Master Jaraiya wrote:Canari Elphus wrote:Master Jaraiya wrote:
Actually, I either run a Standard Basic Heavy with 2 Repair or A standard MinLogi with Plate/Repair combo and 2 Basic Shield Extenders, 3 Equipment, Gek. I have Shield and Armor Upgrades at 5.
Meh, Happened to me in my Adv. Heavy with 2 comp. Plates too. This is the reason I started using only standard gear.
You can blame my Suits all you want, fact remains you , me and everyone else knows the Scr Rifles are overpowered, it's why everyone is speccing into them. I see them more than Duvolles now and that's saying something.
Are you talking about SCRs or ASCRs? I will assume SCRs
So what is your total EHP of the suits you are running? Im sorry but saying that you are using two basic shield extenders leads me to believe that its quite low and would get torn to pieces by any weapon. You would have to give me hard data on any of this before I actually believed you.
You would be complaining about TACs as well if the ROF wasnt gimped with a half-azzed mechanic. Compared to the TAC of old, the SCR is a nerf gun. I have prof 4 and always run a damage mod with mine and it still takes me at least one cool down cycle to take out a half decent heavy fit.. If you havent booked it out of there before the weapon cools down or I have switched to my SMG then the death is completely on you.
You act like the overheat feature is the only thing that is a blancing agent for the SCR
- Requires actual aim rather than spamming the fire button
- Has one of the highest fitting costs even as the basic level
- Is biased toward shields
- Annnnnd overheats
EHP on Standard Heavy with 2 Repairers is 1012 506 shield 506 armor
EHP on MinLogi is about 180sih shield 280ish armor. Not sure exactly, would have to log on and check. I run with less HP to have Equipment so I can support my team, you know, what a Logi is meant to do...
LOL at a Heavy "booking it out of there" thats just funny.
Ok, then lets actually apply math to all of this using an ADV SCR which is about 73 base damage
Damage modifiers -
Proficiency 4 = 12%
Complex Dmg Mod = 10%
Total ---- 22% increase
73 * 1.22 = 89 base damage
Charged shot has a multiplier of 2 so that would put us at 178 damage from the get go.
Now, lets add in the bias towards shields. I cant remember if its 120/80 or 130/70 but lets go with 120.
178 * 1.2 = 213 damage against shields for charged shot
89 * 1.2 = 106 damage against shields for standard shot
89 * 0.8 = 71 damage against armor for standard shot
Now lets say that the person firing can get off one charged shot and 5 regular shots before overheat
Charged Shot 1 - 213 damage (295 shield remaining, 506 armor)
Standard Shot 1 - 106 damage (189 shield remaining, 506 armor)
Standard Shot 2 - 106 damage (83 shield remaining, 506 armor)
Standard Shot 3 - 106 damage (0 shield remaining, 483 armor) *used full shield dmg for easier math
Standard Shot 4 - 71 damage (0 shield remaining, 412 armor)
Standard Shot 5 - 71 damage (0 shield remaining, 341 armor)
These six shots can be done in about a second or little more if the person is skilled. Once cooled down (lets say 3 seconds. I cant find the info on the comp) it would take another 5 shots to down the heavy suit.
So now lets look at a trained GEK with a damage mod.
Correct me if Im wrong but I believe that the base damage of the GEK is around 34 per bullet.
Damage modifiers -
Proficiency 4 = 12%
Complex Dmg Mod = 10%
Total ---- 22% increase
34 * 1.22 = 41.5 base damage
The clip holds 60 and can be fired at a rate of 750 RPM (which equates to 12.5 bullets per second).
DPS = 41.5 * 12.5 = 518 damage (0 shield remaining, 496 armor)
Now, in it would only take 1 more second for the GEK to tear through the remaining amount of armor which would be a faster kill than the SCR.
What makes it so the GEK doesnt do that?
#1 - Dispersion - The further the weapon user is away from the target, the more misses s/he will get
#2 - Tracking - As Rei said, people who spray-n-pray are probably not tracking their target which leads to more missed shots
The reason you think the SCR is OP compared to the AR is not because of the weapons themselves but rather the people handling them. Someone using a semi-auto weapon is more likely to line up their shot than one at full auto thus they are more likely to have all of their shots hit as well as have a higher likelihood for a headshot.
Also, the semi-auto weapons are more likely to be used by skirmishers than front line slayers. They will be out of your effective range with a HMG or AR and thus seem to have the upper hand while you are engaged.