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Koan Zalinto
Bobbit's Hangmen
2
|
Posted - 2013.09.28 03:16:00 -
[31] - Quote
Kristoff Atruin wrote:The auto scrambler being at a high SP level is a big part of its limited use. I'd have to log in and check, but I think it's also more expensive than a GEK as well. Combine this with a lot of people running only logi suits, it means that they have to always use the high end weapon in the line or be helpless up close. I skilled it up on an alt and it hits fairly accurately at a surprisingly long range, despite the scatter.
Whereas I don't mind the use of the weapon at all, I feel sp cost doesn't mean anything to spec into a weapon. Personally, I have plans to spec into a few different things a month after the new battlefield comes out. People make their main accounts sit on passive sp while they play around with the different builds on other psn accounts. I hear them talking about in games every now and then. As far as scramblers go, yeah theres a bit of a curve to them, but im very surprised people dont spec into them just for the addition of optics. Considering most ar's we encounter are militia, gek, or better and I hear complaining alot in my own corp about their lack of optics. Just an observation on that one. |
Godin Thekiller
Hellstorm Inc League of Infamy
937
|
Posted - 2013.09.28 03:48:00 -
[32] - Quote
The Breach Plasma Rifle should retain its short range, as blaster type weapons don't shoot very far. Also, the burst and Tact. should be removed, As all the rifles should only have two variants (Scramber Rifle, Assault Scrambler Rifle, Rail Rifle, Tact Rail Rifle, Combat Rifle, and Assault Combat Rifle). |
Ghost Kaisar
Pradox One
343
|
Posted - 2013.09.28 04:06:00 -
[33] - Quote
Synbot wrote:Yup. Another AR balancing post. This is my view on how we can balance it. I've been an AR user since I've first started playing in January. From my experience as an AR user, I put together a document that would make this weapon more of a 'jack-of-all-trades' weapon. I'm not necessarily proposing to nerf or buff it. Simply balancing it. https://docs.google.com/document/d/1UDin3aJhrQ2dg_oTzbMfoDlQ9H542of48Twk-NG_9Xw/edit?usp=sharingDo note, I've not done any variants or tiers of this weapon. Just the plain Assault Rifle. I'll do tiers and variants later. I hope you enjoy! Feedback is always welcomed.
+1 for the data. Once again, you were very thorough.
Anyways, I disagree on what you should do for the Breach AR.
IMHO A Breach weapon is designed to do one thing: Kill whoever is in front of you FAST. Think about breaching a door with one person on the other side. You don't want to ruin the element of surprise by drawing out the gunfight. You want him dead before he can react.
How is that achieved? High Damage, High ROF.
"But Ghost, that's SO OP"
Right now, yeah, but that's whats balancing is for.
If you want a High DPS weapon for CQC, you need to make sure that it doesn't become deadly at range or be able to mow through a horde of people with one clip. Breach weapons are made to take on a single target (OR two) in a clip. Due to the huge damage and high ROF, it should have terrible accuracy. Why? Cause you don't need accuracy at point blank. You are just trying to kill one or two people, and then reload and move up or run away .
So, I propose that all Breach weapons follow this Stat Trend:
Breach "INSERT WEAPON HERE" Damage: HIGH ROF: HIGH Accuracy: MID-LOW Range: VERY SHORT Clip Size: LOW
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Synbot
Expert Intervention Caldari State
189
|
Posted - 2013.09.28 18:42:00 -
[34] - Quote
Ghost Kaisar wrote:Synbot wrote:Yup. Another AR balancing post. This is my view on how we can balance it. I've been an AR user since I've first started playing in January. From my experience as an AR user, I put together a document that would make this weapon more of a 'jack-of-all-trades' weapon. I'm not necessarily proposing to nerf or buff it. Simply balancing it. https://docs.google.com/document/d/1UDin3aJhrQ2dg_oTzbMfoDlQ9H542of48Twk-NG_9Xw/edit?usp=sharingDo note, I've not done any variants or tiers of this weapon. Just the plain Assault Rifle. I'll do tiers and variants later. I hope you enjoy! Feedback is always welcomed. +1 for the data. Once again, you were very thorough. Anyways, I disagree on what you should do for the Breach AR. IMHO A Breach weapon is designed to do one thing: Kill whoever is in front of you FAST. Think about breaching a door with one person on the other side. You don't want to ruin the element of surprise by drawing out the gunfight. You want him dead before he can react. How is that achieved? High Damage, High ROF. "But Ghost, that's SO OP" Right now, yeah, but that's whats balancing is for. If you want a High DPS weapon for CQC, you need to make sure that it doesn't become deadly at range or be able to mow through a horde of people with one clip. Breach weapons are made to take on a single target (OR two) in a clip. Due to the huge damage and high ROF, it should have terrible accuracy. Why? Cause you don't need accuracy at point blank. You are just trying to kill one or two people, and then reload and move up or run away . So, I propose that all Breach weapons follow this Stat Trend: Breach "INSERT WEAPON HERE" Damage: HIGH ROF: HIGH Accuracy: MID-LOW Range: VERY SHORT Clip Size: LOW ***EDIT*** As a side note, I wanna see who agree's with me on this. Right now, the standard AR has a HIGHER hipfire accuracy than an SMG. In what world would an AR be easier to handle full auto over an SMG from the hip. Makes no sense. And that is what is probably leading to the CQC Spray and Pray from AR users. And why they beat SMG's silly in point blank CQC I do agree that 'Breach' weapons should operate in a similar manner as you just posted. I recognized what CCP wanted to do with this weapon, although the name doesn't fit at all. I based my proposal on the stats, and not the name. I hope you understand where I'm coming from.
But I do agree that what you posted should be like a breach weapon. When I was proposing a change to this weapon I found myself wondering why they named it 'Breach'. But one problem with this weapon would be is that it would be severely disadvantaged against a shotgun and HMG, possibly even an SMG. Also with the maps we currently have, which is just open and huge terrain with small, scattered outposts, a weapon like this could be at a severe disadvantage. But yes, I do like your idea. |
zibathy numbertwo
Nox Aeterna Security
164
|
Posted - 2013.09.28 19:37:00 -
[35] - Quote
I agree with everything you've said but the clip size of 225 is the only thing I'm wary of. A 3% (if memory serves) ammo increase on that is only 6 bullets per freaking skill level. That's just stupid. It would have to be changed to lets say 15 rounds per skill level, at level 5 that would be 75 coming to a nice round 300 rounds. :)
I hate running out of ammo, but I hate running out of ammo with an AR the most. I run out of ammo the most with it. I would prefer it not be reduced but I don't know what 225 would feel like right now. |
Synbot
Expert Intervention Caldari State
190
|
Posted - 2013.09.28 19:51:00 -
[36] - Quote
zibathy numbertwo wrote:I agree with everything you've said but the clip size of 225 is the only thing I'm wary of. A 3% (if memory serves) ammo increase on that is only 6 bullets per freaking skill level. That's just stupid. It would have to be changed to lets say 15 rounds per skill level, at level 5 that would be 75 coming to a nice round 300 rounds. :)
I hate running out of ammo, but I hate running out of ammo with an AR the most. I run out of ammo the most with it. I would prefer it not be reduced but I don't know what 225 would feel like right now. I understand your point. The reason I decreased it was to keep in consistent with the number of reloads.
In my opinion, I really don't like the max ammo skill that increases your max ammo by 3%. I think it's very useless currently. I think it should be 3% to max CLIP ammo. And the same skill would give you around 6% max ammo.
I will have a detailed section on the Assault Rifle's skills, this will be part of the topic.
Thank you for your feedback! |
Synbot
Expert Intervention Caldari State
195
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Posted - 2013.09.28 22:58:00 -
[37] - Quote
I have now included the Tactical Assault Rifle. Looking forward to feedback! |
Synbot
Expert Intervention Caldari State
199
|
Posted - 2013.09.29 03:32:00 -
[38] - Quote
No one wants to post their opinion?
Btw, I'll add the Burst variant most likely tomorrow. |
Summ Dude
Militaires-Sans-Frontieres
36
|
Posted - 2013.09.29 04:31:00 -
[39] - Quote
Quick thing, I'd recommend adding just the new weapon stats to the OP. That way they can be quickly and easily referenced, without needing to look through your longer document. |
Synbot
Expert Intervention Caldari State
202
|
Posted - 2013.09.29 15:46:00 -
[40] - Quote
Summ Dude wrote:Quick thing, I'd recommend adding just the new weapon stats to the OP. That way they can be quickly and easily referenced, without needing to look through your longer document. Edit: Looking at the TAR, I'm afraid that the damage may be a bit too high. I understand that it's doing the same damage per clip as your proposed AR, but I think you might have underestimated the advantage of raw damage over clip size here. I mean, I know you said you weren't a fan of using DPS to help calculate this variant's stats, but skilled players are going to get good enough with it to fire many shots quickly and accurately, and right now it would dish out a whopping 700 dps. I'd strongly recommend lowering the damage. While I'm on that subject, how exactly do you decide on what damage/clip size to start off with? I understand (and 100% agree with) your notion of making sure all the variants do the same damage per clip, but where do the starting numbers come from? Do you just pick what seems right for damage and balance the rest from there? Just something I was curious about. Lastly, I think there's something you don't quite get about the point of these rifles and their variants. As has been stated by CCP here, the overall idea for the finished product is that each race has their main assault rifle, made with that race's signature technology and specific firing mechanics, and then the three variants are attempts to mimic the other races' assault rifles with their own tech. So it goes: Amarr- Scrambler Rifle [Laser]; Tactical Caldari- Rail Rifle [Railgun]; Breach (man that really does need a better name...) Gallente- Plasma Rifle [Plasma]; Assault Minmatar- Combat Rifle [Projectile]; Burst So it just doesn't really make sense to say there shouldn't be a tactical variant for the Gallente rifle just because it's typically a short range weapon. Think of it this way, it may shoot farther than the normal base assault variant of the weapon, but it should still never shoot farther than the Amarr's base scrambler rifle. Edit 2: Found the post I was talking about. Added stats to the OP. Good idea.
I will check into the damage a little later on. You may be right on this. And I got the damage per clip from the proposed assault rifle. After I based the ARs stats on the averages of multiple weapons I got the damage per clip that I use for the variants.
Thank you for your insight, I was unaware of this. With this in mind now I will make changes to my proposal accordingly a little later on. |
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Meeko Fent
DUST University Ivy League
1037
|
Posted - 2013.09.29 16:14:00 -
[41] - Quote
No.
Just did the DPS math on them, and 490 DPS with the same accuracy as now is the definition of OP.
It shouldn't be this accurate even with the current DPS, and this new stats is 65 DPS faster at killing.
Bump recoil and nerf accuracy moderately and keep damage stats.
If it is necessary, reduce clip size.
Done. |
Summ Dude
Militaires-Sans-Frontieres
38
|
Posted - 2013.09.29 17:34:00 -
[42] - Quote
Meeko Fent wrote:No.
Just did the DPS math on them, and 490 DPS with the same accuracy as now is the definition of OP.
It shouldn't be this accurate even with the current DPS, and this new stats is 65 DPS faster at killing.
Bump recoil and nerf accuracy moderately and keep damage stats.
If it is necessary, reduce clip size.
Done.
His proposed stats nerfed accuracy, recoil, clip size, reload time, and range. So.... |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
142
|
Posted - 2013.09.29 18:46:00 -
[43] - Quote
Kristoff Atruin wrote:The auto scrambler being at a high SP level is a big part of its limited use. I'd have to log in and check, but I think it's also more expensive than a GEK as well. Combine this with a lot of people running only logi suits, it means that they have to always use the high end weapon in the line or be helpless up close. I skilled it up on an alt and it hits fairly accurately at a surprisingly long range, despite the scatter.
Yeah, I Ike my ASCr but it has both a high SP and high fitting cost compared to the AR, which is why you don't see it much. My two cents are that you need to either reduce the range to make it a true blaster weapon, or increase the kick/dispersion so that you can't pick people off from the other side of the battlefield like you can now, that kind of accuracy at range for such a high ROF just isn't plausible compared to the other weapons. |
Synbot
Expert Intervention Caldari State
205
|
Posted - 2013.09.29 19:50:00 -
[44] - Quote
Made a few changes to the topic. Including a proposal for less hip-fire accuracy for all assault rifles. Also slightly reduced damage for the TAR. Feedback is welcomed! |
Meeko Fent
DUST University Ivy League
1041
|
Posted - 2013.09.29 21:00:00 -
[45] - Quote
Summ Dude wrote:Meeko Fent wrote:No.
Just did the DPS math on them, and 490 DPS with the same accuracy as now is the definition of OP.
It shouldn't be this accurate even with the current DPS, and this new stats is 65 DPS faster at killing.
Bump recoil and nerf accuracy moderately and keep damage stats.
If it is necessary, reduce clip size.
Done. His proposed stats nerfed accuracy, recoil, clip size, reload time, and range. So.... It says NOTHING about range.
Or Recoil.
The Change to reload is Negligible, a fourth a second
And, all it does is make this new clip size is STILL a negligible difference considering that the AR now kills 15 percent faster!
It wont NEED the clip size with the TTK!
It still can Kill even the biggest brick a heavy can be with ONE clip.
This, isn't what is needed.
The AR needs a Clip size drop, a accuracy nerf, and a range change, nothing more.
This is an overly complicated proposal, compared to the one we have known NEEDED to be put in for a long time! |
Summ Dude
Militaires-Sans-Frontieres
38
|
Posted - 2013.09.29 21:13:00 -
[46] - Quote
Meeko Fent wrote:It says NOTHING about range. Or Recoil. The Change to reload is Negligible, a fourth a second And, all it does is make this new clip size is STILL a negligible difference considering that the AR now kills 15 percent faster! It wont NEED the clip size with the TTK! It still can Kill even the biggest brick a heavy can be with ONE clip. This, isn't what is needed. The AR needs a Clip size drop, a accuracy nerf, and a range change, nothing more. This is an overly complicated proposal, compared to the one we have known NEEDED to be put in for a long time!
Uh, maybe go read it again...?
Although that does bring up a point Syn; some of your stats in the OP need their ranges added. And I'd suggest maybe also putting in a sentence or two about making sure the AR's recoil isn't immediately reset by not firing for an instant. |
Synbot
Expert Intervention Caldari State
205
|
Posted - 2013.09.29 21:21:00 -
[47] - Quote
Meeko Fent wrote:Summ Dude wrote:Meeko Fent wrote:No.
Just did the DPS math on them, and 490 DPS with the same accuracy as now is the definition of OP.
It shouldn't be this accurate even with the current DPS, and this new stats is 65 DPS faster at killing.
Bump recoil and nerf accuracy moderately and keep damage stats.
If it is necessary, reduce clip size.
Done. His proposed stats nerfed accuracy, recoil, clip size, reload time, and range. So.... It says NOTHING about range. Or Recoil. The Change to reload is Negligible, a fourth a second And, all it does is make this new clip size is STILL a negligible difference considering that the AR now kills 15 percent faster! It wont NEED the clip size with the TTK! It still can Kill even the biggest brick a heavy can be with ONE clip. This, isn't what is needed. The AR needs a Clip size drop, a accuracy nerf, and a range change, nothing more. This is an overly complicated proposal, compared to the one we have known NEEDED to be put in for a long time! Yeah, I suggest reading it, or giving it another read.
Range is mentioned. Recoil is mentioned. I gave reason to why the change of reload is needed. Considering other factors, the AR will in almost all cases will not be easier to kill people with, due to less hip-fire accuracy and increased recoil.
I gave the AR a clip size drop, accuracy nerf, and range change. Over-complicated? No this is necessary. I'd recommend reading my post again if you haven't already.
Summ Dude wrote:Uh, maybe go read it again...?
Although that does bring up a point Syn; some of your stats in the OP need their ranges added. And I'd suggest maybe also putting in a sentence or two about making sure the AR's recoil isn't immediately reset by not firing for an instant. Range stats are given. The exception is the TAR, because I didn't change its range. And yes, I agree with you that I should add that about the recoil. |
Summ Dude
Militaires-Sans-Frontieres
38
|
Posted - 2013.09.29 22:13:00 -
[48] - Quote
Honestly, I still feel like the TAR is doing a little too much damage. Let's not forget that right now, unfortunately, modded controllers are a thing that happens. And people are going to use them to get the maximum DPS, which would currently be 633.33. I'd like to effectively negate their use by lowering the fire rate. I actually really like the idea of 300 RPM, because that equates to exactly 5 shots per second, which is definitely doable by just a decent player with some practice, so modded controllers wouldn't really have an edge here. Also, I feel like 5 shots per second is about how many I'd expect from a tactical rifle. This would bring its DPS to 475, or 15 below the standard AR. Which again, I'm ok with, because I feel it sacrifices that small amount of DPS for its extended range. That's my opinion, anyway.
As a side note, the TAR in the OP still seems to have the old stats. And as a side side note, did you change the ammo stats to correlate with new damage? By my count, it would be Clip Size: 20 and Max Ammo: 100. |
Synbot
Expert Intervention Caldari State
205
|
Posted - 2013.09.29 22:54:00 -
[49] - Quote
Summ Dude wrote:Honestly, I still feel like the TAR is doing a little too much damage. Let's not forget that right now, unfortunately, modded controllers are a thing that happens. And people are going to use them to get the maximum DPS, which would currently be 633.33. I'd like to effectively negate their use by lowering the fire rate. I actually really like the idea of 300 RPM, because that equates to exactly 5 shots per second, which is definitely doable by just a decent player with some practice, so modded controllers wouldn't really have an edge here. Also, I feel like 5 shots per second is about how many I'd expect from a tactical rifle. This would bring its DPS to 475, or 15 below the standard AR. Which again, I'm ok with, because I feel it sacrifices that small amount of DPS for its extended range. That's my opinion, anyway.
As a side note, the TAR in the OP still seems to have the old stats. And as a side side note, did you change the ammo stats to correlate with new damage? By my count, it would be Clip Size: 20 and Max Ammo: 100. Yes I agree with you. I forgot all about modded controllers! Decreasing the RPM from the get-go probably would be better than reducing damage by 10 points. But I think it's alright as it is now. Still got a damage boost from the current TAR stats.
Yes, thank you for reminding me. I changed the stats on the TAR. I haven't done it in the document, but I will later on. And yes, I changed clip size and ammo to be proportional with damage, as you suggested. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
483
|
Posted - 2013.09.29 22:57:00 -
[50] - Quote
OMG, why do you want to change the TAR!?
No.
Just no.
Leave it alone! |
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Sgt Buttscratch
SLAPHAPPY BANDITS
853
|
Posted - 2013.09.29 23:01:00 -
[51] - Quote
I would say the accuracy on the breach and TAC variants should be a lot higher. breach has slow RoF leading to more control,and the tac is supposed be a high damage slow rof precise support weapon, therefore should be at roughly 70 acc |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
483
|
Posted - 2013.09.29 23:08:00 -
[52] - Quote
Summ Dude wrote:Honestly, I still feel like the TAR is doing a little too much damage. Let's not forget that right now, unfortunately, modded controllers are a thing that happens. And people are going to use them to get the maximum DPS, which would currently be 633.33. I'd like to effectively negate their use by lowering the fire rate. I actually really like the idea of 300 RPM, because that equates to exactly 5 shots per second, which is definitely doable by just a decent player with some practice, so modded controllers wouldn't really have an edge here. Also, I feel like 5 shots per second is about how many I'd expect from a tactical rifle. This would bring its DPS to 475, or 15 below the standard AR. Which again, I'm ok with, because I feel it sacrifices that small amount of DPS for its extended range. That's my opinion, anyway.
As a side note, the TAR in the OP still seems to have the old stats. And as a side side note, did you change the ammo stats to correlate with new damage? By my count, it would be Clip Size: 20 and Max Ammo: 100.
Modded controllers? What advantage do you pretend to have with a modded controller on this weapon when even my 80 years old arthritic grandfather can make jam the TAR?
Do you even use this weapon?
The is AR overshadowing the TAR even with the current DPS and you want the TAR DPS nerfed? WHY!?
I can't believe people want to change even the few balanced things in this game! |
Synbot
Expert Intervention Caldari State
205
|
Posted - 2013.09.29 23:14:00 -
[53] - Quote
Keri Starlight wrote:OMG, why do you want to change the TAR!?
No.
Just no.
Leave it alone! TAR is meant to be a variant that mimics the Scrambler Rifle. The range on a blaster is greater than the range on the actual thing it's trying to mimic. Something I have to go back and address in my proposal actually. The TAR is not balanced if you have unbalanced variants of the same weapon. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
485
|
Posted - 2013.09.29 23:24:00 -
[54] - Quote
Synbot wrote:Keri Starlight wrote:OMG, why do you want to change the TAR!?
No.
Just no.
Leave it alone! TAR is meant to be a variant that mimics the Scrambler Rifle. The range on a blaster is greater than the range on the actual thing it's trying to mimic. Something I have to go back and address in my proposal actually. The TAR is not balanced if you have unbalanced variants of the same weapon.
They are different weapons, the TAR has an actual scope and the Scrambler has red dot sights, the Scrambler has perfect hipfire accuracy, higher RoF, higher DPS (balanced by overheating) and charging ability!
Buff the Scrambler's range if anything, but the TAR's range is the very least I would expect from a scoped rifle. The TAR *is* fine, nothing makes it overpowered and it should definitely stay the same.
The TAR is the only thing I still like in this game, the sound, the feel, it's not great as the normal AR but it's a decent weapon. Really you want to change it (there is not a valid reason to do so...)? Well, too bad, I'll make my "goodbye thread" then. |
KING CHECKMATE
TEAM SATISFACTION
1392
|
Posted - 2013.09.29 23:28:00 -
[55] - Quote
CharCharOdell wrote:KING CHECKMATE wrote:Synbot wrote:Yup. Another AR balancing post. This is my view on how we can balance it. I've been an AR user since I've first started playing in January. From my experience as an AR user, I put together a document that would make this weapon more of a 'jack-of-all-trades' weapon. I'm not necessarily proposing to nerf or buff it. Simply balancing it. https://docs.google.com/document/d/1UDin3aJhrQ2dg_oTzbMfoDlQ9H542of48Twk-NG_9Xw/edit?usp=sharingDo note, I've not done any variants or tiers of this weapon. Just the plain Assault Rifle. I'll do tiers and variants later. I hope you enjoy! Feedback is always welcomed. I'll give you a +1 because that was very elaborate work.But i disagree.I think ARs are powerful,but as they are i think they are good. An above avarege player like myself can do in any AR user with my niche weapon the Scrambler rifle.(Other playerswith TAC ars,ASCR,SMG's,Mass drivers,etc...) T hey are just the most overall effective weapon,but its not OP.There by they dont need a ''balance''. Hear me now people.The AR playerbase is around 55%-60% Of all dust 514If you ''balance'' (NERF) the AR, you will have at LEAST 50% of our miserable 2000 playerbase complaining/leaving just because some niche weapon users felt they were getting overrun by ARs. I prefer dealing with ARs as they are than loosing yet another 400-800 players due to AR nerf. That's perfect AR scrub logic. You practically just admitted the AR was OP. Every other weapon (except AV) gets huge nerfs and ya'll laugh, but when people start saying the AR needs a nerf, and are intelligent about it, you're all up in arms because there are too many of you. All the niche weapon users had to adapt and you will have to as well, unless, of course, you beg for a respec. HTFU, scrub.
I , dont. I think th AR is powerful, but the point of a weapon is for it TO BE powerful. so i dont see thats wrong with it....
just to leave things clear. I defending the AR because im against nerfs , i think other weapons should be buffed to AR level.
Im a scrambler / laser rifle user btw.... So please, gently place you AR scrub comment, in the deepest part of your rectum, thank you. Next time,dont talk without knowing, THATS PERFECT FORUM SCRUB LOGIC. |
Summ Dude
Militaires-Sans-Frontieres
39
|
Posted - 2013.09.30 01:40:00 -
[56] - Quote
Yea so it looks like some people just saw the posts about suggested TAR stats and jumped on the opportunity to defend their weapon of choice. To those people, please read the rest of the thread before suddenly spouting unwarranted concerns. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
489
|
Posted - 2013.09.30 01:51:00 -
[57] - Quote
Summ Dude wrote:Yea so it looks like some people just saw the posts about suggested TAR stats and jumped on the opportunity to defend their weapon of choice. To those people, please read the rest of the thread before suddenly spouting unwarranted concerns.
I read the rest of the thread and there is nothing I like about the suggested TAR stats. |
Summ Dude
Militaires-Sans-Frontieres
39
|
Posted - 2013.09.30 01:55:00 -
[58] - Quote
Keri Starlight wrote:I read the rest of the thread and there is nothing I like about the suggested TAR stats.
Alrighty. So what were your specific issues with it? |
Synbot
Expert Intervention Caldari State
207
|
Posted - 2013.09.30 01:58:00 -
[59] - Quote
Keri Starlight wrote:Summ Dude wrote:Yea so it looks like some people just saw the posts about suggested TAR stats and jumped on the opportunity to defend their weapon of choice. To those people, please read the rest of the thread before suddenly spouting unwarranted concerns. I read the rest of the thread and there is nothing I like about the suggested TAR stats. You don't understand the reason why I have to propose a change for the weapon. You also don't understand that it's a variant not a totally different weapon like you said earlier. It's made to mimic Amarrian tech.
If I'm gonna change the weapon you have to change the variants. Otherwise there won't be any balance. |
PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
65
|
Posted - 2013.09.30 02:47:00 -
[60] - Quote
The MILLITIA AR is way OP, but i think ALL millitia weapons are. The EXILE AR is a bit to powerfull to.
The gek-38 AR works ok, but the EXILE and MILLITIA are better.
The tactical AR's got nerfed so bad, and there was only a prob with the ROF, but the nerf squad did not stop there, now its almost useless to, i never use it anymore.
The breach AR's OMG they suck, i -never use them anymore, they are utterly USELESS.
The burst AR's are even worse, i never use them anymore, they also have become utterly USELESS.
The only AR that Works as it is supose to is the DUVOLLE AR.
Most of the AR's sucks and are utterly USELESS.
STOP nerfing the AR's, and fix the broken ones insted.
I can se from the things many of you whrite that you DONT use AR's or only tried the millitia AR, becourse its pure lies and false statements they come up with.
I am lvl 5 light weapon, lvl 5 AR, lvl 5 pro, on my main here, im also lvl 5 sniper, lvl 5 swarms, and lvl 5 SMG i do know what im talking about. . My alt GHOST 2630 is lvl 5 laser and SCR and all i can say is AR's are NOT OP. Millitia weapons and BPO weapons are OP... |
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