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DJINN leukoplast
Hellstorm Inc League of Infamy
1389
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Posted - 2013.10.10 06:51:00 -
[1] - Quote
CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
Here's the flaw with that analogy... infantry are vulnerable to everything in the game, and most players are equipped to kill infantry specifically. A militia AR can take out my 220k proto suit in about a second. It gets 1-2 shotted by a militia sniper, 1 shotted against any shotgun.. etc etc.
However tanks and vehicles require very specific weapons to take out, and a lot of the time need the perfect situation and scenario to pull off successfully. And when infantry are running AV, they are vulnerable to all the other anti-infantry units on the field (including the vehicles that can insta-kill the AV player).
For vehicles to be fair in this game, all suits need a dedicated AV light weapon slot with dedicated PG and CPU (that way the extra slot or CPU/PG can't be used to beef up the suit for non-AV purposes). Tanks are universally good against everything, however infantry has to choose whether to be useful against vehicles and unless against infantry, or 100% useless against vehicles and useful against infantry.
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DJINN leukoplast
Hellstorm Inc League of Infamy
1391
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Posted - 2013.10.10 08:09:00 -
[2] - Quote
Spkr4theDead wrote:DJINN leukoplast wrote:CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
Here's the flaw with that analogy... infantry are vulnerable to everything in the game, and most players are equipped to kill infantry specifically. A militia AR can take out my 220k proto suit in about a second. It gets 1-2 shotted by a militia sniper, 1 shotted against any shotgun.. etc etc. However tanks and vehicles require very specific weapons to take out, and a lot of the time need the perfect situation and scenario to pull off successfully. And when infantry are running AV, they are vulnerable to all the other anti-infantry units on the field (including the vehicles that can insta-kill the AV player). For vehicles to be fair in this game, all suits need a dedicated AV light weapon slot with dedicated PG and CPU (that way the extra slot or CPU/PG can't be used to beef up the suit for non-AV purposes). Tanks are universally good against everything, however infantry has to choose whether to be useful against vehicles and unless against infantry, or 100% useless against vehicles and useful against infantry. If a MLT AR is taking you out that fast, you're doing it wrong.
Well sure, I could tank my logi suit to get some asinine amount of HP that might buy me 1 more second of militia AR fire, but then I wouldn't be able to have anything else on my suit except for raw HP, my weapon and would be slow as hell. Not exactly practical or fun.
Due to AR's having improved hit-detection, their DPS is actually accurate. Militia AR is dealing out 425 DPS with no upgraded skills, my current proto suit has 574 HP. All it takes is somebody to aim at my suit for 1.3 seconds, and I am down (not counting headshot bonus or shield/armor differences). And with the loss of team wide tacnet, it is very possible now to be snuck up on or be surprised. Go ahead, count to 1.3 seconds, it isn't very long... and that is if they are using a militia AR with no skills or damage mods and arent scoring headshots.
With full proficiency skill, I am dead in 1.1 seconds. And with 3 damage mods, dead in 0.92 seconds. So best case scenario with a player who has nothing upgraded and is just using a militia AR, I am dead in 1.3 seconds, worst case scenario with a militia AR, I am dead in 0.92 seconds. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1391
|
Posted - 2013.10.10 08:55:00 -
[3] - Quote
Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia.
Some math fun:
Militia AR has 34 HP damage per bullet @ 750 RPM
750 RPM /60 = 12.5 Rounds per second
12.5 RPS * 34 = 425 DPS
Believe it or not, the militia AR does just that. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1392
|
Posted - 2013.10.10 09:58:00 -
[4] - Quote
Void Echo wrote:DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that. hm, if that's the case, then how can anything be designated militia, std, adv or proto if there are weapons that have the same stats as 2 different grades
They don't have the same stats. As per the first line of my previous post, the Exile has a larger magazine (and maybe more accuracy, not sure about that though as I am not in-game to verify).
Militia AR = 45 rounds per magazine Exile and STD AR have 60 rounds per magazine.
Similar to the Militia swarms, which shoot 4 missiles per volley, while STD shoot 6 missiles per volley. Both have the same damage per missile, but STD are able to shoot more missiles per volley.
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