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Daxxis KANNAH
Distinct Covert Initiative
457
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Posted - 2013.11.22 14:54:00 -
[1] - Quote
The AScR will actually have an effective range of 90
Also if the ACR is going to be "very" accurate, why have sharpshooter? Or that is with SS skilled?
Still think most engagements will be inside these ranges and this was the plan from the get go; unless you guys want even more DMG on the AR's ? |
Daxxis KANNAH
Distinct Covert Initiative
457
|
Posted - 2013.11.22 15:21:00 -
[2] - Quote
Where is the dev blog? - I was going off of the one they posted up weeks ago so apologies.
On the last point - We knew the Gallente AR was supposed to have the least range, I was asking if you guys want even higher damage output to separate it or maybe a higher ROF?
DPS only really matters if all shots hit - The AR will still hit harder in a face up engagement than the ACR if both parties are trying to evade. The AScR and the AR should be comparable.
The only other point, it is my opinion that engagements will most likely occur inside of these ranges (making all of them hit at optimal damage) unless the scopes of the rifles are upgraded, in this case that only applies to the AScR as that is the only auto with a scope. I could be wrong so it goes. |
Daxxis KANNAH
Distinct Covert Initiative
457
|
Posted - 2013.11.22 15:30:00 -
[3] - Quote
Cat Merc wrote:Daxxis KANNAH wrote:The AScR will actually have an effective range of 90
Also if the ACR is going to be "very" accurate, why have sharpshooter? Or that is with SS skilled?
Still think most engagements will be inside these ranges and this was the plan from the get go; unless you guys want even more DMG on the AR's ? Daxxis, I'm taking this from the new weapons dev blog, it's 84. ACR is going to have almost no recoil, that's what wolfman said. Don't understand your last point.
Nope - effective range on Proto AScR - 90
effective range on Proto ACR - 84
effective range on Proto AR - 78
effective on Proto ARR - 102 - this doesnt even line up with their description but what else is new. |
Daxxis KANNAH
Distinct Covert Initiative
458
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Posted - 2013.11.22 15:41:00 -
[4] - Quote
I actually "liked" that post previously.
Personally I would give the AR more damage or reduce the damage on all other rifles if the effective range of the AR is brought much closer to its optimal range. Making it more like the blasters it is supposed to be.
Edit: @Beren Hurin - I think Op is comparing full autos not burst.
That is Proto AR vs Prof 1 ACR vs Prof 1 AScR |
Daxxis KANNAH
Distinct Covert Initiative
458
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Posted - 2013.11.22 16:39:00 -
[5] - Quote
Korvin Lomont wrote: The AR should get a DPS advantage as tradeoff for the shorter range. This could be archieved by buffing the AR (rof or damage), or deucing the DPS potential of the other rifles.
Agree in principle but as I have stated unless the effective range is reduced you cant up the DPS.
Reading on from the dev blog CCP maintains that their mechanic of more varied ranges wont work well in an FPS so that is the reason the ranges are slightly different - 6m isnt that much and the AR does have DPS (going by Cat's figures) edge and the higher dmg per round as well (not counting the RR as that has charge time plus much kick and probably harder to hip fire)
Lets see how they shake out.
What could be interesting is the optimal ranges - 48 AR vs 60 AScR vs 78 RR but given how AR's are shredding laser and sniper users now, doing less than optimal damage will not worry players with good gun game. |
Daxxis KANNAH
Distinct Covert Initiative
458
|
Posted - 2013.11.22 19:15:00 -
[6] - Quote
I may be wrong but at 102m you are doing 30% of the RR DMG - At 78m you do 100% DMG
So if you have an AR and fight an RR at this distance, dont QQ that the Rail is owning you.
Another notion I am seeing thrown around is that the increased optimal range on the AScR means that using it up close it will not be as effective (similar to the Laser rifle). I dont think this is true. Optimal range for these rifles are 0 to stated range - is my analysis correct? |
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