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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
536
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Posted - 2013.11.27 13:02:00 -
[1] - Quote
I've only heard rage about it. What is it balancing against exactly?
Lots of "GOD THIS IS SO ****ING STUPID! THEY DON'T NEED A RANGE INCREASE CUZ' THEY'RE ALREADY OP!" and little "They need it because..."
Maybe it's a...stealth nerf to my beloved SMGs!
"NO FULL RESPECS; ONLY FOR VEHICLE SKILLS CHANGED TREE!"
Vehicle users : "lol gonna put it into infantry skills"
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Fizzer94
L.O.T.I.S. Public Disorder.
1029
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Posted - 2013.11.27 13:05:00 -
[2] - Quote
I think the reasoning behind the buff is that lasers should outrange blasters, and the tactical AR outranged the ScR. They may have gone too far though, the ScR should outrange the TAC, but it doesn't have to be by a lot.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
536
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Posted - 2013.11.27 13:25:00 -
[3] - Quote
Fizzer94 wrote:I think the reasoning behind the buff is that lasers should outrange blasters, and the tactical AR outranged the ScR. They may have gone too far though, the ScR should outrange the TAC, but it doesn't have to be by a lot.
Makes sense, I s'pose. Hard rule.
"NO FULL RESPECS; ONLY FOR VEHICLE SKILLS CHANGED TREE!"
Vehicle users : "lol gonna put it into infantry skills"
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calisk galern
BurgezzE.T.F Public Disorder.
1291
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Posted - 2013.11.27 13:35:00 -
[4] - Quote
after using both I'm starting to see why the SR is getting the range boost. even though the SR has it's advantages that heat build up, and the sheer simplicity of the AR makes it the inferior weapon.
giving it the range advantage will help to balance the weapon versus AR's. that said every other weapon in the game is totally shafted by this change because the SR and the AR are leaps and bounds ahead of almost every other weapon. |
BMSTUBBY
343
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Posted - 2013.11.27 13:45:00 -
[5] - Quote
Buff to all AR's.
Wanna be Halo/COD DUST 514 not working as intended, yetGäó.
I used to play DUST514 but then CCP took a COD arrow to their knee.
MMO Someday SoonGäó
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NAV HIV
The Generals
557
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Posted - 2013.11.27 13:47:00 -
[6] - Quote
ZeHealingHurts HurtingHeals wrote:I've only heard rage about it. What is it balancing against exactly? Lots of "GOD THIS IS SO ****ING STUPID! THEY DON'T NEED A RANGE INCREASE CUZ' THEY'RE ALREADY OP!" and little "They need it because..." Maybe it's a... stealth nerf to my beloved SMGs!
Because ARs with 12 less bullets per clip and 3 less damage per shot is OP?! |
Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
878
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Posted - 2013.11.27 13:52:00 -
[7] - Quote
Fizzer94 wrote:I think the reasoning behind the buff is that lasers should outrange blasters, and the tactical AR outranged the ScR. They may have gone too far though, the ScR should outrange the TAC, but it doesn't have to be by a lot. most all guns out range lr ..so that logic does not hold. |
I-Shayz-I
I-----I
1470
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Posted - 2013.11.27 13:59:00 -
[8] - Quote
Have you ever used a laser rifle at close range? That's what happens when you extend any weapon's optimal.
Basically, both the RR and the SR will only be viable at long ranges post 1.7 because trying to use them up close will result in very little damage, along with trying to cope with the large hip fire spread, similar to how the LR/Tactical/Sniper Rifle works now.
Also, the RR charge up time will prevent players from bursting to ignore kick.
Why are people so blind? This is a NERF to the SR because the red dot sight already makes it hard to hit players at long ranges due to the fact that it doesn't zoom like the ACOG that the ARs have....meaning that the SR will no longer be that gun you die from at shotgun range because of the stupid people that spam it like that. ____________________________
Everyone is so dead focused on these things that they aren't even paying attention to the fact that the AR optimal is increasing with NO CHANGE to the current bursting mechanics that the AR has.
Right now you kill players with 1000+ ehp at 80 meters away in two clips with an AR using no skills or damage mods as shown in my video here :https://www.youtube.com/watch?v=qTEoWijPFvM&feature=youtube_gdata_player
The people in this game...sometimes it's like no one even pays attention unless I shove a video in their face proving these things.
Links:
List of Important Topics
I make logistics videos!
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Fizzer94
L.O.T.I.S. Public Disorder.
1031
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Posted - 2013.11.27 14:44:00 -
[9] - Quote
Mortedeamor wrote:Fizzer94 wrote:I think the reasoning behind the buff is that lasers should outrange blasters, and the tactical AR outranged the ScR. They may have gone too far though, the ScR should outrange the TAC, but it doesn't have to be by a lot. most all guns out range lr ..so that logic does not hold. I don't know, man. I saw people asking for the ScR to outrange the TAC a month or two ago, so that's what I figure the reason to be.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
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Harpyja
DUST University Ivy League
832
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Posted - 2013.11.27 15:07:00 -
[10] - Quote
NAV HIV wrote:ZeHealingHurts HurtingHeals wrote:I've only heard rage about it. What is it balancing against exactly? Lots of "GOD THIS IS SO ****ING STUPID! THEY DON'T NEED A RANGE INCREASE CUZ' THEY'RE ALREADY OP!" and little "They need it because..." Maybe it's a... stealth nerf to my beloved SMGs! Because ARs with 12 less bullets per clip and 3 less damage per shot is OP?! I assume you're talking about the AScR here. It's perfectly balanced because it has some nasty kick to it once you get to medium range, while the AR has absolutely 0 kick for the first 20 shots or so.
Higher damage per shot and a higher clip size means nothing if you can't hit your target accurately. It's the AR that's slightly OP.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Daxxis KANNAH
Distinct Covert Initiative
468
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Posted - 2013.11.27 15:26:00 -
[11] - Quote
I-Shayz-I wrote:Have you ever used a laser rifle at close range? That's what happens when you extend any weapon's optimal. Basically, both the RR and the SR will only be viable at long ranges post 1.7 because trying to use them up close will result in very little damage, along with trying to cope with the large hip fire spread, similar to how the LR/Tactical/Sniper Rifle works now. Also, the RR charge up time will prevent players from bursting to ignore kick. Why are people so blind? This is a NERF to the SR because the red dot sight already makes it hard to hit players at long ranges due to the fact that it doesn't zoom like the ACOG that the ARs have....meaning that the SR will no longer be that gun you die from at shotgun range because of the stupid people that spam it like that. ____________________________ Everyone is so dead focused on these things that they aren't even paying attention to the fact that the AR optimal is increasing with NO CHANGE to the current bursting mechanics that the AR has. Right now you kill players with 1000+ ehp at 80 meters away in two clips with an AR using no skills or damage mods as shown in my video here: https://www.youtube.com/watch?v=qTEoWijPFvM&feature=youtube_gdata_playerThe people in this game...sometimes it's like no one even pays attention unless I shove a video in their face proving these things.
You keep saying this but I dont think this applies to any weapon but the Laser.
The ScR and RR will do their optimal dmg up to the stated range. CCP can correct me if I am wrong, I would gladly take that as clarification is needed but as I said I think that only applies to the Laser Rifle.
To the OP - It was planned to be this way from the start but CCP implemented the ScR without giving it the proper range. Another one of their baffling decisions which just leads to QQ and future balancing. Remeber that the AR fires faster than the ScR and if you are talking about full autos, does more damage than the AScR.
The ScR was always supposed to be better than the Tactical and still its has a balancing mechanic - heat buildup.
The RR will have its short charge time and much kick so it wont be as easy to use in CQC as the AR. |
Korvin Lomont
United Pwnage Service RISE of LEGION
278
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Posted - 2013.11.27 15:52:00 -
[12] - Quote
Fizzer94 wrote:I think the reasoning behind the buff is that lasers should outrange blasters, and the tactical AR outranged the ScR. They may have gone too far though, the ScR should outrange the TAC, but it doesn't have to be by a lot.
By that logic should be blaster be able to out dps the laser tec in case of the SCR they can't as the SCR has nearly twice the dps the TaC Ar can put into field... |
Korvin Lomont
United Pwnage Service RISE of LEGION
278
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Posted - 2013.11.27 16:00:00 -
[13] - Quote
Daxxis KANNAH wrote: The ScR and RR will do their optimal dmg up to the stated range. CCP can correct me if I am wrong, I would gladly take that as clarification is needed but as I said I think that only applies to the Laser Rifle.
I think here you are absolutely right.
Daxxis KANNAH wrote: To the OP - It was planned to be this way from the start but CCP implemented the ScR without giving it the proper range. Another one of their baffling decisions which just leads to QQ and future balancing. Remeber that the AR fires faster than the ScR and if you are talking about full autos, does more damage than the AScR.
The ScR was always supposed to be better than the Tactical and still its has a balancing mechanic - heat buildup.
The RR will have its short charge time and much kick so it wont be as easy to use in CQC as the AR.
Regarding AR fires faster than SCR yes the automatic do (as supposed) but the AR has lkess DPS and the Tac doesn't fire as fast as the SCR. The heat build up is a stupid balancing method as the number of round you can fire is close to the Tac AR Clipsize so by the time you overheat the Tac AR user needs to reload.
About the AsCR you are wrong the AsCR does more damage per bullet and more damage per clip due to the lower Rof the DPS is just about the same
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Daxxis KANNAH
Distinct Covert Initiative
468
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Posted - 2013.11.27 16:19:00 -
[14] - Quote
Apologies - You are correct on dmg per round
Due to the RoF though the AR still comes out ahead I think.
My point on the ScR is that if you spam it quickly you would overheat prior to a TAC having to be reloaded. I do agree though that the ScR has to much ammo. A judicious user could easily kill many enemies without ever needing to get a resupply.
Charge shots should probably consume more than one round and/or ammo reduced on that weapon.
On the mechanic itself I think it is one of the better things in the game to differentiate weapons. It just needs to be tweaked to work properly so you cant get off too many shots. Firing faster should jump up the heat buildup quicker. Not sure if that has fixed yet or not. The heat also dissipates quickly but if it was slower it would negate the RoF.
The ScR is supposed to be superior to the TAC, not really much tradeoff, similarly the AR should be superior to the AScR. |
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