Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
PADDEHATPIGEN
BurgezzE.T.F
42
|
Posted - 2013.09.10 14:29:00 -
[61] - Quote
All i se is LOOSERS WHO want all weapons nerfed exept the ones they use...
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. They make a lot of dmg and they are hard to kill...
A few of these vets waited a week to get a weapon after relese and then got the SCR, and bellive me when i say this, THEY ARE JUST AS TUFF.
And 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.
I did this more then once, and it happend to me more then once, like i said before im fully trained in both weapons.
Get some SP, train your skills and STOP crying. |
ChromeBreaker
SVER True Blood Public Disorder.
1146
|
Posted - 2013.09.10 14:35:00 -
[62] - Quote
PADDEHATPIGEN wrote:All i se is LOOSERS WHO want all weapons nerfed exept the ones they use...
Get some SP, train your skills and STOP crying.
Wow what bridge did you crawl out under from? |
Justin Tymes
Dem Durrty Boyz Public Disorder.
380
|
Posted - 2013.09.10 14:41:00 -
[63] - Quote
AR out DPSing Lasers in 40+ meters. That's ridiculous, and I doubt kick will do anything, because the Aim Assist bot will promptly put your cursor right back on your target. There needs to be a DPS nerf, especially now with hit detection and AA making it all too easy to get that full-blown DPS of the AR. |
ChromeBreaker
SVER True Blood Public Disorder.
1146
|
Posted - 2013.09.10 14:49:00 -
[64] - Quote
Justin Tymes wrote:AR out DPSing Lasers in 40+ meters. That's ridiculous, and I doubt kick will do anything, because the Aim Assist bot will promptly put your cursor right back on your target. There needs to be a DPS nerf, especially now with hit detection and AA making it all too easy to get that full-blown DPS of the AR.
Think this is too drastic... and wont solve a problem more than just make a new one |
ShinyJay
Destruction Reapers The Superpowers
50
|
Posted - 2013.09.10 15:00:00 -
[65] - Quote
PADDEHATPIGEN wrote:All i se is LOOSERS WHO want all weapons nerfed exept the ones they use...
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. They make a lot of dmg and they are hard to kill...
A few of these vets waited a week to get a weapon after relese and then got the SCR, and bellive me when i say this, THEY ARE JUST AS TUFF.
And 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.
I did this more then once, and it happend to me more then once, like i said before im fully trained in both weapons.
Get some SP, train your skills and STOP crying.
you keep saying that vets make it OP, i say they make it look good only cause of their skill (if no auto-aim). I'm not specced into the AR or SR, fully specced into the sniper and some into the forge and heavy machine gun, and I did great in a STD heavy suit with STD equipment, killing STD, ADV and proto people in games with the STD AR. clearly noobs can also do this with very little skill into the AR as long as they can aim or use aim assist. with the improved hit detection, lots of these types of high RoF guns do great in there optimal range, but the AR is showing the best overall improvement by far. |
Valto Nyntus
SVER True Blood Public Disorder.
29
|
Posted - 2013.09.10 15:14:00 -
[66] - Quote
I support this thread, nerf the AR. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
328
|
Posted - 2013.09.10 15:25:00 -
[67] - Quote
wasnt laser nerfed?
buff the std level back to before uprising...
and then ull see alot less ars...
every gun on here got some sort of buff in a certain way...
i havnt noticed much gameplay wise that would mean ars are op everything is pretty much the same...and of course using a heavy suit with an ar means u may survive longer than the players that use a med suit or scout suit with the ar....
over all hmg can kill a player much much faster than an ar on here...
of course the player would have to stand still for it but still the hmg kills really fast when majority of the bullets will hit..
and smg can kill really fast as well..
std and mlt ar may actually possibly be one of the weakest guns.
but its so great because its one of the first weapons available to u..
easily affordable...
most familiar.
and is almost on even ground every where in the map...
the fact is it has its counters and so does every other weapon have counters...
sure zig zag up to a sniper can work but theres also that chance the snipers going to kill u first...
basically stop focusing on one stupid gun class like an idiot.
using math isnt going to mean anything in game..
its not one shotting everything..
like the m1 and core locus nades currently..
any weapon and gun can kill any weapon and gun user...
lets just leave it at this..
mass drivers can kill everything forge guns can kil everything snipers can kill anything ar can kill any thing scramblers can kill anything laser can kill anything everything can kill anything...
all guns were improved how can u till if one gun is the best?
we have pubstomper who want the most op gun available...
the is no most op gun available.
the assault scrambler cant actually over heat..
and it could actually do more damage than an ar...
majority of the weapons r fine...
the ar is a close to mid range weapon that is where it is most effective in combat..
its not that effective at long range but there are variants designed to perform those funtions the tac ar wont destroy in close range its more in the mid to long range class of gun...
the regular scrambler rifle is in this class as well..
the assault scrambler rifle is pretty much the laser version of an assault rifle... |
Valto Nyntus
SVER True Blood Public Disorder.
29
|
Posted - 2013.09.10 15:33:00 -
[68] - Quote
+1 to your thread |
ShinyJay
Destruction Reapers The Superpowers
51
|
Posted - 2013.09.10 15:38:00 -
[69] - Quote
CLONE117 wrote:wasnt laser nerfed?
buff the std level back to before uprising...
and then ull see alot less ars...
every gun on here got some sort of buff in a certain way...
i havnt noticed much gameplay wise that would mean ars are op everything is pretty much the same...and of course using a heavy suit with an ar means u may survive longer than the players that use a med suit or scout suit with the ar....
over all hmg can kill a player much much faster than an ar on here...
of course the player would have to stand still for it but still the hmg kills really fast when majority of the bullets will hit..
and smg can kill really fast as well..
std and mlt ar may actually possibly be one of the weakest guns.
but its so great because its one of the first weapons available to u..
easily affordable...
most familiar.
and is almost on even ground every where in the map...
the fact is it has its counters and so does every other weapon have counters...
sure zig zag up to a sniper can work but theres also that chance the snipers going to kill u first...
basically stop focusing on one stupid gun class like an idiot.
using math isnt going to mean anything in game..
its not one shotting everything..
like the m1 and core locus nades currently..
any weapon and gun can kill any weapon and gun user...
lets just leave it at this..
mass drivers can kill everything forge guns can kil everything snipers can kill anything ar can kill any thing scramblers can kill anything laser can kill anything everything can kill anything...
all guns were improved how can u till if one gun is the best?
we have pubstomper who want the most op gun available...
the is no most op gun available.
the assault scrambler cant actually over heat..
and it could actually do more damage than an ar...
majority of the weapons r fine...
the ar is a close to mid range weapon that is where it is most effective in combat..
its not that effective at long range but there are variants designed to perform those funtions the tac ar wont destroy in close range its more in the mid to long range class of gun...
the regular scrambler rifle is in this class as well..
the assault scrambler rifle is pretty much the laser version of an assault rifle...
most other guns has some big disadvantage against it's counter, where you need to really think on your feet to get around it. every gun i used always had a hard counter to it, the AR doesn't. any gun can kill, but they need to be in their optimal range to do so. the AR bypasses that and shoots well beyond it. a sniper rifle needs more then 2-3 shoots to kill anything, mostly 4-5 shots now-a-days, a HMG needs to be in your face most of the time as well as a SMG. the ASR and laser are the only thing that can be used just as good as the AR, but they have to worry about overheating. question my good sir, how many meters is close range and how many meters is mid range? another question, what is your main weapon of choice? why is the AR balanced and others weren't? tell me all the drawbacks of the AR and all the pros without being bias. i want to understand what makes the AR balanced and check to see if the pros=con |
D legendary hero
THE WARRIORS OF LEGEND
932
|
Posted - 2013.09.10 17:04:00 -
[70] - 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 |
|
PADDEHATPIGEN
BurgezzE.T.F
43
|
Posted - 2013.09.10 17:22:00 -
[71] - Quote
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... |
ShinyJay
Destruction Reapers The Superpowers
52
|
Posted - 2013.09.10 17:30:00 -
[72] - 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...
the problem lies that I'm talking about AR at low lvls, not max. the sniper is only at max and that is all. i never stated that i had max lvl AR, but was speaking from my lvl 1 STD AR.
if it starts to take snipers a whole clip to kill someone, something is wrong (without headshots). if people can survive a charged sniper's headshot 3 times, something is wrong. if people have to use AR just to be competitive, something is wrong. and I'm only speaking as a low lvl, non aim assisted STD AR. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5865
|
Posted - 2013.09.10 17:31:00 -
[73] - Quote
Magnus Amadeuss wrote:I don't have a gigantic problem with the theoretical DPS, it is the grouping of the shots.
If you have used the assualt scrambler since the patch you will see it's accuracy seriously effects its DPS, so delete the sharpshooter skill for ARs and give them some SERIOUS kick and we should be good. aSCR has barely any recoil from sustained fire (the AR's gets much higher), sure dispersion is high but bigger magazine, and awesome sight. I have also used the aSCR since it came out, and its balanced against the AR, so no nerf is necessary. |
D legendary hero
THE WARRIORS OF LEGEND
932
|
Posted - 2013.09.10 17:37:00 -
[74] - 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.
|
D legendary hero
THE WARRIORS OF LEGEND
932
|
Posted - 2013.09.10 17:41:00 -
[75] - 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 |
D legendary hero
THE WARRIORS OF LEGEND
932
|
Posted - 2013.09.10 17:56:00 -
[76] - 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. |
Korvin Lomont
United Pwnage Service RISE of LEGION
161
|
Posted - 2013.09.10 18:12:00 -
[77] - Quote
D legendary hero wrote:
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
It was nerfed in chromosome when CCP addes more recoil and dispersion, it took roughly two or three weeks until the majority adjusted to the new recoil. For that time nearly nobody was hitting a tank with that thing ^^.
Another nerf came ith uprising with the removal of the chromosome sharpshooter skill and the splitting of the chromosome AR operation skill. It takes now more than twice the SP to get your AR where it excels compared to chromosome.
D legendary hero wrote: 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.
AScr has (slightly) more range and a smoother damage falloff with nearly the same dps than the AR
D legendary hero wrote: scramblers have more recoil, and less range than ARs.
The problem is the AR gets a huge accuracy boost in contrast to the AsCR unskilled both weapons have similar Recoil/Dispersion with a slight advantage for the AsCR (not very much)
Well I do not say the AR is fine it is not. The current AR works way out of its intended role once that gets fixed (hopefully with 1.5) we will see how things develop...
|
CLONE117
Planetary Response Organization Test Friends Please Ignore
330
|
Posted - 2013.09.10 21:08:00 -
[78] - Quote
i still think ar is fine currently...
the only thing that needs nerfing would be the damage mods most ppl want to stack onto all of these weapons...
a lot of the math that goes on here is stupid...beyond stupid..u cant tell something is op by looking at numbers...
the ar is fine where it is currently..
its does a moderate job by being versatile. it suits alot of the players own play styles...
just needing to have a heavy to suit to use kill with an ar doesnt mean the ar is op..
that just stupid talk right there...
the main potential reason that i can see why players would where a heavy suit and use the ar is because of the proto bears with over 800 armor or 500 shields...
that would be the only reason why a lower leveled player would wear a heavy suit with an ar...
it has a slower fire rate than the hmg and smg thus.. the reason why its more powerful than those 2 guns damage per shot wise...
it also has a smaller clip than an hmg and smg...
we have high damage low rof weaponry and the low damage high rof weaponry...
the assault rifle is in the middle of these 2 classes of weaponry...
shorter range than a sniper..
longer range than an hmg...
the assault scrambler rifle is nearly impossible to overheat..
with out firing several clips in rapid succession and there is little need to even do that in any battle...
instead of worrying about have to nerf and buff every single item in the game over and over...
they need to focus in getting things like pve and new weaponry and equipment out into the game we can get it all balanced later...
and should only tweak the stuff if it gets out of hand...
and the ars rnt out of control since they can be countered quite easily...
any weapon can take out an ar user...
and an ar user can take out anything save for a vehicle...
the ar just has to get with in range...
its also the main infantry combat weapon on nearly every fps shooter....
if u want to go kill an ar user with out taking any damage go grab a tank... |
PADDEHATPIGEN
BurgezzE.T.F
43
|
Posted - 2013.09.10 21:11:00 -
[79] - Quote
Heavy's SUX now i give you that, but that has nothing to do whit the AR or any other weapon for that matter, im taking down heavy's with my SMG now, i out range and out dmg. them even with my SMG and all other weapons for that matter, it still has nothing to do with the AR.
Heavy's need more range, more HP, more dps. more more more... THEY SUX... (sorry but they do)
I DONT play heavy suits or use heavy weapons so this is NOT why i say this... I only kill them ;)
Mllitia AR's are OP, but so are the rest of the millitia weapons, they are NO skill weapons and should do almost NO dmg, have ****** range and so on, millitia should NEVER be able to stand up agenst proto gear no matter what..
Millitia gear and weapons should be so bad that once a player leaves the Academy, they will NEVER use it ever again... |
CLONE117
Planetary Response Organization Test Friends Please Ignore
330
|
Posted - 2013.09.10 21:23:00 -
[80] - Quote
PADDEHATPIGEN wrote:Heavy's SUX now i give you that, but that has nothing to do whit the AR or any other weapon for that matter, im taking down heavy's with my SMG now, i out range and out dmg. them even with my SMG and all other weapons for that matter, it still has nothing to do with the AR.
Heavy's need more range, more HP, more dps. more more more... THEY SUX... (sorry but they do)
I DONT play heavy suits or use heavy weapons so this is NOT why i say this... I only kill them ;)
Militia AR's are OP, but so are the rest of the millitia weapons, they are NO skill weapons and should do almost NO dmg, have ****** range and so on, millitia should NEVER be able to stand up agenst proto gear no matter what..
Militia gear and weapons should be so bad that once a player leaves the Academy, they will NEVER use it ever again...
now that saying about mlt gear..thats just stupid....
its been stupid ever before the game was made...
sure it takes no sp investment to use but the aurum proto crap take no sp to use too...its much stronger than mlt gear... the aurum tanks take no skill to use.....too...
so try harder to think before u say it...as the much weaker mlt gear may not take sp investement in order to use but it does take skill to kill with it.. |
|
PADDEHATPIGEN
BurgezzE.T.F
44
|
Posted - 2013.09.10 21:27:00 -
[81] - Quote
ALL no skill items should SUX, ALL millitia items should SUX, NO matter if its isk or AU items, they should ALL SUX... |
CLONE117
Planetary Response Organization Test Friends Please Ignore
330
|
Posted - 2013.09.10 21:30:00 -
[82] - Quote
no skill is different from no sp items so if u r saying all no skill items should be removed..
then ud have nothing to use in the match...
|
ShinyJay
Destruction Reapers The Superpowers
55
|
Posted - 2013.09.10 22:23:00 -
[83] - Quote
PADDEHATPIGEN wrote:Heavy's SUX now i give you that, but that has nothing to do whit the AR or any other weapon for that matter, im taking down heavy's with my SMG now, i out range and out dmg. them even with my SMG and all other weapons for that matter, it still has nothing to do with the AR.
Heavy's need more range, more HP, more dps. more more more... THEY SUX... (sorry but they do)
I DONT play heavy suits or use heavy weapons so this is NOT why i say this... I only kill them ;)
Mllitia AR's are OP, but so are the rest of the millitia weapons, they are NO skill weapons and should do almost NO dmg, have ****** range and so on, millitia should NEVER be able to stand up agenst proto gear no matter what..
Millitia gear and weapons should be so bad that once a player leaves the Academy, they will NEVER use it ever again...
Oh i almost forgot ;) to the sniper dude, im a sniper to, im lvl 5 pro lvl 3. Try to use the charge sniper rifle with 1 or 2 complex dmg mod's and i promice you that most players go down in 1 shot ang NO one will suvive 3 shots, you will even be able to take most heavy's in 1 shot if you shoot them in the head...
And then just wait untill you try the thales..... OMG it's a killer, but also rare ;(
i have used a thales, but it's rare to get, i have 2 enhanced damage mods on my scout suit for the charge sniper, lvl 4 pro, and people do die in 2-4 hits, but the charging and finding a good spot are where the problems lies with the charge sniper. but that isn't for this discussion and that is my own problem
to the guy stating about the DMG mod stacking on the AR, a STD heavy only has 1 slot for a DMG mod, and i'm using a 5% dmg increase for the AR and still kicking ass with it, no other damage modifiers, just that 1. all those other high RoF weapons aren't nearly as accurate as the AR. and you have yet to answer my previous question about the AR. |
CharCharOdell
Shining Flame Amarr Empire
671
|
Posted - 2013.09.10 22:41:00 -
[84] - Quote
The Mango approves this message. |
BL4CKST4R
WarRavens League of Infamy
1313
|
Posted - 2013.09.10 22:54:00 -
[85] - Quote
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 canc lose ground on you, you should consider yourself dead. |
ShinyJay
Destruction Reapers The Superpowers
55
|
Posted - 2013.09.10 23:14:00 -
[86] - 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.
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 |
BL4CKST4R
WarRavens League of Infamy
1313
|
Posted - 2013.09.10 23:16:00 -
[87] - Quote
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. |
ShinyJay
Destruction Reapers The Superpowers
55
|
Posted - 2013.09.10 23:22:00 -
[88] - Quote
i read it, better feedback then the same non sense i heard from others |
PADDEHATPIGEN
BurgezzE.T.F
46
|
Posted - 2013.09.10 23:44:00 -
[89] - Quote
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... |
Pseudonym2
The Pyramid Order The Nova Foundry
13
|
Posted - 2013.09.10 23:56:00 -
[90] - Quote
I think the AR issue has more to do with the "aim assist" than anything else. Delivering head shots when a player is aiming at the opponents hip and allowing hit markers that far exceed the actual accuracy of the weapon will always benefit the high ROF, high range weapon.
I've said this before, but I'll say it again. For anyone that cares to do the experiment, hip firing any hitscan weapon against a stationary target using aim assist will yield at least 50% better results than scoping in on the same target at the same distance without aim assist. I've been switching between the two a fair bit lately and it's definitely an issue. The main problem isn't an aim assist mechanic, even though it is far to forgiving. The main problem is that this is actually a bullet assist, which delivers greater accuracy than most of these weapons are actually capable of.
Obviously, this favours anyone with range advantage, as they have a much longer opportunity to take advantage of the mechanic, and "insta-kill" anyone who attempts to close with them. The advantage even carries over to short range as one can dodge and jump and still receive the same hipfire accuracy.
Just my thoughts. |
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 :: one page |
First page | Previous page | Next page | Last page |