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.