CHANCEtheChAn
0uter.Heaven
395
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Posted - 2014.06.06 05:34:00 -
[1] - Quote
Mobius Kaethis wrote:So the changes that were made to the rifles were too small to really lead to effective change in each of the affected weapon's relative power.
The Gallente Assault Rifle got a 3% buff leading to the following changes:
Duvolle GAR Previous Damage: 33 New Damage: 33.99 Previous DPS: 412.5 New DPS: 424.875
The Combat Rifle got a 2% debuff leading to the following changes: Boundless Combat Rifle Previous Damage: 29.7 New Damage: 29.11 Previous DPS: 594 New DPS: 582.2
And Just for comparison here are the stats for the Rail rifle and the Scrambler rifle: Kaalakiota Rail Rifle Damage: 51.7 DPS: 517
Visiam Scrambler Rifle Damage: 71.5 DPS: 841.17 <-- these are the raw numbers (71.5 x 705.88 / 60 and do not acount for heat issues during sustained firing)
Looking at these numbers a few things are pretty clear. First that the GAR still has by far the lowest DPS even though it also has the shortest range. The result being that no one should be using this weapon right now. It is still useless. Secondly, the attempt to balance the combat rifle has done very little to reduce its total dominance of the battle field at almost all ranges. This is compounded by the fact that it is also the easiest of the weapons to fit (lowest CPU and PG costs of the light rifles) and is relatively easy to use, at least compared to the SCR. Finally, the SCR is still the most OP rifle in the game when used well but since most of us can't aim and the weapon has shorter range than the RR and the CR it is kind of a moot point.
In order to bring both the CR and the GAR into balance they need to be altered more significantly.
Giving the GAR a 35% damage increase over its 1.8 stats will raise its damage to 44.55 per shot and its DPS to 556.875. This is mind you still lower than the damage and DPS figures of the current CR and, given that the GAR has a much lower range than the CR, will allow the weapon to be competitive while not demolishing everything in sight.
A few things to remember here
The CR (not the assault variant) can easily have its ROF reduced by 25%-50% in any match that has lag (Which has led me to no longer using it in PC, but using the assault variant instead). This gun has a dispersion (hip fire) skill that's basically useless as the thing shoots in a zipline at lv 0. The dispersion you get while ADS when you try to max out the ROF makes it extremely accurate at cqc but loses its charm at 40-75 m. With its high ROF, perfect hip fire, and mid range scope, and low negative shield bonuses (95%) and good armor bonuses (110%) it is the Obvious choice for slayers.
The assault rifle should be the king of CQC as it is the only main variant of any rifle without a scope, but instead is outmatched CQC by both the CR and Rail rifle. The OP is correct in that the Assault rifle ROF needs a buff (more than damage), but a damage increase also might make the AR a bit OP. BECAUSE the GAR has no scope it is EXTREMELY accurate for the first 10-30 bullets of the clip (depending on your skill level in AR and Gassault). Thus if you are to get headshots on a target the AR can do massive amounts of damage to an enemy (The CR jumps which is hard for headshots, and the RR slow rate of fire hurt its chances for multiple headshots), the unfortunate truth of the GAR is the ROF is effectively too slow to out DPS the CR or RR with user skill headshots (The max Headshots I can get with the GAR before a target moves is 4-8).
The rail rifle has now become a very good long range specialist weapon with the damage mod nerf and is very effective at holding down a sea of people at range. Honestly I'm more scared of it than CR users as anyone can use a CR (and be semi effective), while RR users tend to be leet. This is because the assault RR as is is just about completely useless competitively (much like the GAR variants). Also the RR is plagued by blue shielding and having no hit marker cues, making the weapon frustrating at times, but very powerful nonetheless. If used correctly, it can sit up high and keep an entire squad in check at lvs 4-5. But with its valiant range, it still seems to out cqc the GAR (as 1 clip can outlast nearly two GAR clips for continuous cqc.
TL&DR OF THE 3 RIFLES The Rail Rifle is the king of long range and should be the go to high ground hold weapon. It should also be the weapon of choice for passive and defensive/support players that aren't always on the front lines. CQC should be outmatched by all rifles because of its tremendous range and should never be used withing 5-15 meters unless completely necessary. Thus the weapon needs a hip fire CCP super nerf (Like 50-100% dispersion penalty minimum) and a brief look at hit detection.
The Combat Rifle is the king of mid range and its cqc rivals that of a laser rifle, but its bonuses and ease of use make it too effective a weapon. Due to the weapon nerfing itself in any form of lag, a damage or ROF nerf is unjustified, yet a ammo in the clip (54) nerf needs to be implemented, and also a cqc nerf of some kind needs implementing. No gun should have high ROF,DPS,and ammo in clip count. By reducing the ammo in clip (Preferably 30-45 bullets). This would make the weapon high DPS/ROF but in need of constant reload (wasn't that the reason for the high reload speed to begin with?).
The Assault (plasma) Rifle with its short range should be master of CQC and the headshot king. This is not the case because of low DPS and killing potential (Armor tanking). Hip fire needs a 10%-25% tightening and the weapon needs a Balac's AR ROF to become competitive, and when headshots are not an option, hip firing takes over the fight. The Assault rifle used to be so good. Why you leave your Chromosome pride and joy so lonely CCP?
Hmmm. The Meta is strong with this one...
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