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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 03:22:00 -
[541] - Quote
You're nerfing Swarm Launcher damage to 220? Currently, anything other than PRO tier Swarms is basically impossible to kill a fully decked out HAV with before it boosts behind a wall and magically disappears, fully healed. At PRO tier, you're tearing everything a new hole in combination with proficiency and complex damage mods. The problem is the scaling across tiers. All launchers should fire the same amount of rounds, with a 15%/30% damage boost for ADV and PRO, instead of the current 25%/50%. Recall needs to then be reworked.
Now, HAV stats have also been reduced. However, the two stat tables taken together show us that HAVs have a 20% longer TTK when the hardners are up or so and the opposite when they are down. This could reinforce the current "activate hardeners, wreck, boost away and recall" mentality among many pubstomping HAV pilots. |
Fist Groinpunch
Goonfeet Top Men.
128
|
Posted - 2013.10.27 03:31:00 -
[542] - Quote
Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. |
Evicer
THE HECATONCHIRES
28
|
Posted - 2013.10.27 04:08:00 -
[543] - Quote
About Swarms.....yeah.......I'd like my sp back now please.So I can put it into LAv's
Oh wait people already did that before and continue to do it.Guess I just need to join the heard.(sarcasm)
In all seriousness though.People spent 6 months running down any proto suit/player that they saw with LAV's.Most people got tired of this and therefore spec'd into AV ie Swarms and AV nades which by the way LAi dai's were not blowing up LAV's unless they were stopped.Reducing Lock on range??? People are bitching because they cant sit in a tank and completely own.Not to mention most of these people cant play and shooter in the first place thats why they tank!!! Armor tankers that I know laughing over comms in squad as they run down heavies with forge guns.......
Im just going to stop right there.Fk it.....
Like I said can I get my sp back?
EDIT: Half of these people that armor tank.Dont know how to tank in this game they forget to hit there reppers or they dont turn them on when they go into potentially dangerous areas.It just like everyother class and race they dont know how to fit the tank and assume just because its a Madrugar and they've seen some other guy with a Madrugar kill everyone that since they unlocked it they can do that too with there base chassis.Ive also seen Tankers that I know go A whole week in the past and not loose a tank........I was in closed beta when free militia viper dropships flew faster than the swarms....why do we keep going through this? |
Disfool
Endless Hatred
7
|
Posted - 2013.10.27 04:43:00 -
[544] - Quote
Evicer wrote:About Swarms.....yeah.......I'd like my sp back now please.So I can put it into LAv's
Oh wait people already did that before and continue to do it.Guess I just need to join the heard.(sarcasm)
In all seriousness though.People spent 6 months running down any proto suit/player that they saw with LAV's.Most people got tired of this and therefore spec'd into AV ie Swarms and AV nades which by the way LAi dai's were not blowing up LAV's unless they were stopped.Reducing Lock on range??? People are bitching because they cant sit in a tank and completely own.Not to mention most of these people cant play and shooter in the first place thats why they tank!!! Armor tankers that I know laughing over comms in squad as they run down heavies with forge guns.......
Im just going to stop right there.Fk it.....
Like I said can I get my sp back?
EDIT: Half of these people that armor tank.Dont know how to tank in this game they forget to hit there reppers or they dont turn them on when they go into potentially dangerous areas.It just like everyother class and race they dont know how to fit the tank and assume just because its a Madrugar and they've seen some other guy with a Madrugar kill everyone that since they unlocked it they can do that too with there base chassis.Ive also seen Tankers that I know go A whole week in the past and not loose a tank........I was in closed beta when free militia viper dropships flew faster than the swarms....why do we keep going through this?
Back during beta swarms were not invisible from a long range, they also did 30 less damage a swarm, thats 120 less a volly at basic and 180 unmodified at proto, tanks were stronger, no logi lav, and didnt unload their whole load before their first swarms hit a tank. Ive killed whole teams, and if there is one swarmer, at the current build the game is in, he can unload 4 vollys that i cant see before the first one hits me, my hardener takes 5 seconds to start repper too. Though i normaly have my repper up very few tanks can survive 4 vollys of proto swarms. Also remember the numbers for av are getting changed in response to the vehicals all getting changed. Av nades also needed a change because of the logi lav's being stronger and 200% faster than thanks. I understand that i cant sit around in my tank and kill and gain money, a tank fit atm cost about 1-3 mill each, every game gets you about 200k-500k, meaning losing one tank costs you at min 2 games at most 15 games of doing well and not dying to make any money at all. Most really good tankers go maybe 3 games at most without losing their tank, till 3 guys throw av nades and kill them in 2 nades each. Lastly if a forger gets run down by a tank, hes an idiot and shouldnt have that forge gun, he'll shoot his eye out. |
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:02:00 -
[545] - Quote
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? |
johnhonorcrest2
RestlessSpirits
14
|
Posted - 2013.10.27 05:11:00 -
[546] - Quote
Ryme Intrinseca wrote:CCP Wolfman wrote:Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far weGÇÖve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. These are the current numbers we are testing:
- Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 ) - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m
WeGÇÖre looking forward to hearing your feedback!
CCP Wolfman My feedback on this is that the game will be virtually unplayable for infantry players (i.e. 90%+ of the playerbase). The expectation was something like a 5% or at most 10% nerf to AV. I wouldn't have liked that, as I think the current tank/infantry balance is good (I see tanks going 40+/0 frequently in pubs, and good tankers are the most valuable asset in PC), but I could have lived with it. 33% nerf to damage for swarms and 31% for AV nades (at PRO) is just ridiculous. Add to that the 56% nerf to swarm launcher range and it is clear that the intention is to make that weapon (the primary AV weapon) unusable. Do you guys have such short memories that you can't remember the indestructible tanks in beta? Because that's what you will go back to with these numbers.
u seem to forget that tanks will have to get ammo at supply depots= ambush for avers, having modules and turrets either changed or removed, and will be losing 2 primary modules. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
344
|
Posted - 2013.10.27 05:12:00 -
[547] - 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? thats a 61? The font is hard to read i thought it was 81. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
344
|
Posted - 2013.10.27 05:15:00 -
[548] - Quote
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 Well for a gun like the AR there is no decrease in damage in close quarters it only suffers a drop in damage at long range and some would even call it sniper like range. |
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:17:00 -
[549] - Quote
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. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
523
|
Posted - 2013.10.27 05:23:00 -
[550] - Quote
Why, again, do we have FOUR Assault Rifle variations and only TWO of the others? |
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Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:25:00 -
[551] - Quote
Vespasian Andendare wrote:Why, again, do we have FOUR Assault Rifle variations and only TWO of the others?
What are you talking about? There are 8 Assault Rifle variations. Oh, you thought the Combat Rifles and Rail Rifles were different weapons. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
345
|
Posted - 2013.10.27 05:27:00 -
[552] - Quote
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. |
Evicer
THE HECATONCHIRES
28
|
Posted - 2013.10.27 05:28:00 -
[553] - Quote
Disfool wrote:Evicer wrote:About Swarms.....yeah.......I'd like my sp back now please.So I can put it into LAv's
Oh wait people already did that before and continue to do it.Guess I just need to join the heard.(sarcasm)
In all seriousness though.People spent 6 months running down any proto suit/player that they saw with LAV's.Most people got tired of this and therefore spec'd into AV ie Swarms and AV nades which by the way LAi dai's were not blowing up LAV's unless they were stopped.Reducing Lock on range??? People are bitching because they cant sit in a tank and completely own.Not to mention most of these people cant play and shooter in the first place thats why they tank!!! Armor tankers that I know laughing over comms in squad as they run down heavies with forge guns.......
Im just going to stop right there.Fk it.....
Like I said can I get my sp back?
EDIT: Half of these people that armor tank.Dont know how to tank in this game they forget to hit there reppers or they dont turn them on when they go into potentially dangerous areas.It just like everyother class and race they dont know how to fit the tank and assume just because its a Madrugar and they've seen some other guy with a Madrugar kill everyone that since they unlocked it they can do that too with there base chassis.Ive also seen Tankers that I know go A whole week in the past and not loose a tank........I was in closed beta when free militia viper dropships flew faster than the swarms....why do we keep going through this? Back during beta swarms were not invisible from a long range, they also did 30 less damage a swarm, thats 120 less a volly at basic and 180 unmodified at proto, tanks were stronger, no logi lav, and didnt unload their whole load before their first swarms hit a tank. Ive killed whole teams, and if there is one swarmer, at the current build the game is in, he can unload 4 vollys that i cant see before the first one hits me, my hardener takes 5 seconds to start repper too. Though i normaly have my repper up very few tanks can survive 4 vollys of proto swarms. Also remember the numbers for av are getting changed in response to the vehicals all getting changed. Av nades also needed a change because of the logi lav's being stronger and 200% faster than thanks. I understand that i cant sit around in my tank and kill and gain money, a tank fit atm cost about 1-3 mill each, every game gets you about 200k-500k, meaning losing one tank costs you at min 2 games at most 15 games of doing well and not dying to make any money at all. Most really good tankers go maybe 3 games at most without losing their tank, till 3 guys throw av nades and kill them in 2 nades each. Lastly if a forger gets run down by a tank, hes an idiot and shouldnt have that forge gun, he'll shoot his eye out. TL;DR yeah just got done in a match wear a Tanker called in a Tank Madrugar chassis and a Proto rail and sat on top of a tower Railing anyone that tried to hack an objective
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Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:30:00 -
[554] - Quote
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. |
GVGMODE
WorstPlayersEver
81
|
Posted - 2013.10.27 05:31:00 -
[555] - Quote
Quote:- Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 ) - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m
Until we are able to see the vehicle vs all the AV weapons, so far looks meh... we'll see. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
346
|
Posted - 2013.10.27 05:45:00 -
[556] - 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. Lol just great. Yep when i play my heavy suit i will be able to die from even further ranges.
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Levithunder
Butt Hurt Try Hards
117
|
Posted - 2013.10.27 05:47:00 -
[557] - Quote
Laser rifle r.i.p to the rail rifle laser rifle brothers take a moment of silence well at least we were back for a few months . |
Borne Velvalor
Endless Hatred
811
|
Posted - 2013.10.27 05:49:00 -
[558] - Quote
Levithunder wrote:Laser rifle r.i.p to the rail rifle laser rifle brothers take a moment of silence well at least we were back for a few months .
I loved my Laser Rifle. I... don't know if I can go on. |
Koan Zalinto
Bobbit's Hangmen
19
|
Posted - 2013.10.27 05:51:00 -
[559] - Quote
Thank god! Swarms and av nades were the only thing that I couldn't seem to get away from in my logi lav. Now I might be able to use the damn thing with my team and actually put my gunner to work x.x 400k isk per vehicle and can be killed by two guys with advanced swarms. I mean yeah, that's a lot of missiles but the thing has damage resistance out the tailpipe! |
Heimdallr69
Imperfect Bastards
1097
|
Posted - 2013.10.27 05:54:00 -
[560] - Quote
I got enough sp to pro 5 in both combat and rail rifles |
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Musta Tornius
Algintal Core Gallente Federation
640
|
Posted - 2013.10.27 09:38:00 -
[561] - Quote
Koan Zalinto wrote:Thank god! Swarms and av nades were the only thing that I couldn't seem to get away from in my logi lav. Now I might be able to use the damn thing with my team and actually put my gunner to work x.x 400k isk per vehicle and can be killed by two guys with advanced swarms. I mean yeah, that's a lot of missiles but the thing has damage resistance out the tailpipe!
You do realise llavs are being removed at the start. You're going to have to wait a while to get back the wheel of one. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2855
|
Posted - 2013.10.27 09:43:00 -
[562] - Quote
Proxy mines aren't mentioned in the AV adjustment.
Also, reiterating that we either need the other variants for Scrambler/Combat/Rail, or you need to remove 2 variants from Gallente ARs. |
Jebus McKing
Molon Labe. RISE of LEGION
115
|
Posted - 2013.10.27 11:03:00 -
[563] - Quote
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=0
Borne 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&usp=sharing#gid=0 |
Mortedeamor
WASTELAND JUNK REMOVAL The Ascendancy
538
|
Posted - 2013.10.27 11:29:00 -
[564] - Quote
please post the laser rifle stats set up like this. i wanna see the differences between the lr stats from stnd to proto and every other rifle you put in dust |
Ghermard-ol Dizeriois
Maphia Clan Corporation
10
|
Posted - 2013.10.27 11:59:00 -
[565] - Quote
CCP Wolfman wrote:Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far weGÇÖve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. These are the current numbers we are testing:
- Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 ) - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m
WeGÇÖre looking forward to hearing your feedback!
CCP Wolfman
Great, now give 9999 Shield Points / 9999 Armor Points to each HAV (Sica and Soma included) and I think we have a balanced game. |
Takahiro Kashuken
Red Star. EoN.
1528
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Posted - 2013.10.27 12:08:00 -
[566] - Quote
Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage.
lolno
How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch
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Delta 749
Kestrel Reconnaissance
2253
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Posted - 2013.10.27 12:15:00 -
[567] - Quote
Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch
Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals |
Bright Cloud
Namtar Elite Gallente Federation
271
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Posted - 2013.10.27 13:04:00 -
[568] - Quote
The Rail rifle will be much better at fighting over distance simply cause at range the Assault rifle does like 10HP per hit while you still do full damage with the rail rifle and murdering every 1. This is just going to be as popular as the TAC AR in the beginning where it was the none plus ultra. If you can outrange your enemy you basically won the firefight. And with the recent heavy usage of active scanners you cant really say that the 0.2 secs charge time is a handicap. People will just pre fire around corners to bridge the charge time. And you seem to forget that the rail rifle deals more damage per bullet which means that you need less to kill somebody and that saves you ammo. |
Takahiro Kashuken
Red Star. EoN.
1528
|
Posted - 2013.10.27 13:28:00 -
[569] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals
Dropsuit self heals
Its a tank, i know you want to be able to kill it with a militia AR with 1 bullet |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4290
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Posted - 2013.10.27 13:31:00 -
[570] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals
wtf tank shuld b godmoed |
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