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Thread Statistics | Show CCP posts - 6 post(s) |
D legendary hero
Ultramarine Corp
1222
|
Posted - 2013.10.26 03:26:00 -
[1] - Quote
the best^^ |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:30:00 -
[2] - Quote
Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All.
Swarms are still wicked effective on DS |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:32:00 -
[3] - Quote
Ludvig Enraga wrote:Yay! more AR flavors. You know, because we did not have enough AR in this game. Thanks, CCP!
Yah! another minmintar weapon to get nerfed! Aside from SMGs and locus nades every other minmintar weapon has been nerfed to hell. (HMG, MD, flaylock, etc) |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:36:00 -
[4] - Quote
M McManus wrote:Lol at Swarms getting a nerf but FG still one hitting anything it touches, wtf CCP do something about forge gunners camping roof tops and demolishing infantry in one shot/splash...
Thats the problem. They can nerf swarmers because most swarmers also have enough SP left over for proto assault suits and ARs, etc.
the Only other heavy weapon is the FG. The only usable heavy weapon is the forgun. If you nerf the forge gun, then the Heavy, HMG and forge gun will be COMPLETELY broke and all heavies will either start playing as militia assaults or just quit this game all together.
Everyone says heavies are supposed to be "point defense". but, when a forgunning heavy gets on a roof and defends that point he has to get nerfed? So, then why be heavy at all? |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:40:00 -
[5] - Quote
Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All.
Its funny because this sorta sounds like what happened to the HMG, flaylock and MD. The only logical anti-infantry choices now are Scr,AScr, and most commonly galentie full auto AR. Diversity was killed.
So, you know what even though your argument makes sense.... forget it. We might as well, screw swarms over, we already killed all the side arms save SMGs. MD, HMG, and LAZER are just toys really that barely get any use. shotguns are a joke too... so, yeah |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:41:00 -
[6] - Quote
Doc DDD wrote:D legendary hero wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Swarms are still wicked effective on DS Yes wicked effective if the dropship hovers less than 175m from swarmer and doesnt try to fly away, Forge still wins. AV nades almost win.
we both can agree that AV nades are way too OP |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.27 01:32:00 -
[7] - Quote
Doc DDD wrote:D legendary hero wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Swarms are still wicked effective on DS Yes wicked effective if the dropship hovers less than 175m from swarmer and doesnt try to fly away, Forge still wins. AV nades almost win.
If swarms ever showed up on my screen this would be UP. |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.27 02:08:00 -
[8] - Quote
Meeko Fent wrote:Thurak1 wrote:wow a new gun that will be able to smoke a heavy frame in 12 rounds from 100 meters away. Great.....
61*12=732 Heavies have more base HP then that. Miss read the chart perhaps?
your average heavy has 1100 ehp. Thats 18 shots that can kill a Heavy outside his effective range. If the number under ROF are the hundredth of a second delay between shots then 18 x 13 = 234 hundredths of a second. So, in 234 hundredths of a second you have killed a heavy. for those who don't know 234 hundreds of a second boils down to that would be 2.34 seconds hen again their is the .2 second charge up time. The galente militia galente AR kills a Heavy in approximately the same time at 2.35 seconds.
So evidently without proficiency or damage mods: [list] gal AR kills heavy with 1100 ehp in 2.4 seconds within optimal
caldari railrifle kills heavy with 1100 ehp in 2.5 seconds within optimal (much farther than gal btw)
minmintar combat rifle* kills heavy with 1100 ehp in ~2.9 seconds within its optimal
Scr can kill a heavy with 1100 ehp anywhere within 2.0-2.7 seconds within its optimal (largely depends on the suit your using)
Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs.... |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.27 02:09:00 -
[9] - Quote
Senator Snipe wrote:LOL CCP soon there will be nothing but assault and logi spammers. CCP be sayin "**** heavies". am i right or wrong?
thats it in a nutshell. they just screwed heavys and minmintar straight to hell |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:35:00 -
[10] - Quote
BL4CKST4R wrote:Rinzler XVII wrote:Arkena Wyrnspire wrote:The more I look at these changes the more I see problems.
The weapons with higher ranges are doing more damage than the weapons with low ranges. Take the rail rifle. The assault variant does more damage than a plasma rifle of an equivalent tier, at a significantly longer range. The damage is at a lower RoF and higher damage per shot so there's less grace for missing, but all the same more damage and a much longer range completely overshadows the existing AR.
If a weapon has more range, it needs to lose damage as a trade-off, or have another mitigating factor. The spool-up time here is insufficient to balance this. It can't be like this, where the longer range weapons have both a range advantage AND a DPS advantage. You are an idiot ... why are their so many idiots replying on this topic ???? THE RAIL RIFLE WILL NOT DO AS MUCH DAMAGE IN CQC AS THE GALLENTE DO .. THE DAMAGE THEY DO SHOULD ALWAYS BE EQUAL AT THEIR OWN OPTIMAL RANGES .. WHY THE HELL SHOULD A WEAPON DO LESS DAMAGE THAN A CQC WEAPON WHEN AT ITS OPTIMUM RANGE ? Seriously how can something as simple as this be so hard to understand ... get close .. fight at your optimum range and gain the advantage .. if you're fighting at a rail rifles optimum range when you are out f your own weapons range you are gonna get killed ... This is my issue ... Idiots calling for nerfs because they do not understand basic concepts which then leads to a poor game If I rushed you with a AR (high DPS weapon) from 50 meters while you use a Sniper rifle (a low DPS weapon) you would die. If I rushed you with a AR (high DPS weapon) from 200 meters while you use a Sniper rifle (a low DPS weapon) I would die. The damage in this scenario is obviously not the same, but within the optimal range the optimal weapon is winning. Now imagine the Sniper rifle having the same DPS as the AR also its longer range, the optimal weapon for BOTH scenarios would be the sniper rifle (ignoring the sway and impossible hip fire which wouldn't be a problem for the Rail), this is the problem that Arkena is pointing out.
Explain how this works with the HMG...because when people rush HMG in CQC they still win |
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D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:41:00 -
[11] - Quote
Borne Velvalor wrote:Here's some DPS in case someone else hasn't done it. This is with Proficiency 5 and 2 Complex Damage Mods, which is a common PRO build. For reference, the Duvolle will be included in these calculations. The numbers have been rounded to the nearest multiple of 5.
Duvolle AR: 640 DPS (37.4 damage * 1.15 proficiency * 1.19 mods * 750 RPM / 60 seconds)
Boundless CR: 960 DPS (35.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds) Six Kin CR: 635 DPS (23.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds)
Kaalakiota RR: 645 (61.6 damage * 1.15 proficiency * 1.19 mods * 460 RPM / 60 seconds) Ishukone RR: 655 (48.05 damage * 1.15 proficiency * 1.19 mods * 600 RPM / 60 seconds)
So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
Also, with Rail Rifles, there will no longer be a need for Laser Rifles because they cover the same range, except without a reverse damage drop off. 280 DPS between 64m and 83m (19m) or 655 DPS between 0m and 78m (78m)? No, obviously no outclassing there. Two and a half times the damage with quadruple the optimal span? Nope.
Also, heat damage is 0.6 * bullets fired. The standard LR overheats at exactly 60 bullets. Averaging the damage of these 60 bullets, provided you never let go of the trigger to maximize build up, deals 580 damage a second. The Viziam can fire around 70 bullets. This takes 6 seconds and deals 3660 damage, which is 610 damage. The peak damage of a standard LR at the very last bullet is 845 DPS, which is unobtainable because it overheats after one bullet at that DPS. The peak damage of the Viziam is 940.
To make the DPS match the Rail Rifle, you need to "charge" by wasting ammo. To reach the same average DPS throughout the TTK of your average suit, you need to fire 30 shots. This will make you deal around the same damage as the Rail Rifle on average if you land all your shots. This takes 2.5 seconds.
Thus, to reach comparable damage with the Laser Rifle as it is now to the Rail Rifle, you need to "charge" the gun over 2.5 seconds, wasting 30 ammo. The Rail Rifle, on the other hand, only takes 0.2 seconds to charge, wasting no ammo. It also has no overheat to worry about. And a 78m optimal span, compared to the tiny 19m optimal span of the Laser.
Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons?
the numbers on the boundless are off. Because it is a Burst rifle. I am not sure what the delay is, but it is most likely the same delay as the GAL burst rifle. if you know that delay stat the real DPS will be almost 150-200 DPS lower. |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:47:00 -
[12] - Quote
Borne Velvalor wrote:Thurak1 wrote:Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. No i totally saw it. I am not happy about it at all. I also wonder if that is the range where i generally cant even see the shooter because heavy weapon's dont generally have a zoom to them and it seems after a certain distance you cant even see a little of a player the game just dosn't even bother drawing them. Another reason i have switched to using my assault suit with a scrambler. That ever so slight zoom they get means i can actually target someone that is far off. Best part is the lagg that happens when i zoom in to where i think they are and 1 second there is nothing then poof like magic someone is right where i zoomed in and they are already fine tuning their aim on me. Sometimes there is enough lagg so that i can see them just in time to lie down from a headshot. Well, you should see them at that distance. You can't hit them unless you run towards them for 10 seconds first, but you can see them as they kill you in 1.5 seconds (real number if the headshot modifier is 1.5 for RRs) with headshots.
If you are a Heavy with 1100 ehp (the average for heavies), and a STD Rail Rifle is shooting you if he does not miss you will die in 2.3 - 2.5 Seconds. That is fast. |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:50:00 -
[13] - Quote
Jebus McKing wrote:D legendary hero wrote:Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs.... The 0.05 ROF is the time between each shot of a burst. (SHOT-0.05-SHOT-0.05-SHOT) For comparision the AR has a ROF of 0.08 between each shot, the GK-13 Burst AR has 0.072 and the Allotek Burst AR 0.064. So the CR bursts are significantly faster and the RPM is then only limited by how fast you can pull the trigger after each burst, which should result in you theoretically being able to shoot every 0.1 seconds. This would lead to a DPS maximum of 960 for the standard CR. As this sounds like it'd be way too much I guess in reality you will not be able to pull the trigger that fast. Then again I don't expect the CRs real DPS to be much worse than that of the AR. Also from what I heard from the Devs the CR seems to be a really good weapon. BL4CKST4R wrote:Would love to see a DPS comparison between all 4 rifle types, the GAR should have the highest DPS for its range sacrifice while the Rail rifle should have the lowest DPS for its higher range, what this does is maintain each gun dominant within its range fields. If the DPS remains the same for each gun what would happen is that the longest range weapon becomes the FOTM and the low range weapons become novelty.
Looking at the ranges the GAR should have at least a 25-40% DPS advantage against the Rail rifle, while the Combat rifle and scrambler sit in between, keep in mind that outside of optimal and maximum range the DPS advantage has no advantage. Remember that DPS does not mean high damage, DPS is usually judged by low damage-per-shot and high ROF or a mixture of medium damage and medium-high ROF, while low DPS is usually (for high damage weapons) high-damage-per-shot and low ROF. A good way to see how this comes into play is by comparing the gameplay of a Blaster cannon and Rail gun on a tank, at long ranges the Rail gun will always beat the blaster, but at close ranges the Blaster will always beat the Rail gun. This works for either burst, tactical, or assault variants.
Without adding the GAR and the Scrambler to this weapon comparison its hard to see how this will add a balanced gameplay, so far these two new rifles seem (at least to me) to overpower the previous rifles. I made a small spreadsheet with the stats of all rifles, including interesting stats like RPM, DPS, damage after 1 second, damage per clip, and time to empty a clip. You can find it here: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0Borne Velvalor wrote:(...)So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
(...)Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons? The 0.2 second charge up time for the Rail Rifle is so significant that it can never catch up to the damage output of an AR. As for the Laser Rifle, well, I guess we have to see how the Rail Rifle works in-game. You have to remember though that the Laser Rifle does not have any recoil no matter for how long you pull the trigger. I expect the Rail Rifle to have some form of recoil that also might increase over time and each time they release the trigger they have to charge up again. But if this is enough to balance the LR against the RR we'll have to see once we can actually use the new rifles. Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. The AR does more DPS than the RR. Due to the charge up time and a longer reload time the RR can never catch up on damage output. For example in the first second after pulling the trigger the Duvolle AR will have dealt 467.5 damage while the Ishukone Assault RR will have dealt only 384.4 damage, all due to the charge up time. Like I said before, here is a spreadsheet with stats of all rifles: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&... |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:57:00 -
[14] - Quote
Mordecai Sanguine wrote:Quote:Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs.... Aaaaaaand THIS IS THE MOMENT WHEN DUST DIED.It's when the stupid people think than 2.86 to kill an heavy is too slow. IT'S a ******* HEAVYYYYYY. Are you ******* kidding me guys ?????? When you will understand than assaut rifle IS NOT SUPPOSED TO KILL SO FAST THE ACTUAL BIGGEST SUIT !!!!!!!!!!!!!!!!!!!!!!!!!!!!! It's NOT KALOFDOUTIE WHERE YOU INSTANKILL YOU DUMBA*S.
Dude. I was comparing the Combat rifle to the other assault rilfes. All the assault rifles kill the heavy suit too fast. thats not the issue here.
french: 9because clearly you don't speak English. Mec. Je comparais le fusil de combat aux autres rilfes d'assaut. Tous les fusils d'assaut tuent le costume lourd trop vite. thats pas la question ici. |
D legendary hero
Ultramarine Corp
1229
|
Posted - 2013.10.30 07:53:00 -
[15] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Super Sniper95 wrote:I didnt see any new sniper rifle :-( They don't care about us. They want to rid this game of us in the first place. BUT HELL if your level five you kind of don't need any new ones plus you have those that you have from salvage. I'm content.
The caldari sniper is the longest range sniper in the game. what else could you possibly want?
A galente sniper would just be a tac AR withreally high damage and fire rate.... An Amarr sniper would pretty much show everyone exactly where you are.... A minmintar sniper.... hmmmm... a .50 cal perhaps?
since sniping is about range and you have the longest range sniper... there really is no need atm for new snipers. just maps that help sniping about more.
D Legendary Hero, Defender of the downtrodden.
Let those tainted by evil beware... soon they will discover Justice
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