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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7960
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Posted - 2014.03.07 03:33:00 -
[61] - Quote
Spectre-M wrote:Arkena Wyrnspire wrote: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. <-- it says bear, but that is totally one cool cat.
NO! NO! ARKENA IS JUST CATMERC! NOT SGT KIRK!
"War is not hell, far from it. War is beautiful. War is divine."
- Grand Admiral Mekioth Sarum
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3766
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Posted - 2014.03.07 03:42:00 -
[62] - Quote
Good post, Arkena.
I'm a big supporter of lengthening TTK, but this wasn't exactly how I saw them doing it.
You sized up the problems pretty well I think. I find the proficiency changes most vexing from the standpoint of either making a weapon mostly ineffective for half of its damage (lasers, etc.) or forcing people to carry a weapon of another profile (oddly forcing cross-racial use).
The damage mod changes are steep as well. I thought they'd be changing how they stacked or making them damage type specific, not cutting them in half.
Dren and Templar equipment stats, wrong since release.
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BL4CKST4R
WarRavens League of Infamy
1986
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Posted - 2014.03.07 04:00:00 -
[63] - Quote
And this is why I will be running Militia suits in 1.8, 1.9 is going to be one hell of a patch. I wouldn't mind how terrible 1.8 is if CCP actually did hotfixesm But they always wait until the next patch to fix things and unfortunately 1 month is way to long.
For the Federation!
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BL4CKST4R
WarRavens League of Infamy
1986
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Posted - 2014.03.07 04:05:00 -
[64] - Quote
CommanderBolt wrote:Great thread Arkena. I think anyone looking at 1.8 with a rational mindset can already see the problems we are going to face.
I say this all the time and I hate to be a 'negative Nancy' however I honestly feel these changes were really ill thought out and certainly not balanced.
Where is the CPM in all of this? Were they reviewing this information before hand or have they only just found out themselves?
I want DUST 514 to succeed but time after time I really feel like CCP are just digging them selves a hole to sit in. They talk the good talk but when it comes time to look at actual stats'n'changes, they fall flat and certainly fall far from expectations.
The details and stats can still be changed, right? Right CCP?
Maybe once the dev blogs roll out its to late.
For the Federation!
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Dagger-Two
Tharumec Villore Accords
246
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Posted - 2014.03.07 05:08:00 -
[65] - Quote
Bumping this mercilessly because it is a shining gem in a sea of poop
Playing since 1st batch of closed beta keys.
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Arkena Wyrnspire
Fatal Absolution
10612
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Posted - 2014.03.07 07:20:00 -
[66] - Quote
Dagger-Two wrote: Plasma rifle doing the highest overall damage of the full-auto weapons, with close to zero falloff range.
Also would be nice to see :
RR get a bit of a rate-of-fire decrease on both variants in exchange for a moderately more optimal and falloff range
Scrambler rifles get a little more optimal range, with a little less maximum range
Burst combat rifle get a slight increase in time between bursts as well as a small optimal range reduction for both variants, in exchange for a large increase in falloff distance for both variants.
Just my opinions
And what solid opinions they are.
I agree with pretty much all of this. Something I'm very keen on is role definition of weapons - so every weapon has their place where they're excellent, and a place where they're definitely outperformed by other things. The current style of homogeneity with the odd range tweak isn't working very well.
You have long since made your choice. What you make now is a mistake.
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Kaughst
Nyain San Renegade Alliance
236
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Posted - 2014.03.07 08:05:00 -
[67] - Quote
I am going to be a little off topic but I do not know if I understand when people say that the reduction in damage mods reduces the 'diversity' to simply switch to dual tank, that makes it sound as if the low TTK was not a problem and subject of dual tanking was not a issue further to be reiterated on in the future anyway as the case currently with weapons have being pushed into their damage properties.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
741
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Posted - 2014.03.07 08:49:00 -
[68] - Quote
Good thorough post which encompasses most of the issues. I think you forgot to point out that there are other knock on effects to AV - they typically only stack damage mods in the high slots - this has a huge effect on forge gunners, which remain one of the few reliable AV fits. Lowering the grenade count punishes these fits more, and makes them even less effective than they were in the first place.
One other effect is it will be like after uprising where because of the high TTK, there will be less kills, more assists, which has a knock on effect - more assists means less WP per match, means more grinding and less overall satisfaction. Also, the HMG hasn't been nerfed in line with all the other rifles, which will enhance it even more.
Totally agree that they should be releasing this information far earlier than just a few weeks before the patch hits. They should also try modifying things incrementally thatn broad sweeping changes. Anyway, lots of things to work on CCP-side.
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Grimmiers
0uter.Heaven
434
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Posted - 2014.03.07 08:55:00 -
[69] - Quote
I wish they would just give the Gar the balac's rof. At 30 damage it does 428 dps which would make it the ideal close range weapon. Maybe ccp should give it a militia clip size of 48 to reduce it's overall effectiveness and promote using it within it's short range.
SoundCloud
Recruiter Link
Pronounced Grim-e-urs
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Korvin Lomont
United Pwnage Service RISE of LEGION
655
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Posted - 2014.03.07 09:19:00 -
[70] - Quote
Buster Friently wrote: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 spam 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.
He mentioned that he left the Flaylock because it works completely different (no hit scan). But based on my numbers (165 direct damage and 125 RoF) the Flaylock will have a DPS of 343 (more than the ION Pistol) but only 495 damage per clip (unless you go minmatar assault ) but it has of course still 140 HO Splash damage...
So in general I would say its similar useless than the ION pistol |
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Korvin Lomont
United Pwnage Service RISE of LEGION
655
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Posted - 2014.03.07 09:27:00 -
[71] - Quote
darkiller240 wrote:Combat rifle has recoil Burst plasma rifle does not there balance
The combat Rifle has little to no recoil and the last time I used the burst it had quite noticeable Recoil...but both weapon get the same reduction to this "drawback" |
MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
342
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Posted - 2014.03.07 09:30:00 -
[72] - Quote
While I agree that currently proficiency and complex damage mods (3x) roughly cause a weapon to be 40-50% better than a non proficiency / damage modded version I think that these changes will largely hurt most of the weapons in a game. Proficiency operating solely along weapon profiles will turn it into an *extreme* sp sink that is honestly quite useless for most weapons and in many ways devalues it completely, if I am to spend 2mil sp on a skill that is supposed to make my weapon better all the time it should make my weapon better *all* the time, not 'congrats you ate through his 600 shields in 1/4 of a second LR user, its a damn shame the cal/min heavy is just gunna tuck into cover because it'll take you an overheat to get through his armor.
I'd be greatly in favor of giving hybrids and projectiles +2% profile dmg / level & +1% off profile dmg / level. With lasers/scramblers because their penalty to armor is so severe I would be greatly in favor of giving them +2% off profile dmg / per level and +1% profile dmg / level.
And while I do want to see TTK go up I don't want to see it happen by damage mods / skills being made worthless - that kills build diversity, dmg mods need to be at 3-5-7 for bsc/adv/pro, as it will make fitting them still be worthwhile for oh so many weapons. |
Korvin Lomont
United Pwnage Service RISE of LEGION
655
|
Posted - 2014.03.07 09:35:00 -
[73] - Quote
Dagger-Two wrote:And here I thought Arkena was also Adamance....
Pretty much everything you said here was right on the money. These are all weapon changes I have been waiting to see happen, and every new release that doesn't include them kills my desire to keep playing that much more.
Edit: Please, SOMEONE from CCP please take notice of this thread and take these weapon suggestions to the discussion table. They are genuinely GOOD ideas to put the weapons where they need to be once and for all, without this 'buff this, nerf that' nonsense.
Among all the garbage floating around on these forums, this one thread is among the few shining jewels
I highly doubt this will ever happen. All the problems he pointed out (apart from the proficiency and damage mod changes) have been obvious since 1.7 (even pre since we get the first batch of numbers on the new rifles). And we told them in numerous threads.
And now lokk how CCP handled that feedback instead of solving any of the issues the new rifles caused they made things even worse in some aspects (Tac vs SCR and MagSec vs AR) and solved nothing. |
MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
342
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Posted - 2014.03.07 09:36:00 -
[74] - Quote
TechMechMeds wrote:Riverdance 514 in 1.8, maybe some killing lol. Cal sentinel + hmg 514. Assaults won't stand a chance. |
MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
342
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Posted - 2014.03.07 09:40:00 -
[75] - Quote
Reav Hannari wrote:I honestly can't figure out why CCP fails to understand that short range weapons should dominate in their range while long range weapons need to stand off and slowly chip away at their targets. I don't think they have even looked at the Assault Rifle variants since they were originally designed other than gutting the Tactical.
Because short range weapons need to account for more than just med frames using them, if the blaster had 600 dps at 20m everyone would **** and moan about scouts with blasters. |
Alena Ventrallis
The Neutral Zone
812
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Posted - 2014.03.07 09:59:00 -
[76] - Quote
I read somewhere, and no I don't remember where or I'd link it, that proficiency would be boosted from 3% to 5%. I don't know where I got that, but I remember reading it somewhere here.
Best PVE idea I've seen.
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hold that
Krusual Covert Operators Minmatar Republic
60
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Posted - 2014.03.07 10:04:00 -
[77] - Quote
Do you think CCP makes these mistakes on purpose, in order to prolong player experience therein attempting to make more money? Sounds stupid I know. But not as stupid as further nerfing the breach AR. What I mean is, is all new weps see a fotm before nerf which causes not just a handful but a large group of people to place sp in them in order to stay competitive. While some people leave the game after their breach AR or flaylock gets nerfed so bad they can no longer be competitive unless they spend sp elsewhere, a 'large amount' do stay playing the game for whatever reason, and some of them will continually buy boosters because now they need more sp, or/and they buy aur items of the fotm. Even if they don't buy boosters they'll be grinding, maintaining some sort of active player base gaining capital for CCP/EVE brand. Tinfoil hat x 10 |
Arkena Wyrnspire
Fatal Absolution
10630
|
Posted - 2014.03.07 11:00:00 -
[78] - Quote
Alena Ventrallis wrote:I read somewhere, and no I don't remember where or I'd link it, that proficiency would be boosted from 3% to 5%. I don't know where I got that, but I remember reading it somewhere here.
I doubt that in the extreme, and I've seen nothing to that effect. Also, it wouldn't make much of a difference in the end. Dual tanking would still be the name of the game.
You have long since made your choice. What you make now is a mistake.
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ZiwZih
Seraphim Initiative..
381
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Posted - 2014.03.07 14:17:00 -
[79] - Quote
<3
DUST Forums: Endless lists of endless things & Final Solutions to everything; guess who would be proud to see it.
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Arkena Wyrnspire
Fatal Absolution
10657
|
Posted - 2014.03.07 18:30:00 -
[80] - Quote
<3 you too.
You have long since made your choice. What you make now is a mistake.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2242
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Posted - 2014.03.07 20:55:00 -
[81] - Quote
Well put. I've also always felt that damage mods were a scapegoat/red herring.
The concept of dual damage mods that a couple of us had discussed in the dev blog thread (mentioned briefly here) would drive more diversity. While I agree that 3/5/7 is a much better breakdown, the thought of adding 5% more armor damage to my ScR or LR would still be tempting, much more so than the now-useless proficiency skill for those particular weapons.
IMO, if you want to separate damage types, it should be the opposite. Damage mods should apply to armor or shield, proficiency to overall damage.
Oh, and, Caldari master race, duh! CCP does not appear to be capable of grasping the high range/low DPS concept.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
343
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Posted - 2014.03.08 02:06:00 -
[82] - Quote
Bumping in hopes that people read the later posts. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
17
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Posted - 2014.03.08 15:16:00 -
[83] - Quote
Regarding the AR, there are a couple of points people are missing.
Comparing the AR to the ACR: Both the ACR's range advantage and fitting advantage are minor, however the ACR has a significantly smaller magazine when you consider rate of fire. This is going to be a lot more of a problem for the ACR with the upcoming increased TTK.
Comparing the AR to the AScR: The scrambler rifles are significantly harder to fit than ARs. I really feel this is an issue that people overlook on the forums. I have equal skills in AR and scramber rifles, along with max PG/CPU skills, and I always feel a bit insane when i'm stripping tank off my suit to fit a scrambler over an AR. I do it because I love the scrambler rifle but it needs it's power to make it worthwhile.
Not saying this necessarily counters the arguments about the AR, just that perhaps it isn't as imbalanced as people think. There is always an element of overreaction when it comes to change.
On another note, there is a tendency to think only about the 4 rifles and forget the other weapons in the game. The rifles are not meant to be massively different from each other. The differences between blaster, laser, projectile and rail weapons are also covered by shotguns, laser rifles, mass drivers and sniper rifles.
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Arkena Wyrnspire
Fatal Absolution
10725
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Posted - 2014.03.08 15:25:00 -
[84] - Quote
Varoth Drac wrote:Regarding the AR, there are a couple of points people are missing.
Comparing the AR to the ACR: Both the ACR's range advantage and fitting advantage are minor, however the ACR has a significantly smaller magazine when you consider rate of fire. This is going to be a lot more of a problem for the ACR with the upcoming increased TTK.
It also has the advantage that the damage profile is the best in the game. An ACR can also potentially reach an 85 round clip with the correct bonuses.
Quote: Comparing the AR to the AScR: The scrambler rifles are significantly harder to fit than ARs. I really feel this is an issue that people overlook on the forums. I have equal skills in AR and scramber rifles, along with max PG/CPU skills, and I always feel a bit insane when i'm stripping tank off my suit to fit a scrambler over an AR. I do it because I love the scrambler rifle but it needs it's power to make it worthwhile.
This is correct. I also feel that the ASCR damage profile is going to be terrible, so I don't have much of a problem with it.
However, neither of these arguments address the huge differences in range profiles for no difference in DPS - indeed, some of these weapons have more DPS with their longer range.
Quote: On another note, there is a tendency to think only about the 4 rifles and forget the other weapons in the game. The rifles are not meant to be massively different from each other. The differences between blaster, laser, projectile and rail weapons are also covered by shotguns, laser rifles, mass drivers and sniper rifles.
Sure, that's fine. Again, them being similar isn't a problem. The problem is them being practically identical except some of them have flat-out better stats than others.
You have long since made your choice. What you make now is a mistake.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
17
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Posted - 2014.03.08 19:07:00 -
[85] - Quote
Arkena Wyrnspire wrote: However, neither of these arguments address the huge differences in range profiles for no difference in DPS - indeed, some of these weapons have more DPS with their longer range.
I was under the impression that the ACR had only a slightly longer range than the AR.
I'm not saying you are definitely wrong about the imbalance. Just that perhaps there won't be much of a difference all things considered. Weapon kick is another potential issue which may be changed in 1.7 (CCP has a habit of changing more than they say) which adds more uncertainty. Perhaps we will have to wait and see exactly how things turn out. Will it ever possible for CCP to achieve complete balance?
In b4 the AR is never seen again after 1.8.... |
Croned
Gallente Federation
632
|
Posted - 2014.03.08 20:52:00 -
[86] - Quote
Can we get a blue tag in here to confirm that at least someone from CCP has read this?
Son of a plasma cannon!
TTK of the Weapons
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Patrick57
5845
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Posted - 2014.03.08 20:58:00 -
[87] - Quote
Arkena Wyrnspire wrote:This is goin ta be a long-ass thread. Y'all KNOW dat ****, muthafucka! I wanna dis ta be a productizzle rap. I aint talkin' bout chicken n' gravy biatch. Please refrain from comments like fuckin GÇÿlol u nerdGÇÖ GÇÿu hav no game lolGÇÖ etc. At long last, weGÇÖve gotten a thugged-out devSnoop Bloggy-Blogg on key chizzlez ta weaponry n' modulez affectin TTK. IGÇÖm shizzle mah playas has probably peeped tha chizzlez by now yo, but hereGÇÖs a quick summary: GÇó All riflez damage output nerfed, SMG also nerfed (12% plasma rifle, 10% scrambla rifle, 16% combat rifle, 9% assault combat rifle, 14% rail rifle, 9% SMG) GÇó Damage modz nerfed ta 3%/4%/5% damage increase fo' standard/enhanced/complex. GÇó Proficiency skill chizzled from direct damage bonus ta increased affinitizzle damage (RR proficiency gives 15% bonus ta armour rather than 15% ta both shieldz n' armour) GÇó Three freshly smoked up weapons introduced - bolt pistol, magsec SMG, n' ion pistol GÇó Mass drivers buffed hella fo' damage GÇó Laser riflez buffed up in range, scope, CQC damage, n' heat build-up LetGÇÖs peep all of dis up in sections, n' then peep tha overall effect dat these sweepin chizzlez will have. [P1] Rifle comparisons [P2] Sidearm comparisons [P3] Damage mod chizzles [P4] Proficiency chizzles [P5] Overall effect analysis + predictions Firstly, letGÇÖs analyse tha freshly smoked up statz of all tha weapons. Us thugs will begin wit straight DPS comparisons. Any weapon which will likely be unable ta reach its maximum DPS cuz itGÇÖs a semi-automatic or burst weapon is ghon be indicated wit a asterisk *. This excludes charge mechanics. DPS at standard: Assault plasma rifle: 375 Breach plasma rifle: 300 Burst plasma rifle: ~350* Tactical plasma rifle: 420* Scrambla rifle: 750* DPS Assault scrambla rifle: 380 DPS Combat rifle: 540* DPS Assault combat rifle: 380 DPS Rail rifle: 360 DPS Assault rail rifle: 375 DPS SMG: 350 DPS Scrambla Pistol: 530 DPS* Not includin headshots Magsec SMG: 355 DPS Bolt pistol: 340 DPS Ion pistol: 310 DPS* HMG: 600 DPS What can we peep from this, biatch? We can peep dat wit tha exception of tha semi-automatic/burst weapons, all tha DPS joints is straight-up similar fo' they class. Da RR has hella higher DPS than tha other straight-up automatics yo, but it has a short charge time fo' realz. Accountin fo' tha charge time brangs tha weapon down ta a similar DPS level. [P1] Rifle comparisons A straight-up notable difference between riflez is tha range profile. Da plasma riflez have tha shortest range, tha combat riflez outranges tha plasma rifle, tha scrambla riflez outrange tha combat rifles, n' tha rail riflez outrange all tha other rifles. Range is, like obviously, a thugged-out dope advantage fo' realz. A longer range than tha opponent can offer a big-ass tactical edge. So naturally, if a weapon has a longer range than another, then if theyGÇÖre well balanced against each other tha shorter ranged weapon is ghon be mo' betta up in another area. Here our crazy asses gotz a set of weapons wit straight-up similar DPS stats n' general operation yo, but varyin ranges. Compare tha ACR n' tha plasma rifle. Da ACR do not fall down hella up in any major area compared ta tha plasma rifle. But **** dat shiznit yo, tha word on tha street is dat it beats tha plasma rifle on range. I peep dis as a funky-ass big-ass problem. Look all up in tha plasma assault rifle DPS. Look all up in tha other assault weapons. There is straight-up lil DPS difference yo, but all of these other weapons outrange tha plasma rifle. This is tha case fo' tha ASCR vs tha ACR as well. Da ARR aint as wack cuz of tha charge time yo, but it too has similar DPS at a much, much pimped outer range without any major penalties. Basic Rifle Comparison Summary/TL;DR: DPS differences between riflez is insignificant. Range differences is significant. Da tradeoffs fo' longer range is insignificant fo' realz. As a result, long range weapons is mo' betta up in dis model. Shorter ranged weapons should gotz a higher DPS from tradin off range. They donGÇÖt. This should be erected. Now letGÇÖs peep some discrepancies n' wack-ass thangs bout tha rifle class as a whole. Firstly, tha plasma rifle variants fo' realz. As a general rule, they is ******. Before we start lookin at each of dem specifically, IGÇÖd just like ta address dis claim: forum myth wrote: the plasma riflez variants is knockoffz of tha other riflez so they should be worse
I find dis statement ta be straight-up inadequate. Well shiiiit, it is skanky or lazy design ta git a weapon dat is simply GÇÿworseGÇÖ than others. Especially as tha assault variantz of tha other weapons is GÇÿmimicsGÇÖ of tha plasma assault rifle n' yet is as phat as or mo' betta than dat ****. A prime example of tha variants bein wack is tha breach assault rifle. Presently, it has tha lowest DPS of any rifle, by a long-ass margin. I aint talkin' bout chicken n' gravy biatch. But **** dat shiznit yo, tha word on tha street is dat it is bein nerfed by tha same cementage as tha main plasma rifle, n' is bein nerfed mo' than much stronger weapons like fuckin tha ACR. This is lazy work - itGÇÖs not a cold-ass lil case of tha breach straight-up needin dis nerf, cuz itGÇÖs blatantly obvious dat it donGÇÖt. This appears ta be simply a cold-ass lil case of tha breach havin not been looked at as its own weapon n' just hit wit a funky-ass blanket nerf. Well shiiiit, it is entirely unnecessary. As it happens, even wit pre-nerf stats it would have tha lowest DPS of any 1.8 rifle.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2246
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Posted - 2014.03.08 21:45:00 -
[88] - Quote
Patrick57 wrote:Arkena Wyrnspire wrote:This is goin ta be a long-ass thread. Y'all KNOW dat ****, muthafucka! I wanna dis ta be a productizzle rap. I aint talkin' bout chicken n' gravy biatch. Please refrain from comments like fuckin GÇÿlol u nerdGÇÖ GÇÿu hav no game lolGÇÖ etc. At long last, weGÇÖve gotten a thugged-out devSnoop Bloggy-Blogg on key chizzlez ta weaponry n' modulez affectin TTK. IGÇÖm shizzle mah playas has probably peeped tha chizzlez by now yo, but hereGÇÖs a quick summary: GÇó All riflez damage output nerfed, SMG also nerfed (12% plasma rifle, 10% scrambla rifle, 16% combat rifle, 9% assault combat rifle, 14% rail rifle, 9% SMG) GÇó Damage modz nerfed ta 3%/4%/5% damage increase fo' standard/enhanced/complex. GÇó Proficiency skill chizzled from direct damage bonus ta increased affinitizzle damage (RR proficiency gives 15% bonus ta armour rather than 15% ta both shieldz n' armour) GÇó Three freshly smoked up weapons introduced - bolt pistol, magsec SMG, n' ion pistol GÇó Mass drivers buffed hella fo' damage GÇó Laser riflez buffed up in range, scope, CQC damage, n' heat build-up LetGÇÖs peep all of dis up in sections, n' then peep tha overall effect dat these sweepin chizzlez will have. [P1] Rifle comparisons [P2] Sidearm comparisons [P3] Damage mod chizzles [P4] Proficiency chizzles [P5] Overall effect analysis + predictions Firstly, letGÇÖs analyse tha freshly smoked up statz of all tha weapons. Us thugs will begin wit straight DPS comparisons. Any weapon which will likely be unable ta reach its maximum DPS cuz itGÇÖs a semi-automatic or burst weapon is ghon be indicated wit a asterisk *. This excludes charge mechanics. DPS at standard: Assault plasma rifle: 375 Breach plasma rifle: 300 Burst plasma rifle: ~350* Tactical plasma rifle: 420* Scrambla rifle: 750* DPS Assault scrambla rifle: 380 DPS Combat rifle: 540* DPS Assault combat rifle: 380 DPS Rail rifle: 360 DPS Assault rail rifle: 375 DPS SMG: 350 DPS Scrambla Pistol: 530 DPS* Not includin headshots Magsec SMG: 355 DPS Bolt pistol: 340 DPS Ion pistol: 310 DPS* HMG: 600 DPS What can we peep from this, biatch? We can peep dat wit tha exception of tha semi-automatic/burst weapons, all tha DPS joints is straight-up similar fo' they class. Da RR has hella higher DPS than tha other straight-up automatics yo, but it has a short charge time fo' realz. Accountin fo' tha charge time brangs tha weapon down ta a similar DPS level. [P1] Rifle comparisons A straight-up notable difference between riflez is tha range profile. Da plasma riflez have tha shortest range, tha combat riflez outranges tha plasma rifle, tha scrambla riflez outrange tha combat rifles, n' tha rail riflez outrange all tha other rifles. Range is, like obviously, a thugged-out dope advantage fo' realz. A longer range than tha opponent can offer a big-ass tactical edge. So naturally, if a weapon has a longer range than another, then if theyGÇÖre well balanced against each other tha shorter ranged weapon is ghon be mo' betta up in another area. Here our crazy asses gotz a set of weapons wit straight-up similar DPS stats n' general operation yo, but varyin ranges. Compare tha ACR n' tha plasma rifle. Da ACR do not fall down hella up in any major area compared ta tha plasma rifle. But **** dat shiznit yo, tha word on tha street is dat it beats tha plasma rifle on range. I peep dis as a funky-ass big-ass problem. Look all up in tha plasma assault rifle DPS. Look all up in tha other assault weapons. There is straight-up lil DPS difference yo, but all of these other weapons outrange tha plasma rifle. This is tha case fo' tha ASCR vs tha ACR as well. Da ARR aint as wack cuz of tha charge time yo, but it too has similar DPS at a much, much pimped outer range without any major penalties. Basic Rifle Comparison Summary/TL;DR: DPS differences between riflez is insignificant. Range differences is significant. Da tradeoffs fo' longer range is insignificant fo' realz. As a result, long range weapons is mo' betta up in dis model. Shorter ranged weapons should gotz a higher DPS from tradin off range. They donGÇÖt. This should be erected. Now letGÇÖs peep some discrepancies n' wack-ass thangs bout tha rifle class as a whole. Firstly, tha plasma rifle variants fo' realz. As a general rule, they is ******. Before we start lookin at each of dem specifically, IGÇÖd just like ta address dis claim: forum myth wrote: the plasma riflez variants is knockoffz of tha other riflez so they should be worse
I find dis statement ta be straight-up inadequate. Well shiiiit, it is skanky or lazy design ta git a weapon dat is simply GÇÿworseGÇÖ than others. Especially as tha assault variantz of tha other weapons is GÇÿmimicsGÇÖ of tha plasma assault rifle n' yet is as phat as or mo' betta than dat ****. A prime example of tha variants bein wack is tha breach assault rifle. Presently, it has tha lowest DPS of any rifle, by a long-ass margin. I aint talkin' bout chicken n' gravy biatch. But **** dat shiznit yo, tha word on tha street is dat it is bein nerfed by tha same cementage as tha main plasma rifle, n' is bein nerfed mo' than much stronger weapons like fuckin tha ACR. This is lazy work - itGÇÖs not a cold-ass lil case of tha breach straight-up needin dis nerf, cuz itGÇÖs blatantly obvious dat it donGÇÖt. This appears ta be simply a cold-ass lil case of tha breach havin not been looked at as its own weapon n' just hit wit a funky-ass blanket nerf. Well shiiiit, it is entirely unnecessary. As it happens, even wit pre-nerf stats it would have tha lowest DPS of any 1.8 rifle.
Some how's this makes more sense than befo'
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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Arkena Wyrnspire
Fatal Absolution
10782
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Posted - 2014.03.09 09:33:00 -
[89] - Quote
Patrick57 wrote:Arkena Wyrnspire wrote:-snip gizoogle-
You have long since made your choice. What you make now is a mistake.
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4530
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Posted - 2014.03.09 12:03:00 -
[90] - Quote
Yeah, this is my feels going into 1.8. Fixed some issues, made others to replace them and yet also failed acknowledge others.
Taco Cat backwards is still Taco Cat
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