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Crimson Cerberes
Hammer Of Light Vanguard of the Phoenix
560
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Posted - 2014.04.27 17:38:00 -
[31] - Quote
buzzzzzzz killllllllll wrote:flat damage nerf dont help anything, stop with all the nerf this and that, and let ccp focus on new content like pve or player market You know how stupid you sound? How many people do you honestly think it takes to change a number or two in the database?
"We are not ever going to respec weaponry and dropsuit command because the majority of our Aurum gear falls within those
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Joel II X
Dah Gods O Bacon
2443
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Posted - 2014.04.27 17:46:00 -
[32] - Quote
knight guard fury wrote:ccp can multitask. and the CR should have more dmg than than a RR and its somewhat necessary since it kill quicker than most weapons In that regard, the AR should do the most damage out of the Rifles since it has to kill everything inside its range.
No.
Projectile weapons have to receive a more adequate damage profile. A net gain of 5% is ridiculous and the RoF is insane.
The AR is supposed to be the best at CQC, yet the assault combat Rifle is the best for the job. |
Crimson Cerberes
Hammer Of Light Vanguard of the Phoenix
561
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Posted - 2014.04.27 17:51:00 -
[33] - Quote
Mordecai Sanguine wrote:knight guard fury wrote:the basic CR does 81 dps per burst the adv does 84 per burst and the proto does 87-8 per burst
even though I love my CR I do agree this is too much damage.
it should be like this: std/adv/proto - 23.5/24.6/25.9
so then it would do 69-70 dps at std 72-3 at adv and 75-6 at proto
this would fix the problem of the CR murdering everybody so quickly.
Absolutely not, stupid idea in fact, CR and RR problem is NOT a flat damage problem but a damage profile problem. CR have a native damage profile of : -5% damage on shield. +10% on Armor which is not balanced. With Prof 5 it gives : -5% on shield +25% on Armor which is HUUUUUUGE. Making it a quarter more effective, for no drawbacks (-5% ? Come on WTF ?) Same for RR but it's -10% instead of -5%. On the other hand Anti-shield weapons have penality on Armor and bonus on Shield, BUT in the actual meta EVERYBODY is stacking armor, CAL heavies have more armor than shield. So actually AR and ScR have a pemranent 10/20% damage nerf. You see ? The Gap between a CR/RR/HMG and ScR/AR is for 90% of the ehp a 50% damage problem. At the end a CR/RR makes more damage per bullet than the ScR in 90% of battles. Nope you are just dumb
CR does 30% more DPS than the other rifles, that is a flat damage problem.
"We are not ever going to respec weaponry and dropsuit command because the majority of our Aurum gear falls within those
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Hakyou Brutor
G0DS AM0NG MEN Dirt Nap Squad.
252
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Posted - 2014.04.27 17:51:00 -
[34] - Quote
The problem lies not with the Combat Rifle, but with the other guns.
I usually use the CR or ScR, but I tried to use the Duvolle recently, and I absolutely wreck shields, but when I get to armor I almost completely cease doing any damage. So, my proposal on efficiency:
Type---------Armor-------Shield
Hybrid--------095%-------110% Laser---------090%-------120% Projectile-----110%-------095% Explosive----120%-------080% Rail-----------110%-------095%
I'm a logi now! :D
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Dalton Smithe
OSG Planetary Operations Covert Intervention
83
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Posted - 2014.04.27 17:54:00 -
[35] - Quote
knight guard fury wrote:ccp can multitask. and the CR should have more dmg than than a RR and its somewhat necessary since it kill quicker than most weapons
I agree that the CR should out DPS the rail rifle, but it should not be able to do this at range. Time and time again, I come across a CR wielding merc, pump round after round into him from what should be a "safe" distance, only to watch in horror as my shields and then armor melt to nothing.
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
1030
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Posted - 2014.04.28 02:10:00 -
[36] - Quote
Dalton Smithe wrote:knight guard fury wrote:ccp can multitask. and the CR should have more dmg than than a RR and its somewhat necessary since it kill quicker than most weapons I agree that the CR should out DPS the rail rifle, but it should not be able to do this at range. Time and time again, I come across a CR wielding merc, pump round after round into him from what should be a "safe" distance, only to watch in horror as my shields and then armor melt to nothing.
srry about that, i made a mistake... i meant the CR shouldnt have more dmg than a RR but on the other hand lore-wise minmatar are fast and aggressive hit-n-run gunners who hit and hard and move fast, but the caldari are long range with rails and missiles that should do high dmg at range so the cr shouldnt be doing so much dmg.
also i think that the ROF is 'almost' fine. reduce the ROF a little bit and that could make it better, bufaction wise, amarr have weapons that fire as fast as you pull the trigger so the minmatar should have something close to that but not as rapid as the ScR but not as slow as the TacAR
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Monkey MAC
Rough Riders..
2682
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Posted - 2014.04.28 02:16:00 -
[37] - Quote
Csikszent Mihalyi wrote:Monkey MAC wrote:Csikszent Mihalyi wrote:Cruor Abominare wrote:Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. True, it's actually backwards. The lower ROF weapons should benefit more from a percentual boost, because a bigger chunk of the damage is applied on the first shot. Actually it doesn't make a difference irrespective of the weapon you apply it to. If you have a HMG with 500 DPS and a TAC AR with 500 DPS, if I buff both by 10% both will have 550 DPS, the feel of either weapon will not change nor will its state of operation. If you try buffing the ROF by 10% irrespective of their original fire rate they will effectively recieve the 10% damage buff once again, both of them once again being buffed by the same amount. It's because of this that Nova Knives, Shotguns and AV have been done wrong. The difference between tiers is too large and as such std/adv users are serverly gimped by comparison to proto users of the same weapon. Which is the same reason only the dum shield tank at std or advance level. It does make a little difference if the damage is "frontloaded" due to low ROF, but admittedly that is rather academical especially when comparing rifles to rifles. Of course the DPS remains the same, but being able to deal more of your damage earlier means you can get a bit more effectiveness out of any extra damage. E.g. a 10% damage increase with a shotgun could be the difference between a one- or two-shots kill, which is obviously a bigger deal (as far as TTK is concerned) than you would get from a 10% damage increase from any rifle.
True but I was discussing acedemically, when it comes to practice LROF will benifit more because your damage spike is larger, which like you said is the differnce between needing 1 shot or 2, however in the long term it provides no evidence to support uniquie profeciency skills, infact it does the opposite.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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