiil directly effect how weapons work too... Its a bit too soon too be crying wolf yet |
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