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Thread Statistics | Show CCP posts - 0 post(s) |
Croned
604
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Posted - 2014.03.03 05:26:00 -
[31] - Quote
Update: Added a graph for the A-1 dropsuit. I'm only going to do a graph for the A-1 because it has an equal amount of shields to armor and therefore most accurately compares the weapons.
Son of a plasma cannon!
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LT SHANKS
Amarr Templars Amarr Empire
1562
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Posted - 2014.03.03 06:06:00 -
[32] - Quote
Very nice, OP. |
WARxion ForDUST
Hellstorm Inc League of Infamy
2
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Posted - 2014.03.03 06:14:00 -
[33] - Quote
Very nice job, thanks for your efforts! While TTK seems a bit low the weapons and the suits are surprisingly balanced. |
NextDark Knight
Hellstorm Inc League of Infamy
232
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Posted - 2014.03.03 11:24:00 -
[34] - Quote
Can you go into more detail how you tested?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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deepfried salad gilliam
Sanguine Knights
451
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Posted - 2014.03.03 11:29:00 -
[35] - Quote
so run a commando with a scr and cr using a modded controller right?
Proud Christian
add p2p already!
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KatanaPT
Tech Guard RISE of LEGION
520
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Posted - 2014.03.03 11:32:00 -
[36] - Quote
Graph says Scrambler Pistol?
Tech Guard Recruiting Spot
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Monkey MAC
Rough Riders..
2132
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Posted - 2014.03.03 11:36:00 -
[37] - Quote
Assuming these are calculated at optimal ranges it shows the problem with the longer rifle. A difference of less than a 10th of a second on a weapon with twice the range is really a no brainer.
Also OP I don't know if its possible but could calculate the scrambler rifle being fully charged with each shot?
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Korvin Lomont
United Pwnage Service RISE of LEGION
632
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Posted - 2014.03.03 12:09:00 -
[38] - Quote
Croned wrote:Also, look at the AR/RR comparison for the Amarr suit. Anyone want to remind me what people were QQing about in terms of the Rail Rifle (other than ranges)? They look pretty even to me.
Yeah this shows CCPs understanding of balance giving long range and short range weapons roughly the same DPS is really stupid and we TOLD them but they did not listen....
Not to speak from the CR/SR well at least for the SR this is known for quite some time...So i think this won't change... |
Vanell Sin
Dust2Dust. Top Men.
68
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Posted - 2014.03.03 12:12:00 -
[39] - Quote
+1
BUFF THE SCRAMBLE RIFLE
Im playing since Uprising 1.0 and still have 8m SP.Im I doing something wrong?
We are immortal
Deal with it
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Croned
613
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Posted - 2014.03.03 13:54:00 -
[40] - Quote
NextDark Knight wrote:Can you go into more detail how you tested? They're calculations made from stats on the Dust Wiki. I found hits-to-kill based on HP/damage (with armor & shield bonuses taken into account) and then used the RPM to calculate how long it would take to make said hits-to-kill Remember that these are basic suits with no damage mods being shot at optimal ranges with every hit landing, such as when sneaking up on a sniper.
Son of a plasma cannon!
TTK of the Weapons
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4743
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Posted - 2014.03.03 14:12:00 -
[41] - Quote
Lynn Beck wrote:So people complaining about CR should also be bitching about Scr? Got it.
In all seriousness, the Scr does more damage in one OH than the Cr does in a clip. Not to mention the fact the Scr does 3200 damage a clip AND reloads faster than the Cr, AND hits farther, AND can charge for 800 damage 1 shots. I already ***** about the scrambler rifle, but that's more because it's made to erase my Minja ass more than anything else.
Also why you don't see me making threads about them.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Kigurosaka Laaksonen
DUST University Ivy League
464
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Posted - 2014.03.03 14:27:00 -
[42] - Quote
Good stuff. Thanks OP.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Master Smurf
Nos Nothi
161
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Posted - 2014.03.03 14:51:00 -
[43] - Quote
I cant believe some of you are dismissing the RR effectiveness based on this.
The reason the RR is "OP" is because of the damage that can be done at range (the other weapons cant do their optimal dmg) by an auto weapon while also being able to be aimed easily at CQC distances.
All of its supposed drawbacks are negligible
The CR should have at least a hard delay so you can fire fast but not practically make it full auto. The other option would be to introduce a jamming mechanic where multiple successive fast pulls of the trigger causes it to jam.
The AR needs to fire more like a blaster (bigger impact area) and possibly more damage but less range.
The ScR needs to decrease its damage but increase the charge shot multiplier to promote more tactical fire. Personally I also think it carries too much ammo for the damage it does.
"Shine bright like a diamond"
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KA24DERT
TeamPlayers Negative-Feedback
511
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Posted - 2014.03.03 18:26:00 -
[44] - Quote
You combine this with Aim Assist and that theoretical damage becomes very achievable in the hands of almost any mouthbreather.
Now add higher tier weapons, damage mods, skills, and the occasional headshot, and this helps paint the picture of what's happening on the field.
The overall situation is unacceptable and is hampering the population growth of the game.
All the rifles need a 30% nerf and some added dispersion. |
P14GU3
The Southern Legion League of Infamy
534
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Posted - 2014.03.03 20:24:00 -
[45] - Quote
KA24DERT wrote:You combine this with Aim Assist and that theoretical damage becomes very achievable in the hands of almost any mouthbreather.
Now add higher tier weapons, damage mods, skills, and the occasional headshot, and this helps paint the picture of what's happening on the field.
The overall situation is unacceptable and is hampering the population growth of the game.
All the rifles need a 30% nerf and some added dispersion. Best thing I've heard all day.
Now where did I leave that mass driver??? |
Monty Mole Clone
Shiv M
134
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Posted - 2014.03.03 21:35:00 -
[46] - Quote
dont suppose you could add weapon endurance numbers to your post op?
Disney 514
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Avinash Decker
Seykal Expeditionary Group Minmatar Republic
104
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Posted - 2014.03.03 23:17:00 -
[47] - Quote
Hahaha the time to kill is about the same for COD and BF. Well more or less since you can increase health and damage. |
Croned
622
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Posted - 2014.03.04 01:15:00 -
[48] - Quote
Monty Mole Clone wrote:dont suppose you could add weapon endurance numbers to your post op? for example just of the top of my head the ar will fire for 4 seconds killing X amount of C 1 frames. no didnt think so These are base stats. Use simple math to figure out multiple dropsuits.
Master Smurf wrote: I cant believe some of you are dismissing the RR effectiveness based on this.
The reason the RR is "OP" is because of the damage that can be done at range (the other weapons cant do their optimal dmg) by an auto weapon while also being able to be aimed easily at CQC distances.
All of its supposed drawbacks are negligible
The CR should have at least a hard delay so you can fire fast but not practically make it full auto. The other option would be to introduce a jamming mechanic where multiple successive fast pulls of the trigger causes it to jam.
The AR needs to fire more like a blaster (bigger impact area) and possibly more damage but less range.
The ScR needs to decrease its damage but increase the charge shot multiplier to promote more tactical fire. Personally I also think it carries too much ammo for the damage it does.
Knowing that CCP is nerfing the rifles in 1.8, I wholeheartedly hope that this is how they did so.
Son of a plasma cannon!
TTK of the Weapons
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Croned
624
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Posted - 2014.03.05 00:31:00 -
[49] - Quote
KA24DERT wrote:You combine this with Aim Assist and that theoretical damage becomes very achievable in the hands of almost any mouthbreather.
Now add higher tier weapons, damage mods, skills, and the occasional headshot, and this helps paint the picture of what's happening on the field.
The overall situation is unacceptable and is hampering the population growth of the game.
All the rifles need a 30% nerf and some added dispersion. I just can't imagine how short these TTK times would be damage mods and non-basic weapons.
Son of a plasma cannon!
TTK of the Weapons
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NextDark Knight
Hellstorm Inc League of Infamy
245
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Posted - 2014.03.05 13:38:00 -
[50] - Quote
So how will the changes effect the rail riffle. It has the lowest fire rate and giving the largest Nerf which should hurt the gun even more.
You already proven the community effect was the cause for all the r r hate.
Idiots think the thing is better at cqc.. they just can't comprehend the damage profile against armor is better giving it a false illusion of better cqc.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Croned
624
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Posted - 2014.03.05 21:03:00 -
[51] - Quote
What are everyone's thoughts now that we have the stats for the 1.8 nerfs and the new weapons?
Son of a plasma cannon!
TTK of the Weapons
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7880
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Posted - 2014.03.05 21:04:00 -
[52] - Quote
Ignore my ignorant ass self
"War is not hell, far from it. War is beautiful. War is divine."
- Grand Admiral Mekioth Sarum
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Croned
624
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Posted - 2014.03.05 21:23:00 -
[53] - Quote
New TTKs for the rifles (1.8) against an A-1 suit:
AR: .969 seconds
CR: .654 seconds (subject to click speed)
RR: 1.006 seconds
ScR: .490 seconds (subject to click speed)
SMG: 1.009 seconds
Scrambler Pistol: .782 seconds (no change)
HMG: .662 seconds (no change)
Son of a plasma cannon!
TTK of the Weapons
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