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Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 20:03:00 -
[1] - Quote
I'm starting this thread so I can get a feel of the community's feelings towards the current state of infantry weapons. What do you guys think are a problem, what do you think is broken/unbalanced, or what could use a buff/nerf. Please keep your points focused, constructive, and polite, and explain your reasons for your viewpoint.
The weapons I feel that could use some tweaking are the AR, SMG, Assault FG, MD, SCR, HMG, Flux grenades, and the Sniper rifles.
AR: The damage they do seems fine to me, the issue I have with the basic variant is that they are too accurate, and suffer little recoil for the rate at which they fire. The recoil only really kicks in when trying to fire one whole clip, so, I feel the recoil should kick in sooner, while giving a little more recoil, this will help against the "spray&pray" mentality going around, I also feel that it's clip should be reduced to 50 instead of the 60 we have now to help combat this behavior, these changes would give players more to think about before firing, adding more tension to battles and help with the AR's ammo efficiency.
SMG: My opinion on this gun is similar to my opinion to the AR, it is far too accurate for it's rate-of-fire, damage output per clip is too close to the AR, quick reload speed for a sidearm with 80 rounds per clip, all of this allows it to outperformed other sidearms it's bigger brother the HMG. I think, like the AR, it should have greater bullet dispersion, and slightly more recoil, with the recoil kicking in much sooner, since it has double the rate-of-fire of the AR, and I think the basic variant should have it's damage reduced to around 19 or 20 and scale upwards from that, while the clip should be reduced by 10 rounds across all variants, this will fight "spray&pray" thinking, while keeping the weapon in league with other sidearms.
Assault FG: This is a unbalanced weapon no matter how you look at it, it is the only Assault variant (other than the Scr Pistol) that is better than all other variants in every way, it can charge faster and do more damage per shot, it can even outperform the Breach variant, which sacrifices charge speed and movement for more damage per shot. This is a simple fix, reduce the damage by around 200 points and reduce it's max ammo.
MD: In my opinion the MD acts as it should mostly, but I think it could use a tweak in all variants, the standard should have a "priming delay", it's too easy to use in CQC, which should be a weakness, other than that, it works fine. The assault version could have a "proximity sensor" which would explode when a target is in range, the sensor range would be about 2m-3m. The Breach variant could use a small projectile speed buff, and it would be nice if it's shots arced less and giving it a greater firing range.
SCR: The only thing I don't like about the standard is it's firing speed, it shoots like a revolver, I could fan the trigger to kill most suits, short of proto armor fits, I think it needs a harder firing cap, with it's high damage and it's high firing speed allows it to kill enemies in little time and promotes wildfire behavior. The assault version,'s damage is too comparable to the AR, I think it should ether do less damage or have a lower rate-of -fire.
HMG: The only thing this gun needs is a slight damage buff to all variants, and I really mean a small one.
Flux nades: I think we need more variants, the standard should do less damage than Locus nades, with damage scaling across all tiers, and would have the added effect of increasing Shield Recharge Delay by 50%, the effect would be the same across tiers. A Compact version would do the same damage as the current one we have but would have reduced range, explode on impact and wouldn't have the recharge delay effect.
Sniper rifle: I think it would be great if the Tac and the standard would switch scopes, as I use the Tac for "dynamic sniping" and the standard for "long-range sniping". This is a completely biased idea, sorry.
These are my ideas on the topic, what do you guys think?
P.S. Sorry for making such a long winded post, hope you guys will still give it a read and discuss. |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
443
|
Posted - 2013.09.13 20:14:00 -
[2] - Quote
Quote:SCR: The only thing I don't like about the standard is it's firing speed, it shoots like a revolver, I could fan the trigger to kill most suits, short of proto armor fits, I think it needs a harder firing cap, with it's high damage and it's high firing speed allows it to kill enemies in little time and promotes wildfire behavior. The assault version,'s damage is too comparable to the AR, I think it should ether do less damage or have a lower rate-of -fire.
No |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 20:18:00 -
[3] - Quote
Vin Vicious wrote:Quote:SCR: The only thing I don't like about the standard is it's firing speed, it shoots like a revolver, I could fan the trigger to kill most suits, short of proto armor fits, I think it needs a harder firing cap, with it's high damage and it's high firing speed allows it to kill enemies in little time and promotes wildfire behavior. The assault version,'s damage is too comparable to the AR, I think it should ether do less damage or have a lower rate-of -fire. No
Would you mind adding more than just a no? |
XANDER KAG
Red Star. EoN.
265
|
Posted - 2013.09.13 20:20:00 -
[4] - Quote
I will probably get hate for this but the AR doesn't need the mag size reduction. Most enemies do take the whole magazine and then some sidearm damage as well. The recoil and range do need a small nerf though. |
Hellkeizer
The Avutora Complex
83
|
Posted - 2013.09.13 20:30:00 -
[5] - Quote
What about the other infantry weapons like the Plasma Cannon, Nova Knives, other not so used weapons? Although I have to admit that balancing the Nova Knives for the mediums and heavies to use is going to be hard. |
Nocturnal Soul
Immortal Retribution
601
|
Posted - 2013.09.13 20:34:00 -
[6] - Quote
Vin Vicious wrote:Quote:SCR: The only thing I don't like about the standard is it's firing speed, it shoots like a revolver, I could fan the trigger to kill most suits, short of proto armor fits, I think it needs a harder firing cap, with it's high damage and it's high firing speed allows it to kill enemies in little time and promotes wildfire behavior. The assault version,'s damage is too comparable to the AR, I think it should ether do less damage or have a lower rate-of -fire. No If that happens that TAR better get a range nerf |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
443
|
Posted - 2013.09.13 20:51:00 -
[7] - Quote
Absoliav wrote:Vin Vicious wrote:Quote:SCR: The only thing I don't like about the standard is it's firing speed, it shoots like a revolver, I could fan the trigger to kill most suits, short of proto armor fits, I think it needs a harder firing cap, with it's high damage and it's high firing speed allows it to kill enemies in little time and promotes wildfire behavior. The assault version,'s damage is too comparable to the AR, I think it should ether do less damage or have a lower rate-of -fire. No Would you mind adding more than just a no?
Sure lets start with the AScR: it's utterly useless past 30-40km. And the only counter to AR IN THAT RANGE, outside of that range you may as well press start and Sucide.
Next the STD: Outside of 30-40km this Agian is the only counter to AR, the firing rate and dmg is the only reason I and many other use this weapon, by reducing these this game will continue to be fcuking ARs in the kill feed even with the "lawlnerf" you say.
The STD is a SEMI AUTO meaning the faster you're finger, the faster you shoot. THEY EVEN HAVE A OVERHEAT
Nerf the DMG on ARs Remove the "easy kill feature" on forge guns aka the Red Crosshairs light up when scanning over targets
Infantry combat fixed
Ps I'm 100% sure you've never play tested it against good players so why I'm taking your proposal srsly is beyond me |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 20:56:00 -
[8] - Quote
Hellkeizer wrote:What about the other infantry weapons like the Plasma Cannon, Nova Knives, other not so used weapons? Although I have to admit that balancing the Nova Knives for the mediums and heavies to use is going to be hard.
Those weapons work mostly as interned at this point, as side from a few bugs.
The Nova Knife could use some changes, though, it should be able to hold a charge while running, and hopefully it'll get that melee charge the Devs were talking about.
As for the PC, it's skill bonus is currently lack luster, the -% to charge time isn't really noticeable since it doesn't really have a long charge time, the skill would be better if it raised it's splash radius, got any ideas on this? |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 20:58:00 -
[9] - Quote
XANDER KAG wrote:I will probably get hate for this but the AR doesn't need the mag size reduction. Most enemies do take the whole magazine and then some sidearm damage as well. The recoil and range do need a small nerf though.
I don't think that's something worth hating, the clip reduction idea was mostly an after thought, it could easily do without the clip reduction, if it's recoil and range went down. |
Marc Rime
Zumari Force Projection Caldari State
180
|
Posted - 2013.09.13 21:01:00 -
[10] - Quote
AR: Maybe they could lower the range a bit. According to the lore plasma weapons are supposed to hit really hard but suffer from poor range. Currently the difference in effective range between AR (short) and SR/laser (medium-long) is hardly noticeable. I wouldn't want the magazine to be reduced (I don't think doing that would address the problem). Adding kick could be a good idea, at least if you can't get around it bu releasing the trigger for a fraction of a second.
SMG: Don't forget the low ADS turn speed which hurts a lot at the close ranges you can use them. And the fact that their fitting reqs are quite high, almost the same as AR. |
|
Hellkeizer
The Avutora Complex
86
|
Posted - 2013.09.13 21:08:00 -
[11] - Quote
Absoliav wrote:Hellkeizer wrote:What about the other infantry weapons like the Plasma Cannon, Nova Knives, other not so used weapons? Although I have to admit that balancing the Nova Knives for the mediums and heavies to use is going to be hard. Those weapons work mostly as interned at this point, as side from a few bugs. The Nova Knife could use some changes, though, it should be able to hold a charge while running, and hopefully it'll get that melee charge the Devs were talking about. As for the PC, it's skill bonus is currently lack luster, the -% to charge time isn't really noticeable since it doesn't really have a long charge time, the skill would be better if it raised it's splash radius, got any ideas on this? You're right that the are working as intended but they need to be balanced so others are willing to use them. The PC would just need one extra shot and it would be decent, any higher and it might be OP |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 21:20:00 -
[12] - Quote
Vin Vicious wrote:Absoliav wrote:Vin Vicious wrote:Quote:SCR: The only thing I don't like about the standard is it's firing speed, it shoots like a revolver, I could fan the trigger to kill most suits, short of proto armor fits, I think it needs a harder firing cap, with it's high damage and it's high firing speed allows it to kill enemies in little time and promotes wildfire behavior. The assault version,'s damage is too comparable to the AR, I think it should ether do less damage or have a lower rate-of -fire. No Would you mind adding more than just a no? Sure lets start with the AScR: it's utterly useless past 30-40km. And the only counter to AR IN THAT RANGE, outside of that range you may as well press start and Sucide. Next the STD: Outside of 30-40km this Agian is the only counter to AR, the firing rate and dmg is the only reason I and many other use this weapon, by reducing these this game will continue to be fcuking ARs in the kill feed even with the "lawlnerf" you say. The STD is a SEMI AUTO meaning the faster you're finger, the faster you shoot. THEY EVEN HAVE A OVERHEAT Nerf the DMG on ARs Remove the "easy kill feature" on forge guns aka the Red Crosshairs light up when scanning over targets Infantry combat fixed Ps I'm 100% sure you've never play tested it against good players so why I'm taking your proposal srsly is beyond me
I'm going to ignore your negative attitude and your ignorance of my experience for the sake of this discussion.
Your information is incorrect, the SCR have better range than the AR, it also suffers from less recoil, the SCR is built to be inferior to the AR by design, CCP has already stated that it's the Amarr's attempt to copy the Gallente Plasma rifle, the standard SCR has superior range and damage than the advance AR, which is common knowledge by now.
Thanks to the 1.4's better hit detection, more people are using SCRs for a reason, you don't have to be experienced to pull R1 really fast, the new hit detection has been promoting this kind of play-style, added with the improved aim assist, this has allowed the SCR, a mid range gun, to preform outside of it's intended role.
I'll agree with you on FGs, they shouldn't have that kind of feature, they didn't give it a zoom in feature for a similar reason, but that's rather ignorant of you to think so little would "fix" everything. |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 21:24:00 -
[13] - Quote
Hellkeizer wrote:Absoliav wrote:Hellkeizer wrote:What about the other infantry weapons like the Plasma Cannon, Nova Knives, other not so used weapons? Although I have to admit that balancing the Nova Knives for the mediums and heavies to use is going to be hard. Those weapons work mostly as interned at this point, as side from a few bugs. The Nova Knife could use some changes, though, it should be able to hold a charge while running, and hopefully it'll get that melee charge the Devs were talking about. As for the PC, it's skill bonus is currently lack luster, the -% to charge time isn't really noticeable since it doesn't really have a long charge time, the skill would be better if it raised it's splash radius, got any ideas on this? You're right that the are working as intended but they need to be balanced so others are willing to use them. The PC would just need one extra shot and it would be decent, any higher and it might be OP
I could see the extra shot helping, a lot of players I know of don't like because of the clip size, not many builds I've revolve around reloading every three seconds. |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 21:26:00 -
[14] - Quote
Marc Rime wrote:AR: Maybe they could lower the range a bit. According to the lore plasma weapons are supposed to hit really hard but suffer from poor range. Currently the difference in effective range between AR (short) and SR/laser (medium-long) is hardly noticeable. I wouldn't want the magazine to be reduced (I don't think doing that would address the problem). Adding kick could be a good idea, at least if you can't get around it bu releasing the trigger for a fraction of a second.
SMG: Don't forget the low ADS turn speed which hurts a lot at the close ranges you can use them. And the fact that their fitting reqs are quite high, almost the same as AR.
I forgot they had a high fitting cost, with that in mind I guess they don't need that much a change, but that ADS speed is pretty slow for a CQC weapon, that should definitely get changed, at least a small boost to turn speed. |
Beren Hurin
Onslaught Inc RISE of LEGION
1585
|
Posted - 2013.09.13 21:28:00 -
[15] - Quote
I started a similar thread, but tried to be a little more systematic in the way i looked at each weapon. You can't just look at dPS.
https://forums.dust514.com/default.aspx?g=posts&t=109920&find=unread |
Monkey MAC
killer taxi company General Tso's Alliance
446
|
Posted - 2013.09.13 21:40:00 -
[16] - Quote
The AR suggestion, I could live with, however they also need to remove the feathering ability, it needs a hard cap.
The sr suggestion, I don't think putting a hard cap on it is the soultion, how about increasing charge time, so revlover shooting results in lower power, then a tiny buff to the max charge damage?
As for the MD how about just a ROF decrease to 1.2 seconds a shot? Adding an arming distance removes any risk to the user of the weapon, one of the biggest negatives!!
Other than that the rest seems fine!! |
XxWarlordxX97
Ancient Exiles
4564
|
Posted - 2013.09.13 21:44:00 -
[17] - Quote
Please my HMG needs to do more damage |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 21:55:00 -
[18] - Quote
I gave your thread a read, I like the research you did, you took the same route I did when coming up with the damage numbers, only thing we did differently you did differently was focused on an ideal scenario while I focused on the intended, I'm sorry if that doesn't make much sense.
On topic, my research isn't really about DPS as much as it's about getting weapons to act in every scenario, while also getting them to preform ideally in their intended scenario.
P.S. I wish there were more savy people like you around. |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
444
|
Posted - 2013.09.13 22:29:00 -
[19] - Quote
Absoliav wrote:Vin Vicious wrote:Absoliav wrote:Vin Vicious wrote:Quote:SCR: The only thing I don't like about the standard is it's firing speed, it shoots like a revolver, I could fan the trigger to kill most suits, short of proto armor fits, I think it needs a harder firing cap, with it's high damage and it's high firing speed allows it to kill enemies in little time and promotes wildfire behavior. The assault version,'s damage is too comparable to the AR, I think it should ether do less damage or have a lower rate-of -fire. No Would you mind adding more than just a no? Sure lets start with the AScR: it's utterly useless past 30-40km. And the only counter to AR IN THAT RANGE, outside of that range you may as well press start and Sucide. Next the STD: Outside of 30-40km this Agian is the only counter to AR, the firing rate and dmg is the only reason I and many other use this weapon, by reducing these this game will continue to be fcuking ARs in the kill feed even with the "lawlnerf" you say. The STD is a SEMI AUTO meaning the faster you're finger, the faster you shoot. THEY EVEN HAVE A OVERHEAT Nerf the DMG on ARs Remove the "easy kill feature" on forge guns aka the Red Crosshairs light up when scanning over targets Infantry combat fixed Ps I'm 100% sure you've never play tested it against good players so why I'm taking your proposal srsly is beyond me I'm going to ignore your negative attitude and your ignorance of my experience for the sake of this discussion. Your information is incorrect, the SCR have better range than the AR, it also suffers from less recoil, the SCR is built to be inferior to the AR by design, CCP has already stated that it's the Amarr's attempt to copy the Gallente Plasma rifle, the standard SCR has superior range and damage than the advance AR, which is common knowledge by now. Thanks to the 1.4's better hit detection, more people are using SCRs for a reason, you don't have to be experienced to pull R1 really fast, the new hit detection has been promoting this kind of play-style, added with the improved aim assist, this has allowed the SCR, a mid range gun, to preform outside of it's intended role. I'll agree with you on FGs, they shouldn't have that kind of feature, they didn't give it a zoom in feature for a similar reason, but that's rather ignorant of you to think so little would "fix" everything.
Common knowledge by who? You? Cause the AScR may have a whomping 5KM "advantage" but the gun itself fires in a cone and this claim the AScR has less recoil than an AR. Is fcuking ridiculous
Please explain why great guru, teams are not formed around AScRs then. If an AScR has better range, more dmg and les recoil well SH!T BOOBOO we should be seeing these more than ARs! Actually that should be the only gun we see considering 70-80% of the playerbase is shield tankers!
And I'm sorry to burst your bubble but this game is based around R1/ left click
The ScR is a med-"long" range weapon FYI and still has worst range than a TAC(also note the TAC has a better zoom than the LR) and less DPS than an AR also overheats.
Let me repeat that, less range than a TAC AR less DPS than a AR......OVERHEATS Your idea would make the weapon more worthless CQC and would continue the AR514 game we still have today
Your idea ALSO would make the already dwindling playerbase we have dwindle faster by having the niche player leave
I don't know if you haven't noticed but the community isn't getting any bigger since January! |
noob cavman
A.N.O.N.Y.M.O.U.S.
50
|
Posted - 2013.09.13 22:31:00 -
[20] - Quote
My vis scrambler pistol is totally balanced |
|
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 22:31:00 -
[21] - Quote
Monkey MAC wrote:The AR suggestion, I could live with, however they also need to remove the feathering ability, it needs a hard cap.
The sr suggestion, I don't think putting a hard cap on it is the soultion, how about increasing charge time, so revlover shooting results in lower power, then a tiny buff to the max charge damage?
As for the MD how about just a ROF decrease to 1.2 seconds a shot? Adding an arming distance removes any risk to the user of the weapon, one of the biggest negatives!!
Other than that the rest seems fine!!
Agreed, the recoil on the AR is almost pointless because feathering.
The issue with the SR is similar to the issue with the Tac rifle before it got patch, players were abusing it's fire-rate/fire-power through unfair means, a lot of people ignored the SR before 1.4 because of hit detection and the heat build up, but now hit detec is better, and the heat build up was only a problem if you fired a lot of charged shots. Now people are using the SR more, but the issue is, it's supposed to be at a disadvantage in CQC, but the improved hit detec/aim-assist allows them to spam R1 and kill the target with out over-heating, it shouldn't be doing so well in these kinds of scenarios, the assault SR was made for that.
The MD has a great deal of risk when it comes to long range, which is expected, since it lobs grenade-rounds, it's a grenade launcher, you would think it would have problems in CQC since there is the risk of blowing yourself up, but there isn't, the small splash radius makes it very forgiving at close-range. Grenade launchers are made as an area denial weapon, they are meant to flush enemies out of cover by instilling the fear of explosions, but they way they are in Dust, there used like a long range shotgun. They work wonders in most scenarios, but unless they get a buff in splash radius, I don't think people will be scared of firing them so close to a target. |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 22:34:00 -
[22] - Quote
noob cavman wrote:My vis scrambler pistol is totally balanced
The SR pistol has always been one of the most balanced weapons in the game from the start, I don't think it's ever been nerf/buff? |
Johnny Guilt
Algintal Core Gallente Federation
282
|
Posted - 2013.09.13 22:38:00 -
[23] - Quote
There's not such thing as balance for a game such as this where each suit and tier of suit vary so much from each other,all balance goes out the window because there's no constant to build balance around. |
noob cavman
A.N.O.N.Y.M.O.U.S.
50
|
Posted - 2013.09.13 22:39:00 -
[24] - Quote
Absoliav wrote:noob cavman wrote:My vis scrambler pistol is totally balanced The SR pistol has always been one of the most balanced weapons in the game from the start, I don't think it's ever been nerf/buff?
Hit detection and headshots are beautiful. But I believe it has been the same since chromosome in stats and skills. Part from the price. |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
446
|
Posted - 2013.09.13 22:41:00 -
[25] - Quote
Absoliav wrote:Monkey MAC wrote:The AR suggestion, I could live with, however they also need to remove the feathering ability, it needs a hard cap.
The sr suggestion, I don't think putting a hard cap on it is the soultion, how about increasing charge time, so revlover shooting results in lower power, then a tiny buff to the max charge damage?
As for the MD how about just a ROF decrease to 1.2 seconds a shot? Adding an arming distance removes any risk to the user of the weapon, one of the biggest negatives!!
Other than that the rest seems fine!! Agreed, the recoil on the AR is almost pointless because feathering. The issue with the SR is similar to the issue with the Tac rifle before it got patch, players were abusing it's fire-rate/fire-power through unfair means, a lot of people ignored the SR before 1.4 because of hit detection and the heat build up, but now hit detec is better, and the heat build up was only a problem if you fired a lot of charged shots. Now people are using the SR more, but the issue is, it's supposed to be at a disadvantage in CQC, but the improved hit detec/aim-assist allows them to spam R1 and kill the target with out over-heating, it shouldn't be doing so well in these kinds of scenarios, the assault SR was made for that. The MD has a great deal of risk when it comes to long range, which is expected, since it lobs grenade-rounds, it's a grenade launcher, you would think it would have problems in CQC since there is the risk of blowing yourself up, but there isn't, the small splash radius makes it very forgiving at close-range. Grenade launchers are made as an area denial weapon, they are meant to flush enemies out of cover by instilling the fear of explosions, but they way they are in Dust, there used like a long range shotgun. They work wonders in most scenarios, but unless they get a buff in splash radius, I don't think people will be scared of firing them so close to a target.
If you're running directly at me CQC like a pub scrub I'm gunna spam the trigger, and win. If you played like a decent player and strafed most of the time ill lose vs an GOOD AR/SMG user
I've never seen you in a pub so ill assume this is an "Forum alt"
|
Absoliav
Tronhadar Free Guard Minmatar Republic
69
|
Posted - 2013.09.13 23:22:00 -
[26] - Quote
Vin Vicious wrote:Absoliav wrote:Vin Vicious wrote:Absoliav wrote:Vin Vicious wrote:Quote:SCR: The only thing I don't like about the standard is it's firing speed, it shoots like a revolver, I could fan the trigger to kill most suits, short of proto armor fits, I think it needs a harder firing cap, with it's high damage and it's high firing speed allows it to kill enemies in little time and promotes wildfire behavior. The assault version,'s damage is too comparable to the AR, I think it should ether do less damage or have a lower rate-of -fire. No Would you mind adding more than just a no? Sure lets start with the AScR: it's utterly useless past 30-40km. And the only counter to AR IN THAT RANGE, outside of that range you may as well press start and Sucide. Next the STD: Outside of 30-40km this Agian is the only counter to AR, the firing rate and dmg is the only reason I and many other use this weapon, by reducing these this game will continue to be fcuking ARs in the kill feed even with the "lawlnerf" you say. The STD is a SEMI AUTO meaning the faster you're finger, the faster you shoot. THEY EVEN HAVE A OVERHEAT Nerf the DMG on ARs Remove the "easy kill feature" on forge guns aka the Red Crosshairs light up when scanning over targets Infantry combat fixed Ps I'm 100% sure you've never play tested it against good players so why I'm taking your proposal srsly is beyond me I'm going to ignore your negative attitude and your ignorance of my experience for the sake of this discussion. Your information is incorrect, the SCR have better range than the AR, it also suffers from less recoil, the SCR is built to be inferior to the AR by design, CCP has already stated that it's the Amarr's attempt to copy the Gallente Plasma rifle, the standard SCR has superior range and damage than the advance AR, which is common knowledge by now. Thanks to the 1.4's better hit detection, more people are using SCRs for a reason, you don't have to be experienced to pull R1 really fast, the new hit detection has been promoting this kind of play-style, added with the improved aim assist, this has allowed the SCR, a mid range gun, to preform outside of it's intended role. I'll agree with you on FGs, they shouldn't have that kind of feature, they didn't give it a zoom in feature for a similar reason, but that's rather ignorant of you to think so little would "fix" everything. Common knowledge by who? You? Cause the AScR may have a whomping 5KM "advantage" but the gun itself fires in a cone and this claim the AScR has less recoil than an AR. Is fcuking ridiculous Please explain why great guru, teams are not formed around AScRs then. If an AScR has better range, more dmg and les recoil well SH!T BOOBOO we should be seeing these more than ARs! Actually that should be the only gun we see considering 70-80% of the playerbase is shield tankers!And I'm sorry to burst your bubble but this game is based around R1/ left click The ScR is a med-"long" range weapon FYI and still has worst range than a TAC(also note the TAC has a better zoom than the LR) and less DPS than an AR also overheats. Let me repeat that, less range than a TAC AR less DPS than a AR......OVERHEATS Your idea would make the weapon more worthless CQC and would continue the AR514 game we still have today Your idea ALSO would make the already dwindling playerbase we have dwindle faster by having the niche player leave I don't know if you haven't noticed but the community isn't getting any bigger since January!
Here is some info someone else on this thread shared with on the topic of ARs V.S. SRs. http://imgur.com/SvrknTv http://imgur.com/dOhhu9x http://imgur.com/cWw0cTp
I'm pretty sure you didn't think about your argument, the ASR is an advance weapon with the performance of the standard AR(unless you count the 20% bonus to shields), so by design the advance AR outperforms the ASR, and vice-versa for the Tac&SR, which at the same level, the advance SR does 75.60 damage (without it's 20% bonus/reduction), while the Tac does 74.97(without %bonus/reductions). Now, I looked into thee optimal range of both guns, and you were right, the Tac AR does in fact have greater range over the SR, but that doesn't change the fact it is still out preformed in all but long range scenarios.
I'm not sure why you are so aggressive or why you're so rude, but you need to calm down, take a deep breath and relax, there is no reason for you to act like this. |
Absoliav
Tronhadar Free Guard Minmatar Republic
69
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Posted - 2013.09.13 23:30:00 -
[27] - Quote
Vin Vicious wrote:Absoliav wrote:Monkey MAC wrote:The AR suggestion, I could live with, however they also need to remove the feathering ability, it needs a hard cap.
The sr suggestion, I don't think putting a hard cap on it is the soultion, how about increasing charge time, so revlover shooting results in lower power, then a tiny buff to the max charge damage?
As for the MD how about just a ROF decrease to 1.2 seconds a shot? Adding an arming distance removes any risk to the user of the weapon, one of the biggest negatives!!
Other than that the rest seems fine!! Agreed, the recoil on the AR is almost pointless because feathering. The issue with the SR is similar to the issue with the Tac rifle before it got patch, players were abusing it's fire-rate/fire-power through unfair means, a lot of people ignored the SR before 1.4 because of hit detection and the heat build up, but now hit detec is better, and the heat build up was only a problem if you fired a lot of charged shots. Now people are using the SR more, but the issue is, it's supposed to be at a disadvantage in CQC, but the improved hit detec/aim-assist allows them to spam R1 and kill the target with out over-heating, it shouldn't be doing so well in these kinds of scenarios, the assault SR was made for that. The MD has a great deal of risk when it comes to long range, which is expected, since it lobs grenade-rounds, it's a grenade launcher, you would think it would have problems in CQC since there is the risk of blowing yourself up, but there isn't, the small splash radius makes it very forgiving at close-range. Grenade launchers are made as an area denial weapon, they are meant to flush enemies out of cover by instilling the fear of explosions, but they way they are in Dust, there used like a long range shotgun. They work wonders in most scenarios, but unless they get a buff in splash radius, I don't think people will be scared of firing them so close to a target. If you're running directly at me CQC like a pub scrub I'm gunna spam the trigger, and win. If you played like a decent player and strafed most of the time ill lose vs an GOOD AR/SMG user I've never seen you in a pub so ill assume this is an "Forum alt"
Actually this is my main, I don't use alts since I don't really see a point in it.
I usually take a support role in pubs, in Chromesome I was a sniper, when Uprising came out I switched to Amarr Logistics, and when the limited re-spec came out I turned into a Gallente assault, since 1.4 I've become a Scout, I don't get as many kills as I use to but, I get the personal satisfaction of helping my team sneak up on the enemy thanks to my scanner. |
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