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Cosgar
ParagonX
5386
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Posted - 2013.09.24 07:11:00 -
[1] - Quote
Iron Wolf Saber wrote:Well I liked the original AR from Halo 1 and it felt balanced back then, but you could only reload it twice before you magged out but it was no instant killer like our Plasma Rifles are. The original AR in Halo had the same recoil exploit as the AR we have now... |
Cosgar
ParagonX
5389
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Posted - 2013.09.24 07:30:00 -
[2] - Quote
Zero Harpuia wrote:Cosgar wrote:Iron Wolf Saber wrote:Well I liked the original AR from Halo 1 and it felt balanced back then, but you could only reload it twice before you magged out but it was no instant killer like our Plasma Rifles are. The original AR in Halo had the same recoil exploit as the AR we have now... Building recoil is a flawed design unless there is something to stop you from just rapid tapping. Something like the TF2 Heavy's spool up. There just needs to be noticeable kick and recoil ON EVERY SHOT, but it needs to be done carefully. Too little and those with Sharpshooter and Operations skilled up won't even feel it. Too much and unskilled ARs will be heavily damaged. I HATE ARs, but we need to be careful how much we work on them lest they bounce back bigger than ever. It was a common flaw in early FPS. In most modern FPS, an automatic weapon's spread increases fast enough to prevent trigger feathering. |
Cosgar
ParagonX
5390
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Posted - 2013.09.24 07:39:00 -
[3] - Quote
Daddrobit wrote:Oh, that buff. I'm fairly certain that was already added in the 34 that it shows. I'll have to go look through some old blogs and posts on it to find out. Source
Quote:CCP Cmdr Wang]Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version: GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges. |
Cosgar
ParagonX
5390
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Posted - 2013.09.24 07:53:00 -
[4] - Quote
Daddrobit wrote:Yeah, just found it myself. It doesn't actually say the 10% is shown for ARs but it does it for the HMG so I'm gonna assume they did it for the ARs as well; why would they add it in for one and not the other? I seem to remember the ARs having a base damage of around 30 prior anyways, so that would put them in and around having a 10% buff to 34 now. From what I remember, the HMG was buffed prior to the 10% bonus to compensate for the shoddy 1.0 aiming mechanics and hit detection. On top of that, several tweaks were made to the AR over time, dealing with kick and dispersion since nobody could hit the broad side of a barn. From how game breaking TTK was in 1.4, I'm pretty sure they made some fixes to compensate (not AA related) because it got better after the hotfix. But you can pretty much tell they didn't roll back AR kick and dispersion at all. |
Cosgar
ParagonX
5393
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Posted - 2013.09.24 09:47:00 -
[5] - Quote
Ynned Ivanova wrote:Enough with the Halo references, this game is nothing like Halo. If you squint, you can see quite a few aesthetic similarities. |
Cosgar
ParagonX
5403
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Posted - 2013.09.24 13:34:00 -
[6] - Quote
If you need that many bullets to "hunt," then you need aim-assist in real life.
Also, how in the hell is this legal again?
Edit: Withdrew a political statement about a U.S. tragedy. |
Cosgar
ParagonX
5403
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Posted - 2013.09.24 13:43:00 -
[7] - Quote
Blondie Roads wrote:Cosgar wrote:If you need that many bullets to "hunt," then you need aim-assist in real life. Also, how in the hell is this legal again? Especially after the Navy Yard incident. Because guns don't kill people. People kill People. In the US 1000 people die to accidental gun related deaths per year. Guns kill people too... |
Cosgar
ParagonX
5403
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Posted - 2013.09.24 13:58:00 -
[8] - Quote
Blondie Roads wrote:Either a gun sitting across the room went off all by itself from across the room......or You don't understand the analogy.
Stupid or Lying ..Which one is it? Factual. Here's some gun related stats from 2012. |
Cosgar
ParagonX
5405
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Posted - 2013.09.24 14:41:00 -
[9] - Quote
Monkey MAC wrote:Blondie Roads wrote:Monkey MAC wrote:Blondie Roads wrote:Because guns don't kill people. People kill People. In the US 1000 people die to accidental gun related deaths per year. Guns kill people too... Either a gun sitting across the room went off all by itself from across the room......or You don't understand the analogy. Stupid or Lying ..Which one is it? Guns go of them selves all the time, you have concentrated a highly explosive material into a condensed space, its volatile! Try telling my friend from cadets bullets don't spontaneously fire, he broke his collarbone while he had the safety on!
Try telling my perfectly unblemished gun case full of loaded guns and not one misfire. Again its people aiming loaded guns in an unintended direction.. Not guns spontaneously going off. Besides what do accidents have to do with clip sizes. Laws don't work for the lawless.[/quote]
Because You don't leave rounds in a gun, in a friggin gun case! You put the bullets in an ammo box away from direct heat like the sun, a gun isn't going to go off if there is no round to go off. If you are leaving loaded guns in your gun case I fear for your safety.
However in terms of a gun an unloaded gun killing someone The power of the spring in the firing mechanism of an SA80 is enough to punch all the way through the skullmof the guy cleaning it.
But we are getting off topic, what is the actual downside to an ar? large mag fast reload very little kick very little dispersion large ammo reserve long range fully automatic high rof high damage no overheat
Of that list every other weapon can safely say 1 of those at least is wrong, but not the ar, it needs a drawback![/quote] The only drawback the AR needs is to be average in all situations instead of dominant like it is right now. Jack of all trades, master of none and all that...
Edit: Anyone else having issues with quotes? |
Cosgar
ParagonX
5405
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Posted - 2013.09.24 14:43:00 -
[10] - Quote
Vell0cet wrote:This isn't a bad idea, but I think CCP should wait for the next wave of rifles, and the changes to AR that result from that before making too many changes now--only to change them again in another 5-6weeks. This game has too much nerf/buff see-sawing as it is. It's still a placeholder and default for all the racial weapons combined. They're going to have to change it at some point anyway. |
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Cosgar
ParagonX
5413
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Posted - 2013.09.24 16:06:00 -
[11] - Quote
Cody Sietz wrote:Cosgar wrote:Vell0cet wrote:This isn't a bad idea, but I think CCP should wait for the next wave of rifles, and the changes to AR that result from that before making too many changes now--only to change them again in another 5-6weeks. This game has too much nerf/buff see-sawing as it is. It's still a placeholder and default for all the racial weapons combined. They're going to have to change it at some point anyway. Yeah, but a lot of people are spec-ed into ARs(myself included, even tho I don't use em that much anymore) I honestly wouldn't mind any changes made to the AR just so long as it's still usable. Still need it for my Gallente Assault suit since it's the only hybrid weapon that's really useful for what I do with the suit. Gallente Assault still needs a better bonus, maybe a movement penalty reduction to actually work with the AR once they re-balance it. I still find it weird to see anything Gallente fighting without drones, but I guess not everything from EVE is expected to translate to Dust. |
Cosgar
ParagonX
5417
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Posted - 2013.09.24 16:52:00 -
[12] - Quote
Monkey MAC wrote:Breach variation of ar has a shorter range, the act of breaching by definition is close quaters!! Unless Remnant got it wrong, the breach AR really is going to be the rail rifle. I'd imagine that the only persistent trait will be the low RoF but he did say breach = Caldari. |
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