Meeko Fent
Seituoda Taskforce Command Caldari State
912
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Posted - 2013.09.15 17:13:00 -
[1] - Quote
I Find you DPS math sound, however....
Arkena Wyrnspire wrote: It has an optimal range of 40m, and the effective range is 65-70m.
Optimal Range - 40m Effective Range - 65m
That, is rong. At least to my Knowledge.
The AR's Effective range, according to ingame terms, is 168ish.
Its Absolute is 250ish.
That's the One thing I find a bit overkill.
That, along with the fact that you went with on-paper DPS for a Semi weapon. DPS with the ScR depends upon the speed at which one can Spam R1/LMB.
Quote:[P6] Conclusions
There are a number of conclusions to be drawn from this. The first is that on paper, the AR does not have notably superior DPS. A large number of weapons exceed it.
The next thing to note is that compared to most weapons, the AR is quite good at applying its damage. Not the de facto best, but it does it very well. This is caused by a combination of range and dispersion/recoil.
The third thing is that it doesnGÇÖt have a major disadvantage. This is in keeping with its status as a GÇÿjack of all tradesGÇÖ weapon.
Looking at the other statistics, only damage application is really that much better than other weapon systems. The raw damage isnGÇÖt exceptional, contrary to popular belief. ItGÇÖs the ARGÇÖs ability to apply that damage that makes it such an effective weapon.
Many think that the AR should be nerfed. I do not support this, at least not in the way that most expect. A raw DPS nerf here is not the way to go - instead, look at the damage application, as thatGÇÖs the area that the AR actually does better than other weapons at. That includes range, dispersion, and recoil. In particular, I would highlight the recoil as something to be looked at. It doesnGÇÖt apply until halfway through the clip - this isnGÇÖt a good recoil mechanic, as this allows the DPS to be applied constantly throughout the clip.
If the AR is to be brought into line as a versatile weapon that doesnGÇÖt excel, then what it actually excels at should be looked at - in this case, itGÇÖs low recoil. The reason I highlight recoil as a potential solution is partially because excessive dispersion is a terrible mechanic - There is no real reason that you should miss if your aim is perfectly on target. The other reason I see recoil as a better solution is because itGÇÖs something that the weapon is lacking significantly in at the moment - simply tapping the trigger every odd second to completely negate the effects of recoil is not a good recoil mechanic.
TL;DR: The one area the AR excels in is damage application. If the weapon is to be nerfed, then that is the area which should be looked at. It should also be noted that the ASCR is very similar to the AR. I have no argument with you thought process, however, the one thing which I think needs to be done to All weapons, except the breaches, is that they should have their 10% Bonus that they got in 1.1 rolled back.
CCP probably Bump damage as to compensate somewhat for the fact that HD was shot to hell, but with decent HD, we should roll this back, because the TTK of prior was very desirable for fun, somewhat drawn-out firefights. |
Meeko Fent
Seituoda Taskforce Command Caldari State
913
|
Posted - 2013.09.15 17:28:00 -
[2] - Quote
Arkena Wyrnspire wrote:Meeko Fent wrote:I Find you DPS math sound, however.... Arkena Wyrnspire wrote: It has an optimal range of 40m, and the effective range is 65-70m.
Optimal Range - 40m Effective Range - 65m
That, is rong. At least to my Knowledge. The AR's Effective range, according to ingame terms, is 168ish. Its Absolute is 250ish. That's the One thing I find a bit overkill. That, along with the fact that you went with on-paper DPS for a Semi weapon. DPS with the ScR depends upon the speed at which one can Spam R1/LMB. This is of course true for the scrambler rifle, and that goes further to mitigate the on paper high DPS. All of the statistics there are paper DPS - In a real combat situation, none of the weapons will achieve that, as they will miss. The ranges were sourced from here - I define effective range as the range where the damage dropoff curve levels out at a low damage, typically around 30%. That's because it's not really effective past that point. Quote:[P6] Conclusions Many think that the AR should be nerfed. I do not support this, at least not in the way that most expect. A raw DPS nerf here is not the way to go - instead, look at the damage application, as thatGÇÖs the area that the AR actually does better than other weapons at. That includes range, dispersion, and recoil. In particular, I would highlight the recoil as something to be looked at. It doesnGÇÖt apply until halfway through the clip - this isnGÇÖt a good recoil mechanic, as this allows the DPS to be applied constantly throughout the clip.
If the AR is to be brought into line as a versatile weapon that doesnGÇÖt excel, then what it actually excels at should be looked at - in this case, itGÇÖs low recoil. The reason I highlight recoil as a potential solution is partially because excessive dispersion is a terrible mechanic - There is no real reason that you should miss if your aim is perfectly on target. The other reason I see recoil as a better solution is because itGÇÖs something that the weapon is lacking significantly in at the moment - simply tapping the trigger every odd second to completely negate the effects of recoil is not a good recoil mechanic.
TL;DR: The one area the AR excels in is damage application. If the weapon is to be nerfed, then that is the area which should be looked at. It should also be noted that the ASCR is very similar to the AR. I have no argument with you thought process, however, the one thing which I think needs to be done to All weapons, except the breaches, is that they should have their 10% Bonus that they got in 1.1 rolled back. CCP probably Bump damage as to compensate somewhat for the fact that HD was shot to hell, but with decent HD, we should roll this back, because the TTK of prior was very desirable for fun, somewhat drawn-out firefights.
The TTK is more of an over-arching issue across the entire game. The 10% buff could probably be rolled back fairly easily, but I'm not sure it would have a huge effect - the shorter TTK is more symptomatic of other things in 1.4, particularly aim assist. If longer TTK is desirable, then it'd certainly be a step in the right direction. It's not the only thing to be considered there though.[/quote] Ahh, well I was speak of when the Damage stop Droping off, and remains at its minimal Level.
Well, the TTK is an important aspect of balance, However, it my own thoughts on that.
And, you know what, since you brought it up, I will say this.
Buff Recoil/ Dispersion Growth over time.
Right now, EVERY weapon is laser precise, and It shouldn't. I feel that Aim assist is fine, as its always less agrivating to die from the other guy hitting mor then just because the other guy could aim.
Reticle=/=Spot Bullets will hit.
That's the balance that needs to be preformed on Aim Assist. |