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D legendary hero
THE WARRIORS OF LEGEND
1040
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Posted - 2013.09.16 04:08:00 -
[31] - Quote
Talos Alomar wrote:Arkena Wyrnspire wrote:Talos Alomar wrote:I'm still convinced that adjusting the fitting costs of the AR to limit is all that needs to happen to bring this weapon in line with other weapons. I'd say just enough so that it is slightly higher than the shotgun. It'll still be much easier to fit than the SCR. Fitting costs on that weapon are insane.
All in all, If I play my strengths with my SCR AR's aren't a problem for me. what we really need are militia variants of all weapons. I say no direct nerfs or buffs until after 1.5, though. The SCR is actually an outlier in terms of fitting costs - a lot of weapons are similar or lower than the AR in terms of fitting requirements. And yes to militia everything. The reason I think the AR should have higher fitting costs than most weapons is because it has no real drawbacks. Better overall performance should equal higher overall fitting costs. Not that I want the AR to have SCR type fitting costs, The SCR needs those high fitting costs to keep it from being stupidly overused, lest people start calling it OP.
A similiar conclsion I had in a recent post. was to nerf the price of guns and suits that were UP, so as to help soften the loss when yo get WTF pwn by an AR. which happens to my heavy suit alot.
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D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 04:13:00 -
[32] - Quote
Shotty GoBang wrote:I'm so excited right now, guys ...
OK, first the maths: 1.17M total SP in Shotguns 1.45M total SP in SMGs 0 SP in ARs
Just ran my first few matches with a BPO AR. Hits as hard and reliably up close any Shotgun or SMG! Seriously, shotgunners pose no threat whatsoever. The only thing that kills me is a better AR.
No BS. No troll. I don't even have to line up my shots. Running it just like a shotgun -- maybe a little more Rambo than usual. Zero risk and all the reward! As added bonus, I can melt folks halfway across the map!
The only drawback ... There is none. It's totally free. It totally rocks.
Not trolling your thread. This weapon -- which I can't believe I haven't tried yet -- is gonna send my stats through the roof!
Several others and I have posted several threads related to this advantages. we all had verying onclusions (i want to outright nerf its dps, range and amo capacity.) others want to adjust the stats etc... while others just want ot add recoil.
but one thing is certain. It is OP. |
Mobius Kaethis
Molon Labe. RISE of LEGION
779
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Posted - 2013.09.16 04:20:00 -
[33] - Quote
Thank you for this well reasoned post. We need more like this. |
Killar-12
The Corporate Raiders
1120
|
Posted - 2013.09.16 04:22:00 -
[34] - Quote
Ranges |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3287
|
Posted - 2013.09.16 06:07:00 -
[35] - Quote
Princeps Marcellus wrote:Thank you, good sir. I agree with your opinions.
Maybe it's my current distance from the game (haven't played for a good while) but those all seem to be solid opinions.
If I may ask, isn't the beginning of the Laser Rifle's optimal located at 65 meters? I hear that number passed around sometimes. And I'm fairly sure that there's a massive damage falloff at the end of the LR's optimal range, which your post doesn't quite indicate.
Of course, this stuff might've passed right over my head what with 1.4 coming in my absence. You'd be the more educated one in this case.
It actually appears to be 66m - I'll edit the OP to reflect this. And yes - there is a massive damage drop-off. I'll add that as well - It's a huge thing on the weapon, and it's something that can't be solved by simply nerfing the AR. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3288
|
Posted - 2013.09.16 06:15:00 -
[36] - Quote
D legendary hero wrote: we all had verying onclusions (i want to outright nerf its dps, range and amo capacity.)
The problem with this is that it has a similarly extreme effect to what you wanted to do with the HMG - by nerfing practically everything about the weapon significantly, you will break it completely. It doesn't excel at DPS, contrary to popular belief, so nerfing that makes it a subpar damage dealer. If you nerf its range then perhaps it does lose some of its ability to apply damage but combined with a DPS nerf then it makes the weapon unviable. Particularly when you then go on and nerf the ammo economy. Oh, and I seem to recall you wanted significant recoil added. |
Piraten Hovnoret
No Tax Scrubs
61
|
Posted - 2013.09.16 06:16:00 -
[37] - Quote
Agree on like everything one thing that you forgot is the fitting cost of the AR against other guns. AR has low fitting cost that slows you to tank out you outfitt |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3288
|
Posted - 2013.09.16 06:17:00 -
[38] - Quote
D legendary hero wrote: A similiar conclsion I had in a recent post. was to nerf the price of guns and suits that were UP, so as to help soften the loss when yo get WTF pwn by an AR. which happens to my heavy suit alot.
A superior solution would be to actually balance things so they're not UP. Also, you literally listed everything except the AR and medium frames in that thread, including a number of weapons (such as the SCR) which are certainly not UP. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3288
|
Posted - 2013.09.16 06:18:00 -
[39] - Quote
Piraten Hovnoret wrote:Agree on like everything one thing that you forgot is the fitting cost of the AR against other guns. AR has low fitting cost that slows you to tank out you outfitt Alright, because a number of people have mentioned this now I'm going to add another section on this. |
Korvin Lomont
United Pwnage Service RISE of LEGION
181
|
Posted - 2013.09.16 08:16:00 -
[40] - Quote
D legendary hero wrote:Arkena Wyrnspire wrote:[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 think the DPS of the breach AR and the full auto should be swapped. the breach AR is garbage right now... low range, low fire rate, DPS. if the full auto AR had all else equal but the DPS changed to 340 and the Breach had everything the same except its dps was buffed to 425 (or 467 as i fimrly beleive the 10% was not caked into the weapons), this would go a long way toward balance.
Thats basicly what suggested in some other threads as well. Simply change the (DPS) stats of breach and assault (the breach should be the caldari mimic weapon and therefore have long range low dps).
But I think when the GAR gets the Range of the breach by maintaining the DPS the AsCR needs a look a well as both weapons have quite similar dps. So the GAR would need a slight dps buff while keeping the damage per clip. Either a buff to Rof or a buff to Damage while reducing the Clipsize.
Or the AsCR needs a DPS nerf as well....
*edit* The old damage (prior the 10% buff) for the Exile was 31 damage per shot so the 10% damage buff is already in the weapon stats ^^ |
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General12912
Gallente Marine Corps Dark Taboo
27
|
Posted - 2013.09.16 10:23:00 -
[41] - Quote
Agreed. +1 thats all i really care about is that they dont nerf the raw factors. |
Absolute Idiom II
No Free Pass
709
|
Posted - 2013.09.16 12:41:00 -
[42] - Quote
A good thread. |
D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 16:48:00 -
[43] - Quote
Arkena Wyrnspire wrote:[quote=D legendary hero] we all had verying onclusions (i want to outright nerf its dps, range and amo capacity.)
Quote:
The problem with this is that it has a similarly extreme effect to what you wanted to do with the HMG - by nerfing practically everything about the weapon significantly, you will break it completely.
This is exactly what happened to the flaylock. D. damage nerf, splash damage nerf, splash radius nerf (radius to a splash weapon is like range to a hit scan weapon) and ammo nerf...lol
Quote: It doesn't excel at DPS, contrary to popular belief, so nerfing that makes it a subpar damage dealer. If you nerf its range then perhaps it does lose some of its ability to apply damage but combined with a DPS nerf then it makes the weapon unviable. Particularly when you then go on and nerf the ammo economy. Oh, and I seem to recall you wanted significant recoil added.
My problem with it, is not only what i mentioned in my OP of the other post. but, that it renders all other ARs practically useless.
- full auto AR > breach why? marginally lower damage per shot, higher range, higher fire rate, better hip fire, higher dps
[467>340]
- full auto AR > burst. why? dps is much lower. due to the time between bursts. horrible at hipfire, and mediocre at range
- full auto > TAC. why? tact is still pretty decent. but, no where near as effective as the full auto at close -mid range encounters. dps is pretty pathetic comparably.
if the full auto gets its dps switched with the breach AR but the other stats remain the same it would be ok.
another suggestion i liked, was to keep everything the same but increase the CPU/PG to a litter higher than the scrambler rifle. making it harder to tank with them.
I mean right now a std caldari medium frame can tank shield extenders and armor plates, use a GEK have an adv SMG, grenades and drop uplinks. amassing 700+ ehp. the idea is if your OFFense is going to be really good, then your DEFense should be weak. having both the best offense and the best defense is OP in and of itself. |
D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 17:04:00 -
[44] - Quote
Piraten Hovnoret wrote:Agree on like everything one thing that you forgot is the fitting cost of the AR against other guns. AR has low fitting cost that alows you to tank out you outfitt
This is a valid concern as well. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3315
|
Posted - 2013.09.16 18:52:00 -
[45] - Quote
Korvin Lomont wrote: ThatGÇÖs basicly what suggested in some other threads as well. Simply change the (DPS) stats if breach and assault (thhe breach should be the caldari mimic weapon and therefore have long range low dps.
But I think when the GAR gets the Range of the breach by maintaining the DPS the AsCR needs a look a well as both weapons have quite similar dps. So the GAR would need a slighty dps buff while keeping the damage per clip. Either a buff to Rof or a buff to Damage while reducing the Clipsize.
Or the AsCR needs a DPS nerf as wellGǪ.
*edit* The old damage (prior the 10% buff) for the Exile was 31 damage per shot so the 10% damage buff is already in the weapon stats.
IGÇÖm a little baffled as to what youGÇÖre trying to say here. If youGÇÖre swapping the DPS stats of the breach and assault rifles, thatGÇÖs a significant nerf to the assault variant. Yet then you go on to talk about buffing the GARGÇÖs DPS?
I assume youGÇÖre trying to think of the necessary differences between racial weapons. ThatGÇÖs certainly a necessary consideration GÇô The ASCR and AR are currently very similar, with less than a few percent difference in DPS and range.
Addressing the idea of swapping the DPS stats GÇô
Straight out reducing the DPS of the assault rifle isnGÇÖt a very good idea. As seen in the statistics in the OP, the damage output of the weapon is similar to a number of other weapons, including sidearms. I understand it has a better damage application than those GÇô thatGÇÖs what I would suggest reducing, if anything, but the damage output isnGÇÖt notably higher than any other weapon. If the damage were to be nerfed, the archetype of short range high damage weaponry canGÇÖt be fulfilled by the assault rifle. To fit that archetype better, it would be a better idea to reduce the damage applicationof the assault rifle. Of course, if you simply swapped the stats then the breach could be a good deal closer to that ideal, but that hardly fits with what itGÇÖs meant to be GÇô A Caldari mimic, long range, low dps. I have to say I quite like the idea of a lower clip size on the GAR, though.
Perhaps if the ranges of the breach and assault rifles were swapped, then that would work. I personally dislike that solution as I see hard limiting mechanics on accuracy as bad mechanics (If youGÇÖre completely on target, then you should hit the target GÇô thatGÇÖs why I advocate making it harder to be on target) but it would certainly work. But bear in mind that bringing down the range that much brings the AR well into sidearm territory for ranges GÇô The scrambler pistol can outdps it significantly in that range, vastly more so if it scores headshots, as just one example.
The ASCR has to be nerfed equally with the GAR, yes, or itGÇÖll simply replace the AR. The only real reason the AR is seen more often is because of more frequent SP allocation and easier access. In this case, the damage application is acceptable for the theme of the weapon, but the DPS would be too high.
To summarise: 1.The breach wouldnGÇÖt fit the Caldari mimic ideal if the DPS was switched GÇô itGÇÖs much closer to the Gallente ideal. If the ranges were swapped, that would work better thematically.
2.Bringing down the range significantly would crush the current damage application advantage that the AR has GÇô but when pushed into sidearm range, the current DPS is outmatched significantly by most weapons in that range. Contrary to popular belief, as I hope I demonstrated in the OP, the DPS on the AR is not that stellar.
3.The ASCR must also be considered, as you rightly said (Unless IGÇÖm misinterpreting your post).
This is as much of a general points post as a response to your post tbh, because I was a little confused as to your initial viewpoint so I went off on a number of tangents.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3316
|
Posted - 2013.09.16 19:14:00 -
[46] - Quote
D legendary hero wrote:Arkena Wyrnspire wrote:[quote=D legendary hero] we all had verying onclusions (i want to outright nerf its dps, range and amo capacity.)
Quote:
The problem with this is that it has a similarly extreme effect to what you wanted to do with the HMG - by nerfing practically everything about the weapon significantly, you will break it completely.
This is exactly what happened to the flaylock. D. damage nerf, splash damage nerf, splash radius nerf (radius to a splash weapon is like range to a hit scan weapon) and ammo nerf...lol Quote: It doesn't excel at DPS, contrary to popular belief, so nerfing that makes it a subpar damage dealer. If you nerf its range then perhaps it does lose some of its ability to apply damage but combined with a DPS nerf then it makes the weapon unviable. Particularly when you then go on and nerf the ammo economy. Oh, and I seem to recall you wanted significant recoil added.
My problem with it, is not only what i mentioned in my OP of the other post. but, that it renders all other ARs practically useless.
- full auto AR > breach why? marginally lower damage per shot, higher range, higher fire rate, better hip fire, higher dps
[467>340]
- full auto AR > burst. why? dps is much lower. due to the time between bursts. horrible at hipfire, and mediocre at range
- full auto > TAC. why? tact is still pretty decent. but, no where near as effective as the full auto at close -mid range encounters. dps is pretty pathetic comparably.
if the full auto gets its dps switched with the breach AR but the other stats remain the same it would be ok. another suggestion i liked, was to keep everything the same but increase the CPU/PG to a litter higher than the scrambler rifle. making it harder to tank with them. I mean right now a std caldari medium frame can tank shield extenders and armor plates, use a GEK have an adv SMG, grenades and drop uplinks. amassing 700+ ehp. the idea is if your OFFense is going to be really good, then your DEFense should be weak. having both the best offense and the best defense is OP in and of itself.
Firstly, on your alleged STD Caldari medium frame fit - That's impossible. Even using stable drop uplinks, maxed skills, and a number of other resource cuts you can't come remotely close to fitting that on a standard suit. Even on an advanced frame you'd struggle to get those stats, at least without having a ton of non-repping armour deadweight.
I'm glad to see that you've realised that such a multi-faceted and heavy nerf would break another weapon. However, I'd really like to encourage you to look at other things than simple raw DPS. As you should understand as an HMG user, other factors such as dispersion can significantly affect weaponry, and that's what I'd advocate for the assault rifle.
The problem with the burst and breach ARs is less that the fully automatic variant overshadows them and more that they're simply bad. The TAR is still good in the right hands - fulfilling its role quite well as a longer ranged variant.
The burst mode of fire is simply terrible, as it's a draconian way of moderating your firing so you have much less control over it, while you do less damage per shot. Overall, the fire rate is also less, as though the full RPM takes effect during the burst, there's a forced break between the bursts. The breach suffers from low rate of fire troubles in its apparently CQC role as well as its DPS. Bear in mind that even were the DPS values to be swapped, the breach would still suffer as it's forced into ranges where it's out damaged, while not having any flexibility - the thing that the AR is meant to specialise in, as quaint as that sounds. This ends up meaning it's not tactically viable.
I reiterate - The AR, at least in its current incarnation, is meant to be a jack of all trades. That's not achieved by nerfing the damage output - the damage output is on par with other weapons of its type. The main reason it excels is because of its strong ability to apply that damage. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3316
|
Posted - 2013.09.16 19:15:00 -
[47] - Quote
D legendary hero wrote:Piraten Hovnoret wrote:Agree on like everything one thing that you forgot is the fitting cost of the AR against other guns. AR has low fitting cost that alows you to tank out you outfitt This is a valid concern as well.
The fittings module that I'm typing up has yet to draw conclusion that the AR is much better than other weapons of its type, apart from the scrambler rifle. |
nukel head
Knights of No Republic The Superpowers
68
|
Posted - 2013.09.16 19:41:00 -
[48] - Quote
Arkena Wyrnspire wrote:Shotty GoBang wrote:I'm so excited right now, guys ...
OK, first the maths: 1.17M total SP in Shotguns 1.45M total SP in SMGs 0 SP in ARs
Just ran my first few matches with a BPO AR. Hits as hard and reliably up close any Shotgun or SMG! Seriously, shotgunners pose no threat whatsoever. The only thing that kills me is a better AR.
No BS. No troll. I don't even have to line up my shots. Running it just like a shotgun -- maybe a little more Rambo than usual. Zero risk and all the reward! As added bonus, I can melt folks halfway across the map!
The only drawback ...
There is none. It's totally free. It totally rocks.
Not trolling your thread. This weapon -- which I can't believe I haven't tried yet -- is gonna send my stats through the roof!
What did this add to the discussion, exactly? Did you actually read the post or just see an AR thread and come to complain about it?
With a name like Shotty GoBang, they are clearly an unbiased researcher... |
D legendary hero
THE WARRIORS OF LEGEND
1042
|
Posted - 2013.09.16 20:13:00 -
[49] - Quote
Arkena Wyrnspire wrote: Firstly, on your alleged STD Caldari medium frame fit - That's impossible. Even using stable drop uplinks, maxed skills, and a number of other resource cuts you can't come remotely close to fitting that on a standard suit. Even on an advanced frame you'd struggle to get those stats, at least without having a ton of non-repping armour deadweight.
I'm glad to see that you've realised that such a multi-faceted and heavy nerf would break another weapon. However, I'd really like to encourage you to look at other things than simple raw DPS. As you should understand as an HMG user, other factors such as dispersion can significantly affect weaponry, and that's what I'd advocate for the assault rifle.
The problem with the burst and breach ARs is less that the fully automatic variant overshadows them and more that they're simply bad. The TAR is still good in the right hands - fulfilling its role quite well as a longer ranged variant.
The burst mode of fire is simply terrible, as it's a draconian way of moderating your firing so you have much less control over it, while you do less damage per shot. Overall, the fire rate is also less, as though the full RPM takes effect during the burst, there's a forced break between the bursts. The breach suffers from low rate of fire troubles in its apparently CQC role as well as its DPS. Bear in mind that even were the DPS values to be swapped, the breach would still suffer as it's forced into ranges where it's out damaged, while not having any flexibility - the thing that the AR is meant to specialise in, as quaint as that sounds. This ends up meaning it's not tactically viable.
I reiterate - The AR, at least in its current incarnation, is meant to be a jack of all trades. That's not achieved by nerfing the damage output - the damage output is on par with other weapons of its type. The main reason it excels is because of its strong ability to apply that damage.
fitting I can fit, that on a caldari medium frame, but even without the drop up link, you can fit nano hives and still have rediculous ehp and an AR. i need to find the dropsuit tester program that guy made so i can prove it. but, ive done it. you gotta admit the CPU/PG for ARs are conducive to almost any playtyle imaginable.
weapon diversity is the key I used to think you were an AR noob, but I was wrong. the threads were normally cluttered with haters... so it was hard to pay much attention. Although, this makes sense, my ultimate goal is to get the weapon diversity to chromosome level. Unlike you, alot of people who use only AR only understand what the AR is and does, so when another weapon does its job well, its deemed OP and then over nerfed.
look at the HMG that was nerfed in range (not including sharpshooter), accuracy (the dispersion after chromosome was drastically increased) and had its damage per shot reduced to 12.
or the flaylock (i continue to mention it because it is fresh in everyone's mind). It did its job very well in CQC. the only thing that should have been nerfed was its fire rate. the radius was still crappy. now no one uses it. no one uses MD competivtively in PC.
even if even if the AR is rebalanced with itself. that doesn't garuntee that weapon diversity will return. because alot of weapons are still UP in comparison. SP wise it costs you more to invest in other weapons. (lvl 4 for shotguns). and they get you no results even closely related to the GAR.
i mean, you neeed level 5 weaponry to get HMGs, then you need heavy weapon level 3. then you need proficiency on your HMG before you can start seeing any real damage. I have complex damage mods on my HMGs, and its just not as good as a GAR. [not including the 10%]
HMG dps = 600 * .65 = 390 dps with dispersion Galente AR dps= 425 *.95 = 403.75 with dispersion
this is a major problem. and comparatively, i only really see ARs, then Ascr, scramblers (rarer now), Lazers (very few),
conclusion.
- weapon diversity is **** poor, especially in PC
- an approach to AR nerf/rebalance needs to consider other weapons as well
- nerfing other weapons was used in the past to keep them balanced against the AR. same should hold true of the AR
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Arc-08
Horizons' Edge Orion Empire
75
|
Posted - 2013.09.16 21:20:00 -
[50] - Quote
D legendary hero wrote:Arkena Wyrnspire wrote:[quote=D legendary hero] we all had verying onclusions (i want to outright nerf its dps, range and amo capacity.)
Quote:
The problem with this is that it has a similarly extreme effect to what you wanted to do with the HMG - by nerfing practically everything about the weapon significantly, you will break it completely.
This is exactly what happened to the flaylock. D. damage nerf, splash damage nerf, splash radius nerf (radius to a splash weapon is like range to a hit scan weapon) and ammo nerf...lol Quote: It doesn't excel at DPS, contrary to popular belief, so nerfing that makes it a subpar damage dealer. If you nerf its range then perhaps it does lose some of its ability to apply damage but combined with a DPS nerf then it makes the weapon unviable. Particularly when you then go on and nerf the ammo economy. Oh, and I seem to recall you wanted significant recoil added.
My problem with it, is not only what i mentioned in my OP of the other post. but, that it renders all other ARs practically useless.
- full auto AR > breach why? marginally lower damage per shot, higher range, higher fire rate, better hip fire, higher dps
[467>340]
- full auto AR > burst. why? dps is much lower. due to the time between bursts. horrible at hipfire, and mediocre at range
- full auto > TAC. why? tact is still pretty decent. but, no where near as effective as the full auto at close -mid range encounters. dps is pretty pathetic comparably.
if the full auto gets its dps switched with the breach AR but the other stats remain the same it would be ok. another suggestion i liked, was to keep everything the same but increase the CPU/PG to a litter higher than the scrambler rifle. making it harder to tank with them. I mean right now a std caldari medium frame can tank shield extenders and armor plates, use a GEK have an adv SMG, grenades and drop uplinks. amassing 700+ ehp. the idea is if your OFFense is going to be really good, then your DEFense should be weak. having both the best offense and the best defense is OP in and of itself.
but if CCP just switched the regular assault rifle, to the breach assault rifle, people would just buy the breach, if you already have a duvolle you have the sp to go and buy a breach? i'm guessing this is not what you meant by switching the DPS, but could you please clarify. (otherwise it is almost the same assault rifle with a different name.)
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3317
|
Posted - 2013.09.16 21:23:00 -
[51] - Quote
Arc-08 wrote: but if CCP just switched the regular assault rifle, to the breach assault rifle, people would just buy the breach, if you already have a duvolle you have the sp to go and buy a breach? i'm guessing this is not what you meant by switching the DPS, but could you please clarify. (otherwise it is almost the same assault rifle with a different name.)
The breach assault rifle has reduced range and clip size compared to the normal assault rifle. The tiny clip would be damning on its own tbh, but there are a host of other issues. Incidentally, the tiny clip does not translate well to a higher RoF, and neither does the massive clip to a low rate of fire, at least not if you like reasonable amounts of fire time. |
D legendary hero
THE WARRIORS OF LEGEND
1043
|
Posted - 2013.09.16 22:21:00 -
[52] - Quote
Arc-08 wrote: but if CCP just switched the regular assault rifle, to the breach assault rifle, people would just buy the breach, if you already have a duvolle you have the sp to go and buy a breach? i'm guessing this is not what you meant by switching the DPS, but could you please clarify. (otherwise it is almost the same assault rifle with a different name.)
increase the breaches damage per shot so that its dps becomes that of the GAR.
per shot damage for the breach should be 63.5. (remember the fire rate is 400)
the GAR on the other hand should have a damage per shot of 27.5. (remember fire rate is 750)
that way GAR = high fire rate low damage and breach = low fire rate high damage |
Meeko Fent
Seituoda Taskforce Command Caldari State
923
|
Posted - 2013.09.16 23:43:00 -
[53] - Quote
Roll back the 10% weapon buff that came in uprising.
Bring back old aim assist, pre hotfix.
Buff dispersion and recoil on everything.
Bam. Fished. |
D legendary hero
THE WARRIORS OF LEGEND
1043
|
Posted - 2013.09.17 02:24:00 -
[54] - Quote
Meeko Fent wrote:Roll back the 10% weapon buff that came in uprising.
Bring back old aim assist, pre hotfix.
Buff dispersion and recoil on everything.
Bam. Fished.
BAM the only "bam" i want to hear is that of the nerf bat totally recking the GAR. why? why do I and just about every other specialty weapon user out there want this?
1. (bonus) it happened to all the specialty weapons that didn't already suck. 2. without the GAR many will be forced to use breach, burst and TAC rilfes which although pretty horrible by themselves with damage mods and skill can be come competitive.
One thing we all must realize about the nerfing cycle. people who love to run FOTM gear, will always search for something that is OP or RUMERED to be OP.
never forget
people attempted to spam MD and claimed them OP. they 'delcared it OP, in the name of the FOTM'. but because the MD was not in fact OP, even when people spammed it they still lost games miserablely even in full proto.
since the update hit detection has improved which actually made MD more of a viable weapon (because they were horrible broke before). yet, everyone uses AR, because they saw that it is the new FOTM.
long story short. people are using ARs because they are the FOTM. When they are nered, people who seek to exploit glitches will always be in the game, and search for the FOTM. but one thing is certian.
nerfing the GAR will make it harder to find and exploit the next FOTMG. why? they will need more SP for it, and need to diversify in weaponry beofre they can finda new spammable weapon.
from the dust of chromosome i was born
In chromosome the very first weapon i used was the AR, with a milita minmintar suit. the very first enemy i faced was an amarr heavy with 100 shield and 600 armor. I strafed back and forth and sprayed until he was pwnd. i thought that was due to my skill. everyone wants to think that taking on an enemy with higher hp and winning means your a better player...etc.
soon, when I became a heavy did i realize just how powerful the AR was, and how gimped my suit was. at least my weapon worked though.... until uprising. but, in chromosome ARs were pwning people just as hard. difference was, HMGs worked, MD worked, lazers worked, snipers worked, flux had larger range and full damage at those ranges!
once uprising hit, with the nerfing of everything that wasn't an Ar and assault suit, successively, the gap between being a better weapon and being completely OP widened. now, the only usab;e weapon again is the AR.
its been 5 months since chromosome. why is the AR not balanced already? I mean, we have nerfed some weapons twice even (forges do less to armor now, and had their range cut)!
false hope many individuals that beleive in balance such as the OP, black st4r, myself and others have posted about this issue. but not a single nerf AR thread, or 'rebalance' ar thread has been commented on by CCP dev's. Our hope is raised when they comment on threads about nerfing other guns, because 'perhaps they will hear our voice too'. but, then they don't and end up nerfing something else that isn't an AR.
the next gun that people will nerf is the forgun. i already hear the complaints... then, whats next Scr? nova knives? pilot suits are going to be prenerfed then nerfed again. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3318
|
Posted - 2013.09.17 06:19:00 -
[55] - Quote
Meeko Fent wrote:Roll back the 10% weapon buff that came in uprising.
Bring back old aim assist, pre hotfix.
Buff dispersion and recoil on everything.
Bam. Fished.
Fished? |
General12912
Gallente Marine Corps Dark Taboo
27
|
Posted - 2013.09.17 10:02:00 -
[56] - Quote
D legendary hero wrote:Piraten Hovnoret wrote:Agree on like everything one thing that you forgot is the fitting cost of the AR against other guns. AR has low fitting cost that alows you to tank out you outfitt This is a valid concern as well. 'D,' it is clear you have an agenda. What weapon do you specialize in? |
Korvin Lomont
United Pwnage Service RISE of LEGION
182
|
Posted - 2013.09.17 10:11:00 -
[57] - Quote
Arkena Wyrnspire wrote:Korvin Lomont wrote: ThatGÇÖs basicly what suggested in some other threads as well. Simply change the (DPS) stats if breach and assault (thhe breach should be the caldari mimic weapon and therefore have long range low dps.
But I think when the GAR gets the Range of the breach by maintaining the DPS the AsCR needs a look a well as both weapons have quite similar dps. So the GAR would need a slighty dps buff while keeping the damage per clip. Either a buff to Rof or a buff to Damage while reducing the Clipsize.
Or the AsCR needs a DPS nerf as wellGǪ.
*edit* The old damage (prior the 10% buff) for the Exile was 31 damage per shot so the 10% damage buff is already in the weapon stats.
IGÇÖm a little baffled as to what youGÇÖre trying to say here. If youGÇÖre swapping the DPS stats of the breach and assault rifles, thatGÇÖs a significant nerf to the assault variant. Yet then you go on to talk about buffing the GARGÇÖs DPS? I assume youGÇÖre trying to think of the necessary differences between racial weapons. ThatGÇÖs certainly a necessary consideration GÇô The ASCR and AR are currently very similar, with less than a few percent difference in DPS and range. Addressing the idea of swapping the DPS stats GÇô Straight out reducing the DPS of the assault rifle isnGÇÖt a very good idea. As seen in the statistics in the OP, the damage output of the weapon is similar to a number of other weapons, including sidearms. I understand it has a better damage application than those GÇô thatGÇÖs what I would suggest reducing, if anything, but the damage output isnGÇÖt notably higher than any other weapon. If the damage were to be nerfed, the archetype of short range high damage weaponry canGÇÖt be fulfilled by the assault rifle. To fit that archetype better, it would be a better idea to reduce the damage applicationof the assault rifle. Of course, if you simply swapped the stats then the breach could be a good deal closer to that ideal, but that hardly fits with what itGÇÖs meant to be GÇô A Caldari mimic, long range, low dps. I have to say I quite like the idea of a lower clip size on the GAR, though. Perhaps if the ranges of the breach and assault rifles were swapped, then that would work. I personally dislike that solution as I see hard limiting mechanics on accuracy as bad mechanics (If youGÇÖre completely on target, then you should hit the target GÇô thatGÇÖs why I advocate making it harder to be on target) but it would certainly work. But bear in mind that bringing down the range that much brings the AR well into sidearm territory for ranges GÇô The scrambler pistol can outdps it significantly in that range, vastly more so if it scores headshots, as just one example. The ASCR has to be nerfed equally with the GAR, yes, or itGÇÖll simply replace the AR. The only real reason the AR is seen more often is because of more frequent SP allocation and easier access. In this case, the damage application is acceptable for the theme of the weapon, but the DPS would be too high. To summarise: 1.The breach wouldnGÇÖt fit the Caldari mimic ideal if the DPS was switched GÇô itGÇÖs much closer to the Gallente ideal. If the ranges were swapped, that would work better thematically. 2.Bringing down the range significantly would crush the current damage application advantage that the AR has GÇô but when pushed into sidearm range, the current DPS is outmatched significantly by most weapons in that range. Contrary to popular belief, as I hope I demonstrated in the OP, the DPS on the AR is not that stellar. 3.The ASCR must also be considered, as you rightly said (Unless IGÇÖm misinterpreting your post). This is as much of a general points post as a response to your post tbh, because I was a little confused as to your initial viewpoint so I went off on a number of tangents.
+ähm after rereading I agree I guess I was a bit confused ^^. So to summerize basicly I want a GAR that has the Range of the Breach while keeping (or slighly buffing the DPS) and I want a breach with the current DPS but the Range of the current GAR. Man I really hate those mimic weapons ^^. |
General12912
Gallente Marine Corps Dark Taboo
27
|
Posted - 2013.09.17 10:29:00 -
[58] - Quote
Korvin Lomont wrote:Arkena Wyrnspire wrote:Korvin Lomont wrote: ThatGÇÖs basicly what suggested in some other threads as well. Simply change the (DPS) stats if breach and assault (thhe breach should be the caldari mimic weapon and therefore have long range low dps.
But I think when the GAR gets the Range of the breach by maintaining the DPS the AsCR needs a look a well as both weapons have quite similar dps. So the GAR would need a slighty dps buff while keeping the damage per clip. Either a buff to Rof or a buff to Damage while reducing the Clipsize.
Or the AsCR needs a DPS nerf as wellGǪ.
*edit* The old damage (prior the 10% buff) for the Exile was 31 damage per shot so the 10% damage buff is already in the weapon stats.
IGÇÖm a little baffled as to what youGÇÖre trying to say here. If youGÇÖre swapping the DPS stats of the breach and assault rifles, thatGÇÖs a significant nerf to the assault variant. Yet then you go on to talk about buffing the GARGÇÖs DPS? I assume youGÇÖre trying to think of the necessary differences between racial weapons. ThatGÇÖs certainly a necessary consideration GÇô The ASCR and AR are currently very similar, with less than a few percent difference in DPS and range. Addressing the idea of swapping the DPS stats GÇô Straight out reducing the DPS of the assault rifle isnGÇÖt a very good idea. As seen in the statistics in the OP, the damage output of the weapon is similar to a number of other weapons, including sidearms. I understand it has a better damage application than those GÇô thatGÇÖs what I would suggest reducing, if anything, but the damage output isnGÇÖt notably higher than any other weapon. If the damage were to be nerfed, the archetype of short range high damage weaponry canGÇÖt be fulfilled by the assault rifle. To fit that archetype better, it would be a better idea to reduce the damage applicationof the assault rifle. Of course, if you simply swapped the stats then the breach could be a good deal closer to that ideal, but that hardly fits with what itGÇÖs meant to be GÇô A Caldari mimic, long range, low dps. I have to say I quite like the idea of a lower clip size on the GAR, though. Perhaps if the ranges of the breach and assault rifles were swapped, then that would work. I personally dislike that solution as I see hard limiting mechanics on accuracy as bad mechanics (If youGÇÖre completely on target, then you should hit the target GÇô thatGÇÖs why I advocate making it harder to be on target) but it would certainly work. But bear in mind that bringing down the range that much brings the AR well into sidearm territory for ranges GÇô The scrambler pistol can outdps it significantly in that range, vastly more so if it scores headshots, as just one example. The ASCR has to be nerfed equally with the GAR, yes, or itGÇÖll simply replace the AR. The only real reason the AR is seen more often is because of more frequent SP allocation and easier access. In this case, the damage application is acceptable for the theme of the weapon, but the DPS would be too high. To summarise: 1.The breach wouldnGÇÖt fit the Caldari mimic ideal if the DPS was switched GÇô itGÇÖs much closer to the Gallente ideal. If the ranges were swapped, that would work better thematically. 2.Bringing down the range significantly would crush the current damage application advantage that the AR has GÇô but when pushed into sidearm range, the current DPS is outmatched significantly by most weapons in that range. Contrary to popular belief, as I hope I demonstrated in the OP, the DPS on the AR is not that stellar. 3.The ASCR must also be considered, as you rightly said (Unless IGÇÖm misinterpreting your post). This is as much of a general points post as a response to your post tbh, because I was a little confused as to your initial viewpoint so I went off on a number of tangents. +ähm after rereading I agree I guess I was a bit confused ^^. So to summerize basicly I want a GAR that has the Range of the Breach while keeping (or slighly buffing the DPS) and I want a breach with the current DPS but the Range of the current GAR. Man I really hate those mimic weapons ^^. Me too man, me too.
|
Funkmaster Whale
Daedali Inc.
607
|
Posted - 2013.09.17 10:55:00 -
[59] - Quote
IMO CCP needs to release other weapon variants to compete with the AR instead of fidgeting with numbers right now. I know it's not feasible at the moment, but it would make more sense to release the variants then start giving each weapon an according niche.
Right now you're not left with many options in terms of "Assault" weapons. It's either the AR or the ScR. Even the variants of those are mostly crap (except TAC and Assault ScR). I'm an AR user and honestly don't care what they do with the weapon because people will still complain and whine on the forums about every little thing that kills them. ARs will still reign even if they nerf them and I bet you the complaints will go from "Nerf the AR!" to "Im still dying! Nerf it again!" |
D legendary hero
THE WARRIORS OF LEGEND
1044
|
Posted - 2013.09.17 11:41:00 -
[60] - Quote
Funkmaster Whale wrote:IMO CCP needs to release other weapon variants to compete with the AR instead of fidgeting with numbers right now. I know it's not feasible at the moment, but it would make more sense to release the variants then start giving each weapon an according niche.
Right now you're not left with many options in terms of "Assault" weapons. It's either the AR or the ScR. Even the variants of those are mostly crap (except TAC and Assault ScR). I'm an AR user and honestly don't care what they do with the weapon because people will still complain and whine on the forums about every little thing that kills them. ARs will still reign even if they nerf them and I bet you the complaints will go from "Nerf the AR!" to "Im still dying! Nerf it again!"
your not left with many Heavy weapons options either. there is only one HMG... and its the HMG the fastest race has put on the slowest races suit... |
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