|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2843
|
Posted - 2013.09.13 02:21:00 -
[1] - Quote
I hear a lot of talk about recoil and dispersion but inevitably I always answer it the same way:
Recoil does not make the Assault Rifle overpowered. Any weapon is going to be accurate as the dickens when aiming down the sights and when you implement "dispersion" in a hit scan based system, it's almost entirely cosmetic and ultimately arbitrary. You're not firing rounds, you're firing a vector that intersects with another line and inevitably stops. This is not Battlefield 3, there are no bullet physics.
Dispersion is entirely client based and you can readily see this just based on observation, and it applies with almost all first person shooters - save those that have extensive game design around bullet physics like Battlefield 3 and the Sniper franchise. A good example of this is the "headshot glitch" in which they are able to fire at you because the rounds come from their camera, which is located in their head and not the weapon.
Recoil, on the other hand, is slightly more prominent. It usually doesn't kick in until you're about halfway through the magazine but either way you should be firing in bursts anyway and even if the recoil is ten times that of any other weapon you can manage it just by firing in smaller bursts. Tapping the R1 button reduces the recoil so significantly that a thread regarding the phenomenon actually made it on the "feedback/discussions weekly report" that CCP does, and it was functioning as intended. Because it is. All games do this.
The reason this is important information is because inevitably it falls back on the fact that it's a vector and there's no way to simulate dispersion without the dreaded "random bullet spread" effect. When you fire at a wall, you see the rounds impact in multiple areas - whereas another player will see the rounds land in a single location.
Now, I could go on and talk about all the game mechanics for hours but inevitably what's important is the disparity between the Assault Rifle and the Scrambler Rifle/Assault Scrambler Rifle. The design philosophy is that the Assault Rifle is meant for high damage, low range engagements - a stark contrast to, say, the Rail Rifle which is the exact opposite. The Scrambler Rifle is intended to come in at a close second in terms of range engagement.
If you compare the Assault Rifle and Scrambler Rifle variants, you'll notice that this is -mostly- true as the Assault Scrambler Rifle does have a higher effective range while retaining a similar optimal range, as indicated here:
http://i.imgur.com/krRr5EZ.png
The issue, however, is that both have roughly the same DPS. One has higher damage with lower fire rate, the other has lower damage with higher fire rate. If the Assault Rifle is intended to be a high damage weapon with low range, inevitably it falls back on how it compares to the Assault Scrambler Rifle's range. If both have the same DPS (which, they do) than the range is a buff against the Assault Rifle.
I've honestly been curious as to why the Assault Scrambler Rifle hasn't been used more frequently as it's a fierce weapon to compete against on the field even with Assault Rifle Proficiency 4, but I digress.
The Assault Rifle does not need a Recoil/Dispersion nerf. Range doesn't mean anything if you're not accurate enough to engage at those ranges and taking away from this will increase the disparity in a negative way. On the other hand, you can reduce the optimal range slighty (at the most by 10 meters) so that the range scales accordingly, but even then this is too much of a difference as the Assault Scrambler Rifle isn't intended to have the highest range. With which, you have to be careful how you proceed.
Reason being? If you reduce the range on the Assault Rifle, all of a sudden the Assault Scrambler Rifle is a much better alternative due to it's similar DPS output, negligible overheat mechanic and better performance at range. If you reduce the range on the Assault Rifle, you have to reduce the damage on the Assault Scrambler Rifle, otherwise there isn't enough diversity in the play style to matter - one is obviously better than the other.
Almost all of the issues presented, like Recoil/Dispersion, is entirely circumstantial. Sure, it does really good headshot damage but considering that the Scrambler Pistol does 400% of it's normal damage on a headshot, you can't use it as a legitimate argument because there are weapons that out perform the Assault Rifle for that reason.
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2844
|
Posted - 2013.09.13 03:33:00 -
[2] - Quote
Beck Weathers wrote:ASR actualy has some major kick to it which throws off its AIm, which the AR is in dire need of. So no
I'm curious to the proportion of players that actually use both. Every one that I know agrees that recoil and dispersion is a non-factor.
Edit: And, again - if you nerf the AR in any way you have to nerf the ASR so that it fits within it's combat philosophy. Just saying. You can't have the cake and eat it to. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2852
|
Posted - 2013.09.13 09:05:00 -
[3] - Quote
Magnus Amadeuss wrote:I can use both proto ARs and proto ScRs, and I can tell you without a doubt that the AR is the superior weapon.
The AScR is a joke compared to the AR, as the kick and muzzle flash severely impacts accuracy, and with having trained only 1 level in AR sharpshooter skill (i.e. not much difference from stock) that the grouping on the AR is incredibly tighter. This difference only gets magnified the farther you go, and as such the AScR is near unusable past 50 m without constant trigger feathering. The AR remains accurate out to 80m no problem.
Sure, DPS of both weapons would be a good bit too much given their ranges, that is assuming that they both performed the same at range. This is of course a false assumption. If you want to be deadly with the AScR you need to be closer.
You still have to burst the AR at longer ranges if you want to hit anything. True, it's recoil doesn't kick in (to full effect) until about half way through the magazine but again I'll point out that Dispersion is cosmetic and Recoil is simulated. You're firing straight lines - there is no such thing as dispersion or recoil in the traditional sense of the terminology.
As far as the flashing lights disrupting accuracy mentioned earlier, that's an issue with game design and not the mechanics themselves. You can't attribute the weapon having a flaw in it's accuracy because you cannot physically see the target beyond the muzzle flash of the weapon - that's a player aspect and can be changed by the effects team.
Despite the claims that these weapons have higher kick/dispersion or whatever terminology you choose to use - there's no definitive way (that I know of) to gauge it because of the issues mentioned in the first post. Unless CCP Wolfman comes in and shows us the differences in "recoil" and exactly how it operates, it's left largely to speculation and the only true way to test it is a side by side video comparison. Something I'm not yet convinced anyone has done.
I deal in factual information. I'm not going to say that Recoil/Dispersion is an issue or a non-issue between the weapons because there is no accurate way to gauge it. It's too abstract with what is provided to us other than general feel of the user - but with that I'll say that there are many videos on youtube on how to effectively counter recoil in an FPS. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2853
|
Posted - 2013.09.13 09:09:00 -
[4] - Quote
Jathniel wrote:Aeon Amadi wrote:Beck Weathers wrote:ASR actualy has some major kick to it which throws off its AIm, which the AR is in dire need of. So no I'm curious to the proportion of players that actually use both. Every one that I know agrees that recoil and dispersion is a non-factor. Edit: And, again - if you nerf the AR in any way you have to nerf the ASR so that it fits within it's combat philosophy. Just saying. You can't have the cake and eat it to. I use both Aeon. Both AR and SCR and maxed out for me. The Assault Scrambler when used in ADS, has instant dispersion. You can see it through the projectile and bullet impact animation (if that even relates to the actual vectors). I'm not as accurate with the Assault Scrambler at long range, as I am with the AR; before 1.4 part of the reason for this was the muzzle flash. Using the ASCR in ADS had a blinding muzzle flash, which incrementally damaged your ability to track targets at range. It was very subtle but it was there. But now during 1.4, the muzzle flash was toned down slightly, and I'm still having trouble tracking guys at range with the ASCR, simply because of its dispersion. I don't mind its dispersion, it's perfectly reasonable. I often believe the AR should have a similar dispersion. But, since we got a cooldown buff I've been using the SCR exclusively. SCR > ASCR, since it can pull off a few more shots now before OH. If the anything needs to happen, I would swap the recoil and dispersion behaviors of both guns. Give the ASCR the rock steady aim in ADS, and have it gradually degrade, and give the AR the 100% consistent and steady moderate recoil. Another remedy would be to give the scrambler rifles a Sharpshooter skill.
I can agree to giving it a sharpshooter skill. I think that would be the best course of action before tossing out nerfs/buffs because of the wailing masses that are inevitably complaining, not because Assault Rifles are over-powered, but because Aim Assist allowed them to shine and people simply don't know how to counter them.
I'm adamant that the range can be adjusted before doing anything as drastic as changing recoil and dispersion, ultimately changing the performance of the weapon. There are plenty of avenues we haven't approached yet and I think we've all learned that you can't leave it to CCP to listen to the community without over-doing it, less we have another broken weapon like the Breach Assault Rifle or the Tactical Assault Rifle pre-Uprising. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2853
|
Posted - 2013.09.13 09:14:00 -
[5] - Quote
Korvin Lomont wrote:Heimdallr69 wrote:Ar is better than scr this is just pathetic lmfao ar range is wayyy to much for its purpose its supposed to have the range of like the breach short range high dmg Your are absolutlely right the AR needs its range tone done and the Ror or Damage buffed (slightly), well yu could also nerf the dps troughout the other Assault rifle variants ^^. The GAR should have the highest DPS and the lowest Range. The AsCR is in fact quite comparable o the AR but there are some aspects that make the AR more desirable. 1. The AR gets a huge accuracy boost through skills 25% reduction in recoil and another 25% reduction to dispersion is quite a lot. 2. The AR has a militia and a std variant whereas the AsCR is an advanced weapon that unlocks on lvl 4. 3. The AR has std blueprints that makes the weapon quite attractive 4. Everybody has an AR milita blueprint through starter fits so everybody has acces to the AR without SP investment
Going to make another thread to get a point across...
Edit: Meh. Decided against it. People would foam at the mouth and have a brain aneurism.
How's about, instead of increasing the recoil and dispersion on assault rifles (yanno, since AR Operation reduces it anyway and the argument is skewed because of it) we just remove the recoil and dispersion on the Scrambler Rifle and put the two in line with one another..? Simple enough solution and it doesn't require breaking everything. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2853
|
Posted - 2013.09.13 09:47:00 -
[6] - Quote
Tested, performed and data compiled.
AR has less recoil due to skills, ASR has absolutely no muzzle climb.
https://forums.dust514.com/default.aspx?g=posts&m=1295853#post1295853 |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2861
|
Posted - 2013.09.13 13:09:00 -
[7] - Quote
Harpyja wrote:Your thread fails to justify why the Tac AR has a longer optimal than the ScR. It is supposed to emulate the ScR, not outperform it. So yes, you can nerf ARs without needing to nerf the ScRs. You're only nerfing the Tac AR out of all of them though. I always hate going up against Tac AR users because they can hurt me more than I can hurt them, simply because they have a longer optimal than I do.
Correction - the Tactical Assault Rifle was meant to emulate the Rail Rifle. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2869
|
Posted - 2013.09.13 13:56:00 -
[8] - Quote
Talos Alomar wrote:Aeon Amadi wrote:Harpyja wrote:Your thread fails to justify why the Tac AR has a longer optimal than the ScR. It is supposed to emulate the ScR, not outperform it. So yes, you can nerf ARs without needing to nerf the ScRs. You're only nerfing the Tac AR out of all of them though. I always hate going up against Tac AR users because they can hurt me more than I can hurt them, simply because they have a longer optimal than I do. Correction - the Tactical Assault Rifle was meant to emulate the Rail Rifle. Breach = Rail Rifle
Suppose I stand corrected but I'm sure that philosophy has evolved since then. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2872
|
Posted - 2013.09.13 14:20:00 -
[9] - Quote
Jathniel wrote:Aeon Amadi wrote:Talos Alomar wrote:Aeon Amadi wrote:Harpyja wrote:Your thread fails to justify why the Tac AR has a longer optimal than the ScR. It is supposed to emulate the ScR, not outperform it. So yes, you can nerf ARs without needing to nerf the ScRs. You're only nerfing the Tac AR out of all of them though. I always hate going up against Tac AR users because they can hurt me more than I can hurt them, simply because they have a longer optimal than I do. Correction - the Tactical Assault Rifle was meant to emulate the Rail Rifle. Breach = Rail Rifle Suppose I stand corrected but I'm sure that philosophy has evolved since then. It would have to considering the Rail RIfle is going to be considered a long range weapon. Not sure how Breach got associated with it. I don't think anything needs to happen to the AR much. Just give it instant dispersion when it starts shooting, instead of having it fire perfect lines for the first 15 rounds, and it'll be fine. That will limit it's accuracy at long range, which is what everyone is pissed off about. You don't need to reduce the ARs damage, RoF, or optimal or effective ranges. Just keep the dispersion the same, but have it start the moment you start firing. Just like the ASCR.
Agree. The first few rounds down range there isn't any recoil/dispersion, that much I can admit to - but once it kicks it it's pretty crucial when you don't have AR Operation.
I mean, technically you could put in a Sharpshooter skill for Scramblers if it's really that big of a deal. My usual outbursts are often directly associated with someone posting up false math and exaggerated claims (like the "Official" Nerf AR thread looming around) but you seem to have your **** down so I'll buy you a drink some time.
That is, after I get done shooting at you because your name looks way too familiar and that's often a sign you're one of those finicky ones I have a challenge against xD |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2875
|
Posted - 2013.09.13 14:43:00 -
[10] - Quote
Jathniel wrote:Talos Alomar wrote:Jathniel wrote: It would have to considering the Rail RIfle is going to be considered a long range weapon. Not sure how Breach got associated with it.
I'm guessing they're using the breach rifle to balance a higher damage per shot but lower rate of fire weapon for CQC, and the rail rifle will function in a similar manner but with much better range. Much better range. We've already seen this before... http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/It bugs me that you got a Pistol AND an SMG listed under "long range". We'll see what happens assuming they come 1.5. I anticipate the AR is going to be least of people's problems.
That's Caldari though. Long range, shite for damage. Amarr come with second longest range and some pretty nice damage. Minmatar usually favor small optimals with ridiculous fall off with some hefty fire rates to make up for damage application. Gallente stick to close engagements with the highest damage out of all of them. |
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2898
|
Posted - 2013.09.14 05:42:00 -
[11] - Quote
OgTheEnigma wrote:Arkena Wyrnspire wrote:Beck Weathers wrote:ASR actualy has some major kick to it which throws off its AIm, which the AR is in dire need of. So no But it doesn't! How can you believe this so fervently? There is no recoil on it. Recoil =/= dispersion.
Lmfao - you guys are ridiculous...
Seriously. Listen.
I'll even put it in bold and underline it for you.
Assault Rifle has no recoil or dispersion because of it's skills.
The Assault Scrambler Rifle does not have these skills.
The Assault Rifle still has drastic muzzle climb.
The Assault Scrambler Rifle does not have ANY muzzle climb.
Recoil =/= Dispersion =/= Muzzle Climb.
It's not you want the Assault Rifle to have more recoil or dispersion it's that you want the skills removed that put it in that position.
This just goes to show me that you have a general idea of what you want, but not specifically want you want or how to convey that you want it. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2903
|
Posted - 2013.09.14 11:29:00 -
[12] - Quote
Cosgar wrote:AR users must be scared if there's topics to bring down other rifles when they get nerfed. I'm licking my lips thinking about the delicious tears when the AR goes to being the jack of all trades and master of none, but the sweat is pretty sweet too. The nerf hammer cometh, and it cometh hard.
It's not going to get nerfed because everyone wanting it to be nerfed hasn't put forth any legitimate evidence as to why it should other than the fact that they die a lot. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2904
|
Posted - 2013.09.14 14:09:00 -
[13] - Quote
Cosgar wrote:Aeon Amadi wrote:Cosgar wrote:AR users must be scared if there's topics to bring down other rifles when they get nerfed. I'm licking my lips thinking about the delicious tears when the AR goes to being the jack of all trades and master of none, but the sweat is pretty sweet too. The nerf hammer cometh, and it cometh hard. It's not going to get nerfed because everyone wanting it to be nerfed hasn't put forth any legitimate evidence as to why it should other than the fact that they die a lot. Say again? Also, the AR is a placeholder of the 4 racial rifles. Once the combat and rail rifle come out, the AR is going to need to be re-balanced with it's own weaknesses anyway. It's just a matter of time.
Lmfao, oh yeah that thread...
Why not go look at my response, complete with all sorts of fun mathematics, videos and graphs without all the fantastical numbers and biased non-sense behind it all.
https://forums.dust514.com/default.aspx?g=posts&m=1295740#post1295740 |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2905
|
Posted - 2013.09.14 14:39:00 -
[14] - Quote
semperfi1999 wrote:I have used both the AR/Tac and the ASCR/SCR.
The SCR/ASCR is a far superior weapon to the AR. Most people dont seem to realize that the AR once you have fully upgraded does have significantly reduced recoil/dispersion but the ASCR pretty much starts as where the AR finishes with its 1.5 mill SP points into sharpshooter. The sight is better on the ASCR than the AR. Optimal range is similar. ROF is slightly lower for the ASCR but it does 39.6 dmg per shot, DPS is 465.89 with no prof or dmg mods, AR is 467.50....this difference is hardly significant........accuracy for the ASCR is higher than the AR, reload time for the ASCR is higher than for the AR, mag size for the ASCR is 15 rounds more than for the AR.
Without even taking into account the different in shield vs armor the ASCR outshines the AR. If you start taking into account the dmg vs shields and armor then you will see the ASCR gets a larger increase to dmg vs shields than its gets a decrease on dmg vs armor (its does 2 less dmg per shot on armor than the AR but it does ~6 dmg more per shot against shields and proficiency only increases the difference in the dmg to shields it makes no change to the difference in dmg to armor). I have fired an entire mag of the ASCR it does not rise at all even when you empty the mag there is no recoil/rise for this weapon...the AR takes about 25-30 shots but it does start to climb significantly at this point so you either have to push your aim down or you have to stop for half a moment to readjust.
Basically ASCR is far more effective than the AR......why ppl use the AR......its because they choose to definitely not because it beats out the ASCR.
Finally, someone who actually used the weapons and understands what I've been trying to convey to people.
Starting to like the Imperfects more and more lately. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2908
|
Posted - 2013.09.14 15:10:00 -
[15] - Quote
semperfi1999 wrote:Aeon Amadi wrote:semperfi1999 wrote:I have used both the AR/Tac and the ASCR/SCR.
The SCR/ASCR is a far superior weapon to the AR. Most people dont seem to realize that the AR once you have fully upgraded does have significantly reduced recoil/dispersion but the ASCR pretty much starts as where the AR finishes with its 1.5 mill SP points into sharpshooter. The sight is better on the ASCR than the AR. Optimal range is similar. ROF is slightly lower for the ASCR but it does 39.6 dmg per shot, DPS is 465.89 with no prof or dmg mods, AR is 467.50....this difference is hardly significant........accuracy for the ASCR is higher than the AR, reload time for the ASCR is higher than for the AR, mag size for the ASCR is 15 rounds more than for the AR.
Without even taking into account the different in shield vs armor the ASCR outshines the AR. If you start taking into account the dmg vs shields and armor then you will see the ASCR gets a larger increase to dmg vs shields than its gets a decrease on dmg vs armor (its does 2 less dmg per shot on armor than the AR but it does ~6 dmg more per shot against shields and proficiency only increases the difference in the dmg to shields it makes no change to the difference in dmg to armor). I have fired an entire mag of the ASCR it does not rise at all even when you empty the mag there is no recoil/rise for this weapon...the AR takes about 25-30 shots but it does start to climb significantly at this point so you either have to push your aim down or you have to stop for half a moment to readjust.
Basically ASCR is far more effective than the AR......why ppl use the AR......its because they choose to definitely not because it beats out the ASCR. Finally, someone who actually used the weapons and understands what I've been trying to convey to people. Starting to like the Imperfects more and more lately. We were hated for our bravado on the forums....and the fact that we could back that up in game. Something people tend not to like. However a lot of imperfects (in regards to game play or game balance) have played FPS games competitively. As a result we know alot about weapon balancing and how it should be done effectively. Ppl just love to continue to hate us for our trolling in other areas and ignore us when we talk about correct weapon balance.
Eh, most of my hatred for you guys stemmed from the bravado aspect and less on the fact you were right. That and the fact that I am mutually hated by many of the members is somewhat amusing - I remember when Internal-Error was part of Hellstorm and someone said, "What the ****, Aeon is in here?"
Nothing like a little bit of bad publicity to get the gears going xD
Past the general forum banter you guys actually bring up a lot of really good points though - and I'm only just now starting to see this with how idiotic half of the forum goers are. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2908
|
Posted - 2013.09.14 15:37:00 -
[16] - Quote
semperfi1999 wrote:Aeon Amadi wrote:semperfi1999 wrote:Aeon Amadi wrote:semperfi1999 wrote:I have used both the AR/Tac and the ASCR/SCR.
The SCR/ASCR is a far superior weapon to the AR. Most people dont seem to realize that the AR once you have fully upgraded does have significantly reduced recoil/dispersion but the ASCR pretty much starts as where the AR finishes with its 1.5 mill SP points into sharpshooter. The sight is better on the ASCR than the AR. Optimal range is similar. ROF is slightly lower for the ASCR but it does 39.6 dmg per shot, DPS is 465.89 with no prof or dmg mods, AR is 467.50....this difference is hardly significant........accuracy for the ASCR is higher than the AR, reload time for the ASCR is higher than for the AR, mag size for the ASCR is 15 rounds more than for the AR.
Without even taking into account the different in shield vs armor the ASCR outshines the AR. If you start taking into account the dmg vs shields and armor then you will see the ASCR gets a larger increase to dmg vs shields than its gets a decrease on dmg vs armor (its does 2 less dmg per shot on armor than the AR but it does ~6 dmg more per shot against shields and proficiency only increases the difference in the dmg to shields it makes no change to the difference in dmg to armor). I have fired an entire mag of the ASCR it does not rise at all even when you empty the mag there is no recoil/rise for this weapon...the AR takes about 25-30 shots but it does start to climb significantly at this point so you either have to push your aim down or you have to stop for half a moment to readjust.
Basically ASCR is far more effective than the AR......why ppl use the AR......its because they choose to definitely not because it beats out the ASCR. Finally, someone who actually used the weapons and understands what I've been trying to convey to people. Starting to like the Imperfects more and more lately. We were hated for our bravado on the forums....and the fact that we could back that up in game. Something people tend not to like. However a lot of imperfects (in regards to game play or game balance) have played FPS games competitively. As a result we know alot about weapon balancing and how it should be done effectively. Ppl just love to continue to hate us for our trolling in other areas and ignore us when we talk about correct weapon balance. Eh, most of my hatred for you guys stemmed from the bravado aspect and less on the fact you were right. That and the fact that I am mutually hated by many of the members is somewhat amusing - I remember when Internal-Error was part of Hellstorm and someone said, "What the ****, Aeon is in here?" Nothing like a little bit of bad publicity to get the gears going xD Past the general forum banter you guys actually bring up a lot of really good points though - and I'm only just now starting to see this with how idiotic half of the forum goers are. In that case welcome to the world of forum PvP.....in our minds the forums PvP was always more competitive and fun than the actual game was....especially as CCP continued to make stupid decisions. Sota was the perfect example of this. He joined our ranks so that we could increase our forum trolling and PvP because back when imperfects were actually around (we are in retirement now) our PvP could not be matched.
It has been getting better lately though, you have to admit. Slowly... But it is happening.
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2909
|
Posted - 2013.09.14 16:07:00 -
[17] - Quote
semperfi1999 wrote:Aeon Amadi wrote: It has been getting better lately though, you have to admit. Slowly... But it is happening.
Yes is has a bit but then they also took steps backwards....like the strong AA. That being said its truly going to end up being too little too late. PS4 is coming out....and they will have at least 1 FTP FPS game when PS4 launches and they will be getting 2 more FTP FPS games. And when those games hit they will probably already be where dust is headed (but Dust will likely take another year or more to get to that point).
Lol, AA isn't nearly as strong as it is in Black Ops. I think it's fine, just people are so used to not having it that it's a system shock.
I mean, come on, when people make comments like this:
"all aim assist did was make skilled players even more OP"
Just saying... X +10 = 10x. Take the 10 away, you still have X. Aim Assist didn't make skilled players any more or less skilled, and it's not like -SOME- players don't have the option to use AA.. If it's that big of a problem, just turn it on.
Every FPS game I've ever played people would ***** about AA. It doesn't go through walls and it doesn't put the cross hair directly on the target, so it's not like there's no player involvement in killing you.. Just makes it so that you can't trick him into aiming past you as easily, which in turn forces you to use cover more than relying on strafe speed. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2915
|
Posted - 2013.09.14 18:20:00 -
[18] - Quote
Talos Alomar wrote:The Robot Devil wrote: The problem is just what you say. If we change ranges then other stats will have to change. I say start slow and use little changes. This game needs diversity and the AR doesn't allow for it. The ranges need to be looked at and adjusted or we will never see anything but ARs.
The lack of diversity has less to do with the AR being unbalanced as it has to do with starter fits all having ARs and not every weapon has a militia variant. We need all of the racial rifles in the game, too. We'll see a bunch more variety when all of the "ARs" are in the game.
If the goal is for all racial rifles to have the exact same DPS with different ranges then we'll quickly see the ARs start getting bred out.
I'm still surprised that more people don't use the Assault Scrambler Rifle. I have no skills in it what so ever and I can't over-heat the damned thing, so it's not like it's this huge drawback. Hell, the only drawback it has when compared to the AR is resource costs and that can be easily dispatched just by using an Amarr suit because they have higher resources than the others. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2915
|
Posted - 2013.09.14 19:55:00 -
[19] - Quote
Heimdallr69 wrote:Aeon Amadi wrote:semperfi1999 wrote:I have used both the AR/Tac and the ASCR/SCR.
The SCR/ASCR is a far superior weapon to the AR. Most people dont seem to realize that the AR once you have fully upgraded does have significantly reduced recoil/dispersion but the ASCR pretty much starts as where the AR finishes with its 1.5 mill SP points into sharpshooter. The sight is better on the ASCR than the AR. Optimal range is similar. ROF is slightly lower for the ASCR but it does 39.6 dmg per shot, DPS is 465.89 with no prof or dmg mods, AR is 467.50....this difference is hardly significant........accuracy for the ASCR is higher than the AR, reload time for the ASCR is higher than for the AR, mag size for the ASCR is 15 rounds more than for the AR.
Without even taking into account the different in shield vs armor the ASCR outshines the AR. If you start taking into account the dmg vs shields and armor then you will see the ASCR gets a larger increase to dmg vs shields than its gets a decrease on dmg vs armor (its does 2 less dmg per shot on armor than the AR but it does ~6 dmg more per shot against shields and proficiency only increases the difference in the dmg to shields it makes no change to the difference in dmg to armor). I have fired an entire mag of the ASCR it does not rise at all even when you empty the mag there is no recoil/rise for this weapon...the AR takes about 25-30 shots but it does start to climb significantly at this point so you either have to push your aim down or you have to stop for half a moment to readjust.
Basically ASCR is far more effective than the AR......why ppl use the AR......its because they choose to definitely not because it beats out the ASCR. Finally, someone who actually used the weapons and understands what I've been trying to convey to people. Starting to like the Imperfects more and more lately. I have both to officer and I completely disagree get rid of the ******* flash I'm trying to shoot not go blind...and with more people running armor lately that's a perfect counter 80% dmg to armor, what's the counter to ar? Oh yeah nothing cuz its range is far more than its supposed to be
So, close the distance. Use a Shotgun, an HMG. If it's range is "too far" than try the opposite approach. I still land kills with the Shotgun and I can't even used Advanced ones. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2917
|
Posted - 2013.09.14 21:50:00 -
[20] - Quote
Heimdallr69 wrote:semperfi1999 wrote:Heimdallr69 wrote:Aeon Amadi wrote:semperfi1999 wrote:I have used both the AR/Tac and the ASCR/SCR.
The SCR/ASCR is a far superior weapon to the AR. Most people dont seem to realize that the AR once you have fully upgraded does have significantly reduced recoil/dispersion but the ASCR pretty much starts as where the AR finishes with its 1.5 mill SP points into sharpshooter. The sight is better on the ASCR than the AR. Optimal range is similar. ROF is slightly lower for the ASCR but it does 39.6 dmg per shot, DPS is 465.89 with no prof or dmg mods, AR is 467.50....this difference is hardly significant........accuracy for the ASCR is higher than the AR, reload time for the ASCR is higher than for the AR, mag size for the ASCR is 15 rounds more than for the AR.
Without even taking into account the different in shield vs armor the ASCR outshines the AR. If you start taking into account the dmg vs shields and armor then you will see the ASCR gets a larger increase to dmg vs shields than its gets a decrease on dmg vs armor (its does 2 less dmg per shot on armor than the AR but it does ~6 dmg more per shot against shields and proficiency only increases the difference in the dmg to shields it makes no change to the difference in dmg to armor). I have fired an entire mag of the ASCR it does not rise at all even when you empty the mag there is no recoil/rise for this weapon...the AR takes about 25-30 shots but it does start to climb significantly at this point so you either have to push your aim down or you have to stop for half a moment to readjust.
Basically ASCR is far more effective than the AR......why ppl use the AR......its because they choose to definitely not because it beats out the ASCR. Finally, someone who actually used the weapons and understands what I've been trying to convey to people. Starting to like the Imperfects more and more lately. I have both to officer and I completely disagree get rid of the ******* flash I'm trying to shoot not go blind...and with more people running armor lately that's a perfect counter 80% dmg to armor, what's the counter to ar? Oh yeah nothing cuz its range is far more than its supposed to be I do find the flash annoying but while it is annoying it doesnt detract from the fact that the stats on the ASCR are better than the AR. Some people may have serious issues with the flash fortunately I am able to ignore the flash mostly so it goes largely unnoticed to me. However your perfect counter still does not hold any argument. There is 2 dmg difference....even fully upgraded with +15% dmg there is still only 2 dmg difference to armor between the proto lvls of ASCR/AR. The Optimal ranges are the same for both of these weapons. Personally I do think it would be interesting if CCP actually made the weapons act more like their Eve counterparts and made larger differences in the range vs CQC and DPS. However I dont see them ever doing this. I have very sensitive eyes and that **** pisses me off the people who know me know I've been waiting sinced closed beta for it and now it burns my eyes I hate the ar I've used it every build I've used md tanks forgeguns sr lr and now the scr and I can't hardly use it...and an AR is a blaster short range high damage @ aeon
Okay. I understand this. In fact, every post I've ever made in defense of the AR states this. Not sure what you're getting at.
|
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2917
|
Posted - 2013.09.14 21:51:00 -
[21] - Quote
KING CHECKMATE wrote:Im againt the nerf on any weapon. But as a response to Aeon, Nerf the ASCR then! ITs a piece of **** anyways.
Nobody likes it, because it costs more I$K and a LOT more SP to use than a regular AR.PLUS it has a horrible kick/recoil , horrible muzzle flash that gave my parrot epilepsy and Overheats.
Totally the same weapon....
Considering SP investment and I$K price, THe ASCR SHOULD BE VERY superior to the ARs, and as it is, a MLT Scrambler pistol scares me more...
Just saying.
If you're having trouble shelling out 7,000 ISK I feel bad for you son.
I got 99 problems but ISK ain't one. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2917
|
Posted - 2013.09.14 22:06:00 -
[22] - Quote
KING CHECKMATE wrote:Aeon Amadi wrote:KING CHECKMATE wrote:Im againt the nerf on any weapon. But as a response to Aeon, Nerf the ASCR then! ITs a piece of **** anyways.
Nobody likes it, because it costs more I$K and a LOT more SP to use than a regular AR.PLUS it has a horrible kick/recoil , horrible muzzle flash that gave my parrot epilepsy and Overheats.
Totally the same weapon....
Considering SP investment and I$K price, THe ASCR SHOULD BE VERY superior to the ARs, and as it is, a MLT Scrambler pistol scares me more...
Just saying. If you're having trouble shelling out 7,000 ISK I feel bad for you son. I got 99 problems but ISK ain't one. First off: 7000ISK every 10 deaths its 70000K and im poor,please send 1-5 million over my way in good faith as you are obviously rich. You are not following.You are putting the ASCR and the AR at the same level.They are not. As it is they might have to have their performances reversed,so they match the requirements. AH and i forgot the MASSIVE amount of CPU and PG the ASCR requires, which AR do not since they are cheap as f***. :3By all means, DO NOT NERF THE AR, just BUFF THE ASCR to be better than the AR,as it should be.........
God I get so tired of explaining this...
Look, the ASCR CPU/PG requirements are because it's intended to be used on Amarr dropsuits - much the same as the AR is supposed to be used with the Gallente (yanno, considering they have reduced CPU/PG for hybrid weapons). If you look at the Amarr dropsuits you'll notice they have higher CPU/PG resources than everyone else, and considering you have less low slots to fill up with armor plates that should help you fit a laser weapon even more.
And, yes, the ASCR and AR are at the same level. Same DPS, same general feel minus a few racial perks like the ASCR not having any muzzle climb, and generally the same optimal range with the ASCR having a larger fall off range. Everyone whines and complains that the AR is OP but apparently they've never gone face-to-face with a Carthum ASCR and felt that ridiculous amount of firepower.
Even then it's insanely easy to skill into because there aren't as many relative skills associated with it like the Assault Rifle. Cross that with the fact it doesn't even over heat when mashing the trigger for almost two full magazines and you've got a weapon that doesn't have any drawbacks apart from the fact that it does slightly less damage to armor than the AR (a whole 15% of 39.7 damage is a whopping 6 damage - woooo)
The ASCR isn't supposed to be better than the AR, not by a long shot. The ASCR is the Amarrian emulation of the AR, it's not supposed to out-perform it much in the same way the Tactical Assault Rifle isn't supposed to outperform the Scrambler Rifle (but it does as far as range is concerned). The Assault Rifle is the Gallente's main variant - this was explained by CCP.
Assault Rifle - Gallente AR Burst rifle - Minmatar Combat Rifle Breach Rifle - Caldari Rail Rifle Tactical Assault Rifle - Amarrian Scrambler Rifle
They're just emulations of those race's mainstay. It's like Equate against Tylenol, it performs similarly but you're still going to get more bang for your buck if you go with the real thing. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2917
|
Posted - 2013.09.14 22:45:00 -
[23] - Quote
KING CHECKMATE wrote:Aeon Amadi wrote:
God I get so tired of explaining this...
Look, the ASCR CPU/PG requirements are because it's intended to be used on Amarr dropsuits - YOu got it wrong, there is no WEAPON designed to be used with a specific suit.The AMARR ASSAULT is designed to easier fit the ASCR.The CPU-PG cost is still massive for the ASCR and there by it should be comparably better.
And, yes, the ASCR and AR are at the same level. Same DPS, same general feel minus a few racial perks like the ASCR not having any muzzle climb, and generally the same optimal range with the ASCR having a larger fall off range. Everyone whines and complains that the AR is OP but apparently they've never gone face-to-face with a Carthum ASCR and felt that ridiculous amount of firepower. - Im not saying the AR is OP.But you are comparing to very different weapons,to be hones the only thing they have in common is that they are full auto. As it is is like saying the HMG is the same as an AR lol.ASCR has more RECOIL and dispersion rate,something that a LASER weapon should not have , much less id AR doesnt have it...CArthum ASCR is still inferior to the Duvolle. The Duvolle hits 58 out of 60 at mid/long range while the ASCR , between the dispersion , recoil,muzzle flash , etc... doesnt.
Even then it's insanely easy to skill into because there aren't as many relative skills associated with it like the Assault Rifle. -Making the AR a lot better,since it has more skills to perfect an already powerful weapon.
Cross that with the fact it doesn't even over heat when mashing the trigger for almost two full magazines and you've got a weapon that doesn't have any drawbacks apart from the fact that it does slightly less damage to armor than the AR (a whole 15% of 39.7 damage is a whopping 6 damage - woooo) The weapon does overheat if you just leave R1 mashed. OBVIOUSLY you dont sincerely think the ASCR is better nor equal than the ASCR, because you use an AR. EVERYBODY KNOWS the AR is far superior, thats why 90% of the people prefer an AR over the ASCR, common choice is the final number when it comes to what weapon is better. You are just saying it because you are scared and afraid that they will nerf the AR, dont worry they wont.I think the AR is at a good place right now and it nothing compared to true firepower (my imperial Scrambler rifle)
The ASCR isn't supposed to be better than the AR, not by a long shot. The ASCR is the Amarrian emulation of the AR, it's not supposed to out-perform it much in the same way the Tactical Assault Rifle isn't supposed to outperform the Scrambler Rifle (but it does as far as range is concerned).-Being a laser weapon it SHOULD , have less recoil and more range.Considering the difference in CPU-PG the damage should (and is) be greater than the AR.
The Assault Rifle is the Gallente's main variant - this was explained by CCP.
Assault Rifle - Gallente AR Burst rifle - Minmatar Combat Rifle Breach Rifle - Caldari Rail Rifle Tactical Assault Rifle - Amarrian Scrambler Rifle
They're just emulations of those race's mainstay. It's like Equate against Tylenol, it performs similarly but you're still going to get more bang for your buck if you go with the real thing. The difference is way to big. The ASCR is by no means better than a AR,unless you consider CQ being your only way of engaging. PLUS as it is, you say : ''it performs similarly but you're still going to get more bang for your buck if you go with the real thing.'' but besides the fact i can charge a shot,i feel the Duvolle tac is still superior to my imperial scrambler rifle,BY A LONG SHOT....
Again , im against nerfs, but dont try to take down an already underused weapon down with your precious AR...
Quite the contrary, I'm trying to make them more diverse so that they have their own play style traits.
Want range and shield damage? Go Scrambler Want high damage and balance? Go Assault Rifle Want fire rate and armor damage? Combat Rifle
Then whatever the hell the Rail Rifle is supposed to be.
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2917
|
Posted - 2013.09.14 23:46:00 -
[24] - Quote
Fizzer94 wrote:Aeon Amadi wrote:Beck Weathers wrote:ASR actualy has some major kick to it which throws off its AIm, which the AR is in dire need of. So no I'm curious to the proportion of players that actually use both. Every one that I know agrees that recoil and dispersion is a non-factor. Edit: And, again - if you nerf the AR in any way you have to nerf the ASR so that it fits within it's combat philosophy. Just saying. You can't have the cake and eat it to. I have proficiency into both weapons. The AR is better down the sights than the AScR, but the AScR is better whilst hipfiring than the AR is. If anything the AR should lose range but get more damage to be more Gallentean and the AScR shouldn't kick at all, because it's, you know... A laser, in return the AScR should get a stupidly tight hipfire (I'm thinking laser rifle hipfire) to make it hard to use in close quarters (where lasers are traditionally lacking), and lowered damage per second in close quarters. Their roles are backwards right now, the laser is supposed to destroy at medium-long range and the AR is supposed to be the best rifle at close range.
Has kick but no muzzle climb, so it kinda works out. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2918
|
Posted - 2013.09.15 00:30:00 -
[25] - Quote
Fizzer94 wrote:Aeon Amadi wrote:Fizzer94 wrote:Aeon Amadi wrote:Beck Weathers wrote:ASR actualy has some major kick to it which throws off its AIm, which the AR is in dire need of. So no I'm curious to the proportion of players that actually use both. Every one that I know agrees that recoil and dispersion is a non-factor. Edit: And, again - if you nerf the AR in any way you have to nerf the ASR so that it fits within it's combat philosophy. Just saying. You can't have the cake and eat it to. I have proficiency into both weapons. The AR is better down the sights than the AScR, but the AScR is better whilst hipfiring than the AR is. If anything the AR should lose range but get more damage to be more Gallentean and the AScR shouldn't kick at all, because it's, you know... A laser, in return the AScR should get a stupidly tight hipfire (I'm thinking laser rifle hipfire) to make it hard to use in close quarters (where lasers are traditionally lacking), and lowered damage per second in close quartersp Their roles are backwards right now, the laser is supposed to destroy at medium-long range and the AR is supposed to be the best rifle at close range. Has kick but no muzzle climb, so it kinda works out. It doesn't have predictable muzzle climb, which the AR does have, making it easier to control. The AScR kicks in all directions with no preference for direction, and is therefore harder to control while ADS. A steady upward muzzle climb is actually very preferable in an automatic weapon, as it helps to land headshots.
Yet again I repeat myself.
No. Muzzle. Climb.
None. At all. There is none. You can fire for days and it will stay on target no matter what. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2918
|
Posted - 2013.09.15 01:52:00 -
[26] - Quote
Fizzer94 wrote:Quote: If anything the AR should lose range but get more damage to be more Gallentean and the AScR shouldn't kick at all, because it's, you know... A laser, in return the AScR should get a stupidly tight hipfire (I'm thinking laser rifle hipfire) to make it hard to use in close quarters (where lasers are traditionally lacking), and lowered damage per second in close quartersp Their roles are backwards right now, the laser is supposed to destroy at medium-long range and the AR is supposed to be the best rifle at close range. Has kick but no muzzle climb, so it kinda works out. It doesn't have predictable muzzle climb, which the AR does have, making it easier to control. The AScR kicks in all directions with no preference for direction, and is therefore harder to control while ADS. A steady upward muzzle climb is actually very preferable in an automatic weapon, as it helps to land headshots.[/quote]
Yet again I repeat myself.
No. Muzzle. Climb.
None. At all. There is none. You can fire for days and it will stay on target no matter what.[/quote] Wait. What weapon are we talking about? I don't think we are on the same page here.[/quote]
AScR. I have a video detailing this.
No skills - both weapons are Aurum variants.
http://www.youtube.com/watch?v=DA-muXHo5pc |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2921
|
Posted - 2013.09.15 07:04:00 -
[27] - Quote
Talos Alomar wrote:Aeon Amadi wrote: None. At all. There is none. You can fire for days and it will stay on target no matter what.
This is not true. The shots start going wild, and while the gun does not start going up the shots get further and further from center. Granted this is easily countered by firing in bursts, but if you never let go of the trigger you'll stop hitting your target. Monkey MAC wrote:
And the AScR that nedds a faster overheat, and less overheat reduction from amarian suit!
I agree with the first part of the sentence, but the second part makes me a little angry (blame the whiskey...). The Amarr suits would be too weak without having their awesome bonuses. Every other suit has great slot layouts and is faster. The amarr need to have some kickass racial specs to stay competitive.
Watch the video. Just.... Watch the video dude.... |
|
|
|