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Mobius Kaethis
Molon Labe. General Tso's Alliance
1600
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Posted - 2014.08.05 01:45:00 -
[31] - Quote
TOOMANY NAMES ALREADYTAKEn wrote:Assault rifles have become OP with the ROF buff, I've been getting killed by Duvolles and GEKs WAY too often lately. Calculate the DPS of the assault variant of all the rifles and you'll see what i mean.
Perhaps you weren't involved in the rifle balancing that went on in Bravo but we convinced CCP that DPS and range should be an inverse relationship (look at this graph to see what I mean).
The AR with its very short range has the hardest time applying its damage thus it having a higher DPS than other assault variants. It is a pretty simple concept and is the main reason the AR is as balanced feeling as it is at this time.
Fun > Realism
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Boot Booter
Escrow Removal and Acquisition Dark Taboo
826
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Posted - 2014.08.05 02:00:00 -
[32] - Quote
I think its fine. Maybe you think it feels off because the majority of players are in armor...
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Kalante Schiffer
Ancient Exiles.
671
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Posted - 2014.08.05 03:22:00 -
[33] - Quote
The plasma rifle problem is its short range and low damage against armor. People say to me that it is meant to be a close range weapon but they do not realize that a CR can do that too and even better. The CR, RR, ASCR, are preferably used in PC because they are much better weapons and barely have any drawbacks. An RR destroys shields just as good when it comes to shooting armor, same goes for the CR. I am not too sure about the ASCR automatic since it feels almost like the plasma rifle they are good at destroying shields but really weak at shooting armor only difference is that the ASCR automatic has more range, but when it comes to using the Viziam it destroys shields and armor.
i am a noob hi hey hi hi kamishisoniareari shishimi ROYAL GUARD
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Jotun Izalaru
Goonfeet
214
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Posted - 2014.08.05 04:17:00 -
[34] - Quote
I think the Assault Rifle is the only one that feels balanced because it seems to have properly functioning hipfire spread or no bullet magnetism or something.
the CR has crazy good hipfire spread, way tighter than the sights suggest. Rail Rifle does too... to a lesser extent, but it's high damage compensates slightly. |
Jathniel
G I A N T
1130
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Posted - 2014.08.05 08:53:00 -
[35] - Quote
Sum1ne Else wrote:I think it has something to do with kick or even dispersion, but I guess the dispersion is maxed using the Assault gk.0? I agree with the OP, there is something that is not quite right about it and you will end up just using the CR. I was using it today on my galmando and I think its the kick especially when comparing it to the aCR. What do you think?
Damage profile.
Maybe it's the damage profiles?
Could this be a big part of why we're so close to balance, but it just feels out of whack?
Check out the damage profiles. Do you see what I see?
The issue could be the ranges.
The damage profiles VS. their respective ranges? Armor is arguably more important than shielding, as without it, you are instantly dead. Do we really want the weapons with greater range, to be more effective against armor?
I would adjust the profiles like this maybe... The higher your range, the higher your effectiveness against shields, the lower your effectiveness against armor, the lower your dps. THEN The lower your range, the lower your effectiveness against shields, the higher your effectiveness against armor, the higher your dps.
Hybrid - Railgun (Long Range): +20% shields, -20% armor Laser (Medium-Long Range): +10% shields, -10% armor Projectile (Short-Medium Range): -5% shields, +5% armor Hybrid - Blaster (Short Range): -10% shields, +10% armor Explosives to remain at -20% shields, +20% armor
I mean think about it. The RR and CR are preferred SO heavily, precisely because they do EXCELLENT damage vs. armor AT RANGE. This is what makes them preferable to the AR, even though the AR is supposed to be the close range predator.
These changes would make sense to me... but this HEAVILY violates established lore and race weapon conventions.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1603
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Posted - 2014.08.05 09:27:00 -
[36] - Quote
Jathniel wrote:Sum1ne Else wrote:I think it has something to do with kick or even dispersion, but I guess the dispersion is maxed using the Assault gk.0? I agree with the OP, there is something that is not quite right about it and you will end up just using the CR. I was using it today on my galmando and I think its the kick especially when comparing it to the aCR. What do you think? Damage profile. Maybe it's the damage profiles? Could this be a big part of why we're so close to balance, but it just feels out of whack? Check out the damage profiles. Do you see what I see?The issue could be the ranges. The damage profiles VS. their respective ranges? Armor is arguably more important than shielding, as without it, you are instantly dead. Do we really want the weapons with greater range, to be more effective against armor? I would adjust the profiles like this maybe... The higher your range, the higher your effectiveness against shields, the lower your effectiveness against armor, the lower your dps. THEN The lower your range, the lower your effectiveness against shields, the higher your effectiveness against armor, the higher your dps. Hybrid - Railgun (Long Range): +20% shields, -20% armor Laser (Medium-Long Range): +10% shields, -10% armor Projectile (Short-Medium Range): -5% shields, +5% armor Hybrid - Blaster (Short Range): -10% shields, +10% armor Explosives to remain at -20% shields, +20% armor I mean think about it. The RR and CR are preferred SO heavily, precisely because they do EXCELLENT damage vs. armor AT RANGE. This is what makes them preferable to the AR, even though the AR is supposed to be the close range predator. These changes would make sense to me... but this HEAVILY violates established EVE lore and racial weapon conventions.
Unfortunately/fortunately depending on how you look at it, damage profiles are linked to EvE and thus unlikely to change so dramatically.
Fun > Realism
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DeathwindRising
ROGUE RELICS Dark Taboo
498
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Posted - 2014.08.05 11:47:00 -
[37] - Quote
Mobius Kaethis wrote:To really get into this I'd like to look at the damage profiles more just to make the differences clear to everyone.
Laser: +20% vs shields, -20% vs armor Hybrid Blaster: +10% vs shields, -10% vs armor Projectile: -5% vs shields, +10% vs armor Hybrid Rail: -10% vs shields, +10% vs armor Explosive: -20% vs shields, +20% vs armor
Just looking at these numbers one would think that the AR would behave like the RR but since the RR has a higher alpha damage it is able to take down shields just fine regardless of the damage profile. The AR on the other hand, with its smaller damage per shot will have a very hard time with armor.
Similarly to the RR the Scr, with its massive DPS, can easily kill armor tanked suits regardless of its -20% penalty vs armor.
The CR kills both armor and shields relatively well compared to the other rifles simply based on its damage profile. It has the smallest penalty after all.
also because shields have such low hp compared to armor, having a weapon with a weakness to shields isnt a factor since shields can be wiped out so quickly
also, the AR is a straight up DPS rifle. theres nothing to it but to hose down your target. DPS actually only matters when facing targets with high regen capabilities. since most HP is so low, DPS isnt a factor as any weapon can kill with simple higher alpha or burst damage. There arent any enemies with hp pools large enough to make DPS a factor in combat
youd need to buff AR damage per shot to breach AR levels to get it to perform
keep in mind that in Eve. we have multiple damage rofiles and resistances to weapon types as well as active and passive defensive measures.
we dont have that in dust. closest thing to it is when youre getting logi reps. thats when DPS matters |
Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
323
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Posted - 2014.08.05 16:35:00 -
[38] - Quote
Mobius Kaethis wrote:The AR with its very short range has the hardest time applying its damage thus it having a higher DPS than other assault variants. It is a pretty simple concept and is the main reason the AR is as balanced feeling as it is at this time. Yeah, relative to itself it is balanced. But AR does not live in a vacuum. When placed in context with and compared to other rifles its shortcomings become apparent. (see what I did there?)
AKA - StarVenger
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Sum1ne Else
Fatal Absolution General Tso's Alliance
1301
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Posted - 2014.08.05 22:40:00 -
[39] - Quote
Sgt Kirk > I'm officially a scrub, the Six Kin/PLC is best on Galmando. ...tried it today and it works great. Hi Alpha damage and accuracy combined with the complex damage Mod and reload bonus compliments this suit..were lucky this weapon is from the Min race and not the Caldari!!!
I'm really not too sure if the plasma AR even out DPS' the aCR with Commando bonus??
Longest PLC Kill - 193.71m
Logi mk.0 - Com gk.0 - Scout gk.0 - Ass ak.0
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12608
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Posted - 2014.08.05 23:02:00 -
[40] - Quote
Jathniel wrote:Sum1ne Else wrote:I think it has something to do with kick or even dispersion, but I guess the dispersion is maxed using the Assault gk.0? I agree with the OP, there is something that is not quite right about it and you will end up just using the CR. I was using it today on my galmando and I think its the kick especially when comparing it to the aCR. What do you think? Damage profile. Maybe it's the damage profiles? Could this be a big part of why we're so close to balance, but it just feels out of whack? Check out the damage profiles. Do you see what I see?The issue could be the ranges. The damage profiles VS. their respective ranges? Armor is arguably more important than shielding, as without it, you are instantly dead. Do we really want the weapons with greater range, to be more effective against armor? I would adjust the profiles like this maybe... The higher your range, the higher your effectiveness against shields, the lower your effectiveness against armor, the lower your dps. THEN The lower your range, the lower your effectiveness against shields, the higher your effectiveness against armor, the higher your dps. Hybrid - Railgun (Long Range): +20% shields, -20% armor Laser (Medium-Long Range): +10% shields, -10% armor Projectile (Short-Medium Range): -5% shields, +5% armor Hybrid - Blaster (Short Range): -10% shields, +10% armor Explosives to remain at -20% shields, +20% armor I mean think about it. The RR and CR are preferred SO heavily, precisely because they do EXCELLENT damage vs. armor AT RANGE. This is what makes them preferable to the AR, even though the AR is supposed to be the close range predator. These changes would make sense to me... but this HEAVILY violates established EVE lore and racial weapon conventions.
Yeah.... but in EVE the damage types are also modified by each ships own base resistances, again modified by their racial opposition.
Lasers do Primary EM damage and secondary Thermal Damage....
Most Minmatar ships have moderate EM and Thermal Resistances, in fact Min T2 Frigates.... the Wolf and Jaguar have 90% EM resistances against their shields...... just like the Retribution T2 Amarr Frigate as an 87.5 Resistance to Explosive Weapons on Armour......
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Thaddeus Reynolds
Facepunch Security
50
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Posted - 2014.08.05 23:49:00 -
[41] - Quote
True Adamance wrote:Jathniel wrote:Sum1ne Else wrote:I think it has something to do with kick or even dispersion, but I guess the dispersion is maxed using the Assault gk.0? I agree with the OP, there is something that is not quite right about it and you will end up just using the CR. I was using it today on my galmando and I think its the kick especially when comparing it to the aCR. What do you think? Damage profile. Maybe it's the damage profiles? Could this be a big part of why we're so close to balance, but it just feels out of whack? Check out the damage profiles. Do you see what I see?The issue could be the ranges. The damage profiles VS. their respective ranges? Armor is arguably more important than shielding, as without it, you are instantly dead. Do we really want the weapons with greater range, to be more effective against armor? I would adjust the profiles like this maybe... The higher your range, the higher your effectiveness against shields, the lower your effectiveness against armor, the lower your dps. THEN The lower your range, the lower your effectiveness against shields, the higher your effectiveness against armor, the higher your dps. Hybrid - Railgun (Long Range): +20% shields, -20% armor Laser (Medium-Long Range): +10% shields, -10% armor Projectile (Short-Medium Range): -5% shields, +5% armor Hybrid - Blaster (Short Range): -10% shields, +10% armor Explosives to remain at -20% shields, +20% armor I mean think about it. The RR and CR are preferred SO heavily, precisely because they do EXCELLENT damage vs. armor AT RANGE. This is what makes them preferable to the AR, even though the AR is supposed to be the close range predator. These changes would make sense to me... but this HEAVILY violates established EVE lore and racial weapon conventions. Yeah.... but in EVE the damage types are also modified by each ships own base resistances, again modified by their racial opposition. Lasers do Primary EM damage and secondary Thermal Damage.... Most Minmatar ships have moderate EM and Thermal Resistances, in fact Min T2 Frigates.... the Wolf and Jaguar have 90% EM resistances against their shields...... just like the Retribution T2 Amarr Frigate as an 87.5 Resistance to Explosive Weapons on Armour...... First off Janthiel, Railguns and Blasters are both Hybrid weapons, they both fire the same ammunition (at least space-side and lore-wise, it isn't demonstrated well DUST side). I do agree that Railguns and Projectiles are picked more often because they do more damage to armor, but that has more to do with the imbalance between armor and shields.
In EVE Railguns and Blasters share the same ammo, and therefore the same base damage type (Thermal and Kinetic)...now enemy resistances do come into play, but ship hull bonuses also do. Gallente and Caldari ship bonuses (to turrets) always effect both Railgun and Blaster turrets, in fact you're more likely to see Gallente pilots using railguns than you are to see Caldari pilots (who generally prefer missiles for most tasks). |
Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
324
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Posted - 2014.08.06 04:38:00 -
[42] - Quote
Monkey MAC wrote:I made a post on it if you can be bothered to search. Yes, I saw that thread. Brilliant! Your graph on properly balanced rifles is exactly what I have thought it should be.
AKA - StarVenger
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Jathniel
G I A N T
1131
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Posted - 2014.08.06 06:03:00 -
[43] - Quote
True Adamance wrote:Jathniel wrote:Sum1ne Else wrote:I think it has something to do with kick or even dispersion, but I guess the dispersion is maxed using the Assault gk.0? I agree with the OP, there is something that is not quite right about it and you will end up just using the CR. I was using it today on my galmando and I think its the kick especially when comparing it to the aCR. What do you think? Damage profile. Maybe it's the damage profiles? Could this be a big part of why we're so close to balance, but it just feels out of whack? Check out the damage profiles. Do you see what I see?The issue could be the ranges. The damage profiles VS. their respective ranges? Armor is arguably more important than shielding, as without it, you are instantly dead. Do we really want the weapons with greater range, to be more effective against armor? I would adjust the profiles like this maybe... The higher your range, the higher your effectiveness against shields, the lower your effectiveness against armor, the lower your dps. THEN The lower your range, the lower your effectiveness against shields, the higher your effectiveness against armor, the higher your dps. Hybrid - Railgun (Long Range): +20% shields, -20% armor Laser (Medium-Long Range): +10% shields, -10% armor Projectile (Short-Medium Range): -5% shields, +5% armor Hybrid - Blaster (Short Range): -10% shields, +10% armor Explosives to remain at -20% shields, +20% armor I mean think about it. The RR and CR are preferred SO heavily, precisely because they do EXCELLENT damage vs. armor AT RANGE. This is what makes them preferable to the AR, even though the AR is supposed to be the close range predator. These changes would make sense to me... but this HEAVILY violates established EVE lore and racial weapon conventions. Yeah.... but in EVE the damage types are also modified by each ships own base resistances, again modified by their racial opposition. Lasers do Primary EM damage and secondary Thermal Damage.... Most Minmatar ships have moderate EM and Thermal Resistances, in fact Min T2 Frigates.... the Wolf and Jaguar have 90% EM resistances against their shields...... just like the Retribution T2 Amarr Frigate as an 87.5 Resistance to Explosive Weapons on Armour......
I see. So basically, part of the reason why the AR feels perfect, but is obviously out of place, is because Dusters don't have the modules and equipment to establish proper resistances vs. any specific weapon type?
That makes a lot of sense.
That also settles a LOT of balancing disputes. If a player could set up a 90% resistance to railgun ammo, that would render him mostly immune to RR, in which case, the AR would shine because he's not setup to resist.
That would add a WONDERFUL level of customization to the game that I would give infinite blessings to.
Why the hell don't we have such resistances on our dropsuits? Or at least modules (for HIGH and LOW slots) that can provide such resistances?
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Monkey MAC
Rough Riders..
3243
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Posted - 2014.08.06 09:59:00 -
[44] - Quote
Meisterjager Jagermeister wrote:Monkey MAC wrote:I made a post on it if you can be bothered to search. Yes, I saw that thread. Brilliant! Your graph on properly balanced rifles is exactly what I have thought it should be.
Thank you! Doing it that ways solves a lot of problems including Jathniels problem with the damage profile. Since the relation between damage and range is linear the damage profile will no lomger effect that balance in the same way.
Futhermore it already included scope for the 6 or so remaining weapons.
Burst Scrambler Rifle Burst Rail Rifle Tactical Combat Rifle Tactical Rail Rifle Breach Scrambler Rifle Breach Scrambler Rifle
Which I'm sure everyone would love to see. Finally it allows the characteristics of each weapon to be emphasised more clearly without effecting balance.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Jathniel
G I A N T
1132
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Posted - 2014.08.06 22:06:00 -
[45] - Quote
Monkey MAC wrote:Meisterjager Jagermeister wrote:Monkey MAC wrote:I made a post on it if you can be bothered to search. Yes, I saw that thread. Brilliant! Your graph on properly balanced rifles is exactly what I have thought it should be. Thank you! Doing it that ways solves a lot of problems including Jathniels problem with the damage profile. Since the relation between damage and range is linear the damage profile will no lomger effect that balance in the same way. Futhermore it already included scope for the 6 or so remaining weapons. Burst Scrambler Rifle Burst Rail Rifle Tactical Combat Rifle Tactical Rail Rifle Breach Scrambler Rifle Breach Scrambler Rifle Which I'm sure everyone would love to see. Finally it allows the characteristics of each weapon to be emphasised more clearly without effecting balance. I can't find your thread.
What's it called?
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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OP FOTM
Commando Perkone Caldari State
299
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Posted - 2014.08.07 06:14:00 -
[46] - Quote
Quote:it's completely fine
Against scouts. It's a scout murderer now.
Caldari are afraid of my AR.
Dust servers will be a ghost town on 09/09/14
Destiny kicks ass... Like Halo knocked up Mass Effect and gave birth
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