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Hagintora
Chatelain Rapid Response Gallente Federation
192
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Posted - 2014.02.14 15:19:00 -
[1] - Quote
I'm curious what would happen to the overall balance of the game if this was to occur?
Gallente: 750 RPM, 34 DMG (STD) = 425 DPS Minmatar: 1200 RPM, 22 DMG (STD) = 440 DPS
If you were to change those values around, how much would that affect the balance of the game? |
DeadlyAztec11
Ostrakon Agency Gallente Federation
4160
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Posted - 2014.02.14 16:22:00 -
[2] - Quote
Do you mean between the CR and AR? That would make the AR as OP as the RR.
So no.
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Hagintora
Chatelain Rapid Response Gallente Federation
193
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Posted - 2014.02.14 16:30:00 -
[3] - Quote
Not saying you're wrong, but if the ranges stayed the same, wouldn't it balance out? 440 DPS at current AR range, and 425 DPS at current CR range. I'm not seeing the OPness of the AR, but I could be wrong. |
Summ Dude
Direct Action Resources
217
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Posted - 2014.02.14 18:22:00 -
[4] - Quote
So you're suggesting swapping the RoF and damage for each weapon, but keeping the same range? Does this include the same firing mechanics as well? Because remember, the CR fires in bursts. And bursts aren't as effective in CQC (the AR's main intended role) as just full auto.
I'm actually fine with the CR having just slightly more on-paper DPS than the AR like this. Because the CR fires in bursts, it can never actually achieve that on-paper DPS, and what your damage output is like really becomes a matter of player skill.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Buster Friently
Rosen Association
1790
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Posted - 2014.02.14 18:26:00 -
[5] - Quote
DPS is too high all around anyway. At least for hitscan weapons.
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Hagintora
Chatelain Rapid Response Gallente Federation
194
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Posted - 2014.02.14 18:26:00 -
[6] - Quote
Summ Dude wrote:So you're suggesting swapping the RoF and damage for each weapon, but keeping the same range? Does this include the same firing mechanics as well? Because remember, the CR fires in bursts. And bursts aren't as effective in CQC (the AR's main intended role) as just full auto.
I'm actually fine with the CR having just slightly more on-paper DPS than the AR like this. Because the CR fires in bursts, it can never actually achieve that on-paper DPS, and what your damage output is like really becomes a matter of player skill.
Yes, everything else would stay as it is now. Only the ROF and DMG would be switched. |
Summ Dude
Direct Action Resources
217
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Posted - 2014.02.14 18:40:00 -
[7] - Quote
Hagintora wrote:Summ Dude wrote:So you're suggesting swapping the RoF and damage for each weapon, but keeping the same range? Does this include the same firing mechanics as well? Because remember, the CR fires in bursts. And bursts aren't as effective in CQC (the AR's main intended role) as just full auto.
I'm actually fine with the CR having just slightly more on-paper DPS than the AR like this. Because the CR fires in bursts, it can never actually achieve that on-paper DPS, and what your damage output is like really becomes a matter of player skill. Yes, everything else would stay as it is now. Only the ROF and DMG would be switched. I just went and checked the math and it occurred to me; you're comparing the AR to the ACR, aren't you? Because that's something of a different story. But anyway, it would appear based on your numbers that you're using the Adv ACR, which means you need to compare it to the Adv AR's DPS, which is 446.25, actually slightly higher than the Adv ACR's DPS of 440. An argument could be made that the AR's DPS should be a little bit higher given the range disparity, but I wouldn't recommend just swapping the stats.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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