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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Parson Atreides
Ahrendee Mercenaries EoN.
817
|
Posted - 2013.10.25 16:44:00 -
[331] - Quote
Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork
But tanks don't need to right? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3251
|
Posted - 2013.10.25 16:45:00 -
[332] - Quote
Aero Yassavi wrote:Ok guys, I'm not really big into balancing numbers but I love looking at mechanics and I think I may realized what's going to be the big difference when selecting your weapons.
When you're in that close combat range, which a lot of action around objectives is, the assault rifle would be a better choice functionally not only because of the high ROF but because if you realize you're going off target on your aim, you can stop your aim and readjust to conserve bullets in your magazine. For the rail rifle, every time you let your finger off the trigger you will have to do another 0.2 second charge up to begin firing again, so users will have to choose between using up the magazine or stopping fire and becoming vulnerable for awhile as they attempt to start shooting again. Combine this with the fact that the rail rifle magazine is about a third smaller than the assault rifle, and it seems that at least mechanically you would want to have an assault rifle up close over a rail rifle any day.
Now I'm still not sure if that makes up for the damage numbers, but again balancing statistics isn't really my thing. On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/ Turn the metronome to tempo 300, that is 0.2 seconds between each beat.
Spool up time probably needs to increase quite a bit. |
Theresa Rohk
The Cuddlefish Templis Dragonaors
44
|
Posted - 2013.10.25 16:47:00 -
[333] - Quote
CCP Logibro wrote:One thing you guys should be aware of is that the Rail Rifle (all variants) have a 0.2 second charge time before they start firing at full auto (so it goes charge -> fire -> fire, not charge -> fire -> charge -> fire)
This.
So much whining based on paper DPS, this is why releasing numbers is generally seen as a bad idea, people compare numbers and then ***** and moan without any experience first hand about how effective a weapon is in game.
a .02 charge up time is pretty significant, as is the seizure mechanic on the scrambler, so I expect the gun is pretty well balanced around that to offset its better stats.
Have faith, and wait until you see the gun in action before saying its unbalanced. |
Heimdallr69
Imperfect Bastards
1088
|
Posted - 2013.10.25 16:48:00 -
[334] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right? Doesn't matter if they have teamwork...shooting a swarm 6k dmg a pop at 400m your team won't be able to help against that but good try |
SHANN da MAN
D3LTA FORC3
99
|
Posted - 2013.10.25 16:48:00 -
[335] - Quote
Ryme Intrinseca wrote:Foundation Seldon wrote: With this in mind ... YES! What this means is that more than likely it'll require a bit of teamwork to take out a well fit vehicle and the act of soloing a tank is going to be a much more difficult endeavor. THIS IS OKAY because Tanks will be in no way as dominant as they were in previous builds of the game because they'll have to keep ammo sufficiently supplied in order to be effective. If it takes a team of infantry to take down a tank then of course the tank is dominant. If one player can do something that requires several players on the opposing side to counter it, then that thing provides a decisive numerical advantage. Rocks-paper-scissors requires that one 'paper' (AV) can beat one 'rock' (tank). If it takes two or three AV to beat one tank, then AV is futile, as you'd be better off just bringing out your own tank. In other words, you don't have rock-paper-scissors but rather tank>infantry. The problem with your scenario is that AV is not the paper, it is just the sharp end of the scissors (Infantry) In the ROCK-PAPER-SCISSORS scenario, ROCK = Vehicles, SCISSORS = Infantry, PAPER = Aircraft There is not a problem with AV ... the Problem is that there are no Attack/Bomber Aircraft (PAPER) to counter the HAV's (ROCK) If CCP would provide Effective Bomber Dropships, or anti-Vehicle weapons for dropships, the balance would be restored. |
Parson Atreides
Ahrendee Mercenaries EoN.
819
|
Posted - 2013.10.25 16:53:00 -
[336] - Quote
Heimdallr69 wrote:Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right? Doesn't matter if they have teamwork...shooting a swarm 6k dmg a pop at 400m your team won't be able to help against that but good try
330 x 6 = 1980. Nice try at math. |
Reav Hannari
Red Rock Outriders
1640
|
Posted - 2013.10.25 16:54:00 -
[337] - Quote
The numbers look interesting but I think I need to reserve judgement until I've used them on the battlefield. The Combat Rifle will be my new primary weapon no matter what but I may just train the others up to operations 3 to try them out. The Rail Rifle looks like it might make a good weapon for scouts in order to pick off people from range.
I just can't wait to have some more variety on the field.
I think the Swarm changes are good for dropships but I think the forge gun needs the most balancing. It dominates over a great range and has nearly instantaneous damage. |
Takahiro Kashuken
Red Star. EoN.
1512
|
Posted - 2013.10.25 16:58:00 -
[338] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right?
Over 6months of nerfs to all vehicles i have adapted everytime and use teamwork with them yet AV users think they can solo us from the otherside of the map with ease
Now its your turn to adapt and get good |
Maximus Stryker
Villore Sec Ops Gallente Federation
663
|
Posted - 2013.10.25 16:59:00 -
[339] - Quote
Nightbird Aeon wrote:This is going to get lost here on the 13th page, but whatever:
Don't change two stats at once. You have no idea which stat change had the desired impact. Keep everything constant, and change only one stat.
So, for swarms... either change the range and keep damage, or drop damage and keep range.
Or, even better:
Two swarm variants: One with current damage and shorter range One with reduced damage and current range
That way you can play test both stat changes, and KNOW which stat change had the desired effect. Support...a lot |
Terram Nenokal
Namtar Elite Gallente Federation
219
|
Posted - 2013.10.25 16:59:00 -
[340] - Quote
I have a feeling the Rail Rifle will feel more balanced one people use it. I suspect it will have some decent recoil, requiring you to stop shooting to regain proper aim after unloading a bit. Then with the charge up time before becoming full auto again, which makes burst firing it a huge reduction in DPS.
Pure speculation, regardless, I'm excited to try it out! |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3254
|
Posted - 2013.10.25 17:01:00 -
[341] - Quote
Ok I did some maths
Rail rifle charge up time is 0.2 seconds. Assault rifle ROF is 750 shots per minute. That means the AR will get 2.5 shots off in the time it takes the rail to charge. This is a discrete problem (you can't fire half a bullet), so 2. Each bullet of the AR is roughly 35 damage (haven't looked at AR stats in forever). So that is a 70 damage head start for the AR. Now, if we assume that at one point in this fight the rail rifle is going to stop firing to readjust its aim, that's another 70 damage, so the AR is given a 140 damage edge already (assuming he makes the shots during this time).
Sounds to me like the AR will still be idea for close combat, but I could be wrong. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
235
|
Posted - 2013.10.25 17:01:00 -
[342] - Quote
SHANN da MAN wrote:Ryme Intrinseca wrote:Foundation Seldon wrote: With this in mind ... YES! What this means is that more than likely it'll require a bit of teamwork to take out a well fit vehicle and the act of soloing a tank is going to be a much more difficult endeavor. THIS IS OKAY because Tanks will be in no way as dominant as they were in previous builds of the game because they'll have to keep ammo sufficiently supplied in order to be effective. If it takes a team of infantry to take down a tank then of course the tank is dominant. If one player can do something that requires several players on the opposing side to counter it, then that thing provides a decisive numerical advantage. Rocks-paper-scissors requires that one 'paper' (AV) can beat one 'rock' (tank). If it takes two or three AV to beat one tank, then AV is futile, as you'd be better off just bringing out your own tank. In other words, you don't have rock-paper-scissors but rather tank>infantry. The problem with your scenario is that AV is not the paper, it is just the sharp end of the scissors (Infantry) In the ROCK-PAPER-SCISSORS scenario, ROCK = Vehicles, SCISSORS = Infantry, PAPER = Aircraft There is not a problem with AV ... the Problem is that there are no Attack/Bomber Aircraft (PAPER) to counter the HAV's (ROCK) If CCP would provide Effective Bomber Dropships, or anti-Vehicle weapons for dropships, the balance would be restored. The problem with your argument is that one would then have to expect infantry to be highly effective against aircraft--or else, effective against whatever is effective against aircraft. The reason AV fits the rock-paper-scissors scenario is because AV infantry is weak against AI infantry.
Besides, you're missing the point: if a tank needs to be opposed by several people in order to neutralize it, it unbalances the entire field of play. If it takes four infantry to neutralize a tank, for example, you're now fighting a 12 v 15 battle instead of 16 v 16. That's a big deal.
All the same, I don't have an issue with the swarm launcher changes just yet. I think the range nerf is good, and the damage nerf is probably necessary after the recent ROF buff. We'll have to test it out against the changes to vehicles. |
Maximus Stryker
Villore Sec Ops Gallente Federation
663
|
Posted - 2013.10.25 17:02:00 -
[343] - Quote
Aero Yassavi wrote:Aero Yassavi wrote:Ok guys, I'm not really big into balancing numbers but I love looking at mechanics and I think I may realized what's going to be the big difference when selecting your weapons.
When you're in that close combat range, which a lot of action around objectives is, the assault rifle would be a better choice functionally not only because of the high ROF but because if you realize you're going off target on your aim, you can stop your aim and readjust to conserve bullets in your magazine. For the rail rifle, every time you let your finger off the trigger you will have to do another 0.2 second charge up to begin firing again, so users will have to choose between using up the magazine or stopping fire and becoming vulnerable for awhile as they attempt to start shooting again. Combine this with the fact that the rail rifle magazine is about a third smaller than the assault rifle, and it seems that at least mechanically you would want to have an assault rifle up close over a rail rifle any day.
Now I'm still not sure if that makes up for the damage numbers, but again balancing statistics isn't really my thing. On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/Turn the metronome to tempo 300, that is 0.2 seconds between each beat. Spool up time probably needs to increase quite a bit. I like the 200 tempo |
Nirwanda Vaughns
Molon Labe. RISE of LEGION
132
|
Posted - 2013.10.25 17:04:00 -
[344] - Quote
Errr WTF with the AV? i understand changes to the damage but perhaps make it around 250, sure they lock on but unlike a forge gun there is no guarantee all swarms will hit. the biggest issue though is the lock on range. Dropships already just shoot off to a high altitude out of range even for my proto swarms or just hit an AB and zoom off. please at least keep the lock range if you're taking the damage away.
also i've mentioned many times about maybe some new Swarm Launcher skills. Being 'Swarm missile flight time' and 'swarm missile velocity' in order to even the score against dropships and add a more dedicated skill path for us AV guys. as for the AV nades thats probably the most balanced, normally a militia tank takes 3-4 lai dai packed before they pop.
Seeing as AV is getting looked into can we have something done about prox mines detection and blast ranges? too many times logi LAVs and even standard LAVs just cruise past my carpet of 16 mines i lay down probably hitting 2-3 or so. i just feel that if i'm having to use a logis full set of equipment slots and every prox mine in game and still cant take down a single logi LAV there is something wrong. |
Parson Atreides
Ahrendee Mercenaries EoN.
819
|
Posted - 2013.10.25 17:06:00 -
[345] - Quote
Takahiro Kashuken wrote:Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right? Over 6months of nerfs to all vehicles i have adapted everytime and use teamwork with them yet AV users think they can solo us from the otherside of the map with ease Now its your turn to adapt and get good
If there was any viable light-weapon AV alternative to the swarm launcher, then I wouldn't mind as much, but there isn't.
And it still only takes one person to drive a tank plus they can kill you from any distance you can kill him (assuming they're using a railgun). Why should it take an entire squad working together to kill them? I've always been a proponent of lowering ISK costs for vehicles and vehicle modules/weapons, because balancing based on ISK is stupid. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.25 17:08:00 -
[346] - Quote
Aero Yassavi wrote:Rabbit C515 wrote:Good Job!
Then Where is the Laser Rifle?
Also will CCP adjust the magnification of scope? since their range are increased. Laser rifle is not part of the same class of weapons. Just because it says "rifle" doesn't mean you should compare it with assault rifle, scrambler rifles, combat rifles, and rail rifles. I mean, by that case we should also be trying to compare sniper rifles in this group as well.
Has a great point about scope though - ScR and RR could probably get a slightly greater magnification but I doubt it is happening. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3255
|
Posted - 2013.10.25 17:10:00 -
[347] - Quote
Maximus Stryker wrote:Aero Yassavi wrote:Aero Yassavi wrote:Ok guys, I'm not really big into balancing numbers but I love looking at mechanics and I think I may realized what's going to be the big difference when selecting your weapons.
When you're in that close combat range, which a lot of action around objectives is, the assault rifle would be a better choice functionally not only because of the high ROF but because if you realize you're going off target on your aim, you can stop your aim and readjust to conserve bullets in your magazine. For the rail rifle, every time you let your finger off the trigger you will have to do another 0.2 second charge up to begin firing again, so users will have to choose between using up the magazine or stopping fire and becoming vulnerable for awhile as they attempt to start shooting again. Combine this with the fact that the rail rifle magazine is about a third smaller than the assault rifle, and it seems that at least mechanically you would want to have an assault rifle up close over a rail rifle any day.
Now I'm still not sure if that makes up for the damage numbers, but again balancing statistics isn't really my thing. On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/Turn the metronome to tempo 300, that is 0.2 seconds between each beat. Spool up time probably needs to increase quite a bit. I like the 200 tempo That would equate to 0.3 second charge up time. That would equate to 3.75 bullets of an AR in that charge up time, but since again the problem is discrete (you can't fire 3/4ths of a bullet), 3 bullets. If an AR bullet does 35 damage, that's 105 damage head start. If the rail rifle stops firing once during the fire fight, that is a 210 damage edge, assuming the AR user lands his shots in this time.
|
Takahiro Kashuken
Red Star. EoN.
1512
|
Posted - 2013.10.25 17:12:00 -
[348] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right? Over 6months of nerfs to all vehicles i have adapted everytime and use teamwork with them yet AV users think they can solo us from the otherside of the map with ease Now its your turn to adapt and get good If there was any viable light-weapon AV alternative to the swarm launcher, then I wouldn't mind as much, but there isn't. And it still only takes one person to drive a tank plus they can kill you from any distance you can kill him (assuming they're using a railgun). Why should it take an entire squad working together to kill them? I've always been a proponent of lowering ISK costs for vehicles and vehicle modules/weapons, because balancing based on ISK is stupid.
lolrailgun
It has shell travel time, its not instant shot
It also dips
It has poorer splash damage then a FG
It requires a direct hit to kill whoever, that means a direct hit to kill that SL who is bunny hopping about 300m away
With any other turret on it the SL has a big advanatge since lolmissiles and blasters cannot reach 200m out currently
Squad size is 6 - thinking it will take 6 AV'er to kill a tank lolno
I have proto swarms, i can solo any tank but to make it easier i can team up with spkr with his proto FG and we can whack any vehicle alot easier
If vehicle pilots can use teamwork in tanking but also in AV and vehicle destruction why cant AV'ers use teamwork? |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
272
|
Posted - 2013.10.25 17:12:00 -
[349] - Quote
Parson Atreides wrote:Heimdallr69 wrote:Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right? Doesn't matter if they have teamwork...shooting a swarm 6k dmg a pop at 400m your team won't be able to help against that but good try 330 x 6 = 1980. Nice try at math.
That's assuming all 6 missiles even hit! haha Ridiculous imo. This is such a huge hit it's not even worth training into this weapon. Good bye swarms, join your friend, the Flaylock Pistol, in the arsenal of weapons that never will be used again since they got nerfed! |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
304
|
Posted - 2013.10.25 17:13:00 -
[350] - Quote
I see the high end rail rifle has iron sights might I also ask what the dispersion like. Also with forge guns up there dispersion at longer ranges and lower the splash radius and I thank they will be fine though tank wont have as much health but ya'll will thank of something. |
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Heimdallr69
Imperfect Bastards
1089
|
Posted - 2013.10.25 17:15:00 -
[351] - Quote
Parson Atreides wrote:Heimdallr69 wrote:Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right? Doesn't matter if they have teamwork...shooting a swarm 6k dmg a pop at 400m your team won't be able to help against that but good try 330 x 6 = 1980. Nice try at math. Hey scrub talk to venery you know an Imperfect? He puts out that much say what you want lmfao get good..your forgetting dmg mods and all that goodstuff aswell you can't do math if your forgetting the equation smart guy |
SHANN da MAN
D3LTA FORC3
99
|
Posted - 2013.10.25 17:20:00 -
[352] - Quote
Aeon Amadi wrote:Grimmiers wrote:Aeon Amadi wrote:This is somewhat alarming, actually... The Assault Rail Rifle outperforms -EVERYTHING- else in terms of Damage and Range. I don't see any reason to continue using the Assault Rifle when it doesn't even do what it's supposed to anymore: High damage in close quarters combat.
Comparable Level Assault Variant Rifles, in order from highest to lowest DPS:
-Stuff
Well I was going to wait and see how the rail rifle's rof and .2 second charge up time will balance it out for cqc fights. As of now it does seem like the rail rifle plays like the op breach rifle back in the day. Take a look at the Plasma Cannon with it's 0.6 charge-up time and you'll change your mind, lol. 0.2 seconds is nothing, the human eye blinks at a speed of 0.4 seconds. Blink speed is actually 0.004 seconds on average ... Average Blink Speed |
Shouper of BHD
Resheph Interstellar Strategy Gallente Federation
289
|
Posted - 2013.10.25 17:20:00 -
[353] - Quote
digging the AR balance from what I can see but as a pilot I`m a bit concered about AV balance (keep reading if you rolled your eyes since in that case you see things difreantly). AV, as a role needs to get deceant vehicle kills to shine as there roll, light weapons hit the weight class of light vehicles - meduim vehicles, attacking heavy vehicles should require 2 swarms to kill or 1 PRO breach swarm, plasma cannon are also AT 9anti tank weapon, much better then a breach swarm 9should be that is) even though they are light weapons, AV nades need a very small buff from what you showed. FG are good except for the dame the assualt does considering its RoF, but if its accuracy is nerfed so its not anti infrantry and requires a closer vehicle target I see it as a win win since breach and non role FG takes longer to charge it won`t be to much of a pain to troopers and would allow FG vs FG balance. vehicles need to die oftenly in order for AV to be a role BUT vehicles are as much of a role, they should last long enough to get something done. they MUST be affordable if they are to be a role, other wise we will go back and forth when it comes to vehicle and AV buff and nerf, we can`t get that balanced without the listed. in order for vehicles to be profitable they must be MUCH cheaper so vehicle guys can call several in and AV guys can kill several! small turrets must be on par with heavy weapons. small railguns carry the same ammount of damage as FG through their total ammo, so if they fire all their shots they equal FGs but note FG have less ammo so their ammo is worth more, this is the type of "on par with" I mean, it doesn`t mean same stats it means equal to but different works. large turrets need to be the strongest weapon since tanks must be the damage doers (obviously not to the point of being OP if thats what your thinking), tanks also must be the heavy weight class of vehicles so the strongest, still can be bitten by heavy AV alone, no heavy groups and if they have PRO and you have PRO your stil dead but your not in negative!
a circle of life (:P) balance is the only way to go for BOTH ROLES to be balanced. here are the costs:
LAVs are meant for transport, STD classes are meant for transport with minor damage taken, any light weapon should take them out and AV nades will nearly destroy them alone, this allows them to be super cheap, 9 LAVs should be worth an average battle earnings. ADV should be better resileant, allowing you to travel through bleak skrimishes rather then around, they should take a light weapon still but 1 shot won`t kill them, 8 ADV LAVs should be affordable per battle. PRO LAVs are the gurilla attack LAVs meant to get through light weapon AV combat scratched but alive as long as they don`t stick around, they are also usable for anti infrantry gurrilla attacks, if modded well you`ll survive any drive by with 1 light weapon (again if you don`t stay, just keep driving) but you should only be able to afford 7 of theese per battle, bty theese cost are strictly to a vehicle costs with the same meta lv mods as the vehicle.
dropships and MAVs (soon tm) carry the same weapons as LAVs so its use of vehicle changes its advantage but the weapon has no improvement this allows dropships to stick to their role better, clearing a landing spot or providing some support to an attack vehicle maybe even repping it in the process. being meduim vehicles they can take light weapons better but still will die from them, heavy weapons being dangerous but not an instant death like the LAVs when it comes to same/near same meta AV. a STD MAV/MAA should allow 6 uses per battle (again, vehicle load-out alone), ADV 5 uses and PRO 4 uses.
HAVs aka tanks are a heavy class meant for attack rather then support, their large turret boasts its damage capibility while its heavy class shows its resistance but heavy weapons on the same meta will take it out with or without a team, it won`t be as quick but.... heavy weapons WILL take you out even alone, this allows tankers to gain their worth with their damage and they HP prolongs a very long fight, charging into heavy AT/AV weapons will loose your fit but if you out wit the AV/AT and shoot him up before he can react then even better. HAVs per battle should allow 3 STD per battle, 2 ADV per battle and 1 PRO per battle,
for AV users this promises profit from light to heavy, for vehicle users remember, this is the max you can loose per battle, on avrage you should be gaining ISK! again GAINING! |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 17:23:00 -
[354] - Quote
Cenex Langly wrote:Maken Tosch wrote:axis alpha wrote:The nerf of av nade is the re arise of murder taxi I guarantee it.... this is fukin bs Dude... the LAVs got nerfed before the AVs. People don't murder taxi as effectively as they use to. I know from experience even in a match with no AV players on the field. Except you still can't kill Logi LAV's, so reducing the AV damage plus the range just makes them even more of a nuisance.
Tanks have no problem killing LAVs. Make friends with tankers. |
Disturbingly Bored
The Strontium Asylum
853
|
Posted - 2013.10.25 17:23:00 -
[355] - Quote
Theresa Rohk wrote: a .02 charge up time is pretty significant, as is the seizure mechanic on the scrambler, so I expect the gun is pretty well balanced around that to offset its better stats.
Have faith, and wait until you see the gun in action before saying its unbalanced.
.02 charge up time is not even remotely significant. Look at the post immediately above yours:
Aero Yassavi wrote:On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/Turn the metronome to tempo 300, that is 0.2 seconds between each beat. Spool up time probably needs to increase quite a bit.
|
Tectonic Fusion
the unholy legion of darkstar DARKSTAR ARMY
421
|
Posted - 2013.10.25 17:24:00 -
[356] - Quote
ryo sayo mio wrote:Rei Shepard wrote:Hmm proto Rail rifle 42 Rounds, 81 something damage, full auto ? Sounds like the upgrade to a scrambler rifle seizing up at round 23, rail rifle no problem just keep slugging.
Unless the recoil is going to be horrible on that thing? its 61.6 but yer 100m range,scope and full auto i think we just found the new FOTH If it will be, my predictions would be right then. Like 5 months ago I said it would be so OP that the Gallente AR can keep it's range. I guess it will be even more OP... |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3484
|
Posted - 2013.10.25 17:26:00 -
[357] - Quote
SHANN da MAN wrote:Aeon Amadi wrote:Grimmiers wrote:Aeon Amadi wrote:This is somewhat alarming, actually... The Assault Rail Rifle outperforms -EVERYTHING- else in terms of Damage and Range. I don't see any reason to continue using the Assault Rifle when it doesn't even do what it's supposed to anymore: High damage in close quarters combat.
Comparable Level Assault Variant Rifles, in order from highest to lowest DPS:
-Stuff
Well I was going to wait and see how the rail rifle's rof and .2 second charge up time will balance it out for cqc fights. As of now it does seem like the rail rifle plays like the op breach rifle back in the day. Take a look at the Plasma Cannon with it's 0.6 charge-up time and you'll change your mind, lol. 0.2 seconds is nothing, the human eye blinks at a speed of 0.4 seconds. Blink speed is actually 0.004 seconds on average ... Average Blink Speed
The human eye can only register 1/60th of a second (I know this from photography and the basic fact that anything over 60 FPS in a video is going faster than the human eye can visibly see) so, by your logic, I should be able to blink faster than my eye can visibly see the shift.
Let me try.
Nope, can still see that I did, in fact, blink for the brief darkness that enshrouded my vision.
|
Forlorn Destrier
Bullet Cluster Legacy Rising
2161
|
Posted - 2013.10.25 17:26:00 -
[358] - Quote
Wrong.
Just because they are posting this first, doesn't mean heavy weapons are being ignored. You are a doom sayer with the "end is nigh" talk. |
Parson Atreides
Ahrendee Mercenaries EoN.
822
|
Posted - 2013.10.25 17:29:00 -
[359] - Quote
Heimdallr69 wrote:Hey scrub talk to venery you know an Imperfect? He puts out that much say what you want lmfao get good..your forgetting dmg mods and all that goodstuff aswell you can't do math if your forgetting the equation smart guy also is this current stats or updated.?
There's no need to account for damage mods or proficiency when no amount of those are going to raise 2,000 damage to 6,000. And I'm using the current stats. 6 missiles at 330 damage. The bonus to armor would help a little, but I even gave you the benefit of the doubt and assumed you had no resistances (in which case you deserve to lose the tank). |
DeeJay One
Guardian Solutions DARKSTAR ARMY
104
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Posted - 2013.10.25 17:32:00 -
[360] - Quote
Cenex Langly wrote: What you're also saying now is my Swarms do a fraction of the damage they once did when it already takes me 6 shots (2 reloads) plus nanohives to break some of these tanks at proficiency 5 and 3 complex damage mods. Let's not even mention Blaster tanks. Now I have to be in the middle of the street to get a lock on the tanks. Right in the optimal range of my enemy, to gun me down completely.
You're still going after tanks alone? Silly you. |
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