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Cosgar
ParagonX
6952
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Posted - 2013.10.31 18:35:00 -
[1] - Quote
They're supposed to be overpowered. Maybe not as much as they've been llately, but the assault rifle is the introductory weapon. It's the first thing a new player picks up and it does its job well in all areas. Other weapons are harder to use or weaker in different areas but make up for it in the different style of play and fun factor. Constant nerfing has made the generalist weapon the AR is meant to be into a weapon that can match or surpass other niche weapons, even in their own specialties. It's overpowered because it's meant to be but not while eliminating incentive to use other variants or other weapons. Duvolles are bull **** though.
Let's hope the new rifles in 1.7 balances things out a bit.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6955
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Posted - 2013.10.31 19:02:00 -
[2] - Quote
Cenex Langly wrote:Cosgar wrote:They're supposed to be overpowered. Maybe not as much as they've been llately, but the assault rifle is the introductory weapon. It's the first thing a new player picks up and it does its job well in all areas. Other weapons are harder to use or weaker in different areas but make up for it in the different style of play and fun factor. Constant nerfing has made the generalist weapon the AR is meant to be into a weapon that can match or surpass other niche weapons, even in their own specialties. It's overpowered because it's meant to be but not while eliminating incentive to use other variants or other weapons. Duvolles are bull **** though.
Let's hope the new rifles in 1.7 balances things out a bit. Adding in MORE POWERFUL weapons doesn't help the problem. Saying it's a general weapon for noobs to start also doesn't help the cause. It needs a reduction in ROF or an increase in bullet spread. It's extremely accurate from extremely far away which makes it extremely overpowered with respect to the other weapons on the field. on another note, reducing complex damage mods down to 5% from 10% and giving them a negative penalty of adding extra kick to the weapon would also solve this problem by different means. I see what you're saying, but I think it should be the other way around. Since 1.0 when we had aiming and hit detection issues, CCP made a ton of changes to balance out the extended TTK. They implemented the emergency 10% damage buff and over time, reduced the kick and dispersion. Now that 1.4 fixed the majority of these issues, automatic weapons are laser accurate, dealing their full DPS. It can be argued that aim-assist is too powerful to the point that it eliminates any existing kick and dispersion, but that's open to interpretation.
The issue is that we need all of those fixes rolled back- especially the 10% buff. Some weapons will be weaker than they should be when this happens, but it's better to attack the problem at its source and re-evaluate after. Sweeping changes is what gave us Uprising 1.0 and CCP has proven that they can re-balance tings with a more delicate approach. One thing Uprising did right over previous builds was putting a bigger emphasis on passives linked to what you equip over your character. You can have all the passives that increase shields and armor, and damage but you still have to build your suit. One lingering issue I have though is the proficiency skill. It's yet another passive that puts an importance on sp skill > player skill. Instead of a flat out damage buff, proficiency should add more indirect bonuses like even less heat build up for laser weapons, clip size, or RoF for semi-automatic weapons. Nerfing damage mods sounds good on paper, but it messes up the tank vs gank dynamic while taking away one of the few advantages armor should have over shields.
Adding more weapons does help because if you look at damage profiles, the game's two rifles deal more damage to shields and armor which is why everyone is stacking armor as of late. The rail and combat rifle will deal less to armor and more to shields, which on paper might add more diversity to how people tank their suits. This is also assuming they've looked at the issues we're having now and in the past. Looking at how the rail rifle, which is basically the Creodron breach of old come back from hell, has a spool up time, they've learned their lesson.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6956
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Posted - 2013.10.31 19:18:00 -
[3] - Quote
Altina McAlterson wrote:@Cosgar
Are they laser accurate now? I'm just wondering has someone really looked in to that or is that more anecdotal? I never noticed as big of a hit detection problem as everyone else did for whatever reason. A little of both. Aim assist and hot fixes can give the impression of the standard AR or ASCR (if you can see where you're shooting) being laser accurate, but if you use something like the burst or TAC AR, you realize it's not the case. Having aim assist on a fully automatic weapon with 60+ rounds in the clip gives you way less margin of error outside its optimal range than it should.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6958
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Posted - 2013.10.31 19:32:00 -
[4] - Quote
LT Dans Legs wrote:What needs to happen to this game is to not make it a twitch shooter like cod which is the direction its heading. Whats the point of SP if you die in half a second from any weapon? They need to draw out the battles by reducing all damage to weapons. Let us fight someone face to face for a good 30 seconds. Whats the point of shields and armor if they are this freakin squishy? Right now it doesnt matter if you have a thousand hit points or three hundred, you die the same. No point in mods or proto suits because its all the same as militia. Its all about who gets the first bead. Dust is straying away from the MMO part of this FPS extremely fast. Which is making me sad :( The short TTK puts way to much importance on brick tanking medium suits. It hurts scouts, who lost their mobility and have the worst EHP scaling out of all the suits and the heavy, that has the higher EHP, but not the mobility to evade grenades. It's one of the reasons why people have the impression that logistics > assaults because the advantage in mobility and better shield regen mean nothing.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6959
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Posted - 2013.10.31 19:49:00 -
[5] - Quote
The Eristic wrote:When the rest of them drop, all of the racial rifles (AR,ScR,CR,RR) should only require Light Weapon I to unlock and starter fits should come with racially appropriate Militia versions. That might go some way towards getting people to try and maybe spend SP in something besides AR. Needs to happen, and with more tutorials explaining damage profiles, spool up, and overheat mechanics.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6962
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Posted - 2013.10.31 20:36:00 -
[6] - Quote
IMPAIRS YOUR ABILITY wrote:And the sky is blue, beyond stating the obvious this thread will do nothing. As much as everyone wants this game to succeed which is evidenced by the tremendous amount of fanboism they will do everything in there power to kill it. The promise of this game was to create a new FPS, guess what people are too stupid and don't really want that. The question is what kind of FPS is Dust becoming? This was supposed to be a thinking man's FPS. But with each new patch, it's slowly turning into another modern military twitch fest with a shade of future aesthetics.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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