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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
SHANN da MAN
D3LTA FORC3
99
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Posted - 2013.10.25 19:15:00 -
[391] - Quote
Krom Ganesh wrote:That link states 400 milliseconds... which is 0.4 seconds. yes, it also states 4/1000ths of a second which is 0.004 seconds ... it contradicts itself, bad link ... never trust a wiki ... |
Jebus McKing
Molon Labe. RISE of LEGION
112
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Posted - 2013.10.25 19:24:00 -
[392] - Quote
Raz Warsaw wrote:the rail rifle doesn't overheat That's true, but then again even if you fire as fast as you can you won't overheat before getting at least 17 shots out and that should be enough to kill most people, especially at range. If you can't do that you should probably not use the SR. The heat build-up is a thing you learn to manage quite fast in my experience.
And also the SR gets the ability to charge up shots, with which you can kill people in seconds. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3264
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Posted - 2013.10.25 19:30:00 -
[393] - Quote
Jebus McKing wrote:Raz Warsaw wrote:the rail rifle doesn't overheat That's true, but then again even if you fire as fast as you can you won't overheat before getting at least 17 shots out and that should be enough to kill most people, especially at range. If you can't do that you should probably not use the SR. The heat build-up is a thing you learn to manage quite fast in my experience. And also the SR gets the ability to charge up shots, with which you can kill people in seconds. You can kill people in seconds with any weapon. The charge shot allows you to kill people before before they know what hit them.
Of course, if you miss that charge shot you are really in a hole for the next few moments. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
452
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Posted - 2013.10.25 19:38:00 -
[394] - Quote
shaman oga wrote: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) What I really do not understand how it works. You charge it and then you can fire at full auto, ok, but how many rounds? If you stop shooting you have to charge again, is this what you mean?
I assume yes. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
453
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Posted - 2013.10.25 19:41:00 -
[395] - Quote
Aero Yassavi wrote:Again, it's likely the other three rifles only have the "assault" as their variant because assault is easy to do, "make things go pewpewpew faster."
Now the other variants also have some general characteristics, Tactical - single, powerful shots Burst - volley of shots Breach - slow, powerful shots
But there's also plenty of room for interesting and unique mechanics. For instance, the base scrambler rifle is the tactical, but instead of just firing single, powerful shots it also has a charge function and heat build up. So for the Tactical Combat Rifle and Tactical Rail rifle, would you rather it simply fire one shot at a time like the tactical AR or would you rather give them more time to think up some other mechanics that still fall within that general frame but are more unique?
Actually, it would be interesting if the rail rifle also got a charge ability for its tactical that worked similar to how the charge sniper rifle does now.
Edit: Though without that god awful vacuum noise >_< |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
889
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Posted - 2013.10.25 19:59:00 -
[396] - Quote
I love the changes to AV and the new stuff, but... my weapon... my only love...
Tac AR being nerfed... again...
This is the saddest day in DUST for me. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
820
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Posted - 2013.10.25 19:59:00 -
[397] - Quote
Krom Ganesh wrote:
Actually, it would be interesting if the rail rifle also got a charge ability for its tactical that worked similar to how the charge sniper rifle does now.
Edit: Though without that god awful vacuum noise >_<
I would like that too, more charge more damage, less charge less damage.
Also, i don't really like the fact that the RR will not charge for each shot, it should be like a little railgun, (automatically) charge for each shot, giving it a proper charge time to be useful, charge time would be the factor that decides ROF and a skill would decrease charge time. This will allow tactical usage of it. |
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1545
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Posted - 2013.10.25 20:10:00 -
[398] - Quote
Combat rifle \o/ |
Maken Tosch
DUST University Ivy League
4737
|
Posted - 2013.10.25 20:17:00 -
[399] - Quote
Anything on Nova Knives? |
Nocturnal Soul
Immortal Retribution
923
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Posted - 2013.10.25 20:24:00 -
[400] - Quote
shaman oga wrote:Krom Ganesh wrote:
Actually, it would be interesting if the rail rifle also got a charge ability for its tactical that worked similar to how the charge sniper rifle does now.
Edit: Though without that god awful vacuum noise >_<
I would like that too, more charge more damage, less charge less damage. Also, i don't really like the fact that the RR will not charge for each shot, it should be like a little railgun, (automatically) charge for each shot, giving it a proper charge time to be useful, charge time would be the factor that decides ROF and a skill would decrease charge time. This will allow tactical usage of it. Well its a good thing the real tactical gun in the game got it |
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jerrmy12 kahoalii
REAPERS REPUBLIC
76
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Posted - 2013.10.25 20:41:00 -
[401] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:
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?
A shell has travel time? It's close enough to instantaneous to be so. And if you want to talk about travel time, how long it takes swarms to get to your tank double standerd, make it so my infrantry/pro infrantry cant solo the match, because i do it all the time. |
jerrmy12 kahoalii
REAPERS REPUBLIC
76
|
Posted - 2013.10.25 20:48:00 -
[402] - Quote
ADAM-OF-EVE wrote:thank god i stopped wasting sp in swarms after the last change. not 1 but a double nerf into oblivion. can i have my sp back so i can put into something that is actually going to work double standerd, tanks don't get respec, you AV don't get respec. "deal with it" |
THUNDERGROOVE
ZionTCD Public Disorder.
1160
|
Posted - 2013.10.25 20:51:00 -
[403] - Quote
Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. After swarms got buffed I always said the best way to fix swarms is cut their range in half. Nothing more fair than a swarm user unloading 3 volleys of swarms doing 5940 damage. That's before damage mods and prof.
I've had a commando fire 3 volleys of proto swarms and switch to his second Wyrikomi swarm launcher and fire 3 more. |
THUNDERGROOVE
ZionTCD Public Disorder.
1160
|
Posted - 2013.10.25 20:54:00 -
[404] - Quote
ryo sayo mio wrote:respec on av now please Go back to firing your proto swarms in the redline |
Maken Tosch
DUST University Ivy League
4739
|
Posted - 2013.10.25 20:58:00 -
[405] - Quote
I'm actually OK with the nerf to swarm lock-on range. If you think about it, 400m is practically too far. Overkill if anything.
To give you an idea how far 400m looks like, your minimap has a range of 100m measured from the center. I have observed how far 100m looks visually on the ground by looking at an objective. It's pretty damn far. Now imagine 400m. That's too far. |
Vell0cet
Royal Uhlans Amarr Empire
445
|
Posted - 2013.10.25 21:03:00 -
[406] - Quote
First, I'm glad to see CCP posting the info ahead of release. It's going to be very nice to have more weapon diversity out there, and more meaningful specializations than in the past. It's a good step in the right direction. I think it was a mistake to post the AV changes in the same thread though because it's cluttered the discussion up with two very different topics. Please consider splitting this kind of thing into two separate posts in the future CCP.
I'm a bit weary of the RR being OP, based on the stats, but we'll have to see how it works out in the game. The 0.2 seconds seems too short, but may be ok. If the RR becomes the new FOTM, then CCP might want to consider increasing the charge up variable slightly until the weapon is balanced. Focusing on balancing the weapon's unique aspects instead of just dps will help each weapon have a unique feel to it which is what we want.
I'm a little concerned for the LR. It's probably going to need a range buff to remain viable, given the many interesting drawbacks that make it so unique.
As for the AV changes, I'm very concerned about vehicles dominating in 1.7. If it takes teams of AV to counter a single HAV or dropship, the team who deploys vehicles will almost always be guaranteed victory. I'm sure CCP will keep a close eye on this, and I hope they've built the necessary infrastructure to implement balance changes quickly so we don't have to go months with things out-of-whack. I think the vehicle changes are frankly going in the wrong direction. I would like to see lots of vehicle slots for a wide variety of setups, and vehicle capacitors to make vehicle gameplay more compelling.
I hope the missing racial vehicles are on the horizon so this whole vehicle balance thing can get sorted out at once. I expect DUST to get chaotic again for the next several months following these changes as things get balanced. I think it would have made more sense to release the rifle changes with 1.6 so we could have balanced them independently of all of the other major changes, but I'm quite sure that's not possible now. Maybe CCP can learn from this.
Overall, I'm pretty positive on the new content. It's overdue and much-needed. Let's get it out there ASAP so we can start the balancing process. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.25 21:04:00 -
[407] - Quote
THUNDERGROOVE wrote:Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. After swarms got buffed I always said the best way to fix swarms is cut their range in half. Nothing more fair than a swarm user unloading 3 volleys of swarms doing 5940 damage. That's before damage mods and prof. I've had a commando fire 3 volleys of proto swarms and switch to his second Wyrikomi swarm launcher and fire 3 more.
Only a Commado can do that though - CCP created that problem.
And how do they fix it? Punish all the other users by dropping damage and range. |
SgtDoughnut
Red Star Jr. EoN.
327
|
Posted - 2013.10.25 21:18:00 -
[408] - Quote
Why does the SCR optimal range go down as you go up in teirs? |
RandomizeUsr
Vacuum Cleaner. LLC RUST415
8
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Posted - 2013.10.25 21:23:00 -
[409] - Quote
-ò-¦-Ç-+-é-î--¦-+-+-+-é-+-é-î! -ÿ-+-â-ç-+-+ -¦-Ç-¦-+-¦-é-ï -+ -ü-¦-¦-Ç-+-ï, -ç-é-+-¦-ï -ü-¦-¦-ç-ü, -+-+ -+-¦-+-¦-¦-+-+-Ä -¦-¦-¦-¦-+-+-+-¦-Ç-ü-¦-+-¦ -+-¦-+-+-ç-¦-+, -+-ë-â-é-+-é-î -ü-¦-+-Ä -¦-¦-ü-+-+-+-+-ë-+-+-ü-é-î. -ù-¦-ê-+-¦-+-ü-î! =( |
Dominus Fatali
Nox Aeterna Security
505
|
Posted - 2013.10.25 21:55:00 -
[410] - Quote
I didn't read everything, but the Combat Rifle reload is faster than the SMG. I think this is a problem. |
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Jebus McKing
Molon Labe. RISE of LEGION
112
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Posted - 2013.10.25 21:56:00 -
[411] - Quote
SgtDoughnut wrote:Why does the SCR optimal range go down as you go up in teirs? 65 - 72 - 78 It is not going down. |
Croned
B o u n d l e s s.
484
|
Posted - 2013.10.25 22:05:00 -
[412] - Quote
While I do now kind of agree with a swarm launcher nerf, I really don't think those stats are the way to do it. Forge Guns will be far superior to Swarm Launchers, and I think FGs are fine at the moment. |
Iron Wolf Saber
Den of Swords
9681
|
Posted - 2013.10.25 22:07:00 -
[413] - Quote
Forlorn Destrier wrote:Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP. IWS, I offered to give all CPM a fresh look recently. Kain appears to be different and not playing the same game he used to play I'm happy to admit, but you are just as defensive, argumentative, and inflexible when the player base approaches you. I shouldn't say you lost my support as I was trying to be impartial, but I can say I won't support you moving forward. You need to be replaced when we have an election hopefully next year.
It's more about lowering the bar and not holding CCP to crossing every T in an iron cage. Things happen when you plan things that far out and when you get to play testing it feels all wrong and requires drastic changes it make it feel right. And chances are a few months from now none of those statements made are going to survive the player base. There will be complaints on the guns, it will be taken to account, and adjustments will be made even then.
I rather the new guns get out, than the guns on reasonable state than the guns fitting the promise perfectly.
I can imagine a future we they will just remove the variants and replace with modular weapons and letting parts achieve the variant flavors ala receiver change out. |
Tectonious Falcon
The Southern Legion The Umbra Combine
760
|
Posted - 2013.10.25 22:22:00 -
[414] - Quote
This is like reading Dota forums before a new patch is released. A bunch of people throwing tantrums and complaining before they even see it in action.
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Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
893
|
Posted - 2013.10.25 22:26:00 -
[415] - Quote
Magnus Amadeuss wrote:So I am thinking that none of you actually have any clue what the ranges of the weapons (AR, ScR, so on) is now.
Orignal AR type------optimal----effective standard------38m-------65m ADV-----------40m-------68m PRO-----------42m--------71m
New AR type------optimal----effective standard------40m-------65m ADV-----------44m-------72m PRO-----------48m--------78m
I have no idea who thought it would be a good idea to INCREASE the range of the AR, but they did. So if anyone is freaking out about the assault rifle you should stop... it is getting a small range buff.
Anyway, here is the issue I have. The AR completely destroys the Assault scrambler at the assault scrambler's range because of a much tighter grouping while aiming down-sight. Is this issue going to be resolved?
Actually the Assault Rifle currently keeps up damage with the HMG due to such tight grouping of rounds compared to the crazy dispersion of the HMG.
So right NOW the AR out ranges the gimped laser and they are adding MORE range to the AR????
Finger hovers over the delete Dust option in November but will wait and see how bad CCP implements this??
Tech Ohm looks at Black Friday ad scans and picks several new games for the PS4 and a few for a new PS3. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
453
|
Posted - 2013.10.25 22:28:00 -
[416] - Quote
Iron Wolf Saber wrote: Yeah 400 meter lock ranges is pretty damn far, I think 175 may be too short but I don't want to see it go over 225 meters. After all its supposed to be a Light AV weapon, not a heavy AV weapon and this brings its parity down with that of the plasma launcher and mass driver, hopefully the plasma cannon will take its racial adjustment and get a damage buff making the minmatar rapid firing, swarms longest range, plasma cannon the most damaging, and whatever amarr light av option comes out the most accurate.
Wait, the MD is supposed to be an AV weapon?!? |
Shotty GoBang
Pro Hic Immortalis
1755
|
Posted - 2013.10.25 22:33:00 -
[417] - Quote
RandomizeUsr wrote:-ò-¦-Ç-+-é-î--¦-+-+-+-é-+-é-î! -ÿ-+-â-ç-+-+ -¦-Ç-¦-+-¦-é-ï -+ -ü-¦-¦-Ç-+-ï, -ç-é-+-¦-ï -ü-¦-¦-ç-ü, -+-+ -+-¦-+-¦-¦-+-+-Ä -¦-¦-¦-¦-+-+-+-¦-Ç-ü-¦-+-¦ -+-¦-+-+-ç-¦-+, -+-ë-â-é-+-é-î -ü-¦-+-Ä -¦-¦-ü-+-+-+-+-ë-+-+-ü-é-î. -ù-¦-ê-+-¦-+-ü-î! =( You see that frowny face? This guy is quite plainly angry.
Friendly Reminder: Angry Russians = Ganked Servers |
Mordecai Sanguine
What The French CRONOS.
71
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Posted - 2013.10.25 22:48:00 -
[418] - Quote
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:
SL-4 Assault Rail Rifle: 458.6 GEK-38 Assault Rifle: 446.25 CRD-9 Assault Scrambler Rifle: 444.7 8K-42 Assault Combat Rifle: 440
Comparable level Assault Variant Rifles, in order from highest to lowest Optimal Range:
SL-4 Assault Rail Rifle: 72 meters CRD-9 Assault Scrambler Rifle: 55 meters 8K-42 Assault Combat Rifle: 50 meters GEK-38 Assault Rifle: 44 meters
Comparable level Assault Variant Rifles, in order from highest to lowest Effective Range:
SL-4 Assault Rail Rifle: 94 meters CRD-9 Assault Scrambler Rifle: 83 meters 8K-42 Assault Combat Rifle: 77 meters GEK-38 Assault Rifle: 72 meters
Rail rifle will certainely get a higher Recoil so a lot of shot will bem issed. I hope. |
Nocturnal Soul
Immortal Retribution
923
|
Posted - 2013.10.25 22:49:00 -
[419] - Quote
Shotty GoBang wrote:RandomizeUsr wrote:-ò-¦-Ç-+-é-î--¦-+-+-+-é-+-é-î! -ÿ-+-â-ç-+-+ -¦-Ç-¦-+-¦-é-ï -+ -ü-¦-¦-Ç-+-ï, -ç-é-+-¦-ï -ü-¦-¦-ç-ü, -+-+ -+-¦-+-¦-¦-+-+-Ä -¦-¦-¦-¦-+-+-+-¦-Ç-ü-¦-+-¦ -+-¦-+-+-ç-¦-+, -+-ë-â-é-+-é-î -ü-¦-+-Ä -¦-¦-ü-+-+-+-+-ë-+-+-ü-é-î. -ù-¦-ê-+-¦-+-ü-î! =( You see that frowny face? No idea what this guy said, but he is quite plainly angry. Friendly Reminder: Angered Russians = Ganked Servers Google Translate is your friend: Edrit-bang! Examined the grenades and svarmy to now, with a wave of developer sticks to feel helpless. Zashibis! = ( |
Lv2spd2
Slow And Old
38
|
Posted - 2013.10.25 23:15:00 -
[420] - Quote
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:
SL-4 Assault Rail Rifle: 458.6 GEK-38 Assault Rifle: 446.25 CRD-9 Assault Scrambler Rifle: 444.7 8K-42 Assault Combat Rifle: 440
Comparable level Assault Variant Rifles, in order from highest to lowest Optimal Range:
SL-4 Assault Rail Rifle: 72 meters CRD-9 Assault Scrambler Rifle: 55 meters 8K-42 Assault Combat Rifle: 50 meters GEK-38 Assault Rifle: 44 meters
Comparable level Assault Variant Rifles, in order from highest to lowest Effective Range:
SL-4 Assault Rail Rifle: 94 meters CRD-9 Assault Scrambler Rifle: 83 meters 8K-42 Assault Combat Rifle: 77 meters GEK-38 Assault Rifle: 72 meters
Thanks to the .2 second charge time, that Assault rail will really only do 366.4 in the 1st second it is firing. the 2nd second and each additional second will do the dmg you listed though. That will put the rail user in an 79.85 or so hp hole to the GEK user if they are both in range and hit fire at the same time. Which they will then gain back at around 12.35 hp per second after that. So it would take the Rail user 6.46 seconds of continuous hits to make back up.
This means the GEK user will likely still rock the rail user within AR range, unless they let the rail get the drop on them.
In fact, ALL the other rifle variants listed here will easily top the rail rifle except outside their ranges or if the rail user starts firing .2 seconds before they do. Even the lowly combat rifle listed will out damage the rail by 73.6 which the rail will make back up in 3.95 seconds. |
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