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Texs Red
DUST University Ivy League
274
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Posted - 2014.03.05 14:38:00 -
[1] - Quote
AR in 1.8 48 meters optimal, 78 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 48 meters optimal, 66 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
Rail Rifle in 1.8 78 optimal, 102 effective 397.6 DPS at prototype 2,171 damage per clip
Assault Combat Rifle in 1.8 54 meters optimal, 84 effective 420 DPS at prototype 1,428 damage per clip
Assault Scrambler Rifle in 1.8 60 optimal, 90 effective 420.5 DPS at prototype 2,574 damage per clip |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
718
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Posted - 2014.03.05 14:40:00 -
[2] - Quote
Texs Red wrote:AR in 1.8 40 meters optimal, 65 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 40 meters optimal, 55 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
Yes I think this is what sticks out... i think there's an error in the numbers or just an error in judgement. ;) |
Roy Ventus
Axis of Chaos
1240
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Posted - 2014.03.05 14:42:00 -
[3] - Quote
Texs Red wrote:AR in 1.8 40 meters optimal, 65 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 40 meters optimal, 55 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
Where did you get those stats from? The only thing we've seen today for all the weapons is damage. The rifles, and HMG I believe, have a much bigger magnifying glass on them.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Ripley Riley
811
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Posted - 2014.03.05 14:43:00 -
[4] - Quote
Texs Red wrote:AR in 1.8 40 meters optimal, 65 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 40 meters optimal, 55 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
The MagSec SMG has a charge up time (0.30, higher than the RR's 0.25) whereas the AR doesn't. The AR reloads faster and has a larger clip.
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
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Sam Tektzby
Better Hide R Die
289
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Posted - 2014.03.05 14:43:00 -
[5] - Quote
And what about precharge and rate of fire?! Why mostly Galentean avatars are against Caldari tek XD
Support - Tactician/Support
Deteis - Orator
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castba
Penguin's March
328
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Posted - 2014.03.05 14:44:00 -
[6] - Quote
Roy Ventus wrote:Texs Red wrote:AR in 1.8 40 meters optimal, 65 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 40 meters optimal, 55 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range. Where did you get those stats from? The only thing we've seen today for all the weapons is damage. The rifles, and HMG I believe, have a much bigger magnifying glass on them. Stats are in the dev blog |
Texs Red
DUST University Ivy League
275
|
Posted - 2014.03.05 14:52:00 -
[7] - Quote
Ripley Riley wrote:
The MagSec SMG has a charge up time (0.30, higher than the RR's 0.25) whereas the AR doesn't. The AR reloads faster and has a larger clip.
I don't dispute that. What does bother me though is that now AR level performance can now be achieved by a sidearm slot, the Magsec SMG loses no range except for a bit of effective, has superior DPS, and greater damage per clip. No other sidearm can boast the same. The SMG is close to light weapon DPS but it's range is only about 20 meters, half that of the Magsec SMG, so it doesn't overshadow any other weapon.
I would also like the point out that the AR is now the second worse rifle for DPS, despite having the shortest range. |
Lorhak Gannarsein
Science For Death
1924
|
Posted - 2014.03.05 15:03:00 -
[8] - Quote
Sam Tektzby wrote:And what about precharge and rate of fire?! Why mostly Galentean avatars are against Caldari tek XD
RoF is part of DPS.
Precharge is meaningless, according to the RR.
I use Amarr gear.
MD/MSMG 514
Assault ak.0: 2x extender, 1x energiser, 2x regulator, 1x repper. Any advice?
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
351
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Posted - 2014.03.05 15:07:00 -
[9] - Quote
*Something about an Ishukona Assault SMG out DPSing a Duvolle AR here*
CEO of SAM-MIK...sometimes. (shhh don't tell anyone, they'll start asking questions)
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Sam Tektzby
Better Hide R Die
290
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Posted - 2014.03.05 15:09:00 -
[10] - Quote
Lorhak Gannarsein wrote:Sam Tektzby wrote:And what about precharge and rate of fire?! Why mostly Galentean avatars are against Caldari tek XD RoF is part of DPS. Precharge is meaningless, according to the RR. I use Amarr gear.
Honestly slower reaction to contenders fire even if he have higher rate is not meaningless. But suit yourself.
edit.:Amarr gear, like really Amarr ScR and you talking here about OPness of Caldari Gauss tek, you are such funny boyo.
Support - Tactician/Support
Deteis - Orator
BHD since MAG
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Rynoceros
Rise Of Old Dudes
3007
|
Posted - 2014.03.05 15:10:00 -
[11] - Quote
MagSec will be everywhere, forcing it into the forgotten land of Flaylocks by 1.9 Invest accordingly.
I GÖú Kittens.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
352
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Posted - 2014.03.05 15:21:00 -
[12] - Quote
Sam Tektzby wrote:Lorhak Gannarsein wrote:Sam Tektzby wrote:And what about precharge and rate of fire?! Why mostly Galentean avatars are against Caldari tek XD RoF is part of DPS. Precharge is meaningless, according to the RR. I use Amarr gear. Honestly slower reaction to contenders fire even if he have higher rate is not meaningless. But suit yourself. edit.:Amarr gear, like really Amarr ScR and you talking here about OPness of Caldari Gauss tek, you are such funny boyo.
Rail tech =/= Gauss tech. Similar, but not the same.
CEO of SAM-MIK...sometimes. (shhh don't tell anyone, they'll start asking questions)
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Korvin Lomont
United Pwnage Service RISE of LEGION
643
|
Posted - 2014.03.05 15:28:00 -
[13] - Quote
Ripley Riley wrote:Texs Red wrote:AR in 1.8 40 meters optimal, 65 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 40 meters optimal, 55 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range. The MagSec SMG has a charge up time (0.30, higher than the RR's 0.25) whereas the AR doesn't. The AR reloads faster and has a larger clip.
The charge does not work on RR as balancing factor and it will not work on the MagSec as well. Ist a shame that now a sidearm goes into direct competition than a primary the last time this happens was with the flaylock and CCP was forced o nerf the flaylock for that reason. But CC seem to love repeating their on mistakes.
Whoever had thought that the Gallente AR will be a nearly useless weapon that gets practically out shined by a sidearm.... |
Asher Night
Dark Tengu
494
|
Posted - 2014.03.05 15:35:00 -
[14] - Quote
Texs Red wrote:AR in 1.8 48 meters optimal, 78 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 48 meters optimal, 66 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
Rail Rifle in 1.8 78 optimal, 102 effective 397.6 DPS at prototype 2,171 damage per clip
Assault Combat Rifle in 1.8 54 meters optimal, 84 effective 420 DPS at prototype 1,428 damage per clip
Assault Scrambler Rifle in 1.8 60 optimal, 90 effective 420.5 DPS at prototype 2,574 damage per clip
The SMG is a close quarters weapon, so it should be deadlier. Who do you think is more likely to win 1 on 1 at 50m out: the magsec or any of those rifles? Most CQC weapons in any FPS has a higher DPS. What's more is it has an even higher charge up time than a RR (which logically doesn't make sense). I don't know about you all but I am way more likely to survive against a rail rifle user if I meet them up close, so that charge up time will be a big drawback for the magsec.
There is nothing wrong here.
100% Tactical Scout Corporation
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Jack McReady
DUST University Ivy League
1134
|
Posted - 2014.03.05 15:37:00 -
[15] - Quote
Asher Night wrote:Texs Red wrote:AR in 1.8 48 meters optimal, 78 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 48 meters optimal, 66 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
Rail Rifle in 1.8 78 optimal, 102 effective 397.6 DPS at prototype 2,171 damage per clip
Assault Combat Rifle in 1.8 54 meters optimal, 84 effective 420 DPS at prototype 1,428 damage per clip
Assault Scrambler Rifle in 1.8 60 optimal, 90 effective 420.5 DPS at prototype 2,574 damage per clip The SMG is a close quarters weapon, so it should be deadlier. Who do you think is more likely to win 1 on 1 at 50m out: the magsec or any of those rifles? Most CQC weapons in any FPS has a higher DPS. What's more is it has an even higher charge up time than a RR (which logically doesn't make sense). I don't know about you all but I am way more likely to survive against a rail rifle user if I meet them up close, so that charge up time will be a big drawback for the magsec. There is nothing wrong here. hello reading and logic fail |
Korvin Lomont
United Pwnage Service RISE of LEGION
643
|
Posted - 2014.03.05 15:40:00 -
[16] - Quote
Asher Night wrote:Texs Red wrote:AR in 1.8 48 meters optimal, 78 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 48 meters optimal, 66 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
Rail Rifle in 1.8 78 optimal, 102 effective 397.6 DPS at prototype 2,171 damage per clip
Assault Combat Rifle in 1.8 54 meters optimal, 84 effective 420 DPS at prototype 1,428 damage per clip
Assault Scrambler Rifle in 1.8 60 optimal, 90 effective 420.5 DPS at prototype 2,574 damage per clip The SMG is a close quarters weapon, so it should be deadlier. Who do you think is more likely to win 1 on 1 at 50m out: the magsec or any of those rifles? Most CQC weapons in any FPS has a higher DPS. What's more is it has an even higher charge up time than a RR (which logically doesn't make sense). I don't know about you all but I am way more likely to survive against a rail rifle user if I meet them up close, so that charge up time will be a big drawback for the magsec. There is nothing wrong here.
I bet you will be wrong the charge is nearly a non issue for the RR thanks to tighter hipfire an my guess this will be true for the MagSec as well. Apart from that there is no reason to use the SMG any longer as the MagSec will outperform the SMG in everyway, the MagSec can directly compete with the AR!! Thats wrong totally wrong.
Sometimes I believe no one at CCP knows some basic maths or they simply have no clue on balancing :/. I Havent used the AR since 1.7 as it is already outclassed by the other Rifles now it even gets outclassed by sidearms...
I really hope for a respec so I can use my wasted SP elsewhere its sad sooo sad... |
Sam Tektzby
Better Hide R Die
291
|
Posted - 2014.03.05 15:42:00 -
[17] - Quote
Soldner VonKuechle wrote:Sam Tektzby wrote:Lorhak Gannarsein wrote:Sam Tektzby wrote:And what about precharge and rate of fire?! Why mostly Galentean avatars are against Caldari tek XD RoF is part of DPS. Precharge is meaningless, according to the RR. I use Amarr gear. Honestly slower reaction to contenders fire even if he have higher rate is not meaningless. But suit yourself. edit.:Amarr gear, like really Amarr ScR and you talking here about OPness of Caldari Gauss tek, you are such funny boyo. Rail tech =/= Gauss tech. Similar, but not the same.
Gauss and Rail - SAME Magneticaly accelerated projectile through few serial conected electromagnetic coils on RAIL.
Names:
Coilgun Gaussgun Railgun
testfire
Even in spain language its Gauss rifle.
Support - Tactician/Support
Deteis - Orator
BHD since MAG
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Texs Red
DUST University Ivy League
276
|
Posted - 2014.03.05 17:00:00 -
[18] - Quote
To be honest I am unsure why they reduced the damage on the AR at all. If it has the shortest range, why then, does it have the second worst DPS?
The Magsec SMG is OP, either reduce it's DPS notably or increase the DPS on the AR notably. |
Leadfoot10
Molon Labe. General Tso's Alliance
638
|
Posted - 2014.03.05 17:04:00 -
[19] - Quote
When do most people pull out sidearms?
When their primary weapon runs out of ammo, and you need to quickly finish off your opponent.
With a 0.3s delay, the Magsec SMG will have a serious disadvantage when compared with other sidearms.
I would hold off on the QQ until you actually see them in action. |
Asher Night
Dark Tengu
494
|
Posted - 2014.03.05 17:14:00 -
[20] - Quote
Jack McReady wrote:just like with the tank changes CCP again have shown their super math skills Asher Night wrote:Texs Red wrote:AR in 1.8 48 meters optimal, 78 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 48 meters optimal, 66 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
Rail Rifle in 1.8 78 optimal, 102 effective 397.6 DPS at prototype 2,171 damage per clip
Assault Combat Rifle in 1.8 54 meters optimal, 84 effective 420 DPS at prototype 1,428 damage per clip
Assault Scrambler Rifle in 1.8 60 optimal, 90 effective 420.5 DPS at prototype 2,574 damage per clip The SMG is a close quarters weapon, so it should be deadlier. Who do you think is more likely to win 1 on 1 at 50m out: the magsec or any of those rifles? Most CQC weapons in any FPS has a higher DPS. What's more is it has an even higher charge up time than a RR (which logically doesn't make sense). I don't know about you all but I am way more likely to survive against a rail rifle user if I meet them up close, so that charge up time will be a big drawback for the magsec. There is nothing wrong here. hello reading and logic fail
Oh, the irony.
Explain what I have misread. Explain what logical fallacy you have noticed. Do not be a snarky brat who does not actually make points in his debating.
I'm confident that I have understood everything you have said (I admit I may be wrong), and my argument refutes your central point.
You're the one crying about a weapon before literally even one single bullet has been fired or a single kill has been made with it. How's that for a logic fail...
100% Tactical Scout Corporation
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Texs Red
DUST University Ivy League
277
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Posted - 2014.03.05 17:26:00 -
[21] - Quote
Leadfoot10 wrote:When do most people pull out sidearms?
When their primary weapon runs out of ammo, and you need to quickly finish off your opponent.
With a 0.3s delay, the Magsec SMG will have a serious disadvantage when compared with other sidearms.
I would hold off on the QQ until you actually see them in action.
Why even bother wielding them like a traditional sidearm? Equip two of them and you basically have the power of two light weapons with a minor drawback. An competent user will easily overcome their pre-charge, especially on a scout suit where you are more likely to dictate when you engage in combat and have greater combat awareness. I am not upset with it's range, Caldari naturally have longer ranged weapons. What I am upset with is the combination of DPS and range. |
Soldner VonKuechle
SAM-MIK General Tso's Alliance
355
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Posted - 2014.03.05 17:28:00 -
[22] - Quote
Sam Tektzby wrote:Soldner VonKuechle wrote:Sam Tektzby wrote:Lorhak Gannarsein wrote:Sam Tektzby wrote:And what about precharge and rate of fire?! Why mostly Galentean avatars are against Caldari tek XD RoF is part of DPS. Precharge is meaningless, according to the RR. I use Amarr gear. Honestly slower reaction to contenders fire even if he have higher rate is not meaningless. But suit yourself. edit.:Amarr gear, like really Amarr ScR and you talking here about OPness of Caldari Gauss tek, you are such funny boyo. Rail tech =/= Gauss tech. Similar, but not the same. Gauss and Rail - SAME Magneticaly accelerated projectile through few serial conected electromagnetic coils on RAIL. Names: Coilgun Gaussgun Railgun testfireEven in spain language its Gauss rifle.
Similar. Not same.
http://en.m.wikipedia.org/wiki/Railgun http://en.m.wikipedia.org/wiki/Coilgun
Similar principles, different mechanics .
CEO of SAM-MIK...sometimes. (shhh don't tell anyone, they'll start asking questions)
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
355
|
Posted - 2014.03.05 17:30:00 -
[23] - Quote
Texs Red wrote:Leadfoot10 wrote:When do most people pull out sidearms?
When their primary weapon runs out of ammo, and you need to quickly finish off your opponent.
With a 0.3s delay, the Magsec SMG will have a serious disadvantage when compared with other sidearms.
I would hold off on the QQ until you actually see them in action. Why even bother wielding them like a traditional sidearm? Equip two of them and you basically have the power of two light weapons with a minor drawback. An competent user will easily overcome their pre-charge, especially on a scout suit where you are more likely to dictate when you engage in combat and have greater combat awareness. I am not upset with it's range, Caldari naturally have longer ranged weapons. What I am upset with is the combination of DPS and range.
Meh, it'll prolly have the 30% failure rate due to bugs like the current RR does.
CEO of SAM-MIK...sometimes. (shhh don't tell anyone, they'll start asking questions)
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Smooth Assassin
Stardust incorporation IMMORTAL REGIME
969
|
Posted - 2014.03.05 17:33:00 -
[24] - Quote
Its not even out yet!
Assassination is my thing.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
341
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Posted - 2014.03.05 17:35:00 -
[25] - Quote
Just for clarification, are those numbers for the Rail Rifle or Assault Rail Rifle? If its the ARR, disregard, if its the RR, then you are not comparing apples to apples, instead apples to bacon, which is unfair.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Bormir1r
WarRavens League of Infamy
143
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Posted - 2014.03.05 17:39:00 -
[26] - Quote
Smooth Assassin wrote:Its not even out yet!
Yea we should probably stop jumping to conclusions until 1.8 comes out. Assuming the Magsec is going to OP could screw us all over when we don't really know how it's functionality going to be in game, all we know are some numbers, sure they can give us a rough idea of how it's going to do, but we can't definitively say it's going to be OP. However if it is OP in 1.8, then we complain and hopefully CCP will realize this also and fix it, but if it isn't, we don't want to look stupid...
"One does not simply" look for a scout, it looks for you.
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Asher Night
Dark Tengu
494
|
Posted - 2014.03.05 19:09:00 -
[27] - Quote
Korvin Lomont wrote:Asher Night wrote:Texs Red wrote:AR in 1.8 48 meters optimal, 78 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits)
Magsec SMG 48 meters optimal, 66 effective 427.7 DPS at prototype 2,079 damage per clp
The Magsec SMG has more damage per clip and a great DPS than the assault rifle, and it's a sidearm! It's number were okay before all the rifles were getting their damage lowered but now it's actually superior in DPS to at least one of them with equal range.
Rail Rifle in 1.8 78 optimal, 102 effective 397.6 DPS at prototype 2,171 damage per clip
Assault Combat Rifle in 1.8 54 meters optimal, 84 effective 420 DPS at prototype 1,428 damage per clip
Assault Scrambler Rifle in 1.8 60 optimal, 90 effective 420.5 DPS at prototype 2,574 damage per clip The SMG is a close quarters weapon, so it should be deadlier. Who do you think is more likely to win 1 on 1 at 50m out: the magsec or any of those rifles? Most CQC weapons in any FPS has a higher DPS. What's more is it has an even higher charge up time than a RR (which logically doesn't make sense). I don't know about you all but I am way more likely to survive against a rail rifle user if I meet them up close, so that charge up time will be a big drawback for the magsec. There is nothing wrong here. I bet you will be wrong the charge is nearly a non issue for the RR thanks to tighter hipfire an my guess this will be true for the MagSec as well. Apart from that there is no reason to use the SMG any longer as the MagSec will outperform the SMG in everyway, the MagSec can directly compete with the AR!! Thats wrong totally wrong. Sometimes I believe no one at CCP knows some basic maths or they simply have no clue on balancing :/. I Havent used the AR since 1.7 as it is already outclassed by the other Rifles now it even gets outclassed by sidearms... I really hope for a respec so I can use my wasted SP elsewhere its sad sooo sad...
Are you new to FPS's? How is that totally wrong? All weapons should compete with each other. Battlefield, Resistance, MAG (probably Cod but I've never played it) - all FPS's with SMG's make them competitive to all other run amd gun weapons. That is not totally wrong. If the Smg had very low cpu/pg req's for proto then yeah, maybe it would be OP, but it's still proportionally high so it's not like you just grab the weapon and you win. You still have to fit it. It will probably have lower cpu/pg than a rifle, but the short range and charge up time seem to balance it out.
This isn't totally wrong. It's probably one of the most important steps to diversifying gameplay that CCP has taken. Scouts are essentially stuck with shotguns or remote exploives if they want to be competitive. This opens doors that anyone can walk through.
100% Tactical Scout Corporation
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
324
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Posted - 2014.03.05 19:22:00 -
[28] - Quote
Sam Tektzby wrote:And what about precharge and rate of fire?! Why mostly Galentean avatars are against Caldari tek XD
Well caldari tech is technically gallente in origin,
I'm gallente and I've always favored rails over blasters. It's all hybrid, so it's all gallente as far as I'm concerned lol. |
Texs Red
DUST University Ivy League
277
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Posted - 2014.03.05 19:55:00 -
[29] - Quote
Asher Night wrote:
Are you new to FPS's? How is that totally wrong? All weapons should compete with each other. Battlefield, Resistance, MAG (probably Cod but I've never played it) - all FPS's with SMG's make them competitive to all other run amd gun weapons. That is not totally wrong. If the Smg had very low cpu/pg req's for proto then yeah, maybe it would be OP, but it's still proportionally high so it's not like you just grab the weapon and you win. You still have to fit it. It will probably have lower cpu/pg than a rifle, but the short range and charge up time seem to balance it out.
This isn't totally wrong. It's probably one of the most important steps to diversifying gameplay that CCP has taken. Scouts are essentially stuck with shotguns or remote exploives if they want to be competitive. This opens doors that anyone can walk through.
The problem isn't that it is competitive, it's that it is out performing a primary. |
Asher Night
Dark Tengu
497
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Posted - 2014.03.06 00:09:00 -
[30] - Quote
Texs Red wrote:Asher Night wrote:
Are you new to FPS's? How is that totally wrong? All weapons should compete with each other. Battlefield, Resistance, MAG (probably Cod but I've never played it) - all FPS's with SMG's make them competitive to all other run amd gun weapons. That is not totally wrong. If the Smg had very low cpu/pg req's for proto then yeah, maybe it would be OP, but it's still proportionally high so it's not like you just grab the weapon and you win. You still have to fit it. It will probably have lower cpu/pg than a rifle, but the short range and charge up time seem to balance it out.
This isn't totally wrong. It's probably one of the most important steps to diversifying gameplay that CCP has taken. Scouts are essentially stuck with shotguns or remote exploives if they want to be competitive. This opens doors that anyone can walk through.
The problem isn't that it is competitive, it's that it is out performing a primary.
I respect your right to have your opinion but I don't think you actually understand yourself. It only outperforms primaries when applied at its respected scenario, like the shotgun or sniper rifle, or nearly any other weapon.
And again, you mention it as a sidearm but I don't think you understand how much PG/CPU a sidearm can take. It gets to a point where it doesn't matter if it's a sidearm - because of the cpu/pg - it's gonna have to be your main. I don't think you've ever specced into a sidearm or else you'd know mid-tier/proto sidearms are clearly supposed to be main weapons. Why should I have to automatically die because my main weapon is a sidearm and your main weapon is light, even though we're at a distance where a sidearm should be effective?
100% Tactical Scout Corporation
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