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Meee One
Hello Kitty Logistics
1008
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Posted - 2014.08.24 20:47:00 -
[1] - Quote
As some know,there are various variations of weapons and races that specialise in them.
Tac: Amarr -Scrambler rifle The amarr have this one in the bag,it obliterates every suit under heavies within 5 shots. Drawback:Overheat
Breach: Cal-RR Caldari can easily lay claim to this,seeing as they have exceedingly long range as well as the ability to even kill shield tanked suits easily. Drawback(s):kick and magazine(?) size (magazine size may not be an actual drawback at their optimal,the kick is)
Burst: Minmatar-CR 1200 RPM,33 damage per bullet means the minmatar will never be beaten in this area. Drawback:Small magazine (profile can be ignored when you're able to spit out such huge amounts of damage)
Assault: Minmatar-ACR 1200 RPM is why the minmatar will never be beaten in this area,supposedly the burst specialists the incrediblely high ROF will always ensure their dominance over the Gallente assault weapon(s). Drawback: none(?)
As you can see,and as most have already understood,Gallente is out classed in their specialisation.
Possible fix:Swap the ROF of ACR and the Gal PR and increase officer variations to 1300-1350 rpm.
Drawbacks for the Gallente plasma rifle will then be: Magazine,range
Gallente would become the spray and pray experts of CQC.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6655
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Posted - 2014.08.24 20:52:00 -
[2] - Quote
Meee One wrote:As some know,there are various variations of weapons and races that specialise in them.
Tac: Amarr -Scrambler rifle The amarr have this one in the bag,it obliterates every suit under heavies within 5 shots. Drawback:Overheat
Breach: Cal-RR Caldari can easily lay claim to this,seeing as they have exceedingly long range as well as the ability to even kill shield tanked suits easily. Drawback(s):kick and magazine(?) size (magazine size may not be an actual drawback at their optimal,the kick is)
Burst: Minmatar-CR 1200 RPM,33 damage per bullet means the minmatar will never be beaten in this area. Drawback:Small magazine (profile can be ignored when you're able to spit out such huge amounts of damage)
Assault: Minmatar-ACR 1200 RPM is why the minmatar will never be beaten in this area,supposedly the burst specialists the incrediblely high ROF will always ensure their dominance over the Gallente assault weapon(s). Drawback: none(?)
As you can see,and as most have already understood,Gallente is out classed in their specialisation.
Possible fix:Swap the ROF of ACR and the Gal PR and increase officer variations to 1300-1350 rpm.
Drawbacks for the Gallente plasma rifle will then be: Magazine,range,possibly overheat
Gallente would become the spray and pray experts of CQC.
How high are you?
The ACR's DPS would take a NOSE DIVE considering it's low damage per bullet.
AR would be FOTM in a heartbeat. At 40 damage a bullet, it would have a DPS of 800.
800.
Yeah, no. Think before you post. The drawbacks you have listed would do nothing. Change damage values or go home.
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
67
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Posted - 2014.08.24 21:06:00 -
[3] - Quote
Keep all rifles the same but give the ar I TINY (NOTICE HOW I SAID TINY) damage and speed buff. That should do it. So idk at 1 damage point per level and increase speed of rifle from 1-5%.
SPAWN.KILL.DIE.RESPAWN.
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Zatara Rought
Fatal Absolution General Tso's Alliance
3950
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Posted - 2014.08.24 21:24:00 -
[4] - Quote
Wow. I don't have time to explain right now, but there's issues with this thread.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1910
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Posted - 2014.08.24 21:25:00 -
[5] - Quote
The Only reason the ACR is better than the AR is because of its virtual lack of kick. On paper, the AR is better in everything but range (with only a 9m optimal difference), I think the application of the damage is better on the ACR because you miss less. |
I-Shayz-I
I----------I
4674
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Posted - 2014.08.24 22:43:00 -
[6] - Quote
ACR is better than the AR because it does 10% damage to armor rather than shields...but only -5% to shields.
Seeing as how most people armor tank...it just makes sense that the ACR would deal damage faster. It also gets a prof bonus to armor, making it slice through heavy suits like nothing.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
159
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Posted - 2014.08.24 23:03:00 -
[7] - Quote
I-Shayz-I wrote:ACR is better than the AR because it does 10% damage to armor rather than shields...but only -5% to shields.
Seeing as how most people armor tank...it just makes sense that the ACR would deal damage faster. It also gets a prof bonus to armor, making it slice through heavy suits like nothing.
ACR is the best rifle in this game so far. Tactical AR IS THE WORST.
The Blazing Intellect Machine
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Zindorak
1.U.P
667
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Posted - 2014.08.24 23:16:00 -
[8] - Quote
BlazeXYZ wrote:I-Shayz-I wrote:ACR is better than the AR because it does 10% damage to armor rather than shields...but only -5% to shields.
Seeing as how most people armor tank...it just makes sense that the ACR would deal damage faster. It also gets a prof bonus to armor, making it slice through heavy suits like nothing. ACR is the best rifle in this game so far. Tactical AR IS THE WORST. Yup Burst AR is second worst
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Mauren NOON
The Exemplars Top Men.
420
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Posted - 2014.08.25 01:50:00 -
[9] - Quote
Give me what you're smoking...it must be good
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Apothecary Za'ki
Biomass Positive
607
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Posted - 2014.08.25 12:31:00 -
[10] - Quote
Ghost Kaisar wrote:Meee One wrote:As some know,there are various variations of weapons and races that specialise in them.
Tac: Amarr -Scrambler rifle The amarr have this one in the bag,it obliterates every suit under heavies within 5 shots. Drawback:Overheat
Breach: Cal-RR Caldari can easily lay claim to this,seeing as they have exceedingly long range as well as the ability to even kill shield tanked suits easily. Drawback(s):kick and magazine(?) size (magazine size may not be an actual drawback at their optimal,the kick is)
Burst: Minmatar-CR 1200 RPM,33 damage per bullet means the minmatar will never be beaten in this area. Drawback:Small magazine (profile can be ignored when you're able to spit out such huge amounts of damage)
Assault: Minmatar-ACR 1200 RPM is why the minmatar will never be beaten in this area,supposedly the burst specialists the incrediblely high ROF will always ensure their dominance over the Gallente assault weapon(s). Drawback: none(?)
As you can see,and as most have already understood,Gallente is out classed in their specialisation.
Possible fix:Swap the ROF of ACR and the Gal PR and increase officer variations to 1300-1350 rpm.
Drawbacks for the Gallente plasma rifle will then be: Magazine,range,possibly overheat
Gallente would become the spray and pray experts of CQC. How high are you? The ACR's DPS would take a NOSE DIVE considering it's low damage per bullet. AR would be FOTM in a heartbeat. At 40 damage a bullet, it would have a DPS of 800. 800. Yeah, no. Think before you post. The drawbacks you have listed would do nothing. Change damage values or go home. ScR (semi-auto) has 808 dps at STANDARD! level.
[[LogiBro in Training]]
Level 1 Forum Pariah
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Meee One
Hello Kitty Logistics
1009
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Posted - 2014.08.25 13:25:00 -
[11] - Quote
I would like everyone to remember.
Each race is only supposed to accel at one type of firing.
The variants are supposed to be semi-failed attempts to copy another races speciality.
See TAC-PR vs ScR,the TAC is obviously inferior. Same for Breach PR vs the RR.
Minmatar ACR would suffer,yes but it's burst variant (standard) would still be unique.
That and Gal would actually succeed at a type for once.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1757
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Posted - 2014.08.25 14:32:00 -
[12] - Quote
I don't think anyone disagrees that the AR needs to be improved to make it the king of CQC full auto weapons. Everyone does seem to have an issue with your method of making that change.
As other posters have stated simply swaping the AR and ACR's stats would not only make the AR too powerful but also make the AR stupidly OP. A better solution would be to keep the ACR where it is and buff the AR a bit to make it more competitive. Buffs to per shot damage of even a couple of points could make a large difference as they really increase DPS on a 800 RoF weapon. A change of only 2 points for example would bring the Duvolle's pershot damage from 33.99 to 35.99 and give it a DPS boost from 453.2 to 479.86. It should be noted that the two point increase I use as an example represents a 5% increase in power.
Other option may include boosting the RoF by 50, increasing optimal (but not effective) range, or even playing about with mag size. All of these possible changes are much less likely to make the AR OP but would provide it with a needed boost without making the ACR unusable.
Fun > Realism
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Ryme Intrinseca
1636
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Posted - 2014.08.26 17:22:00 -
[13] - Quote
Meee One wrote:As some know,there are various variations of weapons and races that specialise in them.
Tac: Amarr -Scrambler rifle The amarr have this one in the bag,it obliterates every suit under heavies within 5 shots. Drawback:Overheat
Breach: Cal-RR Caldari can easily lay claim to this,seeing as they have exceedingly long range as well as the ability to even kill shield tanked suits easily. Drawback(s):kick and magazine(?) size (magazine size may not be an actual drawback at their optimal,the kick is)
Burst: Minmatar-CR 1200 RPM,33 damage per bullet means the minmatar will never be beaten in this area. Drawback:Small magazine (profile can be ignored when you're able to spit out such huge amounts of damage)
Assault: Minmatar-ACR 1200 RPM is why the minmatar will never be beaten in this area,supposedly the burst specialists the incrediblely high ROF will always ensure their dominance over the Gallente assault weapon(s). Drawback: none(?)
As you can see,and as most have already understood,Gallente is out classed in their specialisation.
Possible fix:Swap the ROF of ACR and the Gal PR and increase officer variations to 1300-1350 rpm.
Drawbacks for the Gallente plasma rifle will then be: Magazine,range,possibly overheat
Gallente would become the spray and pray experts of CQC. Your entire analysis misses the crucial point that sheer clip size is meaningless without taking into account damage per bullet. The crucial measure is damage per clip (=clip size*damage). On that measure weapons you say have small clips (RR & AR) are actually shown to have massive damage in a clip of around 2000hp. By contrast the acr is down near the Tac AR with 1300 per clip. This is the main limitation of acr at present. Many heavies cannot be killed in one clip even if all bullets hit.
That said, this is not quite enough of a limitation. Others have said, the ar should probably get a RoF or damage buff. The acr is fine where it is, the problem is the ar's weakness versus cr, rr and scr alike. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2972
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Posted - 2014.08.26 21:16:00 -
[14] - Quote
I-Shayz-I wrote:ACR is better than the AR because it does 10% damage to armor rather than shields...but only -5% to shields.
Seeing as how most people armor tank...it just makes sense that the ACR would deal damage faster. It also gets a prof bonus to armor, making it slice through heavy suits like nothing.
Pretty much. Even with a Commando, seeing an Amarr or Gallente enemy I'm like "Fuuuuuuck my life...." when using the Plasma Rifle. With a combat rifle I'm all "LOOOOL BULLET HOSE BITCHES!!" |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13057
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Posted - 2014.08.26 21:23:00 -
[15] - Quote
Meee One wrote: Tac: Amarr -Scrambler rifle The amarr have this one in the bag,it obliterates every suit under heavies within 5 shots. Drawback:Overheat
It does not. Even with max proficiency and damage modules in the highs it will only do roughly 100 damage (before modification by shields/ armour) per shot.
Most sub Heavy suits have well over 650 EHP with the exclusion of scouts who might only use their base values.
"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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Zindorak
1.U.P
681
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Posted - 2014.08.26 22:00:00 -
[16] - Quote
Mauren NOON wrote:Give me what you're smoking...it must be good looooooooooooooooool
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Cruor Abominare
Horizons' Edge Proficiency V.
138
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Posted - 2014.08.26 22:08:00 -
[17] - Quote
Every morning during server downtime forum goers generally make a roll from a list of all weapons in the game. Based on that outcome the X weapon is OP posts are to be of that randomly selected weapon.
Granted rolling for the flaylock is a bit like a critical failure roll. |
Monty Mole Clone
Shiv M
189
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Posted - 2014.08.26 22:52:00 -
[18] - Quote
projectiles **** allover lsaers, but im drrunk so who knows
deader than A line flares with pockets in the knees
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Zindorak
1.U.P
685
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Posted - 2014.08.26 22:54:00 -
[19] - Quote
Rail rifle is the best weapon CR comes second. CCP pls nurf the RR
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Joel II X
Dah Gods O Bacon
3201
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Posted - 2014.08.27 01:51:00 -
[20] - Quote
No. Just lower ACR RoF to 1000, and damage by 2.
Buff AR RoF slightly (don't know the current values so i can't comment on it). |
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