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TheD1CK
Dead Man's Game
292
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Posted - 2013.12.25 18:49:00 -
[1] - Quote
When are people going to realise that EVERYONE complained about TAC AR It got 'nerfed' and is now only seen in the hands of skilled shooters yet the scrambler is as tough as the old TAC with a charge shot capability no overheat mechanic can balance that, unless you get burnt after every shot that is
I don't need to say anything about the RR, we have all seen that a lot lately and it is a tough gun to fight, I do not have enough experience using it to say what needs to be changed but I have heard the opinion of many RR users and they themselves say it is OP
SMG's are OP due to RoF , I would propose that the SMG RoF be lowered and the CR lowered to the same RoF of the current SMG's
Gallente are still beast in CQC but I think the tactical needs more range as no variant in the Gallente class matches up to the other rifles range
CCP, I fully accept that Assault rifles are the go-to weapon in FPS but you really need to find a better balance as every class is being owned by the AR variants, even Heavys who should be soaking up those bullets
Minmatar Demolitions Specialist
Plasma Cannon Pro
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TheD1CK
Dead Man's Game
298
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Posted - 2013.12.25 19:20:00 -
[2] - Quote
From looking at the AR variants stats spreadsheet upon release it shows that all Gallente AR's under perform on range compared to the other variants
Fixes to DMG mod stacking could be applied in a few ways...
- As Alan stated, decrease accuracy in return for DMG
- Increase ISK/CPU/PG cost for DMG mods, making stacking unpractical
- Greater penalty for stacked mods
- Change function of DMG mods, to increased clip size or RoF maybe even range increases
The 15% off prof.5 is more than enough kick to any weapon, being able to add another 20% is stupid
But even without DMG mods the AR's are hitting to hard, It has killed the use of MD/LR/PLC
Heavys once out ranged are just easy targets, and Scouts are suffering from depression
Minmatar Demolitions Specialist
Plasma Cannon Pro
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TheD1CK
Dead Man's Game
298
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Posted - 2013.12.25 19:33:00 -
[3] - Quote
Fair enough, Gallente should be low range with the blaster tech but based on that logic the SR shouldn't be effective in CQC as I presume it uses the same tech as LR
Rails are good and I have noticed a pattern in how to take them on, it doesn't change the fact that they melt 1000+HP off a Heavy in no time at all regardless of shield tank
The CR rifle has a small delay, though if you are skilled at timing the bursts it's harder to notice, yet If the CR got slowed down without the others being 'fixed' then it would be the most ineffective weapon in the game
Please refrain from posting here If you intend to defend your weapon of choice and target the opposition I have stated since 1.7 that ALL variants need work, I am not looking to have one 'nerfed' so mine is better
We need a balance so more roles can be effective rather than having crutch weapons provide easy kills
Minmatar Demolitions Specialist
Plasma Cannon Pro
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TheD1CK
Dead Man's Game
300
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Posted - 2013.12.25 19:55:00 -
[4] - Quote
Nice counter to my post
- SR has near same DMG and clip as old TAC, which needed nerf .... how much of that clip can you fire without overheat if you don't charge??? quite a bit of it and if your not charging it is easy to keep it cool
- I accept the RR being better at range, It's CQC that it is too effective
- Regardless of HMG V AR , I am pointing out how fast the AR's kill Heavy Suits not the fight between weapons
- CR thats a decent summary
Can we make some productive feedback here rather than you searching for arguments??
Minmatar Demolitions Specialist
Plasma Cannon Pro
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TheD1CK
Dead Man's Game
310
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Posted - 2013.12.26 12:46:00 -
[5] - Quote
So there are varied opinions about the SR being able to fire without over-heat From my view as long as you don't spam R1 or charge there is absolutely no worry of OH
then the skill at level 5 , making it easier to avoid OH .... plus Amarr Assault bonus.. It makes the weapon too tough and if this is going to stay that way then the other racial assaults should have an effective bonus on their own primary weapons
As for DMG mods, I really like the idea that if using DMG mods, you would OH faster In other weapons this could be applied by, making ammo deplete faster while using DMG mods.. because I do not want to see SR 'nerfed' without others being changed We need a balance, right now its a bit messy .. as for the 5% dispersion, If that would apply then I think it should be 15% per dmg mod active, making stacking a real pain if you need accuracy
- SR - faster OH with more OH dmg - AR - Increased dispersion and clip empties faster - CR - lower RoF with increased dispersion - RR - Increase in dispersion, with longer charge time
I think these penalties may work, if they where applied when using dmg mods and had a greater penalty for stacked mods...
It's a tough one to solve but the main enemy behind the 'OP' weapons is the stacked mods which are ruining gameplay and reducing the skill needed to win a fire-fight ....
I'm only suggesting what could be done, so keep the feedback coming there are some good posts here
Minmatar Demolitions Specialist
Plasma Cannon Pro
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TheD1CK
Dead Man's Game
311
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Posted - 2013.12.26 13:53:00 -
[6] - Quote
Good stuff, We turned a disagreement into something productive you don't see that enough on here
I'm not complaining about the Amarr Assault bonus, it makes that class perfect for their weapons but we do need to get better bonuses on the other Assault suits...
- Gallente, that reduction bonus is useful, and leaves them a better module selection so I am not too sure if it needs altering
- Caldari, the bonus isn't that great considering it gives them no combat adge, just a bit more HP
- Minmatar, Is clearly the worst bonus.. the 25% shield recharge to a base of 18 is pretty lame and I don't agree with the sidearm bonus as it should have something related to primary weapon
It is looking pretty clear that DMG mods are the issue with OP weaponary, so I would like to know if any DEV's could add some input as to whether they intend to change it or not
also I will address that the Gk.O is almost too perfect to be used with a stack on mods, this needs changing the 5 lows give it an awesome tank, with 3 highs I think leaving Dmg mod stacking an easy option as they do not have to sacrifice their main HP unlike the Minmatar/Caldari
Cat Merc has an awesome thread detailing how DMG mods could be changed .. I suggest checking it out
[Request] MOAR weapon upgrades - Because damage mods are BORING
It gives a detailed list of the effect dmg mods could apply to weapons
Minmatar Demolitions Specialist
Plasma Cannon Pro
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TheD1CK
Dead Man's Game
335
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Posted - 2013.12.26 19:57:00 -
[7] - Quote
The CR is the most OP weapon of all time..?? c'mon now I really don't think so.....
how many of us can OHK with a CR..?
I already stated the RoF needs lowering to SMG standards, It drains ammo really fast and like CCP stated it is capable of engaging multiple targets... so it is working as intended
Do you propose the CR shouldn't kill while engaging multiple targets..?? How do you think survival is possible if you are fighting multiple enemys, without killing them...
My logic mightn't be very good, I never claimed it was but I can give my opinion and I am posting here to get a discussion going, As I can only see gameplay from my perspective so I cant claim to know the flaws of everything in game
You say the CR is the most OP weapon ever.. quite a statement seeing as it is out-ranged by two of it's counterparts while dealing less dmg... you claim there is no counter yet it is clearly being countered by weapons at range, and by the higher dmg in CQC....
You may be stomping in pubs with it as your commando, and killing proto suits with it But a proto suit does not make a pro, try your godly CR in a tough fight and see how much of an advantage you have when you are out-ranged by most peoples weapons and they have enough skill to avoid some of your fire.....
Minmatar Demolitions Specialist
Plasma Cannon Pro
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