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Zero Harpuia
Turalyon 514 Turalyon Alliance
1007
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Posted - 2013.09.24 04:58:00 -
[1] - Quote
Iron Wolf Saber wrote:Exmaple Core wrote:Tech Ohm Eaven wrote:Exmaple Core wrote:Tech Ohm Eaven wrote:
Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto.
Sounds more balanced and tiered than one magazine size for all basic, advanced and proto??
I prefer small changes to aid balancing instead of Mjolnirs nerf strikes.
i like this idea. ARs are entirely too powerful and reducing the clip would be a great balance without changing the other numbers. I like changing it down to 40, and then 30. Have 40 as the control number, 30 might be too little so test it at 40. But the devs wont do this, and if they do, it will be pushed back These have 20 and 30 bullets per magazine. I do not sell these but hmmmm perhaps its time for me to adopt a new hobby? http://world.guns.ru/assault/usa/m16-m16a1-m16a2-m16a3-e.html yeah i completly agree bro, they should have 30 round clips like litterally every AR to ever exist in the history of anywere, but dust doesent make sense, it never will. Dust is dumb, everything about it, nothing is logical here. Armor tanks are faster because armor plates make you slower, hmgs are now gattling guns but ARs shoot further and faster, grenades blow up tanks no one knows whats going on. So its kinda pointless to make real sense of things. its not going to happen lore wise its easy to make sense. Design wise... that's CCP fault. BTW the original AR in Halo had 60 bullets.
The AR in Halo CE did have 60 bullets, but it was also wildly inaccurate as well, and it took almost the entire clip to down a decent Spartan. The ARs we have here however are more like the CE Magnum Scoped Pistol... but with less precise aiming. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1010
|
Posted - 2013.09.24 04:59:00 -
[2] - 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.
You sniped me quoting you to tell you that. You must have aimbot :o |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1010
|
Posted - 2013.09.24 05:05:00 -
[3] - Quote
Exmaple Core 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. yeah the weapon had its pros and cons. Large clip but lacked extended amounts of ammo and the damage was par. In dust, you get a large clip, more than a fair amount of ammo and the damage is hands down the most devastating anti infantry weapon. Nothing is ever done to stop the AR, out of my entire stay here the only nerf ive seen to the AR were the camera scope removal and reducing the clip on the Tac rifiles. Hey, that balanced the Tac. Why cant we balance the full auto AR in the same way... when the players are asking for it? Surely that wont balance the weapon or anything
If we say it's because the players are asking for it, then the other players that rely on it will show up in droves defending it. I give it 20 minutes before the AR circlejerk starts. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1011
|
Posted - 2013.09.24 05:14:00 -
[4] - Quote
Tech Ohm Eaven 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. And heres the problem in that Dust 514 ARs are instant killers and this then is UNBALANCED. Therefore to restore balance lower magazine sizes are needed.
A big difference in the GAR and the Halo AR is that the AR had FAR less damage per shot and DPS, and was a HEALTH killer like all UNSC weapons, as opposed to a SHIELD killer like the GAR. There was also a much larger gulf between the two in Halo, maybe a 40% deviation as opposed to the GAR's 10%. Personally, I'd say lowering the clip and range would be a must, as the range is too much for a blaster. Maybe grab the range first, then see if the clip needs walking back. I'd love to see the AR hammered down overnight, but I'm a fair enough man to realize when I'm being petty. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1011
|
Posted - 2013.09.24 05:16:00 -
[5] - Quote
Iron Wolf Saber wrote:Tech Ohm Eaven 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. And heres the problem in that Dust 514 ARs are instant killers and this then is UNBALANCED. Therefore to restore balance lower magazine sizes are needed. There are other weapons with near similar time to kill amounts though so I am not sure what the TTK goal is for the game so even if you nerf it to 30 round mag its still going to down people near instantly and most folks reload between kills. So overall a magazine nerf alone is not going to 'fix' it. Maybe higher dispersion because the damn thing is near laser accurate right now.
Noticeable recoil and dispersion would be nice as well, but we need to do it in baby steps. Throw it all on at once and the AR users will understandably QQ. I'd like to watch them cry WITHOUT a leg to stand on, so much more satisfying that way. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1013
|
Posted - 2013.09.24 07:23:00 -
[6] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1014
|
Posted - 2013.09.24 07:29:00 -
[7] - Quote
Daddrobit wrote:Tech Ohm Eaven wrote:Daddrobit wrote: Snip Snip 30 bullets too few for 1500 damage?? Hmmmm. 10 % damage increase source: CCP Wolfman. 15% damage increase source AR proficiency L5 Three complex damage mods doing 10% each? 30% from three damage mods minus stacking for 26% 26% plus 15% proficiency 41% damage plus CCP Wolfmans damage of 10% gives me 51% damage increase. So 30 bullets times 34 for 1020 damage times 1.5 for 1530 damage from 30 bullets. 34 damage? whoops, thought it was 33, my bad. Have to update my post then :) Regardless, unless that's a proto gallente assault or a proto logi, that's a hell of a glass cannon you've built for yourself. You're gonna be armor tanked and a nice slow easy target even if you are. Not to mention the slow regen of armor means you're eventually gonna die just from being whittled down or be forced to sit out of the battle after every engagement for half a minute+. Still anyone who didn't have proficiency V and 3 complex damage mods would still have a tough time with only 30 bullets. Not to mention the base SP investment to get the proto dopsuit, level V weaponry, level V AR proficiency, and both engineering and electronics to level V so you could actually fit it. Also do you happen to have a link to wolfmans post on that hidden 10% buff? Not calling you a liar, just curious and want to see it. When did that come in?
The 10% buff was added when they removed the skill bonus on Weaponry, but I'm not sure if it was added to the weapon's ingame numbers or if the weapons have it added after the fact as if it were still a skill bonus. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1017
|
Posted - 2013.09.24 16:40:00 -
[8] - Quote
Monkey MAC wrote:God only Knows who wrote:Some random dude with a gun wrote:Cosgar wrote:Monkey MAC wrote:
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. 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! 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? Someone missed the top half of a quote ill fix it here, true but the assault rifle which will become the blaster rifle, doesn't have drwbacks, unlike the scrambler rifle, which is actually a laser assault rifle. The minmatar will have an acog scope which makes hard to use in cqc and a low mag size, while the rail rifle will have a low rate of fire. The weapons go something like this. Assault - Short Range, Full Auto Gallante Burst - Short/Mid Range, Burst (obviously ) Minmatar Charge - Mid/Long Range, semi Auto, charge ability Amarr Tac - Long Range, Semi Auto Caldari Each race will attempt to mimic each other in the other ranges, and do relatively well, but each race will shine in its base range! There will be no difinitive jack of all trades. But instead 16 rifles, who between them profcient everywhere! And because of how the skill tree works it gives you 4 weapons for the price of 1. Alowing you to swap and change dependent on the enemies you face!
...once again, wrong. I'm making a thread on this gawddammit. Asking for a DEV sticky and everything.
The GALLENTE Rifle is the ASSAULT. The MINMATAR Rifle is the BURST. The AMARR Rifle is the TACTICAL. The CALDARI Rifle is the BREACH.
Got it memorized? |
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