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Arkena Wyrnspire
Fatal Absolution
10498
|
Posted - 2014.03.06 20:10:00 -
[1] - Quote
This is going to be a long thread. I would like this to be a productive discussion. Please refrain from comments such as GÇÿlol u nerdGÇÖ GÇÿu hav no life lolGÇÖ etc.
At long last, weGÇÖve gotten a devblog on key changes to weaponry and modules affecting TTK. IGÇÖm sure everyone has probably seen the changes by now, but hereGÇÖs a quick summary:
- All rifles damage output nerfed, SMG also nerfed (12% plasma rifle, 10% scrambler rifle, 16% combat rifle, 9% assault combat rifle, 14% rail rifle, 9% SMG)
- Damage mods nerfed to 3%/4%/5% damage increase for standard/enhanced/complex.
- Proficiency skill changed from direct damage bonus to increased affinity damage (RR proficiency gives 15% bonus to armour rather than 15% to both shields and armour)
- Three new weapons introduced GÇô bolt pistol, magsec SMG, and ion pistol
- Mass drivers buffed significantly for damage
- Laser rifles buffed in range, scope, CQC damage, and heat build-up
LetGÇÖs look at all of this in sections, and then look at the overall effect that these sweeping changes will have.
[P1] Rifle comparisons [P2] Sidearm comparisons [P3] Damage mod changes [P4] Proficiency changes [P5] Overall effect analysis + predictions Firstly, letGÇÖs analyse the new stats of all the weapons. We will begin with straight DPS comparisons.
Any weapon which will likely be unable to reach its maximum DPS because itGÇÖs a semi-automatic or burst weapon will be indicated with an asterisk *. This excludes charge mechanics. DPS at standard: Assault plasma rifle: 375 Breach plasma rifle: 300 Burst plasma rifle: ~350* Tactical plasma rifle: 420* Scrambler rifle: 750* DPS Assault scrambler rifle: 380 DPS Combat rifle: 540* DPS Assault combat rifle: 380 DPS Rail rifle: 440 DPS Assault rail rifle: 375 DPS SMG: 350 DPS Scrambler Pistol: 530 DPS* Not including headshots Magsec SMG: 355 DPS Bolt pistol: 340 DPS Ion pistol: 310 DPS* HMG: 600 DPS What can we see from this? We can see that with the exception of the semi-automatic/burst weapons, all the DPS values are very similar for their class. The RR has significantly higher DPS than the other fully automatics, but it has a short charge time. Accounting for the charge time brings the weapon down to a similar DPS level.
[P1] Rifle comparisons A very notable difference between rifles is the range profile. The plasma rifles have the shortest range, the combat rifles outranges the plasma rifle, the scrambler rifles outrange the combat rifles, and the rail rifles outrange all the other rifles.
Range is, quite obviously, a significant advantage. A longer range than the opponent can offer a huge tactical edge.
So naturally, if a weapon has a longer range than another, then if theyGÇÖre well balanced against each other the shorter ranged weapon will be better in another area.
Here we have a set of weapons with very similar DPS stats and general operation, but varying ranges. Compare the ACR and the plasma rifle. The ACR does not fall down significantly in any major area compared to the plasma rifle. However, it beats the plasma rifle on range.
I see this as a big problem. Look at the plasma assault rifle DPS. Look at the other assault weapons. There is very little DPS difference, but all of these other weapons outrange the plasma rifle. This is the case for the ASCR vs the ACR as well. The ARR isnGÇÖt as bad because of the charge time, but it too has similar DPS at a much, much greater range without any major penalties.
Basic Rifle Comparison Summary/TL;DR:
DPS differences between rifles are insignificant. Range differences are significant. The tradeoffs for longer range are insignificant. As a result, long range weapons are better in this model.
Shorter ranged weapons should have a higher DPS from trading off range. They donGÇÖt. This should be corrected.
Now letGÇÖs look at some discrepancies and silly things about the rifle class as a whole. Firstly, the plasma rifle variants. As a general rule, they are terrible.
Before we start looking at each of them specifically, IGÇÖd just like to address this claim:
forum myth wrote: the plasma rifles variants are knockoffs of the other rifles so they should be worse
I find this statement to be completely inadequate. It is poor or lazy design to have a weapon that is simply GÇÿworseGÇÖ than others. Especially as the assault variants of the other weapons are GÇÿmimicsGÇÖ of the plasma assault rifle and yet are as good as or better than it. A prime example of the variants being bad is the breach assault rifle. Presently, it has the lowest DPS of any rifle, by a long margin. However, it is being nerfed by the same percentage as the main plasma rifle, and is being nerfed more than much stronger weapons such as the ACR. This is lazy work GÇô itGÇÖs not a case of the breach actually needing this nerf, because itGÇÖs blatantly obvious that it doesnGÇÖt. This appears to be simply a case of the breach having not been looked at as its own weapon and just hit with a blanket nerf. It is entirely unnecessary.
As it happens, even with pre-nerf stats it would have the lowest DPS of any 1.8 rifle.
LetGÇÖs look at the burst plasma rifle.
The natural competitor to this weapon is the normal combat rifle. The two weapons, come 1.8, have exactly the same damage per shot. The combat rifle has a higher range and rate of fire, by a very significant margin. This is an example of two weapons that are not balanced against each other. The combat rifle is simply better than the burst assault rifle.
You have long since made your choice. What you make now is a mistake.
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Arkena Wyrnspire
Fatal Absolution
10498
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Posted - 2014.03.06 20:10:00 -
[2] - Quote
This should not be the case. Both weapons should have roles, outperforming the other in one way but underperforming in comparison in another way. For this example, the shortest range plasma rifle would likely be better suited to having a higher damage per shot and DPS but notably lower RPM and range. That way, both weapons have their own role.
LetGÇÖs look at the tactical plasma rifle.
There is a similar situation here as with the other variants GÇô the weapon is simply outclassed. Compare it to the scrambler rifle. The TAR has less damage per shot, almost half the RoF (although on a semi-automatic the SCR RoF cap is never going to be reached, this makes oversampling a problem on the TAR), a much smaller range, and no charge shot function. There is no overheat, but the SCR overheats at a similar point to the TAR needing to reload, so functionally they are not dissimilar. The hipfire spread is vastly wider. The one point in which it could potentially be considered better is that it has a more balanced shield/armour affinity at 125/90 compared to 135/80.
Again, I donGÇÖt think this should be so. Rather than having the weapon simply be inferior, redefine its role. It can be shorter ranged than the SCR, absolutely! It may well be so that it should have a lower RoF too. However, by trading that off it should gain something else. Perhaps it should be able to outdamage the SCR, for instance, by gaining a powerful single shot hit at its lower range and RoF.
There is another design flaw in the 1.8 rifle class that is immediately apparent on looking at the new damage chart. The State Kaalakiota Specialist Rail Rifle has more damage than the prototype Kaalakiota Rail Rifle, at 1.7 damage more. None of the other specialist weapons have this feature.
Rifle Design Flaws + Discrepancies Summary/TL;DR All the plasma rifle variants are poor weapons and have no role GÇô especially in the case of the breach variant, which is by far the weakest rifle and would still be the weakest even if it carried its pre-nerf stats into 1.8. The specialist RR mysteriously has more damage than the prototype one. No other specialist weapon exhibits this property.
[P2] Sidearm comparisons LetGÇÖs go back to our DPS comparisons for the sidearms. ItGÇÖs worth noting as well that the ion pistol and scrambler pistol are both semi-automatic, meaning that they will very rarely attain their full DPS value, especially in the case of the ion pistol where the restrictively low RoF means that taps will not always translate to shots, a phenomenon known as oversampling.
The RoF of the ion pistol is 375 RPM. At 50 damage a shot, with a maxed fire rate this translates to 312.5 DPS. It does, however, have a charge shot mechanic which allows you to charge up a shot for 1.45 seconds for 350 damage. This gives an effective engagement DPS of 241, but can be used for alpha purposes.
The RoF of the magsec SMG is 666 RPM. At 35 damage a shot, this translates to 388 DPS.
The RoF of scrambler pistol is 400 RPM. At 80 damage a shot, this translates to 533 DPS. Notably, it also has a 450% damage bonus on headshots.
The RoF of the submachine gun is 1000 RPM. At 21 damage a shot this translates to 350 DPS.
The RoF of the bolt pistol is 150 RPM. At 135 damage a shot, this translates to 337.5 DPS.
From this damage assessment we can see that the ion pistol is the weakest sidearm in terms of damage output when not considering the charge time on the bolt pistol and magsec SMGs. With those, it slightly outperforms them GÇô but only slightly. A note on charge delay GÇô it is easily mitigated by pre-charging as the opponent comes around a corner, or constantly tapping the trigger as you move around ensuring you are charged up and ready to go at any time. This does not entirely discount the charge time GÇô it is a hindrance, but it is not a significant one.
The charge shot mechanic of the ion pistol is not notable for any practical application. Upon firing a charge shot, the weapon will immediately overheat GÇô rendering follow-up shots useless. The alpha damage is not high enough to kill many opponents, so using the charge shot means you will be helpless. Additionally, using the charge shot as a follow-up to normal shots does not work because the charge time is too long and you would be better served by using normal shots.
Now. Consider the sustained damage capability of each of these sidearms. The ion pistol has 12 shots in a clip before needing to reload. This gives 600 damage per clip. There is also possibly an overheat mechanic, though this is only known for the charge shot. The magsec SMG has 54 shots in a clip before needing to reload. This gives 1890 damage per clip. The SMG has 80 rounds per clip for 1760 damage per clip. The scrambler pistol has 11 rounds per clip for approximately 880 damage per clip, without headshots. The bolt pistol has 6 rounds per clip for 810 damage per clip.
The ion pistol is thoroughly outperformed by the other weapons in sustained damage output. The other weapons in its class give up to triple the damage per clip, with the exception of the bolt pistol, which is not much better. This is more of a handicap than it appears as well GÇô many opponents have more than 600 EHP, meaning a reload is absolutely necessary for the ion pistol (and potentially the bolt pistol) where it wouldnGÇÖt be for the other sidearms. The pistols generally have lower damage per clip than the SMGs, but the ion pistol pistol still has the lowest in class there as well.
You have long since made your choice. What you make now is a mistake.
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4891
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Posted - 2014.03.06 20:11:00 -
[3] - Quote
Finally, we have the range. Ion pistol GÇô 20m optimal. SMG GÇô 25-30m optimal. Scrambler pistol GÇô 30-35m optimal. Magsec SMG GÇô 40m optimal. Bolt pistol GÇô 45m optimal.
This is huge. The ion pistol is not just the shortest ranged sidearm, it is by far the shortest ranged sidearm. Even its closest competitor can get up to 50% more range than it GÇô and the rail sidearms have over double the range. The ion pistol is completely unable to retaliate when sufficiently outranged and it gains nothing for it.
To summarise, the ion pistol is outperformed in almost every category. It cannot compete in DPS. It cannot compete in sustained damage. Although alpha looks promising due to the charge mechanic, it loses out to the bolt pistol because it canGÇÖt follow through with its shots. It certainly canGÇÖt compete in range. It doesnGÇÖt have the RoF to be good at CQC. The bolt pistol is not much better either (although it certainly is better) GÇô it is better than the ion pistol, but it is a distinctly lacklustre weapon. The charge time on a precision weapon will seriously hurt it.
Having looked at the problems of the ion and bolt pistols, itGÇÖs time to move onto the MSMG (Magsec SMG). The MSMG is a remarkably powerful weapon for a sidearm. With the high DPS and range that it has, it actually performs very similarly in its optimal and has a similar range to the plasma rifle. It also simply outperforms the normal SMG GÇô with the much higher range and solid DPS output, the MSMG is just about hands down the best of the two SMGs as well as being a very effective weapon in its own right compared to all the other weapons. Looking at the statistics that we previously used to discuss the ion and bolt pistols:
- The MSMG has the best DPS in class (discounting the semi-automatic scrambler pistol and headshots).
- The MSMG has the second best range.
- The MSMG has the best damage per clip.
- The MSMG has a RoF high enough to allow spray and pray styles an effective boost.
Sidearm Comparison Summary/TL;DR: The ion pistol is a terrible weapon. The bolt pistol is not very good. The magsec SMG is very, very powerful for a sidearm GÇô the only other sidearm that can seriously compete with it is the scrambler pistol, a weapon apparently unaffected by the TTK changes.
[P3] Damage mod changes As noted earlier, the 1.8 changes are reducing the efficacy of damage mods from 3/5/10 to 3/4/5. Essentially, this is a gargantuan nerf to the complex damage modifier, a 20% tweak to the enhanced, and the standard version remains unchanged.
There are two problems with this. 1. The complex damage modifier is presently balanced against complex shield extenders in terms of TTK. The difference between the two is currently marginal. After these changes, shield extenders will be the obvious choice, regardless of the tier of damage mod or extender, even with the poor scaling on the shield extender.
2. Due to the poor scaling of the new damage modifiers, nobody will use the complex damage modifier. Exactly the same effect can be observed with basic plates GÇô but the problem is arguably even greater here.
LetGÇÖs elaborate on both of these.
The complex damage modifier is currently equal to a complex shield extender in a 1v1 situation with the average assault variant rifle. This changes when you stack three of them due to their multiplicative effect (even with the stacking penalties), though. The reason I am comparing the damage modifier and the shield extender is because they are direct competitors for the slots. They use the same slots (high slots) and approximately the same quantities of resources (with shields taking a shade more PG and damage mods taking a little more CPU). This example holds true at both the standard levels and the prototype levels. Consider a basic Caldari frame with no core skills, but mysteriously has the ability to fit a single complex shield extender. Opposing that frame is an identical frame but with a complex damage modifier in place of the extender. They are both using a generic assault variant rifle GÇô weGÇÖll consider it element neutral for the purposes of this demonstration.
The base HP of a C-1 frame is 210 shields and 120 armour, for a total of 330 HP (the ratio of shield:armour doesnGÇÖt actually matter to an element neutral weapon). With the complex shield extender, that goes up to 402 HP. Both rifles have a base DPS of 430 (about average for an assault variant rifle in 1.7). The damage modded one has a DPS of 473. It will take the extender-fit frame 0.76 seconds to kill their opponent. It will take the damage mod fit frame 0.84 seconds to kill their opponent.
All other things being equal, the extender fit frame wins the fight. LetGÇÖs look at the proto level. Consider a ck.0 with four extenders vs a ck.0 with three extenders and a damage mod. The base DPS of the rifles has jumped to 470, due to the higher tier gear. The damage modded rifle now hits 517 DPS. The extender fit ck.0 has 553 shields and 150 armour, for a total of 703 HP. The damage mod fit ck.0 has 631 HP. It will take the extender-fit frame 1.34 seconds to kill their opponent. It will take the damage mod fit frame 1.36 seconds to kill their opponent.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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Arkena Wyrnspire
Fatal Absolution
10498
|
Posted - 2014.03.06 20:11:00 -
[4] - Quote
ThatGÇÖs closer, and the shield extender fit frame still wins out, but itGÇÖs so close we might as well consider it equal. Of course, these numbers will vary slightly (and a multi-damage modded Gallogi with 5 plates will beat out one with 2 damage mods, 1 extender and 5 plates, but only marginally GÇô and thatGÇÖs more symptomatic of the armoured Gallogi) but the point is the same. Shield extenders and complex damage modifiers are currently fairly well balanced.
I would highlight the real problem with damage mod stacking as the ability to reach a point where you can gank an opponent before they can really react. ThatGÇÖs part of a low TTK. After a base damage nerf, shield extenders become even more effective in comparison. Coupled with a nerf as massive as halving the efficacy, and there is very little reason to use damage mods rather than extenders except on very specific fits.
[P4] Proficiency changes
Going hand in hand with the damage mod changes are the proficiency changes, in order to reduce TTK. Instead of a flat 3% per level damage bonus, itGÇÖs now a 3% per level bonus to the natural affinity of this weapon.
This accentuates the natural strengths of weaponry nicely, although it possibly devalues the SP-expensive proficiency skill heavily.
The problem arises when considering what will actually happen with this. A weapon with good proficiency will shred its naturally affinity very, very well. The other tank type will be like hitting a brick wall. What does this encourage? Dual tanking.
With the damage mod changes, itGÇÖs much more efficient to stack HP over damage mods Would you prefer 140 HP or 10% more damage? Unless youGÇÖre a heavy or sniper, the answer is very likely to be the former.
This devalues the concept of having damage types completely. ItGÇÖs not a case of carefully picking targets because your weapon is more efficient against them - itGÇÖs a case of every target being able to harden up against both damage affinities.
In the case of some weapons, it also has a potentially devastating effect. For the laser rifle, scrambler rifle, and scrambler pistol shields will be utterly destroyed - 135% damage is huge. But then thereGÇÖs 80% damage to armour, and no easy way to increase that. Especially with the large armour HP pools happening at the moment, this will have a devastating impact on the weapon usage.
Of course, a sidearm geared towards a different damage type could be used but that then requires a solid sidearm, which is a significant disadvantage over weapons such as the combat rifle which will struggle with neither shields nor armour. Switching takes valuable time, which can lead to death even with an increased TTK. As a result, more balanced weapons like the CR are likely to have a much easier time of things with this set of changes.
[P5]Overall Effect Analysis + Predictions
In the end, what we end up with are a series of changes that promote dual tanking and some weapon tweaks which donGÇÖt make sense. A number of weapons will end up falling by the wayside with these changes, and a number will reign supreme.
Weapons with a higher range (possibly with the exception of the SCR, due to the terrible damage profile) will continue to dominate in the 1.8 build. If you have the same damage output and a larger range, all other things remaining equal, the longer ranged weapon will become more prevalent because it is simply better.
Damage mods have become ineffective while dual tanking has essentially been buffed. As a result of this, dual tanking is very likely to become the dominant fitting style in 1.8. The proficiency changes make it very desirable to have both types of tank and the damage mod changes make it undesirable to use anything else. The damage mod changes also have the side effect of nerfing AV further.
ItGÇÖs not all bad, though. In a remarkably intelligent fashion CCP appear to have pre-empted grenade spam by reducing grenade counts across the board. Grenade spam would likely have become a very powerful tactic again with the TTK increase not affecting them, but this change could help prevent that.
But there are problems. There are a lot of problems. And there has been no time to give feedback on said problems.
You have long since made your choice. What you make now is a mistake.
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Aisha Ctarl
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
3825
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Posted - 2014.03.06 20:17:00 -
[5] - Quote
Mhhm, yes, I see...
I could list the ways how we Amarr are better than you, but your lesser mind wouldn't comprehend it.
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Buster Friently
Rosen Association
1926
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Posted - 2014.03.06 20:18:00 -
[6] - Quote
Haven't read it all, but I see in your analysis of the sidearms you've left off the flaylock completely. I know, it's easy to forget, but any comprehensive analysis should include it. I'm sure it is actually the worst of them all, not the ion pistol.
Damage mods have always been inferior to shields. Now more so. This also adversely affects snipers the most.
Reduction in grenade span is fine, but it shouldn't affect flux or AV, but you know it will.
Also, in the end, you fail to point out the most important change - longet TTK. That's pretty much the point of all the rifle nerfs. |
Arkena Wyrnspire
Fatal Absolution
10498
|
Posted - 2014.03.06 20:18:00 -
[7] - Quote
This will shortly become the most +1'd post in the thread, I'm sure.
You have long since made your choice. What you make now is a mistake.
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Delta 749
Kestrel Reconnaissance
2594
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Posted - 2014.03.06 20:23:00 -
[8] - Quote
Lol no life nerd
In all seriousness though these changes are largely going to damage the game and have the opposite effect that those that asked for them intended IE longer TTK not increasing build diversity as they hoped but rather homogenize the builds we see on the field Thats not even touching on other aspects of game play such as ambush tactics now being severely weakened since now the enemy has ample time to run off and heal up and pushing objectives being a boring battle of attrition since again people will have ample time to take cover and heal up
But hey, tanks are being left alone so some players will be happy, good job CCP
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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Arkena Wyrnspire
Fatal Absolution
10504
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Posted - 2014.03.06 20:24:00 -
[9] - Quote
Delta 749 wrote:Lol no life nerd
In all seriousness though these changes are largely going to damage the game and have the opposite effect that those that asked for them intended IE longer TTK not increasing build diversity as they hoped but rather homogenize the builds we see on the field Thats not even touching on other aspects of game play such as ambush tactics now being severely weakened since now the enemy has ample time to run off and heal up and pushing objectives being a boring battle of attrition since again people will have ample time to take cover and heal up
But hey, tanks are being left alone so some players will be happy, good job CCP
This is pretty much it.
Let it be known that I am not concise and that this can function as a TL;DR with less maths.
You have long since made your choice. What you make now is a mistake.
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ads alt
DROID EXILES General Tso's Alliance
72
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Posted - 2014.03.06 20:30:00 -
[10] - Quote
Arkena Wyrnspire wrote:This is going to be a long thread. I would like this to be a productive discussion. Please refrain from comments such as GÇÿlol u nerdGÇÖ GÇÿu hav no life lolGÇÖ etc. At long last, weGÇÖve gotten a devblog on key changes to weaponry and modules affecting TTK. IGÇÖm sure everyone has probably seen the changes by now, but hereGÇÖs a quick summary:
- All rifles damage output nerfed, SMG also nerfed (12% plasma rifle, 10% scrambler rifle, 16% combat rifle, 9% assault combat rifle, 14% rail rifle, 9% SMG)
- Damage mods nerfed to 3%/4%/5% damage increase for standard/enhanced/complex.
- Proficiency skill changed from direct damage bonus to increased affinity damage (RR proficiency gives 15% bonus to armour rather than 15% to both shields and armour)
- Three new weapons introduced GÇô bolt pistol, magsec SMG, and ion pistol
- Mass drivers buffed significantly for damage
- Laser rifles buffed in range, scope, CQC damage, and heat build-up
LetGÇÖs look at all of this in sections, and then look at the overall effect that these sweeping changes will have. [P1] Rifle comparisons [P2] Sidearm comparisons [P3] Damage mod changes [P4] Proficiency changes [P5] Overall effect analysis + predictions Firstly, letGÇÖs analyse the new stats of all the weapons. We will begin with straight DPS comparisons. Any weapon which will likely be unable to reach its maximum DPS because itGÇÖs a semi-automatic or burst weapon will be indicated with an asterisk *. This excludes charge mechanics. DPS at standard: Assault plasma rifle: 375 Breach plasma rifle: 300 Burst plasma rifle: ~350* Tactical plasma rifle: 420* Scrambler rifle: 750* DPS Assault scrambler rifle: 380 DPS Combat rifle: 540* DPS Assault combat rifle: 380 DPS Rail rifle: 440 DPS Assault rail rifle: 375 DPS SMG: 350 DPS Scrambler Pistol: 530 DPS* Not including headshots Magsec SMG: 355 DPS Bolt pistol: 340 DPS Ion pistol: 310 DPS* HMG: 600 DPS What can we see from this? We can see that with the exception of the semi-automatic/burst weapons, all the DPS values are very similar for their class. The RR has significantly higher DPS than the other fully automatics, but it has a short charge time. Accounting for the charge time brings the weapon down to a similar DPS level. [P1] Rifle comparisonsA very notable difference between rifles is the range profile. The plasma rifles have the shortest range, the combat rifles outranges the plasma rifle, the scrambler rifles outrange the combat rifles, and the rail rifles outrange all the other rifles. Range is, quite obviously, a significant advantage. A longer range than the opponent can offer a huge tactical edge. So naturally, if a weapon has a longer range than another, then if theyGÇÖre well balanced against each other the shorter ranged weapon will be better in another area. Here we have a set of weapons with very similar DPS stats and general operation, but varying ranges. Compare the ACR and the plasma rifle. The ACR does not fall down significantly in any major area compared to the plasma rifle. However, it beats the plasma rifle on range. I see this as a big problem. Look at the plasma assault rifle DPS. Look at the other assault weapons. There is very little DPS difference, but all of these other weapons outrange the plasma rifle. This is the case for the ASCR vs the ACR as well. The ARR isnGÇÖt as bad because of the charge time, but it too has similar DPS at a much, much greater range without any major penalties. Basic Rifle Comparison Summary/TL;DR:DPS differences between rifles are insignificant. Range differences are significant. The tradeoffs for longer range are insignificant. As a result, long range weapons are better in this model. Shorter ranged weapons should have a higher DPS from trading off range. They donGÇÖt. This should be corrected. Now letGÇÖs look at some discrepancies and silly things about the rifle class as a whole. Firstly, the plasma rifle variants. As a general rule, they are terrible. Before we start looking at each of them specifically, IGÇÖd just like to address this claim: forum myth wrote: the plasma rifles variants are knockoffs of the other rifles so they should be worse
I find this statement to be completely inadequate. It is poor or lazy design to have a weapon that is simply GÇÿworseGÇÖ than others. Especially as the assault variants of the other weapons are GÇÿmimicsGÇÖ of the plasma assault rifle and yet are as good as or better than it. A prime example of the variants being bad is the breach assault rifle. Presently, it has the lowest DPS of any rifle, by a long margin. However, it is being nerfed by the same percentage as the main plasma rifle, and is being nerfed more than much stronger weapons such as the ACR. This is lazy work GÇô itGÇÖs not a case of the breach actually needing this nerf, because itGÇÖs blatantly obvious that it doesnGÇÖt. This appears to be simply a case of the breach having not been looked at as its own weapon and just hit with a blanket nerf. It is entirely unnecessary. As it happens, even with pre-nerf stats it would have the lowest DPS of any 1.8 rifle. LetGÇÖs look at the burst plasma rifle.The natural competitor to this weapon is the normal combat rifle. The two weapons, come 1.8, have exactly the same damage per shot. The combat rifle has a higher range and rate of fire, by a very significant margin. This is an example of two weapons that are not balanced against each other. The combat rifle is simply better than the burst assault rifle. How does the ARR have less dps than the rr? The assault weapons are pointless lol |
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Arkena Wyrnspire
Fatal Absolution
10507
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Posted - 2014.03.06 20:32:00 -
[11] - Quote
ads alt wrote:Arkena Wyrnspire wrote: -snip- How does the ARR have less dps than the rr? The assault weapons are pointless lol
Why on earth would you quote all that for one line? Really?
You have long since made your choice. What you make now is a mistake.
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Asha Starwind
DUST University Ivy League
463
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Posted - 2014.03.06 20:33:00 -
[12] - Quote
Sgt kirk and Arkena are the same person. Would've of never thought.
32db Mad Bomber.
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ads alt
DROID EXILES General Tso's Alliance
72
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Posted - 2014.03.06 20:34:00 -
[13] - Quote
Arkena Wyrnspire wrote:ads alt wrote:Arkena Wyrnspire wrote: -snip- How does the ARR have less dps than the rr? The assault weapons are pointless lol Why on earth would you quote all that for one line? Really? Idk, it baffles me, in 1.7 arr has more dps, now the ASSAULT weapons are pure garbage lol |
Arkena Wyrnspire
Fatal Absolution
10507
|
Posted - 2014.03.06 20:34:00 -
[14] - Quote
Asha Starwind wrote:Sgt kirk and Arkena are the same person. Would've of never thought.
I am the lord of the forums. I am also Cat Merc.
You have long since made your choice. What you make now is a mistake.
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InsidiousN
KILL-EM-QUICK RISE of LEGION
168
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Posted - 2014.03.06 20:46:00 -
[15] - Quote
The problem with the way CCP operates and iterates is that threads like this (among many others) point out the VERY OBVIOUS flaws with the changes CCP will be making (such as creating Heavy & Tank Spam 514), however, the stat changes in Dev blog CCP released, and any other changes that will be announced in the patch notes are FINAL upon release of the blog and patch notes.
Even though most of the community clearly sees the **** writing on the wall, CCP has already finalized these changes and we will all have to live for the next 3+ months with the garbage we clearly spotted from miles away.
CCP, release your ideas for patches earlier, and when you do make them open for change and not written in stone. This 1.8 update will create Heavy and Tank Spam 514, numerous people clearly see it now and will be correctly saying and lamenting "I told you so" for many months until the next big update mistake you create.
However you are too stubborn, or dickish, or some awful combination of both to understand your mistakes and fix them, rather than make your customer base live with those mistakes for months or years. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7935
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Posted - 2014.03.06 20:48:00 -
[16] - Quote
Very well said, and as always your examples, statistics and such put all the weapons into context.
I would agree with your predictions for the most part, and would support buffs to Gallentean weapons as they have been underperforming for sometime.
"War is not hell, far from it. War is beautiful. War is divine."
- Grand Admiral Mekioth Sarum
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Iron Wolf Saber
Den of Swords
13263
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Posted - 2014.03.06 20:57:00 -
[17] - Quote
/tags
Also I am also Nova Knife.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Yagihige
Crux Special Tasks Group Gallente Federation
582
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Posted - 2014.03.06 20:59:00 -
[18] - Quote
Hmm... How about if we'd split damage mods and thus create a split? What i mean is, instead of having just damage mods, we could have shield damage mods and armor damage mods.
You'd have a few combinations you could do with these. You could either opt to increase the damage your weapon does to its natural affinity or you could balance your weapon's damage to try and mitigate the lesser damage your weapon does naturally to the opposite affinity.
One type of damage mod would go on high slots and the other on low slots.
em ta kool t'nod
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Arkena Wyrnspire
Fatal Absolution
10514
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Posted - 2014.03.06 21:01:00 -
[19] - Quote
Yagihige wrote:Hmm... How about if we'd split damage mods and thus create a split? What i mean is, instead of having just damage mods, we could have shield damage mods and armor damage mods.
You'd have a few combinations you could do with these. You could either opt to increase the damage your weapon does to its natural affinity or you could balance your weapon's damage to try and mitigate the lesser damage your weapon does naturally to the opposite affinity.
One type of damage mod would go on high slots and the other on low slots.
A decent enough idea, but it simply wouldn't work with 5% modifiers. At 10%, it might actually be quite interesting.
You have long since made your choice. What you make now is a mistake.
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
663
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Posted - 2014.03.06 21:04:00 -
[20] - Quote
Why flaylock WHY!?
But at least when i skill into the Ion pistol and know it sucks i will still be able to depend on it for getting a kill unlike the fail-lock.
oh and dat complex damage mod, died before its time.
These forums must be located in the Californin country side, there is whine as far as the eye can see.
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Arkena Wyrnspire
Fatal Absolution
10515
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Posted - 2014.03.06 21:06:00 -
[21] - Quote
Beck Weathers wrote:Why flaylock WHY!?
But at least when i skill into the Ion pistol and know it sucks i will still be able to depend on it for getting a kill unlike the fail-lock.
oh and dat complex damage mod, died before its time.
Sad fact - the flaylock will outDPS the breach assault rifle... on splash damage.
You have long since made your choice. What you make now is a mistake.
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Heimdallr69
Ancient Ecchi
1781
|
Posted - 2014.03.06 21:10:00 -
[22] - Quote
Soo the combat rifle will be good? I don't mean to question your math cuz mine is terrible but it's nearly 1.5x the other rifles? That's insane. Maybe.
Removed inappropriate content - CCP Logibro
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
663
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Posted - 2014.03.06 21:12:00 -
[23] - Quote
Arkena Wyrnspire wrote:Beck Weathers wrote:Why flaylock WHY!?
But at least when i skill into the Ion pistol and know it sucks i will still be able to depend on it for getting a kill unlike the fail-lock.
oh and dat complex damage mod, died before its time. Sad fact - the flaylock will outDPS the breach assault rifle... on splash damage.
is that incorperating the flaylocks reload time because it has to relaod quite often before the BAR has to
These forums must be located in the Californin country side, there is whine as far as the eye can see.
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Arkena Wyrnspire
Fatal Absolution
10515
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Posted - 2014.03.06 21:13:00 -
[24] - Quote
Heimdallr69 wrote:Soo the combat rifle will be good? I don't mean to question your math cuz mine is terrible but it's nearly 1.5x the other rifles? That's insane. Maybe.
That's with the burst fire mode, though. It's a paper statistic that assumes you're maxing out the fire rate (which isn't impossible, but it's a pain nonetheless).
It's still going to be a solid weapon with the proficiency changes though. The lessened disadvantage against shields will help in an era of dual tanking.
Beck Weathers wrote:Arkena Wyrnspire wrote:Beck Weathers wrote:Why flaylock WHY!?
But at least when i skill into the Ion pistol and know it sucks i will still be able to depend on it for getting a kill unlike the fail-lock.
oh and dat complex damage mod, died before its time. Sad fact - the flaylock will outDPS the breach assault rifle... on splash damage. is that incorperating the flaylocks reload time because it has to relaod quite often before the BAR has to
No. It's a paper statistic that doesn't mean much. The BAR is useless. The flaylock is useless.
Really, that's all we need to know at this point.
You have long since made your choice. What you make now is a mistake.
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Iron Wolf Saber
Den of Swords
13263
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Posted - 2014.03.06 21:18:00 -
[25] - Quote
Going to include possible tech 2 suit users?
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
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Deviant Alt
Nos Nothi
25
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Posted - 2014.03.06 21:19:00 -
[26] - Quote
Why are you using outdated information? Or why are you comparing near proto magsec numbers to std versions of others sidearms?
In case you didn't know it got nerfed, none of the magsec variants have 35 damage
std 32 adv 33.6 pro 35.2
Oswald Rehnquist
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Arkena Wyrnspire
Fatal Absolution
10523
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Posted - 2014.03.06 21:20:00 -
[27] - Quote
Iron Wolf Saber wrote:Going to include possible tech 2 suit users?
I'm not quite sure what you mean.
Do you mean a TTK example with assaults rather than medframes, or something else? If that's what you meant, then it doesn't make much of a difference. I'm happy to do more calculations if you'd like them, but I'm afraid I'm not sure what you're asking for.
Deviant Alt wrote:Why are you using outdated information? Or why are you comparing near proto magsec numbers to std versions of others sidearms?
In case you didn't know it got nerfed, none of the magsec variants have 35 damage
std 32 adv 33.6 pro 35.2
Corrected for the two parts where this was mistakenly using old data. My apologies, thanks for pointing that out!
The majority of it was using correct data, though, and the conclusions remain the same.
You have long since made your choice. What you make now is a mistake.
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Iron Wolf Saber
Den of Swords
13264
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Posted - 2014.03.06 21:22:00 -
[28] - Quote
Arkena Wyrnspire wrote:Iron Wolf Saber wrote:Going to include possible tech 2 suit users? I'm not quite sure what you mean. Do you mean a TTK example with assaults rather than medframes, or something else? If that's what you meant, then it doesn't make much of a difference. I'm happy to do more calculations if you'd like them, but I'm afraid I'm not sure what you're asking for.
I mean the assault minmatar gets a magazine bonus the amarr gets a heat bonus; I would say the most immeasurable results would be the plasma weapon handling with the gal assault though.
There is also the commando bonuses which would nearly inching back closer to the old 1.7 dps values at max level so that is something to consider as well.
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Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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TechMechMeds
SWAMPERIUM
2796
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Posted - 2014.03.06 21:23:00 -
[29] - Quote
Riverdance 514 in 1.8, maybe some killing lol.
Level 2 forum warrior.
Dust on the ps4 asap please
I sold my family to the Amarr for isk, its a valid tactic
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Arkena Wyrnspire
Fatal Absolution
10523
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Posted - 2014.03.06 21:25:00 -
[30] - Quote
Iron Wolf Saber wrote:Arkena Wyrnspire wrote:Iron Wolf Saber wrote:Going to include possible tech 2 suit users? I'm not quite sure what you mean. Do you mean a TTK example with assaults rather than medframes, or something else? If that's what you meant, then it doesn't make much of a difference. I'm happy to do more calculations if you'd like them, but I'm afraid I'm not sure what you're asking for. I mean the assault minmatar gets a magazine bonus the amarr gets a heat bonus; I would say the most immeasurable results would be the plasma weapon handling with the gal assault though.
I don't think any of the bonuses are going to change what I looked at here significantly.
Mostly it wasn't looking at sustained damage, and three of those bonuses relate to that and the Gallassault bonus doesn't appear to be hugely useful.
Overheating has a huge effect on the SCR, but in terms of TTK it should still be capable of dispatching opponents before overheating with the exception of heavies and some brick tankers.
CR clip size is large enough to kill most targets in a single clip, though again heavies will be an exception.
RR reload speed... is a terrible bonus.
Plasma rifle dispersion isn't bad, but it doesn't really appear to have a serious effect on TTK and it's something that as you rightly pointed out can't be measured or calculated very easily.
You have long since made your choice. What you make now is a mistake.
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