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Broxx Nexular
ShitHead Squadron
21
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Posted - 2013.10.16 13:49:00 -
[1] - Quote
Rei Shepard wrote:Borne Velvalor wrote:KingBabar wrote:I agree.
I rarely use the Duvolle outside of PC these days, its too easy and I feel sort of cheap. I'll stick with the tac AR and the scrambler for pub games, although they are very powerful weapons, they at least need some skillfull handling to be effective.
I do however think that 20% is probably too much, I suggested removing the 10% damage buff we got back after the loosing of the weaponry skill. So totally agree to at least a -10 % damage nerf for the auto ARs. (Give those 10% to the breach IMO) The Breach needs it. I cannot think of a reason to use the Breach off the top of my head. I remember looking at the STD Breach and wondering why it's DPS, damage per clip and range were all inferior to the normal, which costs less. -_- The breach is really fun with a set of damage mods but it still underperforms to what it supposed to be doing, but watch if ccp boosts the gun its gonna be the new FOTM for 2 months lol (think Tac)
I did a set of math to show the DPS for each weapon a while back and posted it here but no one cared :-/ I'd have to find those numbers again but the default AR was doing something like 700 DPS while BOTH the breach and burst AR's were only doing about 350-400 DPS. They're quite literally useless right now and its a little disappointing to me that 10 seconds of math can solve the problem, yet they've been this way for awhile.
EDIT: probably wrong about the burst on second thought, i'll have to get the data up here when I get home this afternoon. Though I do know for sure it was still depressingly lower than the default |
Broxx Nexular
ShitHead Squadron
22
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Posted - 2013.10.18 20:01:00 -
[2] - Quote
Borne Velvalor wrote:Broxx Nexular wrote: -snip-
CreoDron Breach does 374 damage a second, base. Duvolle does almost 470 a second, base. Standard Assault Rifles do 425 damage a second, so if you use a CreoDron Breach, congratulations, you are doing 10% LESS damage than when you started the game with a Militia Assault Rifle.
I'm really hoping CCP's next move is to get around to fixing some of these really obvious balance issues. Its one thing if AR's on the whole are too powerful, but its a totally different one that some AR's do so little damage that there's no reason to ever use them. Especially when it just takes a little bit of basic math to figure it out :-/ |
Broxx Nexular
ShitHead Squadron
22
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Posted - 2013.10.19 12:29:00 -
[3] - Quote
Borne Velvalor wrote:Broxx Nexular wrote:Borne Velvalor wrote:Broxx Nexular wrote: -snip-
CreoDron Breach does 374 damage a second, base. Duvolle does almost 470 a second, base. Standard Assault Rifles do 425 damage a second, so if you use a CreoDron Breach, congratulations, you are doing 10% LESS damage than when you started the game with a Militia Assault Rifle. I'm really hoping CCP's next move is to get around to fixing some of these really obvious balance issues. Its one thing if AR's on the whole are too powerful, but its a totally different one that some AR's do so little damage that there's no reason to ever use them. Especially when it just takes a little bit of basic math to figure it out :-/ I agree. The Breach is a little bit of a hard weapon to balance, though. It doesn't play very differently from the normal Assault Rifles, so if its DPS was better, it would just be used instead. Really, the Breach needs to do what is in its name; Breach. It needs to be high damage over a short range with a large clip size, that falls off quickly. It needs to be the kind of weapon where things are in a stalemate in a CQC situation, so you pull out your breach and try to smash down the defenses to get back control. When will CCP learn that raising the RPM or damage while lowering the other does not make a good weapon variation? At the end of the day, unless you alter something else like the range/recoil/damage per clip, you're just changing the DPS, which makes the weapon directly inferior or superior.
it depends on what they actually want it for, the problem is that 's not clear. In EVERY other shooter i've played low ROF weapons are meant for longer range engagements and suffer at short, but with the Breach they made it have good hip-fire accuracy, which in a way terminates its weakness.
IMO the standard and burst AR's should be close to medium range rifles (as far as effectiveness) while the Breach and Tactical are the medium to long range weapons. Simply removing the hip-fire accuracy buff the Breach gets should accomplish this since higher ROF weapons are always better for close range engagements (when it comes to AR's of course) |
Broxx Nexular
ShitHead Squadron
22
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Posted - 2013.10.19 14:18:00 -
[4] - Quote
Borne Velvalor wrote:
Removing the hip fire buff makes the Breach mathematically inferior in every way, unless you want to say that "lowering your fire rate and gimping your DPS by 30% makes you more accurate!" The gun is not better at long range right now and it wouldn't be made better at that by removing hip fire bonuses. If doing so would work, it's be a good weapon already. Higher rate of fire weapons are not always better in CQC. Which is better at CQC? 10 damage * 1000 bullets a minute or 30 damage * 500 bullets a minute? The only reason they are ATM is because CCP can't do math.
when its brought in line with the other rifles it would work just fine, and that's what I meant. Bringing its DPS in line with other rifles but keeping the hipfire accuracy is precisely why it got nerfed in the first place, there was no place the weapon was weak. Removing that accuracy buff would place the weapon in a medium-long range role where low ROF weapons belong.
The reason high ROF>Low ROF is because of damage loss due to misses when firing from the hip. When using a low ROF weapon that does higher damage each miss is a massive drop in your damage output when compared to a weapon that's pumping out rounds faster at a lower damage.
For example, if you're fighting an equally geared player that's using a default AR to your Breach, if you both miss 1 shot, the likelyhood that you'll lose the fight just shot up because that single round hurt your damage a lot more than it hurt his. The only place this doesn't really come into play is against something like a shotgun where the damage is usually focused around killing in 1-2 shots at close range.
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