http://www.youtube.com/watch?v=qTEoWijPFvM
Another AR thread? Really?
YES. And this time there's nothing you can argue about. In this video I explain/prove:
-Why the AR seems "OP" to most people
-How the AR is able to kill players with lots of HP at long ranges simply by bursting to prevent kick
-How the only balancing factor for the AR at range only comes in AFTER you have fired off 30 rounds or so.
-How long it takes to kill a player at different ranges using both a STD and prototype AR.
-How automatic weapons in other games are balanced for distance (i.e. actual dispersion)
And much more!
Why is there no dispersion? Who knows? Maybe it has something to do with the HMG issue:
http://www.youtube.com/watch?v=DPBRYgUGBbwWhy not make the AR kick from the second you start firing...just like the Assault Scrambler Rifle?:
http://www.youtube.com/watch?v=hrVDPmIhkx8&feature=youtube_gdataObviously there are ways of fixing this issue, and this issue SHOULD be apparent to anyone playing this game, but I needed to make this video to finally get this into people's heads so that we can all be on the same page as to why the AR needs to be changed.
If CCP does not see this as an issue, PLEASE TELL US WHY! Please explain to us how this mechanic is not breaking our game. Please tell us why you want the AR to be so effective at range like this. Is it a lore thing? Are you afraid of losing players if you change the one weapon most players use? Or are you guys just too oblivious to this situation that you needed me to spend hours making this video just to understand why we have been complaining about the AR for so long.
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I'm not going to go into full detail here about everything, but let me just make a few things clear.
Don't even start talking to me about TTK. If the gun wasn't so accurate at range it would have a longer TTK and put it in line with the rest of the other weapons.
I wish the AR wasn't an automatic sniper while ADS. The AR (Plasma Rifle) should dominate every other weapon at short ranges (Not close quarters, that's different). If you get into this range the AR should win very easily. At medium ranges it should be just as effective as it is when you hip-fire. ADS shouldn't mean taking away dispersion, it should just reduce the dispersion a bit while slowing your movement speed. If you crouch it should be even more accurate
However, dispersion should not be eliminated when you ADS. This is one of the universal balancing factors for automatic weapons in every FPS. Single shot and burst rifles should be better at long ranges not because of optimal ranges...but because they are just more accurate and usually have some sort of sight.
Let's not forget the other not so important factor of the reset when you let go of the trigger. If you're not familiar with this go watch the video I just posted. When you fire for a long period of time while ADS, the AR eventually starts kicking all over the place. If you let go of the fire button and press it again, the kick is gone and your sight is reset back to where you were aiming. There is hardly any kick for the first 15-20 rounds or so, which means you can hit a target with a full clip from 80+ meters simply by timing your trigger presses.
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I hope I'm not the only one that thinks this way about this. Am I missing something here? Is this game supposed to have ARs that snipe across the map and HMGs that only do good damage at 30 meters to make it not like other FPS games? Is this problem something that can't be fixed easily? Is this issue not something that matters enough to be worked on, or something that is too big that it could break the balance of the game?
I made this video and this post because I care about Dust. I want to see one day where every weapon feels just as balanced as the next, but in order to do that we need to fix the AR. Hopefully this helps everyone understand why.