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Tech Ohm Eaven
L.O.T.I.S.
744
|
Posted - 2013.09.24 04:15:00 -
[1] - Quote
I remember using M-16 AR and those I remember had 30 bullets per banana clip magazine back when the calendar said 1980.. So why does the Dust 514 AR have 60 bullets per magazine??
I notice the reload skills but when I ask AR using folks about them they say why bother when the AR has 60 bullets per magazine??
I was wondering if perhaps its time to make reload skills more relevant by reducing the AR magazine size down to 30 bullets for militia AR and 40 for regular AR.
I am thinking this perhaps help balance the ARs more.
???
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Godin Thekiller
Hellstorm Inc League of Infamy
859
|
Posted - 2013.09.24 04:18:00 -
[2] - Quote
Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. |
Michael Arck
Anubis Prime Syndicate
1191
|
Posted - 2013.09.24 04:19:00 -
[3] - Quote
Niet |
Beck Weathers
High-Damage
130
|
Posted - 2013.09.24 04:20:00 -
[4] - Quote
+1 from me, they might think twice about how much they sprey and prey |
Tech Ohm Eaven
L.O.T.I.S.
747
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Posted - 2013.09.24 04:22:00 -
[5] - Quote
Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else.
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. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
165
|
Posted - 2013.09.24 04:25:00 -
[6] - Quote
AR's usually have large magazines do they have something to read while on the toilet! *snaretap* |
Adulng Beit
The ArchAng3Ls
0
|
Posted - 2013.09.24 04:27:00 -
[7] - Quote
you gotta remember that these are future weapons and they AR is not really firing bullets but bolts of plasma. I would be questioning why the Sub machine gun has 72! |
Exmaple Core
Ancient Exiles
1353
|
Posted - 2013.09.24 04:29:00 -
[8] - Quote
Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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 |
Exmaple Core
Ancient Exiles
1353
|
Posted - 2013.09.24 04:30:00 -
[9] - Quote
Adulng Beit wrote:you gotta remember that these are future weapons and they AR is not really firing bullets but bolts of plasma. I would be questioning why the Sub machine gun has 72! who cares? its bad for balance |
Tech Ohm Eaven
L.O.T.I.S.
747
|
Posted - 2013.09.24 04:34:00 -
[10] - Quote
Exmaple Core wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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
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Tech Ohm Eaven
L.O.T.I.S.
747
|
Posted - 2013.09.24 04:37:00 -
[11] - Quote
Exmaple Core wrote:Adulng Beit wrote:you gotta remember that these are future weapons and they AR is not really firing bullets but bolts of plasma. I would be questioning why the Sub machine gun has 72! who cares? its bad for balance
AGREED. |
Exmaple Core
Ancient Exiles
1354
|
Posted - 2013.09.24 04:41:00 -
[12] - Quote
Tech Ohm Eaven wrote:Exmaple Core wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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 |
Iron Wolf Saber
Den of Swords
8785
|
Posted - 2013.09.24 04:46:00 -
[13] - Quote
Exmaple Core wrote:Tech Ohm Eaven wrote:Exmaple Core wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. |
Tech Ohm Eaven
L.O.T.I.S.
749
|
Posted - 2013.09.24 04:47:00 -
[14] - Quote
Exmaple Core wrote:Tech Ohm Eaven wrote:Exmaple Core wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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
Well the Dust 514 Developers better balance ARs better since the PS4 is in November.
Marks another day off the calendar on the way to November. |
Toby Flenderson
research lab The Superpowers
59
|
Posted - 2013.09.24 04:49:00 -
[15] - Quote
Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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 of tiering the clip sizes but 40/50/60 would be more appropriate IMO. |
Rogatien Merc
Red Star. EoN.
1236
|
Posted - 2013.09.24 04:51:00 -
[16] - Quote
Toby Flenderson wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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 of tiering the clip sizes but 40/50/60 would be more appropriate IMO. tiered clips puts lower SP players at a huge disadvantage. just sayin. /shrug... i care not. |
Exmaple Core
Ancient Exiles
1355
|
Posted - 2013.09.24 04:52:00 -
[17] - Quote
Iron Wolf Saber wrote:Exmaple Core wrote:Tech Ohm Eaven wrote:Exmaple Core wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. [/quote]
lore is cool and all, and were all cool with Lore>real world mechanics but were not cool with lore>game balance. We want a balanced game, not a bad story. Halo managed to balance a 60 round clip, 60 rounds is a really cool and unique idea. But its a bad idea when its not balanced |
Iron Wolf Saber
Den of Swords
8785
|
Posted - 2013.09.24 04:57:00 -
[18] - Quote
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1007
|
Posted - 2013.09.24 04:58:00 -
[19] - 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 -
[20] - 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 |
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Exmaple Core
Ancient Exiles
1356
|
Posted - 2013.09.24 05:01:00 -
[21] - 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. 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 |
Iron Wolf Saber
Den of Swords
8786
|
Posted - 2013.09.24 05:05:00 -
[22] - Quote
I hated the camera scope because you didn't really ADS the camera shifted down into the camera's own sights thus the pivot point was really odd. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1010
|
Posted - 2013.09.24 05:05:00 -
[23] - 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. |
Tech Ohm Eaven
L.O.T.I.S.
756
|
Posted - 2013.09.24 05:05:00 -
[24] - 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.
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. |
Iron Wolf Saber
Den of Swords
8787
|
Posted - 2013.09.24 05:14:00 -
[25] - 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.
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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1011
|
Posted - 2013.09.24 05:14:00 -
[26] - 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 -
[27] - 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. |
Tech Ohm Eaven
L.O.T.I.S.
757
|
Posted - 2013.09.24 05:20:00 -
[28] - 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.
Dispersion does need to increase.
But I am asking for reduced magazine sizes as a tiny adjustment to see the results to then go from there. I.e. militia 20, basic 25, advanced 35 and proto 40??
Also a reduced AR total ammunition pool increases dependence on Logistics players so maybe thats needed also.
But please no sudden nerfs just tiny adjustments. |
Exmaple Core
Ancient Exiles
1357
|
Posted - 2013.09.24 05:23:00 -
[29] - Quote
dispersion would be nice but it will not make a difference because of the sharpshooter skill |
Beforcial
REAPERS REPUBLIC
14
|
Posted - 2013.09.24 05:33:00 -
[30] - Quote
Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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.
How would you exponentiation damage to those clips?
By the looks of it Proto's will kick ass big time vs a Militia or Advanced fits.
I don't see how this makes more sense to anyone then what we already have, when you will need 3 dudes in militia to deal with 1 guy in proto as far as your clip count goes (including missed shots). It's already bad as it is having Proto AR's deal more damage then Militia or Adv. (I am comparing AR vs AR fights here nothing else.)
Proto gear to me felt like it was supposed to be the same gear as advanced but that it's got something special maybe a risk factor to it after all it's a prototype and not an approved product yet.
I see it as just the same idea then what is already in game now. (not great) Plus: How people still complain about balancing, when there is so many racial equipment / vehicles still missing? This game will be unbalanced till then at the least. (unless that stuff just never comes anymore but that's another thing)
Very undecided whether this can be turned in to anything good.
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Tech Ohm Eaven
L.O.T.I.S.
757
|
Posted - 2013.09.24 05:34:00 -
[31] - Quote
Exmaple Core wrote:dispersion would be nice but it will not make a difference because of the sharpshooter skill
When I say dispersion I mean the falloff like the laser has.
Since its not shooting bullets and to give shotguns, HMG, SMG a decided area??
I.e. AR dispersion at less than 20m is so high for these plasma balls that they do reduced damage at ranges under 25 m and dispersion of these plasma balls is such that they do reduced damage at ranges above 65m .
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Exmaple Core
Ancient Exiles
1359
|
Posted - 2013.09.24 05:48:00 -
[32] - Quote
Tech Ohm Eaven wrote:Exmaple Core wrote:dispersion would be nice but it will not make a difference because of the sharpshooter skill When I say dispersion I mean the falloff like the laser has. Since its not shooting bullets and to give shotguns, HMG, SMG a decided area?? I.e. AR dispersion at less than 20m is so high for these plasma balls that they do reduced damage at ranges under 25 m and dispersion of these plasma balls is such that they do reduced damage at ranges above 65m . fall off and dispersion are 2 different things :p but the ARs do loose damage over distance, pretty significantly |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
167
|
Posted - 2013.09.24 05:53:00 -
[33] - Quote
If you want a longer TTK from the auto AR I'd suggest reducing the damage per bullet by 2-3 and seeing how that affects the game. |
Bojo The Mighty
Zanzibar Concept
2002
|
Posted - 2013.09.24 05:53:00 -
[34] - Quote
I agree. 30 Clip !
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Tech Ohm Eaven
L.O.T.I.S.
758
|
Posted - 2013.09.24 06:01:00 -
[35] - Quote
Exmaple Core wrote:Tech Ohm Eaven wrote:Exmaple Core wrote:dispersion would be nice but it will not make a difference because of the sharpshooter skill When I say dispersion I mean the falloff like the laser has. Since its not shooting bullets and to give shotguns, HMG, SMG a decided area?? I.e. AR dispersion at less than 20m is so high for these plasma balls that they do reduced damage at ranges under 25 m and dispersion of these plasma balls is such that they do reduced damage at ranges above 65m . fall off and dispersion are 2 different things :p but the ARs do loose damage over distance, pretty significantly
Now with 60 bullet magazines I.e. Duvolle Assault kills HMG heavy. Pissed off heavy says @%$^&* and grabs Duvolle AR.
Heavy keeps using Duvolle AR.
If smaller AR magazines are implemented Assault Duvolle AR user shoots 30 rounds and pauses to reload as HMG heavy continues to shoot.
HMG heavy kills AR user in CQC.
Pissed off AR user learns not to mess with HMG heavy in CQC.
AR user kills HMG heavy at mid range.
Every weapon needs a niche and not just a good for every thing scenario.
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3667
|
Posted - 2013.09.24 06:06:00 -
[36] - Quote
Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Give finite ammo to vehicles.
AR keeps 60 round magazine.
I'm not even bitching, honest. I just find it hilarious how this always devolves into accusations of trying to gimp someone's primary asset. |
FATPrincess - XOXO
Shining Flame Amarr Empire
570
|
Posted - 2013.09.24 06:08:00 -
[37] - Quote
Cause we're in the future brother.
-XOXO |
Kal Kronos
L.O.T.I.S.
22
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Posted - 2013.09.24 06:09:00 -
[38] - Quote
The problem is the gun's range not it's clip size. I would need for someone to throw out it's range values in order to give my opinion as to what I think it should be reduced to though. If I remember I think it's 100% out to 40. Then you have to evaluate that against the HMG's to keep AR curve outside of that range wise, while being inside of the ScR and LR. |
Sgt Kirk
SyNergy Gaming EoN.
1941
|
Posted - 2013.09.24 06:14:00 -
[39] - Quote
why would they stay at thirty clips just because some rifles tens of thousands of years ago had them.
As an assault I agree that the clip size could be decreased but get away from this 30 because of the M-16 BS.
I'd like it if the AR (and all guns) worked off magazines, as in. If you have 21 rounds left in your mag and you change mags then you wasted 21 rounds.
You have a certain amount of magazines depending on your ammo skill level and you can only be refiled by nanohives on your current magazine, which means try not to spray and waste all your ammo.
You can only resupply magazines by supply depots.
Of course this would greatly help me because AR users would be too stupid to keep track as well as other people. So I could just kill everybody easier due to players lack of awareness.
win win situation.
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Tech Ohm Eaven
L.O.T.I.S.
758
|
Posted - 2013.09.24 06:22:00 -
[40] - Quote
Kal Kronos wrote:The problem is the gun's range not it's clip size. I would need for someone to throw out it's range values in order to give my opinion as to what I think it should be reduced to though. If I remember I think it's 100% out to 40. Then you have to evaluate that against the HMG's to keep AR curve outside of that range wise, while being inside of the ScR and LR.
When a HMG heavy dies to an AR Duvolle Assault in CQC at five paces is it the guns range or is the problem that of the Duvolle AR doing too much damage per second due to extended magazine bullet sizes?? |
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Tech Ohm Eaven
L.O.T.I.S.
758
|
Posted - 2013.09.24 06:24:00 -
[41] - Quote
Mobius Wyvern wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Give finite ammo to vehicles. AR keeps 60 round magazine. I'm not even bitching, honest. I just find it hilarious how this always devolves into accusations of trying to gimp someone's primary asset.
Been asking for finite ammo on vehicles since Replication. So yeah finite ammo on vehicles is also needed. |
Tech Ohm Eaven
L.O.T.I.S.
758
|
Posted - 2013.09.24 06:28:00 -
[42] - Quote
Beforcial wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. How would you exponentiation damage to those clips? By the looks of it Proto's will kick ass big time vs a Militia or Advanced fits. I don't see how this makes more sense to anyone then what we already have, when you will need 3 dudes in militia to deal with 1 guy in proto as far as your clip count goes (including missed shots). It's already bad as it is having Proto AR's deal more damage then Militia or Adv. (I am comparing AR vs AR fights here nothing else.) Proto gear to me felt like it was supposed to be the same gear as advanced but that it's got something special maybe a risk factor to it after all it's a prototype and not an approved product yet. I see it as just the same idea then what is already in game now. (not great) Plus: How people still complain about balancing, when there is so many racial equipment / vehicles still missing? This game will be unbalanced till then at the least. (unless that stuff just never comes anymore but that's another thing) Very undecided whether this can be turned in to anything good.
It tones down the AR from being a good at everything weapon.
I.e. in CQC if the AR user has 40 bullets in a proto AR then my fix in CQC is Assault- Medic with militia shotgun. AR user sprayed clip and pauses to reload and injured shotgun user kills AR user when AR user is reloading. |
Daddrobit
PFB Pink Fluffy Bunnies
352
|
Posted - 2013.09.24 06:34:00 -
[43] - Quote
Ya know what? As an avid AR user, I'd say I'd absolutely be fine with a mag reduction. I don't know if reducing it all the way down to 30 would be all that cool, but I could definitely see it drop to 45 or so to be in line with the militia variant. Went 22-2 with it in an ambush earlier this morning, so it's certainly not that bad of a weapon.
But I wouldn't go a whole lot lower than that in my honest opinion. At 30 bullets doing 33 damage a piece for 990 total damage, you still wouldn't be able to kill my logi with over 1100 hp without reloading or landing several headshots and not missing the rest. Even a basic heavy with no plates or shield extenders would survive if he just has base armor and shields trained.
45 bullets will put you at 1485 damage giving you a little leeway and putting you in the position of still -able- to kill a basic heavy, while a well fitted one would still survive even with every bullet hitting, again requiring headshots, but as it's a well fitted heavy, it's kinda meant to be able to sponge up the damage.
This, which would be a reduction from 1980 potential damage which simply kills everything even after you've missed a bunch of shots would be a fine balance in my opinion as even that 1485 damage would require you to hit on -every- shot which would require a bit of skill, and it certainly wouldn't happen for those spray and prayers.
And that's what a weapon should do, if you're skillful enough to be able to land most every bullet, you should be rewarded for it by being able to kill most all people. And if you're not, you deserve to watch the reload animation, followed by the respawn counter.
|
Tech Ohm Eaven
L.O.T.I.S.
758
|
Posted - 2013.09.24 06:45:00 -
[44] - Quote
Daddrobit wrote:Ya know what? As an avid AR user, I'd say I'd absolutely be fine with a mag reduction. I don't know if reducing it all the way down to 30 would be all that cool, but I could definitely see it drop to 45 or so to be in line with the militia variant. Went 22-2 with it in an ambush earlier this morning, so it's certainly not that bad of a weapon.
But I wouldn't go a whole lot lower than that in my honest opinion. At 30 bullets doing 33 damage a piece for 990 total damage, you still wouldn't be able to kill my logi with over 1100 hp without reloading or landing several headshots and not missing the rest. Even a basic heavy with no plates or shield extenders would survive if he just has base armor and shields trained.
45 bullets will put you at 1485 damage giving you a little leeway and putting you in the position of still -able- to kill a basic heavy, while a well fitted one would still survive even with every bullet hitting, again requiring headshots, but as it's a well fitted heavy, it's kinda meant to be able to sponge up the damage.
This, which would be a reduction from 1980 potential damage which simply kills everything even after you've missed a bunch of shots would be a fine balance in my opinion as even that 1485 damage would require you to hit on -every- shot which would require a bit of skill, and it certainly wouldn't happen for those spray and prayers.
And that's what a weapon should do, if you're skillful enough to be able to land most every bullet, you should be rewarded for it by being able to kill most all people. And if you're not, you deserve to watch the reload animation, followed by the respawn counter.
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. |
Cosgar
ParagonX
5386
|
Posted - 2013.09.24 07:11:00 -
[45] - 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... |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1013
|
Posted - 2013.09.24 07:23:00 -
[46] - 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. |
Daddrobit
PFB Pink Fluffy Bunnies
352
|
Posted - 2013.09.24 07:26:00 -
[47] - Quote
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?
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1014
|
Posted - 2013.09.24 07:29:00 -
[48] - 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. |
Cosgar
ParagonX
5389
|
Posted - 2013.09.24 07:30:00 -
[49] - 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. |
Daddrobit
PFB Pink Fluffy Bunnies
353
|
Posted - 2013.09.24 07:33:00 -
[50] - Quote
Zero Harpuia wrote: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.
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. |
|
Monkey MAC
killer taxi company General Tso's Alliance
664
|
Posted - 2013.09.24 07:35:00 -
[51] - 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?
45 sounds about right to me. Like he said if your getting 1500 a mag then you are in a gallente chalked up on armour. Until we get full racial rifles this would be sufficent.
After that a reassessment of the weapon ranges need to be done and prehaps a little extra overheat on scr to bring it down to around the same level! |
Crash Monster
Snipers Anonymous
1403
|
Posted - 2013.09.24 07:38:00 -
[52] - Quote
Why do protos need more ammo? They are proto -- they should be able to do more with less... give them higher damage and lower ammo (bigger bullets y'know).
It's the newbs that can't hit anything and need all the spare bullets. |
Cosgar
ParagonX
5390
|
Posted - 2013.09.24 07:39:00 -
[53] - 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. |
Bendtner92
Imperfects Negative-Feedback
1106
|
Posted - 2013.09.24 07:43:00 -
[54] - Quote
The 10% damage buff is included in the AR's 34 damage. |
Daddrobit
PFB Pink Fluffy Bunnies
353
|
Posted - 2013.09.24 07:45:00 -
[55] - Quote
Cosgar wrote: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. SourceQuote: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.
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. |
Sgt Kirk
SyNergy Gaming EoN.
1943
|
Posted - 2013.09.24 07:45:00 -
[56] - Quote
Tech Ohm Eaven wrote:[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. So much wrong with this...where oh where to begin... |
Tech Ohm Eaven
L.O.T.I.S.
761
|
Posted - 2013.09.24 07:45:00 -
[57] - Quote
Daddrobit wrote:Zero Harpuia wrote: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. 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.
Trust but verify.
Two newborn Dust bunnies. One new born shoots at the other newborn red bunny Militia AR shoots at one with one finger tap for one bullet doing 37 damage.
Militia ar says 34??
But 34 plus 10% Wolfmans buff equals 3.3 plus militia ar saying 34 gives me 37?? |
Bendtner92
Imperfects Negative-Feedback
1106
|
Posted - 2013.09.24 07:47:00 -
[58] - Quote
Tech Ohm Eaven wrote:Trust but verify.
Two newborn Dust bunnies. One new born shoots at the other newborn red bunny Militia AR shoots at one with one finger tap for one bullet doing 37 damage.
Militia ar says 34??
But 34 plus 10% Wolfmans buff equals 3.3 plus militia ar saying 34 gives me 37?? 34 + 10% shield bonus = 37 damage.
The 10% damage buff is included in all weapons base damage. There's a reason the Swarms missiles each do 330 damage now instead of the 300 damage prior to Uprising... |
Monkey MAC
killer taxi company General Tso's Alliance
664
|
Posted - 2013.09.24 07:47:00 -
[59] - Quote
Daddrobit wrote:Cosgar wrote: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. SourceQuote: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. 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.
All weapons that were here in uprising 1.0 were given a buff, mass drivers, shotguns the lot!
|
Tech Ohm Eaven
L.O.T.I.S.
761
|
Posted - 2013.09.24 07:48:00 -
[60] - Quote
Bendtner92 wrote:Tech Ohm Eaven wrote:Trust but verify.
Two newborn Dust bunnies. One new born shoots at the other newborn red bunny Militia AR shoots at one with one finger tap for one bullet doing 37 damage.
Militia ar says 34??
But 34 plus 10% Wolfmans buff equals 3.3 plus militia ar saying 34 gives me 37?? 34 + 10% shield bonus = 37 damage.
So thats why?? THANK YOU. |
|
Korvin Lomont
United Pwnage Service RISE of LEGION
199
|
Posted - 2013.09.24 07:51:00 -
[61] - Quote
Reducing the Clipsize of the GAR is a tricky one as you would need to reduce the Clipsize of all automatic weapons as well. Just because you don't like a weapon does not mean it is totally unbalanced.
The AR needs the correct DPS Range profile: High DPS (highest Dps of all AR) and low Range (lowest Range of all ARs) thats it.
If you simply reduce the Clipsize of the AR the AsCR would become king: similar DPS, similar Range and similar Dispersion without barrel climb (all in all a stupid concept to make both weapons that similar).
And if you are afraid of DPS or Damage per clip have a look at the other Automatic weapons:
Scrambler Rifle (std): DPS: 840+ Damage per Clip: 3240 Clipsize: 45
AsCR (adv): DPS: 444 Damage per Clip: 2721 Clipsize: 72
TAR (adv) DPS: 500 Damage per Clip: 1350 Clipszie: 18
Assault Rifle Std: DPS: 425 Damage per Clip: 2040 Clipsize: 60
HMG (std) DPS: 533 Damage per Clip: 6800 Clipsize:450
SMG (std) DPS: 350 Damage per Clip:1680 Clipsize: 80
So in general the GAR is in a good place IMHO.
Regarding Recoil and Dispersion have a look here the vids show that the GAR isn't that much more accurate than the AsCR unless it comes to skill.
People tend to forget how much the GAR benefits from skills in terms of accuracy and of course people have learned to handle the recoil/dispersion the AR has so it becomes a non factor but thats not the fault of the weapon....
On a sidenote I wouldn't mind a bit more Recoil and Dispersion but honestly i think that would change things only for one or two weeks until people have adapted (that was what happened the last time they increased Recoil and Dispersion on that weapon).
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Cosgar
ParagonX
5390
|
Posted - 2013.09.24 07:53:00 -
[62] - 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. |
Tech Ohm Eaven
L.O.T.I.S.
761
|
Posted - 2013.09.24 07:58:00 -
[63] - Quote
Monkey MAC wrote: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? 45 sounds about right to me. Like he said if your getting 1500 a mag then you are in a gallente chalked up on armour. Until we get full racial rifles this would be sufficent. After that a reassessment of the weapon ranges need to be done and prehaps a little extra overheat on scr to bring it down to around the same level!
Yeah 30 is a bit too low and 40 or 45 bullets sounds reasonable for a prototype AR.
So 30 bullets militia/basic 35 advanced and 40 or 45 bullets proto? |
Tech Ohm Eaven
L.O.T.I.S.
761
|
Posted - 2013.09.24 08:05:00 -
[64] - Quote
Korvin Lomont wrote:Reducing the Clipsize of the GAR is a tricky one as you would need to reduce the Clipsize of all automatic weapons as well. Just because you don't like a weapon does not mean it is totally unbalanced. The AR needs the correct DPS Range profile: High DPS (highest Dps of all AR) and low Range (lowest Range of all ARs) thats it. If you simply reduce the Clipsize of the AR the AsCR would become king: similar DPS, similar Range and similar Dispersion without barrel climb (all in all a stupid concept to make both weapons that similar). And if you are afraid of DPS or Damage per clip have a look at the other Automatic weapons: Scrambler Rifle (std): DPS: 840+ Damage per Clip: 3240 Clipsize: 45 AsCR (adv): DPS: 444 Damage per Clip: 2721 Clipsize: 72 TAR (adv) DPS: 500 Damage per Clip: 1350 Clipszie: 18 Assault Rifle Std: DPS: 425 Damage per Clip: 2040 Clipsize: 60 HMG (std) DPS: 533 Damage per Clip: 6800 Clipsize:450 SMG (std) DPS: 350 Damage per Clip:1680 Clipsize: 80 So in general the GAR is in a good place IMHO. Regarding Recoil and Dispersion have a look here the vids show that the GAR isn't that much more accurate than the AsCR unless it comes to skill. People tend to forget how much the GAR benefits from skills in terms of accuracy and of course people have learned to handle the recoil/dispersion the AR has so it becomes a non factor but thats not the fault of the weapon.... On a sidenote I wouldn't mind a bit more Recoil and Dispersion but honestly i think that would change things only for one or two weeks until people have adapted (that was what happened the last time they increased Recoil and Dispersion on that weapon).
Except the scambler overheats and provides feedback damage. HMG overheats and the user is vulnerable for ten seconds. Laser has feedback damage.
SMG is terrible versus shields since its a sidearm.
The problem with the AR is right now it outperforms a HMG at five paces in CQC.
The AR needs a tone down via haveing to pause to reload. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
958
|
Posted - 2013.09.24 08:09:00 -
[65] - Quote
Um...because they don't shoot BULLETS.
The thing shoots plasma...just saying. |
Shion Typhon
Intara Direct Action Caldari State
268
|
Posted - 2013.09.24 08:21:00 -
[66] - Quote
Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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.
Yes, let's make sure there more tier imbalances in the game rather than less. Well done men. |
Monkey MAC
killer taxi company General Tso's Alliance
667
|
Posted - 2013.09.24 08:24:00 -
[67] - Quote
I-Shayz-I wrote:Um...because they don't shoot BULLETS.
The thing shoots plasma...just saying.
And? Your point being?
Plasma requires tonnes of energy, more than a few ounces of gunpowder!
I think the ar will stay much as it is, no matter what we say, once combat and rail are released I expect its optimal to be about 20m and effective at 30m then it would get a slight dps buff (maybe) that way the burst will out perform at 30m despite the lower rof! |
Korvin Lomont
United Pwnage Service RISE of LEGION
199
|
Posted - 2013.09.24 08:25:00 -
[68] - Quote
Tech Ohm Eaven wrote: Except the scambler overheats and provides feedback damage. HMG overheats and the user is vulnerable for ten seconds. Laser has feedback damage.
SMG is terrible versus shields since its a sidearm.
The problem with the AR is right now it outperforms a HMG at five paces in CQC.
The AR needs a tone down via haveing to pause to reload.
I wouldn't say that 95% vs Shield is terrible....
If the AR outperformes the HMG in CQC where the disperion is not a problem its the fault of the HMG user, I encounter plenty of heavies that shred assaults apart in CQC...
Overheting does not seem to be a problem for mots heavies and on the Laser rifle its easy to handle btw the LR is not really an automatic weapon so its hard to compare it stat wise...
The AsCR overheats after one and a half clip without skills after roughly two clips including skills, so thats not an argument. The overheat on the standard Scramblerrifle is the only thing that keeps that weapon slightly in balance also consider that heatbuildup is per second the faster you shoot the more shots you can place before overheating |
ChromeBreaker
SVER True Blood Public Disorder.
1265
|
Posted - 2013.09.24 08:27:00 -
[69] - Quote
Nanites. |
Oxskull Duncarino
Shadow Company HQ
223
|
Posted - 2013.09.24 08:43:00 -
[70] - Quote
Tech Ohm Eaven wrote: I remember using M-16 AR and those had 30 bullets per banana clip magazine back when the calendar said 1980.. So why does the Dust 514 AR have 60 bullets per magazine??
I notice the reload skills but when I ask AR using folks about them they say why bother when the AR has 60 bullets per magazine??
I was wondering if perhaps its time to make reload skills more relevant by reducing the AR magazine size down to 30 bullets for militia AR and 40 for regular AR.
I am thinking this perhaps help balance the ARs more.
???
This what I really don't get with ye lot. You attempt to make a point or have a debate about balancing in this game, but you more or less ruin it by A: Equating it to real life B: What you equate it to being so out of sync with what is actually real.
Standard mag sizes with standard calibur cased rounds for military assault rifles/carbines come in 30 round mags. Present tech using caseless rounds, different bullet design, and improved magazines easily have 150% of the mag capacities in general usage. Even without using caseless rounds the P90 has a 50 round mag due to cartridge design and the mag design and feed design. If ceaseless rounds were used in the design then even more rounds would go into the same space. Honestly, modern day tech is easily able to field capacities like what we see in Dust. Ya do yourself a disfavor by even comparing the two. I'd expect to have even larger mags again due to bullet design in both material and shape, aswell as the propellant required being miniscule.
Just so we're clear, I've been fully hmg since Christmas, and run a commando suit wit a primary of a laser and a secondary either shotgun or AR. Mag sizes are grand. Now that hit detection is working well, damage can be looked at. Reducing the mag is the wrong way. Reduce the damage, and have set recoil per round, not gradually build over time. And I don't think any balance should be attempt till more racial weapons are in to balance against.
Back to my main point though. Go ahead and use present knowledge to suggest potential directions for Dust weapons, but saying the balance/design of weapons in a sci-fi game based on a space travelling culture far in the future should be done around present day weapon designs that are at an epoch as it is, is idiocy of the highest order. Unfortunately that idiocy is shared by many on this forum. I don't really care if you get offended by what I've typed, but I do hope you have a better think about what you type in future.
|
|
Ynned Ivanova
Bragian Order Amarr Empire
94
|
Posted - 2013.09.24 09:07:00 -
[71] - Quote
Enough with the Halo references, this game is nothing like Halo. |
Beforcial
REAPERS REPUBLIC
14
|
Posted - 2013.09.24 09:10:00 -
[72] - Quote
Tech Ohm Eaven wrote:Beforcial wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. How would you exponentiation damage to those clips? By the looks of it Proto's will kick ass big time vs a Militia or Advanced fits. I don't see how this makes more sense to anyone then what we already have, when you will need 3 dudes in militia to deal with 1 guy in proto as far as your clip count goes (including missed shots). It's already bad as it is having Proto AR's deal more damage then Militia or Adv. (I am comparing AR vs AR fights here nothing else.) Proto gear to me felt like it was supposed to be the same gear as advanced but that it's got something special maybe a risk factor to it after all it's a prototype and not an approved product yet. I see it as just the same idea then what is already in game now. (not great) Plus: How people still complain about balancing, when there is so many racial equipment / vehicles still missing? This game will be unbalanced till then at the least. (unless that stuff just never comes anymore but that's another thing) Very undecided whether this can be turned in to anything good. It tones down the AR from being a good at everything weapon. I.e. in CQC if the AR user has 40 bullets in a proto AR then my fix in CQC is Assault- Medic with militia shotgun. AR user sprayed clip and pauses to reload and injured shotgun user kills AR user when AR user is reloading.
I know what you mean tho i surly believe that the proto would drain your shield and armor after just 25 clips just guessing here tho. But i was comparing AR vs AR fight. Those would suck with clip limitations especially if the damage remains as now. |
Void Echo
Morsus Mihi Aperuitque Imperium
1511
|
Posted - 2013.09.24 09:16:00 -
[73] - Quote
you want to reduce the magazine then you should reduce the amount of HP of every dropsuit. |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2151
|
Posted - 2013.09.24 09:20:00 -
[74] - Quote
Tech Ohm Eaven wrote:Daddrobit wrote:Ya know what? As an avid AR user, I'd say I'd absolutely be fine with a mag reduction. I don't know if reducing it all the way down to 30 would be all that cool, but I could definitely see it drop to 45 or so to be in line with the militia variant. Went 22-2 with it in an ambush earlier this morning, so it's certainly not that bad of a weapon.
But I wouldn't go a whole lot lower than that in my honest opinion. At 30 bullets doing 33 damage a piece for 990 total damage, you still wouldn't be able to kill my logi with over 1100 hp without reloading or landing several headshots and not missing the rest. Even a basic heavy with no plates or shield extenders would survive if he just has base armor and shields trained.
45 bullets will put you at 1485 damage giving you a little leeway and putting you in the position of still -able- to kill a basic heavy, while a well fitted one would still survive even with every bullet hitting, again requiring headshots, but as it's a well fitted heavy, it's kinda meant to be able to sponge up the damage.
This, which would be a reduction from 1980 potential damage which simply kills everything even after you've missed a bunch of shots would be a fine balance in my opinion as even that 1485 damage would require you to hit on -every- shot which would require a bit of skill, and it certainly wouldn't happen for those spray and prayers.
And that's what a weapon should do, if you're skillful enough to be able to land most every bullet, you should be rewarded for it by being able to kill most all people. And if you're not, you deserve to watch the reload animation, followed by the respawn counter.
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. Assuming you hit every shot and that you are close enough that no damage fall off because of range occurs.
And If you can't kill a glass cannon that close to you when you have 1000+ UP... Nothing is going to help you. |
Cosgar
ParagonX
5393
|
Posted - 2013.09.24 09:47:00 -
[75] - 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. |
Tech Ohm Eaven
L.O.T.I.S.
765
|
Posted - 2013.09.24 12:18:00 -
[76] - Quote
Oxskull Duncarino wrote:Tech Ohm Eaven wrote: I remember using M-16 AR and those had 30 bullets per banana clip magazine back when the calendar said 1980.. So why does the Dust 514 AR have 60 bullets per magazine??
I notice the reload skills but when I ask AR using folks about them they say why bother when the AR has 60 bullets per magazine??
I was wondering if perhaps its time to make reload skills more relevant by reducing the AR magazine size down to 30 bullets for militia AR and 40 for regular AR.
I am thinking this perhaps help balance the ARs more.
???
This what I really don't get with ye lot. You attempt to make a point or have a debate about balancing in this game, but you more or less ruin it by A: Equating it to real life B: What you equate it to being so out of sync with what is actually real. Standard mag sizes with standard calibur cased rounds for military assault rifles/carbines come in 30 round mags. Present tech using caseless rounds, different bullet design, and improved magazines easily have 150% of the mag capacities in general usage. Even without using caseless rounds the P90 has a 50 round mag due to cartridge design and the mag design and feed design. If ceaseless rounds were used in the design then even more rounds would go into the same space. Honestly, modern day tech is easily able to field capacities like what we see in Dust. Ya do yourself a disfavor by even comparing the two. I'd expect to have even larger mags again due to bullet design in both material and shape, aswell as the propellant required being miniscule. Just so we're clear, I've been fully hmg since Christmas, and run a commando suit wit a primary of a laser and a secondary either shotgun or AR. Mag sizes are grand. Now that hit detection is working well, damage can be looked at. Reducing the mag is the wrong way. Reduce the damage, and have set recoil per round, not gradually build over time. And I don't think any balance should be attempt till more racial weapons are in to balance against. Back to my main point though. Go ahead and use present knowledge to suggest potential directions for Dust weapons, but saying the balance/design of weapons in a sci-fi game based on a space travelling culture far in the future should be done around present day weapon designs that are at an epoch as it is, is idiocy of the highest order. Unfortunately that idiocy is shared by many on this forum. I don't really care if you get offended by what I've typed, but I do hope you have a better think about what you type in future.
So why are 60 bullets at 37 times for over 2200 damage times 1.41(prof/damage mods) for 3080 DAMAGE needed to kill a suit thats 900 HP or LESS??
Pray, pray and spray?? |
Tech Ohm Eaven
L.O.T.I.S.
765
|
Posted - 2013.09.24 12:23:00 -
[77] - Quote
Shion Typhon wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. Yes, let's make sure there more tier imbalances in the game rather than less. Well done men.
Exactly since with AR prof 5 all thats needed is a basic AR, a Dren or an Exile. If its an RPG then it needs tiered weapons otherwise leveling is pointless in the case of the AR. |
Korvin Lomont
United Pwnage Service RISE of LEGION
199
|
Posted - 2013.09.24 12:31:00 -
[78] - Quote
Tech Ohm Eaven wrote:Oxskull Duncarino wrote:Tech Ohm Eaven wrote: I remember using M-16 AR and those had 30 bullets per banana clip magazine back when the calendar said 1980.. So why does the Dust 514 AR have 60 bullets per magazine??
I notice the reload skills but when I ask AR using folks about them they say why bother when the AR has 60 bullets per magazine??
I was wondering if perhaps its time to make reload skills more relevant by reducing the AR magazine size down to 30 bullets for militia AR and 40 for regular AR.
I am thinking this perhaps help balance the ARs more.
???
This what I really don't get with ye lot. You attempt to make a point or have a debate about balancing in this game, but you more or less ruin it by A: Equating it to real life B: What you equate it to being so out of sync with what is actually real. Standard mag sizes with standard calibur cased rounds for military assault rifles/carbines come in 30 round mags. Present tech using caseless rounds, different bullet design, and improved magazines easily have 150% of the mag capacities in general usage. Even without using caseless rounds the P90 has a 50 round mag due to cartridge design and the mag design and feed design. If ceaseless rounds were used in the design then even more rounds would go into the same space. Honestly, modern day tech is easily able to field capacities like what we see in Dust. Ya do yourself a disfavor by even comparing the two. I'd expect to have even larger mags again due to bullet design in both material and shape, aswell as the propellant required being miniscule. Just so we're clear, I've been fully hmg since Christmas, and run a commando suit wit a primary of a laser and a secondary either shotgun or AR. Mag sizes are grand. Now that hit detection is working well, damage can be looked at. Reducing the mag is the wrong way. Reduce the damage, and have set recoil per round, not gradually build over time. And I don't think any balance should be attempt till more racial weapons are in to balance against. Back to my main point though. Go ahead and use present knowledge to suggest potential directions for Dust weapons, but saying the balance/design of weapons in a sci-fi game based on a space travelling culture far in the future should be done around present day weapon designs that are at an epoch as it is, is idiocy of the highest order. Unfortunately that idiocy is shared by many on this forum. I don't really care if you get offended by what I've typed, but I do hope you have a better think about what you type in future. So why are 60 bullets at 37 times for over 2200 damage times 1.41(prof/damage mods) for 3080 DAMAGE needed to kill a suit thats 900 HP or LESS?? Pray, pray and spray??
You could ask that question for all automatic weapons not just the GAR
|
Shion Typhon
Intara Direct Action Caldari State
270
|
Posted - 2013.09.24 12:39:00 -
[79] - Quote
Tech Ohm Eaven wrote:Shion Typhon wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. Yes, let's make sure there more tier imbalances in the game rather than less. Well done men. Exactly since with AR prof 5 all thats needed is a basic AR, a Dren or an Exile. If its an RPG then it needs tiered weapons otherwise leveling is pointless in the case of the AR.
... you know, at this stage in life, I should know better than to respond to posters like this. |
Baal Omniscient
L.O.T.I.S.
639
|
Posted - 2013.09.24 12:58:00 -
[80] - Quote
Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. +1 for Thor hammer reference lol
ANd a tiered clip size would make a lot of sense, but only if you reduced the damage output difference between tiers. Because if you don't then not only are you getting an additional 5 bullets (that's ~170 damage per clip from one tier to the next not counting the damage difference) but the damage difference per bullet will make the difference between tiers unmanageable. There will be no beating a proto AR with an Exile unless the proto AR user is just plain terrible at aiming.
There needs to be a difference between tiers, but adjusting the clip size without reducing the damage difference between tiers (NOTE THAT I DID NOT SAY REDUCE THE DAMAGE AR USERS) would make the gap between tiers too great and make them too hard to balance against other weapons who's tiers are balanced closely together. |
|
Tech Ohm Eaven
L.O.T.I.S.
767
|
Posted - 2013.09.24 13:01:00 -
[81] - Quote
Shion Typhon wrote:Tech Ohm Eaven wrote:Shion Typhon wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. Yes, let's make sure there more tier imbalances in the game rather than less. Well done men. Exactly since with AR prof 5 all thats needed is a basic AR, a Dren or an Exile. If its an RPG then it needs tiered weapons otherwise leveling is pointless in the case of the AR. ... you know, at this stage in life, I should know better than to respond to posters like this.
Its all good. Less than twq months till November.
I imagine when player counts drop below 3000 or 2000 that CCP will move to rebalance Dust 514 weapons.
Anywho time to play some Dust 514 before the move to drop the game into bubble wrap on the 24th of November. |
Tech Ohm Eaven
L.O.T.I.S.
767
|
Posted - 2013.09.24 13:06:00 -
[82] - Quote
Baal Omniscient wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. 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. +1 for Thor hammer reference lol ANd a tiered clip size would make a lot of sense, but only if you reduced the damage output difference between tiers. Because if you don't then not only are you getting an additional 5 bullets (that's ~170 damage per clip from one tier to the next not counting the damage difference) but the damage difference per bullet will make the difference between tiers unmanageable. There will be no beating a proto AR with an Exile unless the proto AR user is just plain terrible at aiming. There needs to be a difference between tiers, but adjusting the clip size without reducing the damage difference between tiers (NOTE THAT I DID NOT SAY REDUCE THE DAMAGE AR USERS) would make the gap between tiers too great and make them too hard to balance against other weapons who's tiers are balanced closely together.
Or militia ar 34 bullets, basic 36, advanced 38, proto 40 bullets.
But something has to be done since right now its go AR or go home in most cases. |
Blondie Roads
Introverts 4 Hire
27
|
Posted - 2013.09.24 13:22:00 -
[83] - Quote
Tommorows technology Today!!!!
http://www.midwayusa.com/product/528357/ar-stoner-magazine-system-ar-15-223-remington-100-round-drum-polymer-black |
Baal Omniscient
L.O.T.I.S.
641
|
Posted - 2013.09.24 13:30:00 -
[84] - Quote
I think a gap of 5-10 bullets per tier would be good, that's not an issue. It's just that if you do that then the damage difference between tiers needs to be flattened a little bit to compensate. |
Cosgar
ParagonX
5403
|
Posted - 2013.09.24 13:34:00 -
[85] - 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. |
Blondie Roads
Introverts 4 Hire
27
|
Posted - 2013.09.24 13:37:00 -
[86] - Quote
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. |
Monkey MAC
killer taxi company General Tso's Alliance
679
|
Posted - 2013.09.24 13:38:00 -
[87] - Quote
Thats a patriot mag my friend they have been around for years, they have the highest jam and misfire ration of any magazine! 1/5 rounds is misfired because of the mag, plus there is an almost guaranteed chance you'll get 1 jam a mag! |
Tech Ohm Eaven
L.O.T.I.S.
767
|
Posted - 2013.09.24 13:42:00 -
[88] - 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.
Then you do not need a gun. Heres a day old kitten now go into that biker bar and tell them all bikes suck and whoever drives a Harley is an idiot.
Oh and remember to call 911 since something tells me that these guys called DOCTOR are going to be needed. |
Cosgar
ParagonX
5403
|
Posted - 2013.09.24 13:43:00 -
[89] - 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... |
Blondie Roads
Introverts 4 Hire
27
|
Posted - 2013.09.24 13:45:00 -
[90] - Quote
Monkey MAC wrote:Thats a patriot mag my friend they have been around for years, they have the highest jam and misfire ration of any magazine! 1/5 rounds is misfired because of the mag, plus there is an almost guaranteed chance you'll get 1 jam a mag!
Problem solved http://www.everydaynodaysoff.com/2010/04/09/belt-fed-ar-15-upper-receiver/
|
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Blondie Roads
Introverts 4 Hire
27
|
Posted - 2013.09.24 13:49:00 -
[91] - Quote
Because guns don't kill people. People kill People.[/quote] In the US 1000 people die to accidental gun related deaths per year. Guns kill people too... [/quote]
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? |
Tech Ohm Eaven
L.O.T.I.S.
767
|
Posted - 2013.09.24 13:49:00 -
[92] - Quote
Makes note to ask about increasing the number of States that have AR magazine limitations.
|
Monkey MAC
killer taxi company General Tso's Alliance
681
|
Posted - 2013.09.24 13:50:00 -
[93] - Quote
Will take longer to reload than the hmg If this were useful/practical there would be no need for a propef mag, but sure you can have a belt fed ar! |
Tech Ohm Eaven
L.O.T.I.S.
767
|
Posted - 2013.09.24 13:53:00 -
[94] - Quote
Monkey MAC wrote:Will take longer to reload than the hmg If this were useful/practical there would be no need for a propef mag, but sure you can have a belt fed ar!
There are casket magazines for the AR but so far theres six States that have a limitation on AR magazine size and after the Navy Yard incident theres going to be revisions and probably more States adhereing to these limitations. |
Beren Hurin
Onslaught Inc RISE of LEGION
1677
|
Posted - 2013.09.24 13:53:00 -
[95] - Quote
Magazine size relates to how long you can apply damage for. Combine the reload speed of the weapon, and how long you have to wait for your suit to reload and you balance all three of those stats to figure out how often and for how long you can be a threat.
A weapon like the shot gun has a different application profile than the HMG, which is different than the AR, and scrambler pistol.
For example, I've really started to learn how, with an assault scrambler pistol, you can over-DPS an AR player under 20m. The key is you really only have the 1.x seconds it takes to empty the clip of the gun. The key is getting the first shot and making all your shots land. Headshots are preferable. A feat that is much easier to do with the ScP and scanner, than it is with an AR.
The key to fighting against the AR is to neutralize all of the benefits that it has and force it to play in its weaknesses. Stay at distance to get the biggest advantage of disperson and force its user to ADS. Fight outside of its optimal or catch it by surprise fighting in and out of cover so that it wastes most of its ammunition shooting at walls. |
Monkey MAC
killer taxi company General Tso's Alliance
681
|
Posted - 2013.09.24 13:54:00 -
[96] - Quote
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... [/quote]
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?[/quote]
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! |
Cosgar
ParagonX
5403
|
Posted - 2013.09.24 13:58:00 -
[97] - 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. |
Tech Ohm Eaven
L.O.T.I.S.
767
|
Posted - 2013.09.24 14:01:00 -
[98] - Quote
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... [/quote]
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?[/quote]
From a friend at DoD:
http://www.ajronline.org/doi/full/10.2214/ajr.178.5.1781092
Fortunately, no one was injured. Although the gun struck the magnet bore, only minimal cosmetic damage occurred to the magnet itself. The MR unit had full functional capability immediately after the gun discharged. The weapon's thumb safety was reportedly engaged when the gun discharged.
Read More: http://www.ajronline.org/doi/full/10.2214/ajr.178.5.1781092
|
Blondie Roads
Introverts 4 Hire
27
|
Posted - 2013.09.24 14:02:00 -
[99] - Quote
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?[/quote]
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![/quote]
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. |
Blondie Roads
Introverts 4 Hire
27
|
Posted - 2013.09.24 14:09:00 -
[100] - Quote
Oh .. and i venture to guess that a fair amount of accidental deaths due to guns is a gang banger hitting an unintended target.
You hold your line, I'll hold mine..
We are going to have to agree to disagree guys. |
|
Monkey MAC
killer taxi company General Tso's Alliance
681
|
Posted - 2013.09.24 14:27:00 -
[101] - Quote
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![/quote]
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! |
Oxskull Duncarino
Shadow Company HQ
225
|
Posted - 2013.09.24 14:28:00 -
[102] - Quote
Tech Ohm Eaven wrote:Korvin Lomont wrote:Reducing the Clipsize of the GAR is a tricky one as you would need to reduce the Clipsize of all automatic weapons as well. Just because you don't like a weapon does not mean it is totally unbalanced. The AR needs the correct DPS Range profile: High DPS (highest Dps of all AR) and low Range (lowest Range of all ARs) thats it. If you simply reduce the Clipsize of the AR the AsCR would become king: similar DPS, similar Range and similar Dispersion without barrel climb (all in all a stupid concept to make both weapons that similar). And if you are afraid of DPS or Damage per clip have a look at the other Automatic weapons: Scrambler Rifle (std): DPS: 840+ Damage per Clip: 3240 Clipsize: 45 AsCR (adv): DPS: 444 Damage per Clip: 2721 Clipsize: 72 TAR (adv) DPS: 500 Damage per Clip: 1350 Clipszie: 18 Assault Rifle Std: DPS: 425 Damage per Clip: 2040 Clipsize: 60 HMG (std) DPS: 533 Damage per Clip: 6800 Clipsize:450 SMG (std) DPS: 350 Damage per Clip:1680 Clipsize: 80 So in general the GAR is in a good place IMHO. Regarding Recoil and Dispersion have a look here the vids show that the GAR isn't that much more accurate than the AsCR unless it comes to skill. People tend to forget how much the GAR benefits from skills in terms of accuracy and of course people have learned to handle the recoil/dispersion the AR has so it becomes a non factor but thats not the fault of the weapon.... On a sidenote I wouldn't mind a bit more Recoil and Dispersion but honestly i think that would change things only for one or two weeks until people have adapted (that was what happened the last time they increased Recoil and Dispersion on that weapon). Except the scambler overheats and provides feedback damage. HMG overheats and the user is vulnerable for ten seconds. Laser has feedback damage. SMG is terrible versus shields since its a sidearm. The problem with the AR is right now it outperforms a HMG at five paces in CQC. The AR needs a tone down via haveing to pause to reload.
It is definitely an issue that the AR doesn't have any real downsides to use like the above weapons. With a little bit of pulse fire, which is easy to do, recoil is a non factor. As it stands recoil only seems to crop up after a certain amount of time has been spent firing, and 1 second pulse firing prevents it.This should be changed to recoil per shot, forcing those that want to have accurate midrange fire to have very good burst control, and those in CQB to exercise the same trigger finger control if they want head shots, or just hold down the trigger and dump the rounds at the center of the body.
By the way, if you find that an AR out preforms your HMG at 5m, in my part of the world a pace is a rough measure for a metre, then you mightn't be suited to running HMG. Inbetween 5-15m the HMG shreds similar level and gun AR toting tangos 1 on 1. I'm at 21mil SP as a dedicated heavy HMG user and it wrecks my head when people throw garbage comments out about what they don't know or can't use. Inside 5m can be tough due to faster movement and bunny hopping for sure but it is still good. |
Vell0cet
Royal Uhlans Amarr Empire
314
|
Posted - 2013.09.24 14:38:00 -
[103] - Quote
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. |
low genius
the sound of freedom Renegade Alliance
473
|
Posted - 2013.09.24 14:39:00 -
[104] - Quote
Dovallis Martan JenusKoll wrote:AR's usually have large magazines so they have something to read while on the toilet! *snaretap*
rimshot |
Cosgar
ParagonX
5405
|
Posted - 2013.09.24 14:41:00 -
[105] - 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
|
Posted - 2013.09.24 14:43:00 -
[106] - 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. |
Cody Sietz
Bullet Cluster
1019
|
Posted - 2013.09.24 14:52:00 -
[107] - Quote
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. |
Kam Elto
KILL-EM-QUICK RISE of LEGION
75
|
Posted - 2013.09.24 15:07:00 -
[108] - Quote
Heavies need a LMG asap!!! |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
465
|
Posted - 2013.09.24 15:29:00 -
[109] - Quote
To answer the OP, I'm pretty sure it's because people don't die with 4 shots in this game. |
Monkey MAC
killer taxi company General Tso's Alliance
681
|
Posted - 2013.09.24 15:36:00 -
[110] - Quote
Some random dude with a gun wrote:Cosgar wrote:Monkey MAC wrote:Blondie Roads wrote:[quote=Monkey MAC]
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! |
|
Monkey MAC
killer taxi company General Tso's Alliance
681
|
Posted - 2013.09.24 15:37:00 -
[111] - Quote
Kam Elto wrote:Heavies need a LMG asap!!!
HMG fills that role! |
Meeko Fent
Seituoda Taskforce Command Caldari State
984
|
Posted - 2013.09.24 15:55:00 -
[112] - Quote
If we reduce the bullets per clip, their gonna want each bullet to do more damage, and then we will need to lower the ROF so its DPS isn't WWWWWWWWAAAAAAAAYYYYYYYYYYYYYY Moar OP then it is now. |
Killar-12
The Corporate Raiders Top Men.
1241
|
Posted - 2013.09.24 15:59:00 -
[113] - 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. Oh ****, IWS said the AR is unbalanced? |
Cosgar
ParagonX
5413
|
Posted - 2013.09.24 16:06:00 -
[114] - 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. |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
314
|
Posted - 2013.09.24 16:08:00 -
[115] - Quote
Keri Starlight wrote:To answer the OP, I'm pretty sure it's because people don't die with 4 shots in this game. try running a scout
in a cqc or any range of combat then comeback and edit your comment |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1017
|
Posted - 2013.09.24 16:40:00 -
[116] - 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? |
Monkey MAC
killer taxi company General Tso's Alliance
685
|
Posted - 2013.09.24 16:47:00 -
[117] - Quote
Zero Harpuia wrote:Monkey MAC wrote:God only Knows who wrote:Some random dude with a gun wrote:Cosgar wrote:
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?
Breach variation of ar has a shorter range, the act of breaching by definition is close quaters!!
|
Cosgar
ParagonX
5417
|
Posted - 2013.09.24 16:52:00 -
[118] - 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. |
Monkey MAC
killer taxi company General Tso's Alliance
685
|
Posted - 2013.09.24 17:06:00 -
[119] - Quote
Cosgar wrote: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.
Fair enough, I just don't necessarily use dev info, they have a knack for changing there minds! |
Cody Sietz
Bullet Cluster
1022
|
Posted - 2013.09.24 20:09:00 -
[120] - Quote
See I always figured the breach AR was going to be the Gallente rifle. Someone corrected me the other day that it's meant to the Caldari rifle.
But that's where I'm confused, aren't Gallente meant to be High dmg, low range rifles? |
|
Synbot
Expert Intervention Caldari State
162
|
Posted - 2013.09.24 20:22:00 -
[121] - Quote
Cut all AR mag sizes by half. Increase all AR damage by x2, make the ammo capacity skill give 2 bullets added to mag per level. Then give damage modifiers a penalty.
This provides a balance of changes, not nerfing or buffing the AR. Simply modifying it.
Problem solved. |
8213
Grade No.2
302
|
Posted - 2013.09.24 20:56:00 -
[122] - Quote
So... nobody uses Krin's AR much??
|
Killar-12
The Corporate Raiders Top Men.
1241
|
Posted - 2013.09.24 20:59:00 -
[123] - Quote
Or just pull in it's range when the RR and CR come... |
OZAROW
WarRavens League of Infamy
715
|
Posted - 2013.09.24 21:15:00 -
[124] - Quote
Exmaple Core wrote:Adulng Beit wrote:you gotta remember that these are future weapons and they AR is not really firing bullets but bolts of plasma. I would be questioning why the Sub machine gun has 72! who cares? its bad for balance Mine has 80, and a proto min assault would have 100 due to the bonus |
Wakko03
Better Hide R Die
347
|
Posted - 2013.09.24 21:32:00 -
[125] - Quote
I can only say, thankfully I don't really care about this game anymore, what most of you are suggesting that ccp do is plainly silly.
I fought against most of you an know that you would rather produce a ruckus on the forums than improve this game.
THERE IS NOTHING WRONG WITH THE AR'S.
You know what I have a problem with, laser rifles.... why because they can shoot for longer than I can with an AR and have to reload, which means they just use the thing as a laser pointer and keep it up no matter how fast or for how long I have to run to in order to get to cover, I'm usually dead before the gun finishes reloading.....but then again each one of these players is probably running around with an unlicensed nuclear pack on their backs otherwise where is the power coming from.... some little nano?
Scrambler rifle, it is an AR with a charged shot and a scope.
Mass Driver, just keep raining shots down on your enemy with the bonus of effecting the enemies aim.
The HMG is just like a SMG with a larger clip.
Snipers and Forge gunners just seem to hide in the redline or up on someplace elevated.
All I see in this thread is some overly grandoised statements with a lot of blah blah blah; the only thing not discussed is that it is rarely a 1vs1 fight and it is normally a 1 vs 4 or 5 as the enemy has already slaughtered most of the guys coming with me.
So many heavies comlaining about the AR, yet why are the heavies not using a forge gun when there is a enemy vehicle on the field? |
Monkey MAC
killer taxi company General Tso's Alliance
697
|
Posted - 2013.09.24 21:38:00 -
[126] - Quote
Cody Sietz wrote:See I always figured the breach AR was going to be the Gallente rifle. Someone corrected me the other day that it's meant to the Caldari rifle.
But that's where I'm confused, aren't Gallente meant to be High dmg, low range rifles?
Thats what I though!
You breach a door, room or building. You don't breach field! But we will see, I personally think all rifles should also get a charge variation |
Monkey MAC
killer taxi company General Tso's Alliance
697
|
Posted - 2013.09.24 21:42:00 -
[127] - Quote
Wakko03 wrote:I can only say, thankfully I don't really care about this game anymore, what most of you are suggesting that ccp do is plainly silly.
I fought against most of you an know that you would rather produce a ruckus on the forums than improve this game.
THERE IS NOTHING WRONG WITH THE AR'S.
You know what I have a problem with, laser rifles.... why because they can shoot for longer than I can with an AR and have to reload, which means they just use the thing as a laser pointer and keep it up no matter how fast or for how long I have to run to in order to get to cover, I'm usually dead before the gun finishes reloading.....but then again each one of these players is probably running around with an unlicensed nuclear pack on their backs otherwise where is the power coming from.... some little nano?
Scrambler rifle, it is an AR with a charged shot and a scope.
Mass Driver, just keep raining shots down on your enemy with the bonus of effecting the enemies aim.
The HMG is just like a SMG with a larger clip.
Snipers and Forge gunners just seem to hide in the redline or up on someplace elevated.
All I see in this thread is some overly grandoised statements with a lot of blah blah blah; the only thing not discussed is that it is rarely a 1vs1 fight and it is normally a 1 vs 4 or 5 as the enemy has already slaughtered most of the guys coming with me.
So many heavies comlaining about the AR, yet why are the heavies not using a forge gun when there is a enemy vehicle on the field?
Did you seriously just complain about everyone not running an ar? The LR is overpowered because of its high mag capacity, but the fact it only works usefully at sweetspot only 15m wide isn't enough?
Please please tell me your are joking? Please tell me you are not that stupid!
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Wakko03
Better Hide R Die
347
|
Posted - 2013.09.24 22:07:00 -
[128] - Quote
Monkey MAC wrote:Wakko03 wrote:I can only say, thankfully I don't really care about this game anymore, what most of you are suggesting that ccp do is plainly silly.
I fought against most of you an know that you would rather produce a ruckus on the forums than improve this game.
THERE IS NOTHING WRONG WITH THE AR'S.
You know what I have a problem with, laser rifles.... why because they can shoot for longer than I can with an AR and have to reload, which means they just use the thing as a laser pointer and keep it up no matter how fast or for how long I have to run to in order to get to cover, I'm usually dead before the gun finishes reloading.....but then again each one of these players is probably running around with an unlicensed nuclear pack on their backs otherwise where is the power coming from.... some little nano?
Scrambler rifle, it is an AR with a charged shot and a scope.
Mass Driver, just keep raining shots down on your enemy with the bonus of effecting the enemies aim.
The HMG is just like a SMG with a larger clip.
Snipers and Forge gunners just seem to hide in the redline or up on someplace elevated.
All I see in this thread is some overly grandoised statements with a lot of blah blah blah; the only thing not discussed is that it is rarely a 1vs1 fight and it is normally a 1 vs 4 or 5 as the enemy has already slaughtered most of the guys coming with me.
So many heavies comlaining about the AR, yet why are the heavies not using a forge gun when there is a enemy vehicle on the field? Did you seriously just complain about everyone not running an ar? The LR is overpowered because of its high mag capacity, but the fact it only works usefully at sweetspot only 15m wide isn't enough? Please please tell me your are joking? Please tell me you are not that stupid!
YES I DID.
Why because I have had to listen for weeks on end, the nonsense being spewed about, so since it is luke warm - I have spit out what I believe these people would find infuriating. So far they have tried to nerf my AV, my Core Locus Frag, and CCP refuses to outright tell me that my AR will hit for a measly 40 meters and about 50% damage farther out than that up to a range of 60m....yet I can't have a scope on it because that would be too much..... the TAR's suck but then again only people with a turbo button were using them (I'm looking at you KB&M users because the DS3 has a limiter that prevents the button from being pressed too quickly....unlike your mouse which is designed to rapidly pressed.)
Stupid is as stupid does. |
Oxskull Duncarino
Shadow Company HQ
225
|
Posted - 2013.09.24 22:21:00 -
[129] - Quote
Wakko03 wrote:I can only say, thankfully I don't really care about this game anymore, what most of you are suggesting that ccp do is plainly silly.
I fought against most of you an know that you would rather produce a ruckus on the forums than improve this game.
THERE IS NOTHING WRONG WITH THE AR'S.
You know what I have a problem with, laser rifles.... why because they can shoot for longer than I can with an AR and have to reload, which means they just use the thing as a laser pointer and keep it up no matter how fast or for how long I have to run to in order to get to cover, I'm usually dead before the gun finishes reloading.....but then again each one of these players is probably running around with an unlicensed nuclear pack on their backs otherwise where is the power coming from.... some little nano?
Scrambler rifle, it is an AR with a charged shot and a scope.
Mass Driver, just keep raining shots down on your enemy with the bonus of effecting the enemies aim.
The HMG is just like a SMG with a larger clip.
Snipers and Forge gunners just seem to hide in the redline or up on someplace elevated.
All I see in this thread is some overly grandoised statements with a lot of blah blah blah; the only thing not discussed is that it is rarely a 1vs1 fight and it is normally a 1 vs 4 or 5 as the enemy has already slaughtered most of the guys coming with me.
So many heavies comlaining about the AR, yet why are the heavies not using a forge gun when there is a enemy vehicle on the field?
While I agree with ya about alot of the ideas here, if they are civil and somewhat thought out, let them at it. It's called brain storming. It mightn't be alot of people on these forums strong point but, such is life. At least they are trying unlike your banging of your heels.
I hate people that whing like yourself.
1- The laser as you said is like a pointer. Try using something in the plentiful Dust arsenal to follow that bright beam all the way back to the soft squelchy operator, like another laser, a sniper rifle, a tac rifle, a forgegun, or even, now hold onto your seat, TACTICS. That last one covers using a counter weapon as well as flanking, directing friendly units in better counter positions, etc. You're the exact type that is not helpful in any discussion on balance as all you did was cry that you weapon didn't work well enough outside of its optimum range and you got melded in the optimum range of another weapon
2- Semi-auto scrambler rifle has great balance to it, and is most definitely not the same as the Gallente blaster rifle with a few attachments. Have you ever actually run with one for longer then a quick run around a supply depot?
3- The mass driver does need work in my view like a minimum arming distance, but all its other features I like. It gives it a nice difference. I can't stand the smoke etc when a round hits beside me but it's a nice effects for the weapon that I can appreciate.
4- So, a HMG is just like an SMG is it? Ya might want to look at the different fire rates of all variants. I'd tell ya to work out damage outputs put I'm figuring that might be beyond ya.
5- If you find that your mostly dying due to it being alot of 1 v 4 etc after the rest of you squad died, and this keeps on happening, then it is very possible that your squad suffer from the same lack of tactics that you do. If after trying different approach there is still no success then try finding another possibly softer wall to butt your head against before the brain damage has kicked in too much.
6- Right, all us HMG operators that are doing point defence, on hearing the callout of an enemy vehicle should drop everything we are doing and race off to find a depot to switch to a forge gun. Again, BIG AVAILABLE DUST ARSENAL. Try it out. On top of forgeguns we have proximity explosives, remote explosives, anti armour grenades, swarm launchers, and plasma cannons . But hey, that probably isn't something you're going to do because you still sitting in the corner crying over your AR.
I'm luck to be at a point SP wise where I've my HMG, forge, suit, sidearm, and necessary core skills maxed, and have been able to dig in all the other weapons and classes aside from scout since I suck at it, and all are viable. Well, I'll be honest that the plasma cannon really takes a massive amount of skill and/or luck to use as AV, but I've seen people do so.
Try standing back and take a good look at everything rather than doing the exact thing you accuse others of. Or keep doing what your doing as plenty of people around here love tears. |
Monkey MAC
killer taxi company General Tso's Alliance
699
|
Posted - 2013.09.24 22:53:00 -
[130] - Quote
Wakko03 wrote:Monkey MAC wrote:Wakko03 wrote:I can only say, thankfully I don't really care about this game anymore, what most of you are suggesting that ccp do is plainly silly.
I fought against most of you an know that you would rather produce a ruckus on the forums than improve this game.
THERE IS NOTHING WRONG WITH THE AR'S.
You know what I have a problem with, laser rifles.... why because they can shoot for longer than I can with an AR and have to reload, which means they just use the thing as a laser pointer and keep it up no matter how fast or for how long I have to run to in order to get to cover, I'm usually dead before the gun finishes reloading.....but then again each one of these players is probably running around with an unlicensed nuclear pack on their backs otherwise where is the power coming from.... some little nano?
Scrambler rifle, it is an AR with a charged shot and a scope.
Mass Driver, just keep raining shots down on your enemy with the bonus of effecting the enemies aim.
The HMG is just like a SMG with a larger clip.
Snipers and Forge gunners just seem to hide in the redline or up on someplace elevated.
All I see in this thread is some overly grandoised statements with a lot of blah blah blah; the only thing not discussed is that it is rarely a 1vs1 fight and it is normally a 1 vs 4 or 5 as the enemy has already slaughtered most of the guys coming with me.
So many heavies comlaining about the AR, yet why are the heavies not using a forge gun when there is a enemy vehicle on the field? Did you seriously just complain about everyone not running an ar? The LR is overpowered because of its high mag capacity, but the fact it only works usefully at sweetspot only 15m wide isn't enough? Please please tell me your are joking? Please tell me you are not that stupid! YES I DID. Why because I have had to listen for weeks on end, the nonsense being spewed about, so since it is luke warm - I have spit out what I believe these people would find infuriating. So far they have tried to nerf my AV, my Core Locus Frag, and CCP refuses to outright tell me that my AR will hit for a measly 40 meters and about 50% damage farther out than that up to a range of 60m....yet I can't have a scope on it because that would be too much..... the TAR's suck but then again only people with a turbo button were using them (I'm looking at you KB&M users because the DS3 has a limiter that prevents the button from being pressed too quickly....unlike your mouse which is designed to rapidly pressed.) Stupid is as stupid does.
You are aware the ar is infact meant to be a short range weapon right? You don't need a scope at close range, and they want to discourage long range use!
You complain at the LR because it has a large mag, but don't consider its overheat or range profile. Its a laser it is going to be a constant a constant stream.
You complain at Snipers and forges for being long ranged weaponry, they are snipers they aren't gonna try and line up that sweet sweet headshot in your optimal range! They are gonna hide somewhere where they have a goodview of the battlefield.
You complain at mass drivers for throwing off your ads, it doesn't effect hipfire, and the dps of the mass driver is so low you only need 35% of your shots to connect from a miltia ar.
You complain at Scrambler Rifles for being an ar with a charge shot. This is exactly what is meant to be, it is 1 of the 4 racial rifles. Your ar at the moment is a placeholder, not a balanced weapon.
You complain at hmg's for being smgs with bigger mags. Its a machineugun, it will have massive mag capacity, but also happensto have a 9sec reload and the range of a golfer with no clubs.
You have effectively told everyone the ar is fine, but all niche weapons are overpowered in their niche. This is why the ar is already powerful as it is. You seem to completely ignore the negatves of every weapon, while telling me they have too many positives. |
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Wakko03
Better Hide R Die
347
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Posted - 2013.09.24 23:28:00 -
[131] - Quote
OKAY, ding we have a winner, you defeated me by not actually fighting me in game, I should be thankful because the choice of wording by one of you, indicates that you are british or euro soo I am sure the lag would be epic.
1. The OP was the person who said the AR's needed a reduction to the clip size to make it balanced.... FALSE; so my whine was in a trump to theirs and the following of forumites who deem it a worthy idea.
2. This discussion as you put it has been done for hundreds of threads, "balance this or else the game is done".... so I just decided to add to the SOP around here and put out wildly outrageous statments, apparently I struck a nerve with you as you took all the time to dissect the post.
3. I'm the only guy on my team doing anything.... or the matchmaking really sucks..... since I know I am not that good it has to be the matchmaking that is making me face multiple 20mil+ SP players with guys that shouldn't be out of the battle academy. I am sometimes the only guy on my team to go positive, this is while I am using (an exile ar not because I want to but because it is the only thing that fits) proto LOGI modules (ie repair tool, uplinks and nano-hives & rez when I can use that suit), and switching to AV to deal with the tanks, I am not a HEAVY but even I have a forge gun, it is just something I have noticed that either my team has a guy willing to go AV or they have the willingness to run headlong into the tank over an over again...but then again that is CCP's fault for the spawn system.
4. In conclusion I would say that CCP has done a good job at keeping us at each others throats so to speak and not on their case for failing to deliver a product worthy of play.
Enjoy the game I don't think ccp can give you what you want, but you can all keep asking for it, pretty soon it will be 2 guys in a tank on one team complaining that there is no one to fight.
PS the problem with redline snipers, etc. is not that they are too far away from me, it is that I have no way to get to them without switching to a SR or Forge gun to get them as they are behind an imaginary line I can't cross because the game says so or there is no ladder and no way to get a dropship past the forge gunners. Add in ccp's stupidity as they lined up most capture points in domination maps to be easily hit from on top of the towers and the silliness that is not solid in game geometry allowing them to shoot thru but my stop my shots. |
Monkey MAC
killer taxi company General Tso's Alliance
703
|
Posted - 2013.09.25 00:06:00 -
[132] - Quote
Wakko03 wrote:OKAY, ding we have a winner, you defeated me by not actually fighting me in game, I should be thankful because the choice of wording by one of you, indicates that you are british or euro soo I am sure the lag would be epic.
1. The OP was the person who said the AR's needed a reduction to the clip size to make it balanced.... FALSE; so my whine was in a trump to theirs and the following of forumites who deem it a worthy idea.
2. This discussion as you put it has been done for hundreds of threads, "balance this or else the game is done".... so I just decided to add to the SOP around here and put out wildly outrageous statments, apparently I struck a nerve with you as you took all the time to dissect the post.
3. I'm the only guy on my team doing anything.... or the matchmaking really sucks..... since I know I am not that good it has to be the matchmaking that is making me face multiple 20mil+ SP players with guys that shouldn't be out of the battle academy. I am sometimes the only guy on my team to go positive, this is while I am using (an exile ar not because I want to but because it is the only thing that fits) proto LOGI modules (ie repair tool, uplinks and nano-hives & rez when I can use that suit), and switching to AV to deal with the tanks, I am not a HEAVY but even I have a forge gun, it is just something I have noticed that either my team has a guy willing to go AV or they have the willingness to run headlong into the tank over an over again...but then again that is CCP's fault for the spawn system.
4. In conclusion I would say that CCP has done a good job at keeping us at each others throats so to speak and not on their case for failing to deliver a product worthy of play.
Enjoy the game I don't think ccp can give you what you want, but you can all keep asking for it, pretty soon it will be 2 guys in a tank on one team complaining that there is no one to fight.
PS the problem with redline snipers, etc. is not that they are too far away from me, it is that I have no way to get to them without switching to a SR or Forge gun to get them as they are behind an imaginary line I can't cross because the game says so or there is no ladder and no way to get a dropship past the forge gunners. Add in ccp's stupidity as they lined up most capture points in domination maps to be easily hit from on top of the towers and the silliness that is not solid in game geometry allowing them to shoot thru but my stop my shots.
Bloody hell, I take troll bait to easy sometimes! We are not saying the game will be finished if you don't "fix" ar weaponry. We just believe it is in need of a balance. Reducing mag size is just another potential method.
I have found matchmaking to be a dream since 1.4 no match took longervthan 5sec to find, and 80% have been down to the wire with some rather epic scuffles. You might happen to be in a lower bracket for some reason (afking prehaps), once you work into your correct posistion I am sure you will find more enjoyable matches.
I agree with your first part of point 4. the fact everyones views on weapons are so diverse is a great thing, I might have over reacted but there are some really stupid people on these forums. And well a self righteous attitude some of them display is down right infuriating.
I will however give props on your ability to mimic them so well!
As for redline snipers, don't worry the map team have got it covered. You implied any sniper far enough to be only a few pixels wide was a bane to your exsistance! |
The Terminator T-1000
The Praetorian Legionary
44
|
Posted - 2013.09.25 00:21:00 -
[133] - Quote
Tech Ohm Eaven wrote: I remember using M-16 AR and those I remember had 30 bullets per banana clip magazine back when the calendar said 1980.. So why does the Dust 514 AR have 60 bullets per magazine??
I notice the reload skills but when I ask AR using folks about them they say why bother when the AR has 60 bullets per magazine??
I was wondering if perhaps its time to make reload skills more relevant by reducing the AR magazine size down to 30 bullets for militia AR and 40 for regular AR.
I am thinking this perhaps help balance the ARs more.
???
How about making the AR a BB gun?
Why do you think all military infantry use some variation of AR?
The problem is other people using specialized weapons wanting to be equal or superior to an AR. Specialized weapons should only be used in certain situation and not ALL the time like some people do. AR should alays be the superior weapons in most cases IMO
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Seymor Krelborn
DUST University Ivy League
983
|
Posted - 2013.09.25 00:25:00 -
[134] - Quote
Tech Ohm Eaven wrote: I remember using M-16 AR and those I remember had 30 bullets per banana clip magazine back when the calendar said 1980.. So why does the Dust 514 AR have 60 bullets per magazine??
I notice the reload skills but when I ask AR using folks about them they say why bother when the AR has 60 bullets per magazine??
I was wondering if perhaps its time to make reload skills more relevant by reducing the AR magazine size down to 30 bullets for militia AR and 40 for regular AR.
I am thinking this perhaps help balance the ARs more.
???
im confused... so, because your 1980 m-16 only had 30 bullets, a far future tech plasma spewing assault rifle in a sci-fi game should only have 30?
should our mercs also be running around in Kevlar still instead of dropsuits?
parachutes instead of inertia dampners? |
Nonya Bizznizz
DUST University Ivy League
47
|
Posted - 2013.09.25 00:27:00 -
[135] - Quote
Guys, how could CCP try to do logical balances to their staple weapon, when they couldn't even release the roadmap that they promised since Fanfest? |
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