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D legendary hero
THE WARRIORS OF LEGEND
988
|
Posted - 2013.09.13 00:47:00 -
[211] - 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. |
Bittersteel the Bastard
Hellstorm Inc League of Infamy
624
|
Posted - 2013.09.13 00:50:00 -
[212] - Quote
These numbers make me sad.
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D legendary hero
THE WARRIORS OF LEGEND
991
|
Posted - 2013.09.13 00:53:00 -
[213] - 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. |
D legendary hero
THE WARRIORS OF LEGEND
991
|
Posted - 2013.09.13 01:12:00 -
[214] - Quote
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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CLONE117
Planetary Response Organization Test Friends Please Ignore
344
|
Posted - 2013.09.13 01:50:00 -
[215] - Quote
r u forgetting the fact it take more bullets to kill some1 than it does with the flay lock?
im sure u can compare stuff with time but u seem to be unable to include every tiny little math detail....
how much max ammo does an ar have... times that by its base damage do the same for the smg and the other guns as well...
now try to calculate how many of those same bullets will miss at the same time...
dps isnt important...
any one can get some random numbers do some math get a giant number and yell op...
and any ways the pubstomps rnt really existant any seeing as to how since 1.4 the proto bears have been dieing more often..
im pretty certain that if the ar were to be nerfed matchmaking would be worse than when it was 1.3...
the only math i have seen so far is dps..
wheres all the other complicated math here...
ud need possibly every tiny little detail figured out.. as of right now...this thread doesnt say the ar is op...
its just a thread about a few players who just want to say the ar is op...then type up a bunch of numbers and call it 'proof'...this is all im seeing here currently.... |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2841
|
Posted - 2013.09.13 01:57:00 -
[216] - Quote
-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 |
SponkSponkSponk
The Southern Legion The Umbra Combine
321
|
Posted - 2013.09.13 02:05:00 -
[217] - Quote
assault scrams have much higher kick and dispersion anyway. |
D legendary hero
THE WARRIORS OF LEGEND
992
|
Posted - 2013.09.13 02:48:00 -
[218] - 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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Mobius Kaethis
Molon Labe. RISE of LEGION
738
|
Posted - 2013.09.13 02:49:00 -
[219] - Quote
Magnus Amadeuss wrote:Mobius Kaethis wrote:Or how about we just get rid of the aim assist and then the AR will, once again, be nicely on par with other weapons.
Please note that CCP said that they are going to be rejiggering the range of the scrambler rifles in 1.5 which will make them have an advantage over the AR/TAR.
Aim assists isn't the problem, it is the grouping, using an AR you can put 90% of your shots on target from 50+ m away, that is a serious problem. No automatic weapon should be that accurate.
Once again though, that only matters because the scrubs are actually able to keep the cross hairs on you. Take away aim assist and their shots will be all over the place again. I'm perfectly okay with a 1-2 second time to kill as long as there is skill behind it. As it stands there is none. |
D legendary hero
THE WARRIORS OF LEGEND
992
|
Posted - 2013.09.13 02:54:00 -
[220] - 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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Bethhy
Ancient Exiles
110
|
Posted - 2013.09.13 03:09:00 -
[221] - Quote
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? |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
42
|
Posted - 2013.09.13 03:24:00 -
[222] - Quote
AS it is now, the Assault rifle is killing militia suits (i.e. the audience you need to like your game) in less than a second.
Let me repeat that, the most prolific weapon in this game is killing your new customers nearly as fast as a charge sniper rifle to the head.
All weapons should have their DPS SERIOUSLY reviewed, especially the automatic weapons.
As it is now, there is basically no need to tank, as tanking is not a viable option. |
Bethhy
Ancient Exiles
110
|
Posted - 2013.09.13 03:30:00 -
[223] - Quote
Crimson Cerberes wrote:AS it is now, the Assault rifle is killing militia suits (i.e. the audience you need to like your game) in less than a second.
Let me repeat that, the most prolific weapon in this game is killing your new customers nearly as fast as a charge sniper rifle to the head.
All weapons should have their DPS SERIOUSLY reviewed, especially the automatic weapons.
As it is now, there is basically no need to tank, as tanking is not a viable option.
Then your missing alot about this game ill make a new character right now and "tank" it and do better.... and the further you get for skill points you get 800-1200 HP assault suits then we can get into medic and commando... which is even more...
ITS AIM ASSIST... not hit detection.... and if you make it like this with aim assist then people will dual tank and we will all have maxed out shield and armor skills.... and Weapons that do **** damage because of people like this. |
Tanis Jumes
The Exemplars Top Men.
49
|
Posted - 2013.09.13 03:40:00 -
[224] - Quote
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 :) |
D legendary hero
THE WARRIORS OF LEGEND
996
|
Posted - 2013.09.13 04:19:00 -
[225] - 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?) |
D legendary hero
THE WARRIORS OF LEGEND
996
|
Posted - 2013.09.13 04:21:00 -
[226] - 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.
|
ChromeBreaker
SVER True Blood Public Disorder.
1181
|
Posted - 2013.09.13 06:14:00 -
[227] - Quote
D legendary hero wrote:Tanis Jumes wrote:Is it too late to mention that the AR in this game shoots PLASMA! Wouldn't that just melt clean though armor and shields? Especially when contained in a magnetic bolt? If I'm wrong just ignore me :) is it to late to mention that plasma is the least stable element, being close to it would burn you alive because it needs to be minmum 3000 degrees kelvin to become plasma, and that it disapates almost as soon as it appears unless of course in a vacuum of infinate porportions where no other forces are acting on it? so, according to you. firing the plasma should instantly kill the user, the plasma would trave about 10 feet and disappate. or at the very least melt the gun its in after 2 shots. [just so you can understand the concept of plasma. when lightening occurs plasma exists for a breif period due to the intense friction. plasma is the 4th state of matter between gas and liquid. do you know how much magentic force a lightening storm generates? do you know how long the plasma created by the lightening lasts? yeah... and you expect an AR to hold that and it not to burn you alive? stay in school bro. )
I play with plasma
If you have problems with lore just blame it on nanites. |
SponkSponkSponk
The Southern Legion The Umbra Combine
326
|
Posted - 2013.09.13 06:39:00 -
[228] - Quote
D legendary hero wrote:SMGs, HMGs, flaylocks, MD, snipers, and shotguns are not effected by aim assist.
wat |
D legendary hero
THE WARRIORS OF LEGEND
997
|
Posted - 2013.09.13 06:45:00 -
[229] - Quote
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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D legendary hero
THE WARRIORS OF LEGEND
997
|
Posted - 2013.09.13 06:48:00 -
[230] - 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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SponkSponkSponk
The Southern Legion The Umbra Combine
326
|
Posted - 2013.09.13 07:02:00 -
[231] - Quote
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? |
D legendary hero
THE WARRIORS OF LEGEND
997
|
Posted - 2013.09.13 07:06:00 -
[232] - Quote
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. |
hgghyujh
Expert Intervention Caldari State
113
|
Posted - 2013.09.13 07:15:00 -
[233] - Quote
little bit excessive at the end there but well reasoned out side of the numbers you chose. I wish you the best of luck on this one. |
Mobius Kaethis
Molon Labe. RISE of LEGION
739
|
Posted - 2013.09.13 07:23:00 -
[234] - Quote
D legendary hero wrote:Tanis Jumes wrote:Is it too late to mention that the AR in this game shoots PLASMA! Wouldn't that just melt clean though armor and shields? Especially when contained in a magnetic bolt? If I'm wrong just ignore me :) is it to late to mention that plasma is the least stable element...[/url])
is it too late to mention that plasma is not an element but a state of matter? Stay in school bro. |
SponkSponkSponk
The Southern Legion The Umbra Combine
328
|
Posted - 2013.09.13 07:24:00 -
[235] - Quote
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
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hgghyujh
Expert Intervention Caldari State
115
|
Posted - 2013.09.13 07:25:00 -
[236] - Quote
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.*" |
D legendary hero
THE WARRIORS OF LEGEND
998
|
Posted - 2013.09.13 07:27:00 -
[237] - 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... |
Mobius Kaethis
Molon Labe. RISE of LEGION
740
|
Posted - 2013.09.13 07:30:00 -
[238] - Quote
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. |
D legendary hero
THE WARRIORS OF LEGEND
999
|
Posted - 2013.09.13 07:30:00 -
[239] - 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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D legendary hero
THE WARRIORS OF LEGEND
999
|
Posted - 2013.09.13 07:35:00 -
[240] - 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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