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GRIM GEAR
NECROM0NGERS Covert Intervention
116
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Posted - 2013.12.12 12:27:00 -
[1] - Quote
The assault combat rifle (ACR) really needs its clip size increased no seriously hear me out. The main reason being is that you can only kill one tanked medium suit and injure a second with a full clip then you have to reload. So you pretty much have to reload after one kill which takes around 2.6 seconds, now the main reason behind this is because of the low damage per bullet.
I have done some number crunching to work out the amount of damage you get out of one clip. I have calculated each proto assault rifle variant including minmatar, gallente, amarr and caldari, as follows.
All calculations have been done on base values, proficiency and damamge modules are not included, though if they were concluded it would dramatically increase the higher damage weapons full clip damage. This is of course assuming that all of the bullets in the clip hit their target.
I decided to add proficiency 5 (15%) and one complex damage module (10%) combined is 25% extra damage in brackets, to help enlighten everyone on how extra damage effects different damage rated weapons.
Minmatar ACR does 1577.6 damage per clip and does 464 (580 +25%) damage per second. Total damage increase of 116.
Gallente AR does 2244 damage per clip and does 467.5 (584.37 +25%) damage per second. Total damage increase of 116.87
Amarr ASR does 2851.2 damage per clip and does 465.3 (581.62 +25%) damage per second. Total damage increase of 116.32
Caldari ARR does 1981.98 damage per clip and does 471.9 (589.87 +25%) damage per second. Total 25% increase of 117.97
As you can see all of the weapons do relatively the same amount of damage per second which is fair, though when it comes to damage per clip the Amarr carthium scrambler rifle takes 1st prize at dealing a whooping 2851.2 damage per clip.
The runner up 2nd placed favorite Gallente duvoulle assault rifle does a good amount of damage per clip at 2244 per clip.
The third place goes to the Caldari Assault rail rifle (can't remember the name) dealing a modest 1981.98 damage per clip which is nearly 1000 less damage than the carthium per clip.
Then last but not least in 4th place we have the star of the show the Minmater Assault combat rifle (can't remember the name) which does a measly 1577.6 damage per clip which is 1273.6 damage less than the amarr rifle, 666.4 less than the Gallente rifle and a reasonable 404.38 less than the Caldari rifle.
Now my solution is to increase the Minmatar assault combat rifles clip from 68 to 80 which therefore increases its damage per clip from 1577.6 to 1856, now this is a modest ask and still leaves the ACR in last place for damage per clip.
Hopefully I have been able to shed some light on the shear scale of the damage differences between the proto assault versions of the four said factions clips.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
|
Jack McReady
DUST University Ivy League
851
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Posted - 2013.12.12 12:31:00 -
[2] - Quote
this sounds reasonable :)
+1 |
Beren Hurin
Onslaught Inc RISE of LEGION
1879
|
Posted - 2013.12.12 12:35:00 -
[3] - Quote
Or change the bonus to the minmatar assault suit to give it a bonus to the projectile weapon clip size. So that all racial assault suits effectively bonus their main weapon. You'd have to somehow do caldari then too. |
Sinboto Simmons
SVER True Blood Public Disorder.
3044
|
Posted - 2013.12.12 12:36:00 -
[4] - Quote
Personally I think it's in a good place, I can put things down with it just fine, it's not supposed to outperform the plasma rifle in any case.
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
|
Terra Thesis
HDYLTA Defiant Legacy
414
|
Posted - 2013.12.12 12:36:00 -
[5] - Quote
not bad reasoning, but instead of mediocre dmg and clip, I'd prefer to emphasize pros and cons. eg increase dmg by 5% which will make it the top dps, and help clip dmg slightly but mostly leave intact as its drawback.
HDYLTA - Freedom Delivered
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Leovarian L Lavitz
NECROM0NGERS Covert Intervention
855
|
Posted - 2013.12.12 12:37:00 -
[6] - Quote
Wait, grab the wall, what's the damage per clip of the proto assault smg vrs the damage per clip of the assault combat rifle?
Omni-Soldier
Few are my equal in one of these specialties, and there are none who can compare in all of them.
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Delanus Turgias
Subdreddit Test Alliance Please Ignore
171
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Posted - 2013.12.12 12:37:00 -
[7] - Quote
I definitely agree with these changes. The ACR is cool as all get out, but that constant need to reload after each kill makes it a lot less satisfying.
Closed Beta Vet since July, 2012
TEST Alliance Best Alliance
Proud owner of essentially every BPO in Dust
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GRIM GEAR
NECROM0NGERS Covert Intervention
119
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Posted - 2013.12.12 12:44:00 -
[8] - Quote
Leovarian L Lavitz wrote:Wait, grab the wall, what's the damage per clip of the proto assault smg vrs the damage per clip of the assault combat rifle?
I'm not going to check now though I'd hazard a guess and say they're pretty close.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
|
Acturus Galaxy
Lo-Tech Solutions Ltd
276
|
Posted - 2013.12.12 12:55:00 -
[9] - Quote
Terra Thesis wrote:not bad reasoning, but instead of mediocre dmg and clip, I'd prefer to emphasize pros and cons. eg increase dmg by 5% which will make it the top dps, and help clip dmg slightly but mostly leave intact as its drawback.
Wait, what, is the Gallente blaster AR not supposed to by the highest dps with its shorter range? You have a rifle that destroys armor and you have longer range. It is an assault variant, that is the Gallente ARs speciality. Or I want to have our Gallente burst to have the same range as your combat rifles.
If you want to run with assault rifles, stay with the superior Gallente rifle or use your own superior burst rifle. |
Yagihige
Crux Special Tasks Group Gallente Federation
458
|
Posted - 2013.12.12 12:57:00 -
[10] - Quote
What about reload speeds?
em ta kool t'nod
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Korvin Lomont
United Pwnage Service RISE of LEGION
326
|
Posted - 2013.12.12 12:59:00 -
[11] - Quote
GRIM GEAR wrote:The assault combat rifle (ACR) really needs its clip size increased no seriously hear me out. The main reason being is that you can only kill one tanked medium suit and injure a second with a full clip then you have to reload. So you pretty much have to reload after one kill which takes around 2.6 seconds, now the main reason behind this is because of the low damage per bullet. I have done some number crunching to work out the amount of damage you get out of one clip. I have calculated each proto assault rifle variant including minmatar, gallente, amarr and caldari, as follows. All calculations have been done on base values, proficiency and damamge modules are not included, though if they were concluded it would dramatically increase the higher damage weapons full clip damage. This is of course assuming that all of the bullets in the clip hit their target. I decided to add proficiency 5 (15%) and one complex damage module (10%) combined is 25% extra damage in brackets, to help enlighten everyone on how extra damage effects different damage rated weapons. Minmatar ACR does 1577.6 damage per clip and does 464 (580 +25%) damage per second. Total damage increase of 116. Gallente AR does 2244 damage per clip and does 467.5 (584.37 +25%) damage per second. Total damage increase of 116.87 Amarr ASR does 2851.2 damage per clip and does 465.3 (581.62 +25%) damage per second. Total damage increase of 116.32 Caldari ARR does 1981.98 damage per clip and does 471.9 (589.87 +25%) damage per second. Total 25% increase of 117.97 As you can see all of the weapons do relatively the same amount of damage per second which is fair, though when it comes to damage per clip the Amarr carthium scrambler rifle takes 1st prize at dealing a whooping 2851.2 damage per clip. The runner up 2nd placed favorite Gallente duvoulle assault rifle does a good amount of damage per clip at 2244 per clip. The third place goes to the Caldari Assault rail rifle (can't remember the name) dealing a modest 1981.98 damage per clip which is nearly 1000 less damage than the carthium per clip. Then last but not least in 4th place we have the star of the show the Minmater Assault combat rifle (can't remember the name) which does a measly 1577.6 damage per clip which is 1273.6 damage less than the amarr rifle, 666.4 less than the Gallente rifle and a reasonable 404.38 less than the Caldari rifle. Now my solution is to increase the Minmatar assault combat rifles clip from 68 to 80 which therefore increases its damage per clip from 1577.6 to 1856, now this is a modest ask and still leaves the ACR in last place for damage per clip. Hopefully I have been able to shed some light on the shear scale of the damage differences between the proto assault versions of the four said factions clips.
You do realise thats NOT fair as all of them have different ranges how could it be fair that one AR with has the same DPS as another while having less range? What is the reason to use the AR with less range over the one with more Range?.
If you want to have all rifles the same damage and damage per clip why have different rifles at all? |
GRIM GEAR
NECROM0NGERS Covert Intervention
120
|
Posted - 2013.12.12 13:00:00 -
[12] - Quote
[quote=Yagihige]What about reload speeds?[/q
I knew I was forgetting something, ill get onto it asap.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
|
GRIM GEAR
NECROM0NGERS Covert Intervention
120
|
Posted - 2013.12.12 13:03:00 -
[13] - Quote
Korvin Lomont wrote:GRIM GEAR wrote:The assault combat rifle (ACR) really needs its clip size increased no seriously hear me out. The main reason being is that you can only kill one tanked medium suit and injure a second with a full clip then you have to reload. So you pretty much have to reload after one kill which takes around 2.6 seconds, now the main reason behind this is because of the low damage per bullet. I have done some number crunching to work out the amount of damage you get out of one clip. I have calculated each proto assault rifle variant including minmatar, gallente, amarr and caldari, as follows. All calculations have been done on base values, proficiency and damamge modules are not included, though if they were concluded it would dramatically increase the higher damage weapons full clip damage. This is of course assuming that all of the bullets in the clip hit their target. I decided to add proficiency 5 (15%) and one complex damage module (10%) combined is 25% extra damage in brackets, to help enlighten everyone on how extra damage effects different damage rated weapons. Minmatar ACR does 1577.6 damage per clip and does 464 (580 +25%) damage per second. Total damage increase of 116. Gallente AR does 2244 damage per clip and does 467.5 (584.37 +25%) damage per second. Total damage increase of 116.87 Amarr ASR does 2851.2 damage per clip and does 465.3 (581.62 +25%) damage per second. Total damage increase of 116.32 Caldari ARR does 1981.98 damage per clip and does 471.9 (589.87 +25%) damage per second. Total 25% increase of 117.97 As you can see all of the weapons do relatively the same amount of damage per second which is fair, though when it comes to damage per clip the Amarr carthium scrambler rifle takes 1st prize at dealing a whooping 2851.2 damage per clip. The runner up 2nd placed favorite Gallente duvoulle assault rifle does a good amount of damage per clip at 2244 per clip. The third place goes to the Caldari Assault rail rifle (can't remember the name) dealing a modest 1981.98 damage per clip which is nearly 1000 less damage than the carthium per clip. Then last but not least in 4th place we have the star of the show the Minmater Assault combat rifle (can't remember the name) which does a measly 1577.6 damage per clip which is 1273.6 damage less than the amarr rifle, 666.4 less than the Gallente rifle and a reasonable 404.38 less than the Caldari rifle. Now my solution is to increase the Minmatar assault combat rifles clip from 68 to 80 which therefore increases its damage per clip from 1577.6 to 1856, now this is a modest ask and still leaves the ACR in last place for damage per clip. Hopefully I have been able to shed some light on the shear scale of the damage differences between the proto assault versions of the four said factions clips. You do realise thats NOT fair as all of them have different ranges how could it be fair that one AR with has the same DPS as another while having less range? What is the reason to use the AR with less range over the one with more Range?. If you want to have all rifles the same damage and damage per clip why have different rifles at all?
Your right I didn't think about it like that but now that you mention it, by your reasoning how does the carthium and the duvuolle work out for you?
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
|
Sinboto Simmons
SVER True Blood Public Disorder.
3045
|
Posted - 2013.12.12 13:06:00 -
[14] - Quote
Acturus Galaxy wrote:Terra Thesis wrote:not bad reasoning, but instead of mediocre dmg and clip, I'd prefer to emphasize pros and cons. eg increase dmg by 5% which will make it the top dps, and help clip dmg slightly but mostly leave intact as its drawback. Wait, what, is the Gallente blaster AR not supposed to by the highest dps with its shorter range? You have a rifle that destroys armor and you have longer range. It is an assault variant, that is the Gallente ARs speciality. Or I want to have our Gallente burst to have the same range as your combat rifles. If you want to run with assault rifles, stay with the superior Gallente rifle or use your own superior burst rifle. This is correct the combat rifle is one of, if not the, most balenced rifles on both it's variants it's assault variation is and will not be ment to outperform the galente Plasma rifle on that front, not only this but it's a respectable weapon in it's own right, with little recoil, rast reload speed, and increased range it's devistating at midrange combat, but only if you can aim: if you're having problems with the weapon I'm not sure what to say.
Mind you I'm a scout so I've been using gimped gear for months, this has increased my aiming ability due to the fact that screwing up is my ass.
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
|
Acturus Galaxy
Lo-Tech Solutions Ltd
276
|
Posted - 2013.12.12 13:14:00 -
[15] - Quote
Sinboto Simmons wrote:Acturus Galaxy wrote:Terra Thesis wrote:not bad reasoning, but instead of mediocre dmg and clip, I'd prefer to emphasize pros and cons. eg increase dmg by 5% which will make it the top dps, and help clip dmg slightly but mostly leave intact as its drawback. Wait, what, is the Gallente blaster AR not supposed to by the highest dps with its shorter range? You have a rifle that destroys armor and you have longer range. It is an assault variant, that is the Gallente ARs speciality. Or I want to have our Gallente burst to have the same range as your combat rifles. If you want to run with assault rifles, stay with the superior Gallente rifle or use your own superior burst rifle. This is correct the combat rifle is one of, if not the, most balenced rifles on both it's variants it's assault variation is and will not be ment to outperform the galente Plasma rifle on that front, not only this but it's a respectable weapon in it's own right, with little recoil, rast reload speed, and increased range it's devistating at midrange combat, but only if you can aim: if you're having problems with the weapon I'm not sure what to say. Mind you I'm a scout so I've been using gimped gear for months, this has increased my aiming ability due to the fact that screwing up is my ass.
That CR really hurts my Gallente scout allot, the same goes with the new rail rifle. For some odd reason, my survival rate is higher against other duvolle players than players using the new rifles, definitely have to approach them differently. |
Acturus Galaxy
Lo-Tech Solutions Ltd
276
|
Posted - 2013.12.12 13:16:00 -
[16] - Quote
GRIM GEAR wrote:Korvin Lomont wrote:GRIM GEAR wrote:The assault combat rifle (ACR) really needs its clip size increased no seriously hear me out. The main reason being is that you can only kill one tanked medium suit and injure a second with a full clip then you have to reload. So you pretty much have to reload after one kill which takes around 2.6 seconds, now the main reason behind this is because of the low damage per bullet. I have done some number crunching to work out the amount of damage you get out of one clip. I have calculated each proto assault rifle variant including minmatar, gallente, amarr and caldari, as follows. All calculations have been done on base values, proficiency and damamge modules are not included, though if they were concluded it would dramatically increase the higher damage weapons full clip damage. This is of course assuming that all of the bullets in the clip hit their target. I decided to add proficiency 5 (15%) and one complex damage module (10%) combined is 25% extra damage in brackets, to help enlighten everyone on how extra damage effects different damage rated weapons. Minmatar ACR does 1577.6 damage per clip and does 464 (580 +25%) damage per second. Total damage increase of 116. Gallente AR does 2244 damage per clip and does 467.5 (584.37 +25%) damage per second. Total damage increase of 116.87 Amarr ASR does 2851.2 damage per clip and does 465.3 (581.62 +25%) damage per second. Total damage increase of 116.32 Caldari ARR does 1981.98 damage per clip and does 471.9 (589.87 +25%) damage per second. Total 25% increase of 117.97 As you can see all of the weapons do relatively the same amount of damage per second which is fair, though when it comes to damage per clip the Amarr carthium scrambler rifle takes 1st prize at dealing a whooping 2851.2 damage per clip. The runner up 2nd placed favorite Gallente duvoulle assault rifle does a good amount of damage per clip at 2244 per clip. The third place goes to the Caldari Assault rail rifle (can't remember the name) dealing a modest 1981.98 damage per clip which is nearly 1000 less damage than the carthium per clip. Then last but not least in 4th place we have the star of the show the Minmater Assault combat rifle (can't remember the name) which does a measly 1577.6 damage per clip which is 1273.6 damage less than the amarr rifle, 666.4 less than the Gallente rifle and a reasonable 404.38 less than the Caldari rifle. Now my solution is to increase the Minmatar assault combat rifles clip from 68 to 80 which therefore increases its damage per clip from 1577.6 to 1856, now this is a modest ask and still leaves the ACR in last place for damage per clip. Hopefully I have been able to shed some light on the shear scale of the damage differences between the proto assault versions of the four said factions clips. You do realise thats NOT fair as all of them have different ranges how could it be fair that one AR with has the same DPS as another while having less range? What is the reason to use the AR with less range over the one with more Range?. If you want to have all rifles the same damage and damage per clip why have different rifles at all? Your right I didn't think about it like that but now that you mention it, by your reasoning how does the carthium have more range and do a lot more damage per clip compared to the duvuolle, please do throw me a bone, help me out here, im confused.
Overheat, but please do not compare anything to the scrambler rifles, they have been OP very long, their assault variant definitely need to be toned down. |
J0hlss0n
Molon Labe. Public Disorder.
65
|
Posted - 2013.12.12 13:21:00 -
[17] - Quote
If you ask me, NO. Theres no need change anything regarding the AR, not before CCP fixes the HMG. The heavy class got one bulletbased weapon, and it needs to be fixed before CCP starts remodeling, tweak or change anyting related to the assault rifles. |
Acturus Galaxy
Lo-Tech Solutions Ltd
277
|
Posted - 2013.12.12 13:27:00 -
[18] - Quote
J0hlss0n wrote:If you ask me, NO. Theres no need change anything regarding the AR, not before CCP fixes the HMG. The heavy class got one bulletbased weapon, and it needs to be fixed before CCP starts remodeling, tweak or change anyting related to the assault rifles.
Give them the ability to damage vehicles with the HMG, let them be able to shoot down dropships with the HMG with armor piercing bullets and make lots of holes in tanks. Now that tanks are very common there is a need for improved infantry AV. Let the heavy be destroying every vehicle dumb enough to get close to him. |
Korvin Lomont
United Pwnage Service RISE of LEGION
327
|
Posted - 2013.12.12 13:27:00 -
[19] - Quote
GRIM GEAR wrote:Your right I didn't think about it like that but now that you mention it, by your reasoning how does the carthium have more range and do a lot more damage per clip compared to the duvuolle, please do throw me a bone, help me out here, im confused.
Honestly I have no clue. Rifle balance is a bit out of control in 1.7. I have said this since I knew the numbers CP gave us.
It should be something like this:
Plasma short Range with high to very high DPS Projectile short to medium range with high DPS Impulse laser medium to long range with medium DPS Rail long range with low to medium DPS
That way every Rifle even the mimic ones would have their own niche where they could excel
But CCP gave us: Plasma short Range with high DPS Projectile short to medium range with high to very high DPS Impulse laser medium to long range with high to very high DPS Rail long range with high DPS
So currently there is no real benefit in using Plasma rifles at all apart from missing SP to skill one of the other rifles... |
Rogue Saint
Science For Death
618
|
Posted - 2013.12.12 13:28:00 -
[20] - Quote
Aim at the head?
GôêGÆ+GÆ+GƦ - Bringing the dakka
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Arx Ardashir
Imperium Aeternum
272
|
Posted - 2013.12.12 13:28:00 -
[21] - Quote
Terra Thesis wrote:not bad reasoning, but instead of mediocre dmg and clip, I'd prefer to emphasize pros and cons. eg increase dmg by 5% which will make it the top dps, and help clip dmg slightly but mostly leave intact as its drawback. No, the GAR is supposed to be the best assault rifle, highest dps but shortest range (the blaster philosophy).
@ OP Don't forget that Projectile weapons (of which the CR family is of), have the best damage profiles: +10% dmg to armor at the cost of only -5% to to shields. (Source)
The ASR, the highest damage per clip in your calculations, has arguably the worst damage profile in terms of utility: +20% to shield at the cost of -20% to armor (which has the highest capability for raw HP).
The Blaster/Rail profiles are +10%/-10% for Shield/Armor and vise versa, respectively.
Edit:
The new numbers are: ACR damge per clip (Shield/Armor) : 1498.72 / 1735.36 ASR damage per clip (Shield/Armor): 3421.44 / 2280.96
What effect this has on people's opinions, we'll see.
Edit 2: Oh, and there's also spread and stuff to go with the ranges everyone's already mentioned. |
Acturus Galaxy
Lo-Tech Solutions Ltd
277
|
Posted - 2013.12.12 13:33:00 -
[22] - Quote
Korvin Lomont wrote:GRIM GEAR wrote:Your right I didn't think about it like that but now that you mention it, by your reasoning how does the carthium have more range and do a lot more damage per clip compared to the duvuolle, please do throw me a bone, help me out here, im confused. Honestly I have no clue. Rifle balance is a bit out of control in 1.7. I have said this since I knew the numbers CP gave us. It should be something like this: Plasma short Range with high to very high DPS Projectile short to medium range with high DPS Impulse laser medium to long range with medium DPS Rail long range with low to medium DPS That way every Rifle even the mimic ones would have their own niche where they could excel But CCP gave us: Plasma short Range with high DPS Projectile short to medium range with high to very high DPS Impulse laser medium to long range with high to very high DPS Rail long range with high DPS So currently there is no real benefit in using Plasma rifles at all apart from missing SP to skill one of the other rifles...
Exactly, this is also how I would have thought the rifles should be balanced. Balance is odd at the moment, I enjoy the FW matches but the fps core game has become somewhat boring with the low TTK after adding the new weapons. I am confused on a higher level as to what they are trying to archive. I get insta gibbed by rail rifles no matter if I have tank or not on my scout at ranges far outside my scanning capabilities, hard to avoid. |
NAV HIV
The Generals General Tso's Alliance
595
|
Posted - 2013.12.12 13:42:00 -
[23] - Quote
GRIM GEAR wrote:The assault combat rifle (ACR) really needs its clip size increased no seriously hear me out. The main reason being is that you can only kill one tanked medium suit and injure a second with a full clip then you have to reload. So you pretty much have to reload after one kill which takes around 2.6 seconds, now the main reason behind this is because of the low damage per bullet. I have done some number crunching to work out the amount of damage you get out of one clip. I have calculated each proto assault rifle variant including minmatar, gallente, amarr and caldari, as follows. All calculations have been done on base values, proficiency and damamge modules are not included, though if they were concluded it would dramatically increase the higher damage weapons full clip damage. This is of course assuming that all of the bullets in the clip hit their target. I decided to add proficiency 5 (15%) and one complex damage module (10%) combined is 25% extra damage in brackets, to help enlighten everyone on how extra damage effects different damage rated weapons. Minmatar ACR does 1577.6 damage per clip and does 464 (580 +25%) damage per second. Total damage increase of 116. Reload speed of 2.6 seconds. Gallente AR does 2244 damage per clip and does 467.5 (584.37 +25%) damage per second. Total damage increase of 116.87 Reload speed of 3 seconds. Amarr ASR does 2851.2 damage per clip and does 465.3 (581.62 +25%) damage per second. Total damage increase of 116.32 Reload speed of 2.5 seconds. Caldari ARR does 1981.98 damage per clip and does 471.9 (589.87 +25%) damage per second. Total 25% increase of 117.97 Reload speed of 3.2 seconds. As you can see all of the weapons do relatively the same amount of damage per second which is fair, though when it comes to damage per clip the Amarr carthium scrambler rifle takes 1st prize at dealing a whooping 2851.2 damage per clip. The runner up 2nd placed favorite Gallente duvoulle assault rifle does a good amount of damage per clip at 2244 per clip. The third place goes to the Caldari Assault rail rifle (can't remember the name) dealing a modest 1981.98 damage per clip which is nearly 1000 less damage than the carthium per clip. Then last but not least in 4th place we have the star of the show the Minmater Assault combat rifle (can't remember the name) which does a measly 1577.6 damage per clip which is 1273.6 damage less than the amarr rifle, 666.4 less than the Gallente rifle and a reasonable 404.38 less than the Caldari rifle. Now my solution is to increase the Minmatar assault combat rifles clip from 68 to 80 which therefore increases its damage per clip from 1577.6 to 1856, now this is a modest ask and still leaves the ACR in last place for damage per clip. Hopefully I have been able to shed some light on the shear scale of the damage differences between the proto assault versions of the four said factions clips.
So you want a Balac's GAR with a different name?! |
Cody Sietz
Bullet Cluster Legacy Rising
1772
|
Posted - 2013.12.12 13:46:00 -
[24] - Quote
The boundless is pretty beastly.
I think it's fine where it is, it is meant to be a knock off of the Gallente Assault rifle after all.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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calisk galern
BurgezzE.T.F Public Disorder.
1485
|
Posted - 2013.12.12 13:57:00 -
[25] - Quote
stop using the assault then...
I use the boundless and i can eat 5 proto suits in a clip with head shots. |
GRIM GEAR
NECROM0NGERS Covert Intervention
124
|
Posted - 2013.12.12 22:35:00 -
[26] - Quote
Great thoughtful replies so far, its quite obvious I have missed a lot of out lying differences between the rifles, a few which have been pointed out are the damage bonuses verse armour/shield and overheating amarrian rifles.
This made me think about the assault rail rifles (ARR) .25 second delay (charge time) before firing, so I decided to do some more number crunching based on the damage dealt by the ARR over 1 second including its firing delay.
So we have the proto ARR with no damage modifiers which does 471.9 damage per second now if we take into account the .25 second delay your first second of damage will be 354.9 damage per second. This is assuming you haven't pre charged your ARR before a confrontation. That's a big difference of 117.97 damage between pre charging before combat or not.
My conclusion is it pays to pre charge your Rail Rifles if you are versing someone face to face, although if you prefer sneaking up on people it does not matter.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
|
Dimmu Borgir II
The New Age Outlaws WINMATAR.
188
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Posted - 2013.12.12 22:52:00 -
[27] - Quote
It's perfect as it is, they should actually balance the other weapons around the ACR and bring their RPM's down so that they're evenly matched damage-per-second wise.
Blue is good, red is bad, orange you glad you're not red?
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calvin b
SCAVENGER'S DAUGHTER
1194
|
Posted - 2013.12.12 23:29:00 -
[28] - Quote
I agree its a pain in the A** when I take down a heavily armored suit, then have to reload to fight off the next person. I can switch to my SMG, but when they are at range and most are you are kinda out of luck.
The evil hidden in the name
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Pr0phetzReck0ning
Edimmu Warfighters Gallente Federation
130
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Posted - 2013.12.12 23:46:00 -
[29] - Quote
I discovered yesterday that the ACR actually does LESS damage then the M520 Assault SMG.... I didn't know how to feel about that. a Sidearm that does better than a primary weapon?? Maybe a bit of a damage increase would help also. Not a huge increase but atleast it shouldn't be outmatched by the ASMG.
Definitely am with you on the clip increase. The bullets run out JUST when you need them most :-/ |
Alena Ventrallis
Osmon Surveillance Caldari State
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Posted - 2013.12.12 23:48:00 -
[30] - Quote
Beren Hurin wrote:Or change the bonus to the minmatar assault suit to give it a bonus to the projectile weapon clip size. So that all racial assault suits effectively bonus their main weapon. You'd have to somehow do caldari then too. 5% reduction in hybrid weaponry kick. get that rail rifle under control. |
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