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Borne Velvalor
Endless Hatred
1029
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Posted - 2013.11.28 01:07:00 -
[61] - Quote
I instinctively "burst" the Assault Rifle. My RoF is probably around 710-720 still and I have no recoil or kick whatsoever. It doesn't matter if they are 5m or 60m away, they will die given enough time.
A Duvolle with Proficiency 5 and 2 Complex Damage Modifiers deals 640 DPS. At around 60m you hit 50% efficacy. You can kill a fully tanked proto at 60m, then, in three seconds, if all shots land. The problem is with the "if all shots land" part happening 95% of the time.
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I-Shayz-I
I-----I
1481
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Posted - 2013.11.28 03:40:00 -
[62] - Quote
Borne Velvalor wrote:The problem is with the "if all shots land" part happening 95% of the time.
Exactly. I don't mind the AR doing a ton of damage at close range, but being able to land a full clip into someone at 80 meters is just wrong.
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I-Shayz-I
I-----I
1491
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Posted - 2013.11.30 07:47:00 -
[63] - Quote
Still Relevant
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Saoa Scum
Judge Mercenaries
25
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Posted - 2013.11.30 10:53:00 -
[64] - Quote
Spot on, think adding kick would solve alot of issues... TTK, Shield tanking, Hmg, Smg..
Add kick and then lets "rebalance" if still needed.. |
Ryme Intrinseca
Seraphim Auxiliaries
292
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Posted - 2013.11.30 11:33:00 -
[65] - Quote
The standard (plasma) AR has an absurdly short range compared to the other assault rifles (ScR, soon CR and RR) and similar DPS (though much lower than ScR). The lack of kick is the only thing that means it is even close to competitive.
If CCP want to balance the assault-class rifles they should look at the ScR. Assuming similiarly skilled users, the ScR dominates the AR both at range and close up. |
I-Shayz-I
I-----I
1506
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Posted - 2013.12.01 15:47:00 -
[66] - Quote
Ryme Intrinseca wrote:The standard (plasma) AR has an absurdly short range compared to the other assault rifles (ScR, soon CR and RR) and similar DPS (though much lower than ScR). The lack of kick is the only thing that means it is even close to competitive.
If CCP want to balance the assault-class rifles they should look at the ScR. Assuming similiarly skilled users, the ScR dominates the AR both at range and close up.
The SR thing will be fixed with 1.7 as it is getting a large range buff...meaning that it will be less effective at close range due to the way that damage drops off the farther you get from optimal.
But yes, the AR is meant to be a short range weapon. It's supposed to dominate at the short ranges, while being ineffective at long ranges. Normally this is solved by adding dispersion but dust only has kick for the AR while ADS...except that the kick doesn't take effect until after you've fired off enough rounds to kill someone.
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I-Shayz-I
I-----I
1518
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Posted - 2013.12.03 13:57:00 -
[67] - Quote
More bumping cause 1.7
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IgniteableAura
Pro Hic Immortalis
377
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Posted - 2013.12.03 16:16:00 -
[68] - Quote
The aScR doesnt have kick.......it stays exactly where it is pointed in that video. The AR has more vertical recoil than the aScR by far. The aSCR looks to have more dispersion, but you cant actually see the AR bullets as well as the aScRs. I dont doubt the AR needs more dispersion, but to say the aScR has kick is a lie. Play battlefield and then come back and tell me that any of the weapons in this game have "kick"
http://www.youtube.com/watch?v=a8Ld4S0OaUg#t=20
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Bethhy
Ancient Exiles. Renegade Alliance
371
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Posted - 2013.12.03 16:42:00 -
[69] - Quote
I-Shayz-I wrote:Zekain K wrote:Who cares, even if this was fixed aim assist would negate your gun by pulling it back to the enemies center. Doesn't do it with the Assault Scrambler Rifle, and that actually has kick/dispersion.
*Facepalm* |
I-Shayz-I
I-----I
1520
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Posted - 2013.12.03 17:05:00 -
[70] - Quote
IgniteableAura wrote:The aScR doesnt have kick.......it stays exactly where it is pointed in that video. The AR has more vertical recoil than the aScR by far. The aSCR looks to have more dispersion, but you cant actually see the AR bullets as well as the aScRs. I dont doubt the AR needs more dispersion, but to say the aScR has kick is a lie. Play battlefield and then come back and tell me that any of the weapons in this game have "kick" http://www.youtube.com/watch?v=a8Ld4S0OaUg#t=20
Sure, compared to other games the weapons don't really have proper kick/recoil mechanics...
but at long ranges the ASCR has enough kick to prevent players from trying to use it past 50 meters. The AR doesn't have any sort of kick at all for the first 15 rounds, so you can easily hit someone at 80 meters away with all 60 rounds. Because the ASCR actually has some "kick", the only way you can be that accurate0 with the weapon is by firing single shots with it.
Also, let me explain something to you. The AR and ASCR have no "dispersion" while ADS. Instead they have "kick" which shifts the sight every so slightly around. This is the only thing balancing the weaons at range...and yet the AR kick/recoil is broken. Barrel climb is what you showed me in that video which the AR does have, but only after 30 rounds or so, and can be reset simply by letting go of the trigger (yet another problem). The ASCR doesn't have this because we're playing a game in the future, and it shoots lasers (compare it to the laser rifle which doesn't have any of these).
Either way, the whole point of this thread was to prove that the AR has no dispersion. The only reason I mention "kick" is because it's the easiest way to explain things and because it is the easiest way to fix the weapon. The ASCR is balanced because it has that slight kick to it...whereas the AR is not balanced because it can shoot with sniper accuracy even at 80 meters. If both weapons had dispersion that would be wonderful but seeing as how the HMG still has dispersion issues I don't see a fix like that any time soon.
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I-Shayz-I
I-----I
1532
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Posted - 2013.12.05 16:08:00 -
[71] - Quote
Bethhy wrote:I-Shayz-I wrote:Zekain K wrote:Who cares, even if this was fixed aim assist would negate your gun by pulling it back to the enemies center. Doesn't do it with the Assault Scrambler Rifle, and that actually has kick/dispersion. *Facepalm*
Did you even watch my video on it? The kick on the weapon prevents it from always aiming at one point. It creates randomness, which is very much needed.
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