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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 |
Texs Red
DUST University Ivy League
275
|
Posted - 2014.03.05 14:52:00 -
[2] - 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. |
Texs Red
DUST University Ivy League
276
|
Posted - 2014.03.05 17:00:00 -
[3] - 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. |
Texs Red
DUST University Ivy League
277
|
Posted - 2014.03.05 17:26:00 -
[4] - 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. |
Texs Red
DUST University Ivy League
277
|
Posted - 2014.03.05 19:55:00 -
[5] - 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. |
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