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Haerr
Legio DXIV
1251
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Posted - 2014.08.26 07:47:00 -
[1] - Quote
Consider this: There is an Assault variant There is a Breach variant A Burst variant has been mentioned A Tactical variant has also been mentioned
This just leaves the Standard SMG, so my question is what kind of "variant" is the standard SMG?
Is it going to disappear as part of the Delta balancing?
In which case which variant do you think will be the Minmatar standard? |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3276
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Posted - 2014.08.26 09:33:00 -
[2] - Quote
Well we've got all of those for the Scrambler Pistol and the normal one is still there. Maybe they're their own special Jack-In-The-Box variants.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Haerr
Legio DXIV
1253
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Posted - 2014.08.26 09:42:00 -
[3] - Quote
Spademan wrote:Well we've got all of those for the Scrambler Pistol and the normal one is still there. Maybe they're their own special Jack-In-The-Box variants.
Which makes me wonder what a bolt pistol version on the "standard" variant ScP would be called...
This SCOTTY has Super Cow Powers.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3277
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Posted - 2014.08.26 09:50:00 -
[4] - Quote
I stick by Jack-In-The-Box Bolt Pistol.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Leovarian L Lavitz
G0DS AM0NG MEN General Tso's Alliance
1144
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Posted - 2014.08.26 10:09:00 -
[5] - Quote
It's the low consumption smg. Its variant is the breach smg. Then, you can spend more pg and cpu to get the upgraded assault smg.
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
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Apothecary Za'ki
Biomass Positive
609
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Posted - 2014.08.26 11:30:00 -
[6] - Quote
Haerr wrote:Consider this: There is an Assault variant There is a Breach variant A Burst variant has been mentioned A Tactical variant has also been mentioned
This just leaves the Standard SMG, so my question is what kind of "variant" is the standard SMG?
Is it going to disappear as part of the Delta balancing?
In which case which variant do you think will be the Minmatar standard? standard is not a variant its a basic unmodified model which uses less cpu/pg but for less dmg per shot less ROF less range.. and so on..
look at assault smg.. MOAR dmg per shot more ROF much higher CPU/PG use (nearly on par with Light weapons)
tbh full auto should be the standard and also we need a full auto standard CR for level 2 CR skill cause having to get to 4 for the full auto is nuts.. same for the full auto ScR..
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
609
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Posted - 2014.08.26 11:30:00 -
[7] - Quote
Haerr wrote:Spademan wrote:Well we've got all of those for the Scrambler Pistol and the normal one is still there. Maybe they're their own special Jack-In-The-Box variants.
Which makes me wonder what a bolt pistol version on the "standard" variant ScP would be called... bolt pistol needs an SL-4 type variant.. faster fireing lower dmg per shot
[[LogiBro in Training]]
Level 1 Forum Pariah
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3280
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Posted - 2014.08.26 12:29:00 -
[8] - Quote
The assault variant has no right to exist, there's just no reason for a variant to be better in every way than the base version.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Haerr
Legio DXIV
1253
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Posted - 2014.08.26 13:18:00 -
[9] - Quote
Spademan wrote:The assault variant has no right to exist, there's just no reason for a variant to be better in every way than the base version. ^ This. +1
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Haerr
Legio DXIV
1253
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Posted - 2014.08.26 13:21:00 -
[10] - Quote
Haerr wrote:Spademan wrote:The assault variant has no right to exist, there's just no reason for a variant to be better in every way than the base version. ^ This. +1 How would anyone feel about an Assault "Assault Rifle" that has more range and a higher RoF? Seems rather silly to have an SMG that is just that.
This SCOTTY has Super Cow Powers.
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CCP Rattati
C C P C C P Alliance
5714
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Posted - 2014.08.26 13:24:00 -
[11] - Quote
what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
153
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Posted - 2014.08.26 13:37:00 -
[12] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? RoF: 1500 Damage: 18 Magazine size: 24 Range: Same
Something like this?
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Haerr
Legio DXIV
1253
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Posted - 2014.08.26 13:39:00 -
[13] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Perhaps the SMG variants could move closer to to how the HMG variants works?
Assault having a longer range but lower damage.
For reference:
Boundless Heavy Machine Gun Effective range:5250.0 Fire Interval:0.025 Damage:19.8 Freedom Assault Heavy Machine Gun Effective range:7087.5 Fire Interval:0.025 Damage:15.84
Six Kin Submachine Gun Effective range:4800.0 Fire Interval:0.06 Damage:23.1 Ishukone Assault Submachine Gun Effective range:5040.0 Fire Interval:0.057 Damage:23.1
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3284
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Posted - 2014.08.26 13:45:00 -
[14] - Quote
I was going to suggest something similar to Fizzer, slash the damage, beef up the Rof a bit, drop the magazine size a little (not as drastic as that)
Haerr's suggestion has merit too.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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ZDub 303
Escrow Removal and Acquisition Negative-Feedback
3225
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Posted - 2014.08.26 14:17:00 -
[15] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo?
Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant.
Breach would then be the opposite, higher range lower RoF.
B C R U are letters, not words - Wierd Al Yankovich
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Sgt Kirk
Fatal Absolution
7368
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Posted - 2014.08.26 14:18:00 -
[16] - Quote
Give the assault SMG more range and less damage
Lucent Echelon -The Brightest Ranks
Gallente Faction Warfare Chanel
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CCP Rattati
C C P C C P Alliance
5718
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Posted - 2014.08.26 14:37:00 -
[17] - Quote
ZDub 303 wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant. Breach would then be the opposite, higher range lower RoF. A big complaint I have with this game is that the variant names are not consistent at all between different weapons. Its like you guys just had a design and slapped a name on it, no consistency whatsoever. Why is the Assault Rail or Combat Rifle a lower range and high RoF variant of the original and then the Assault HMG is a long range variant? This kind of stuff confuses new players and just generally looks inconsistent and unprofessional. (imo at least)
I agree, I also dislike having basic suits, that can still be prototype, yet basic equals standard for items . Something we can maybe fix. Please bring more of these examples to our attention.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
509
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Posted - 2014.08.26 14:50:00 -
[18] - Quote
CCP Rattati wrote:ZDub 303 wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant. Breach would then be the opposite, higher range lower RoF. A big complaint I have with this game is that the variant names are not consistent at all between different weapons. Its like you guys just had a design and slapped a name on it, no consistency whatsoever. Why is the Assault Rail or Combat Rifle a lower range and high RoF variant of the original and then the Assault HMG is a long range variant? This kind of stuff confuses new players and just generally looks inconsistent and unprofessional. (imo at least) I agree, I also dislike having basic suits, that can still be prototype, yet basic equals standard for items . Something we can maybe fix. Please bring more of these examples to our attention.
I don't like the idea of have an Assault SMG with more range, because then it is basically a MAGSEC. The Magsec would have very little purpose. The Assault SMG should keep it's higher rate of fire, but at the same time have a smaller clip, falling in line with the Breach (Slower ROF, Higher Damage, Smaller Clip Size). You can deliver more damage in the same time as the basic SMG, but if you get in a firefight or miss the shots, it should cost you. I mean halving the clip of the Assault (40 rounds)
RESPEC PLEASE After Delta
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Avid Bboy
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Regis Blackbird
DUST University Ivy League
385
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Posted - 2014.08.26 14:55:00 -
[19] - Quote
CCP Rattati wrote:ZDub 303 wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant. Breach would then be the opposite, higher range lower RoF. A big complaint I have with this game is that the variant names are not consistent at all between different weapons. Its like you guys just had a design and slapped a name on it, no consistency whatsoever. Why is the Assault Rail or Combat Rifle a lower range and high RoF variant of the original and then the Assault HMG is a long range variant? This kind of stuff confuses new players and just generally looks inconsistent and unprofessional. (imo at least) I agree, I also dislike having basic suits, that can still be prototype, yet basic equals standard for items . Something we can maybe fix. Please bring more of these examples to our attention.
That makes us two Would you mind giving the basic suites some "basic" bonuses while your at it? Maybe then more people will spec into them (and actually use them?)
Like "+2% PG/CPU per level" (of basic frames skill)? This would make the "basic" suites extremely versatile fitting wise, but not get any role specific bonuses (as today)
Edit: to OP: Sorry for the side topic. Not my intention to change subject of the thread. |
Sgt Kirk
Fatal Absolution
7369
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Posted - 2014.08.26 15:34:00 -
[20] - Quote
CCP Rattati wrote:ZDub 303 wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant. Breach would then be the opposite, higher range lower RoF. A big complaint I have with this game is that the variant names are not consistent at all between different weapons. Its like you guys just had a design and slapped a name on it, no consistency whatsoever. Why is the Assault Rail or Combat Rifle a lower range and high RoF variant of the original and then the Assault HMG is a long range variant? This kind of stuff confuses new players and just generally looks inconsistent and unprofessional. (imo at least) I agree, I also dislike having basic suits, that can still be prototype, yet basic equals standard for items . Something we can maybe fix. Please bring more of these examples to our attention. While I agree to a point I think the terms for variations should depend on the race. While things like Tactical and burst will stay the same universally, the terms breach and assault could be more of an interpretation of what that means to them.
Assault Minmatar - more range, less damage Assault Amarr - Lower range, more RoF
Lucent Echelon -The Brightest Ranks
Gallente Faction Warfare Chanel
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RECON BY FIRE
Imperfects Negative-Feedback
438
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Posted - 2014.08.26 15:42:00 -
[21] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo?
Leave it the **** alone. SMGs are one of the few weapons that work well within the zone they are supposed to, but aren't absurdly OP. Change everything else to compete with it, and then maybe tweak assault variants later. Focus on making other sidearms usable *cough*flaylock*cough*.
Stuff....?
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Jack 3enimble
Vengeance Unbound Dark Taboo
239
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Posted - 2014.08.26 16:30:00 -
[22] - Quote
RECON BY FIRE wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Leave it the **** alone. SMGs are one of the few weapons that work well within the zone they are supposed to, but aren't absurdly OP. Change everything else to compete with it, and then maybe tweak assault variants later. Focus on making other sidearms usable *cough*flaylock*cough*.
What about the magsec, should be a ranged weapon but the kick is garbage to use it at range especially with those iron sights. Not to mention spool up time on a last resort weapon kind of defeats the purpose to use it as a last resort.. |
ZDub 303
Escrow Removal and Acquisition Negative-Feedback
3227
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Posted - 2014.08.26 16:46:00 -
[23] - Quote
CCP Rattati wrote:I agree, I also dislike having basic suits, that can still be prototype, yet basic equals standard for items . Something we can maybe fix. Please bring more of these examples to our attention.
Hm... you could probably just removed the basic from the name and call it good?
For other examples, look at the swarm launcher too. I know logi bro has already bookmarked all of the variants for a rework but it doesn't follow convention either.
My suggestion for the SMG would be to switch the ranges on the ASMG and SMG and look at the breach and consider buffing the range on that to some point above the current ASMG range. Then look at the fitting cost and see if it still makes sense, right now the ASMG costs a bit more in fitting to balance its power increase, for a sidearm I would honestly just make them all cost the same after normalizing the range between variants. My suggestion at least, take it as you wish.
RECON BY FIRE wrote:Leave it the **** alone. SMGs are one of the few weapons that work well within the zone they are supposed to, but aren't absurdly OP. Change everything else to compete with it, and then maybe tweak assault variants later. Focus on making other sidearms usable *cough*flaylock*cough*.
The SMG is in a good spot I agree, but its inconsistent. The assault variant is hands down the best variant in every situation. While all sidearms are being looked at anyways for delta, this should also be changed.
I agree that the SMG should be the baseline for what a sidearm should do though, and all other underperforming variants should be brought up to par instead of nerfing the SMG.
B C R U are letters, not words - Wierd Al Yankovich
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Monkey MAC
Rough Riders..
3369
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Posted - 2014.08.26 16:53:00 -
[24] - Quote
I agree with most people at least partially, bump up the ROF even more and lower the damage. Normalize variant ranges to follow the naming conventions given to the rifles. But a Clip Size reduction isn't necessary since you are already increasing the ROF. That said a little extra recoil wouldn't go amiss.
If you increase the ROF AND reduce the clip size you end up with a weapon that is only a finisher, it won't have enough rounds to kill someone.
At least leave the Mag Reduction to Echo, so you can decide if it's needed on the new Assault Variant. In terms of the breach give it similar range to the Magsec but at slightly lower DPS, don't forget to bump it's recoil as well.
Magsecs would benifit from an Assault Variant which has similar stats the Basic SMG.
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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Ryme Intrinseca
1636
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Posted - 2014.08.26 17:07:00 -
[25] - Quote
ZDub 303 wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant. Breach would then be the opposite, higher range lower RoF. A big complaint I have with this game is that the variant names are not consistent at all between different weapons. Its like you guys just had a design and slapped a name on it, no consistency whatsoever. Why is the Assault Rail or Combat Rifle a lower range and high RoF variant of the original and then the Assault HMG is a long range variant? This kind of stuff confuses new players and just generally looks inconsistent and unprofessional. (imo at least) It is only really the assault hmg that is well out of line in terms of naming for the reason you mention. It could be made slightly shorter range than regular hmg, lower damage, higher RoF (so similar dps). Make the assault smg follow the same pattern suggests and youre golden. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
282
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Posted - 2014.08.26 17:52:00 -
[26] - Quote
RECON BY FIRE wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Leave it the **** alone. SMGs are one of the few weapons that work well within the zone they are supposed to, but aren't absurdly OP. Change everything else to compete with it, and then maybe tweak assault variants later. Focus on making other sidearms usable *cough*flaylock*cough*.
^^^^^^^^THIS^^^^^^^^^^
Whatever the issues balance/performance-wise there are with some of the newer sidearms, please keep the "fixes" limited to those, lest we "throw the baby out with the bathwater". SMGs are fine, if theres a problem with what they're called change the stupid name not their parameters.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Haerr
Legio DXIV
1261
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Posted - 2014.08.26 19:07:00 -
[27] - Quote
Ryme Intrinseca wrote:ZDub 303 wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant. Breach would then be the opposite, higher range lower RoF. A big complaint I have with this game is that the variant names are not consistent at all between different weapons. Its like you guys just had a design and slapped a name on it, no consistency whatsoever. Why is the Assault Rail or Combat Rifle a lower range and high RoF variant of the original and then the Assault HMG is a long range variant? This kind of stuff confuses new players and just generally looks inconsistent and unprofessional. (imo at least) It is only really the assault hmg that is well out of line in terms of naming for the reason you mention. It could be made slightly shorter range than regular hmg, lower damage, higher RoF (so similar dps). Make the assault smg follow the same pattern suggests and youre golden. ^ I like this idea. Make the HMG and SMG follow the rifles.
This SCOTTY has Super Cow Powers.
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Rusty Shallows
Caldari State
2022
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Posted - 2014.08.26 21:26:00 -
[28] - Quote
Haerr wrote:Haerr wrote:Spademan wrote:The assault variant has no right to exist, there's just no reason for a variant to be better in every way than the base version. ^ This. +1 How would anyone feel about an Assault "Assault Rifle" that has more range and a higher RoF? Seems rather silly to have an SMG that is just that. Historically speaking the move from Battle Rifles to Assault Rifles can generally characterized by movement towards a smaller caliber ammunition, automatic fire, and larger magazines.
So technically an Assault "Assault Rifle" would have less damage per shot, 3+ times the ammo, big increase in ROF, and significantly less range from the base model.
/tangent
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
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Temias Mercurial
Knights Of Ender RISE of LEGION
187
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Posted - 2014.08.26 21:47:00 -
[29] - Quote
Jack 3enimble wrote:RECON BY FIRE wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Leave it the **** alone. SMGs are one of the few weapons that work well within the zone they are supposed to, but aren't absurdly OP. Change everything else to compete with it, and then maybe tweak assault variants later. Focus on making other sidearms usable *cough*flaylock*cough*. What about the magsec, should be a ranged weapon but the kick is garbage to use it at range especially with those iron sights. Not to mention spool up time on a last resort weapon kind of defeats the purpose to use it as a last resort..
The spool up time is small and it hardly has any kick (at least for me, and if it does, it's VERY controllable).
I liked the way Battlefield did their recoil mechanic, while CoD has virtually no recoil whatsoever (it's mostly vertical). In Battlefield, recoil is more 'realistic' or balanced, as the weapon and it's sights kick around, generally in a spastic, circle like pattern or a figure-eight. With the skillbooks of about 1/3 of the weapons in Dust being 'reduced recoil 'x' amount per level urks me, as recoil is almost strictly vertical, and is easily controllable by simply pulling down the right control stick (with the default control layout) or letting go of the trigger and reseting the recoil. If done similarly to Battlefield, you can easily eliminate extreme dps values and utter domination with stronger weapons (like proto stomping), as you're no longer guaranteed 100% accuracy. It also harms the lower tier weapons as well, but players can stand a far better chance at simply surviving the slaughter of proto.
The other thing that I dislike about the recoil of Dust is that it has recoil similar to Battlefield (like the Assault Combat Rifle and Assault/Plasma Rifle), but it only happens towards the end of the magazine, which is highly unrealistic in terms of how a weapon functions, but is also pointless when you can let go of the trigger for a fraction of a second and immediately reset the recoil and continue firing. It's a horribly broken mechanic.
Recoil should be per bullet, not generated overtime and easily reset-able. The magsec is the perfect example of this, as it immediately kicks around as soon as you pull the trigger. That's recoil.
My apologies for going off the topic of this thread.
May I ask as to what the purpose of the Sniper Rifles operation skill is? Sniper sway is completely eliminated by crouching... so it seems useless.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Cruor Abominare
Horizons' Edge Proficiency V.
138
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Posted - 2014.08.26 22:10:00 -
[30] - Quote
Fizzer XCIV wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? RoF: 1500 Damage: 18 Magazine size: 24 Range: Same Something like this?
Oh yea everyone be signing up for an smg with a damage per clip of 432, especially with smg's longer reload times. |
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Cruor Abominare
Horizons' Edge Proficiency V.
138
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Posted - 2014.08.26 22:15:00 -
[31] - Quote
CCP Rattati wrote:ZDub 303 wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant. Breach would then be the opposite, higher range lower RoF. A big complaint I have with this game is that the variant names are not consistent at all between different weapons. Its like you guys just had a design and slapped a name on it, no consistency whatsoever. Why is the Assault Rail or Combat Rifle a lower range and high RoF variant of the original and then the Assault HMG is a long range variant? This kind of stuff confuses new players and just generally looks inconsistent and unprofessional. (imo at least) I agree, I also dislike having basic suits, that can still be prototype, yet basic equals standard for items . Something we can maybe fix. Please bring more of these examples to our attention.
Here's a fantastic and novel idea. Why dont you just redirect your energies to removing basic suits form the game anyways? Is that possible without a client update? They only act as A. a sp sink and B. more dangerously a skill trap to waste sp on for our newbies because the game isn't that well documented.
We've all given up on the promises from various fired and escaped CCP devs telling us that yes one day there would be a point to those skill points spent there but not yet!
There are far more pressing issues out there than worrying about the relatively well balanced SMG sitting in a sea of poorly thought out sidearms that could use the love way more than the SMG. |
Joel II X
Dah Gods O Bacon
3202
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Posted - 2014.08.27 01:58:00 -
[32] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Removing it in its entirety.
Not only is it the same exact thing as the original one, but it is much better in almost every way but fitting costs.
It's, also, manufactored by Ishukone. A Caldari Corp. Masters of breach-type weapons making an assault variant of a Minmatar weapon. Am I the only one seeing something wrong here? |
Zindorak
1.U.P
692
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Posted - 2014.08.27 01:59:00 -
[33] - Quote
Make an SMG that has 1 bullet and KO's on hit
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Haerr
Legio DXIV
1270
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Posted - 2014.08.27 13:05:00 -
[34] - Quote
Joel II X wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Removing it in its entirety. Not only is it the same exact thing as the original one, but it is much better in almost every way but fitting costs. It's, also, manufactored by Ishukone. A Caldari Corp. Masters of breach-type weapons making an assault variant of a Minmatar weapon. Am I the only one seeing something wrong here? This is good too. +1
This SCOTTY has Super Cow Powers.
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Ryme Intrinseca
1637
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Posted - 2014.08.27 13:23:00 -
[35] - Quote
Rusty Shallows wrote:Haerr wrote:Haerr wrote:Spademan wrote:The assault variant has no right to exist, there's just no reason for a variant to be better in every way than the base version. ^ This. +1 How would anyone feel about an Assault "Assault Rifle" that has more range and a higher RoF? Seems rather silly to have an SMG that is just that. Historically speaking the move from Battle Rifles to Assault Rifles can generally characterized by movement towards a smaller caliber ammunition, automatic fire, and larger magazines. So technically an Assault "Assault Rifle" would have less damage per shot, 3+ times the ammo, big increase in ROF, and significantly less range from the base model. /tangent Nice, though I would add that classic battle rifles like FN FAL, M14 and H&K G3 were full autos. If anything there has been a move towards burst fire mode with assault rifles though many retain full auto of course.
So going back to Dust, maybe the burst AR is closest to the 'assault assault rifle' or 'assault plasma rifle'. At any rate, I don't think we have a need for yet another AR when there are only two of each of CR, RR and ScR. |
Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
840
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Posted - 2014.08.27 13:33:00 -
[36] - Quote
CCP Rattati wrote:ZDub 303 wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Assault should have a lower range than normal variant... at least according to the light weapon naming convention. Assault type is lower range and higher rof variant. Breach would then be the opposite, higher range lower RoF. A big complaint I have with this game is that the variant names are not consistent at all between different weapons. Its like you guys just had a design and slapped a name on it, no consistency whatsoever. Why is the Assault Rail or Combat Rifle a lower range and high RoF variant of the original and then the Assault HMG is a long range variant? This kind of stuff confuses new players and just generally looks inconsistent and unprofessional. (imo at least) I agree, I also dislike having basic suits, that can still be prototype, yet basic equals standard for items . Something we can maybe fix. Please bring more of these examples to our attention.
For Assault, reduce it's range 10% of from the normal SMG, increase it's damage or RoF 10% from normal SMG and reduce it's clip 10% so it only has 72 bullets.
Sagaris lover!!!
Commando <3
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6738
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Posted - 2014.08.27 13:34:00 -
[37] - Quote
Cruor Abominare wrote:Fizzer XCIV wrote:CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? RoF: 1500 Damage: 18 Magazine size: 24 Range: Same Something like this? Oh yea everyone be signing up for an smg with a damage per clip of 432, especially with smg's longer reload times.
He's not getting the pure stats right, but his idea is sound. Give it a much higher ROF, but smaller clip size to compensate.
It would have a higher DPS, but lower DPC
Current stats for the Six Kin give it base 385 DPS and 1848 DPC
New Stats would then be RoF: 1500 Damage: 23.1 Mag: 35
Which gives it 577 DPS and 808 DPC. It will quickly drop a single target in CQC. On the Min Assault, it will gain offensive power, giving it a better DPC of around 1016
Sound good?
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Fox Gaden
Immortal Guides
4095
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Posted - 2014.08.27 15:11:00 -
[38] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? Model the Assault SMG on the Assault HMG. Give it less damage but a longer range.
As far as Naming Conventions, while the SMG should use the same naming convention as the HMG, the term GÇ£AssaultGÇ¥ seems to have a completely different meaning for machine guns in DUST than it has for Rifles. Would GÇ£TacticalGÇ¥ be a better description for the long range, lower damage variant? I know that Tactical Rifles are semi-automatic, but they are also longer range, and a machine gun would not have a semi-automatic variant, so I think long range would be enough of a defining factor. I think the standard HMG/SMG should be the GÇ£AssaultGÇ¥ variant to be better in line with the Rifles.
I would also not be against removing the Assault version of both the SMG and HMG and giving the Breach version more range. (Would have to create a Breach version of the HMG.) Then the Breach would fill the role of the current Assault and be in line with the Rifle naming convention.
I would not mind seeing a Burst SMG based on the mechanics of the Burst HMG (not the mechanics of the Burst Combat Rifle).
The Magsec SMG should be to the Assault SMG (or whatever we call the long range SMG) what the Scrambler Rifle is to the Tactical Assault Rifle.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
380
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Posted - 2014.08.27 21:00:00 -
[39] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo?
Keep high fire rate and clip size, reduce the damage. Assault variants sacrifice damage for attack speed, and so their role should be "finisher" style weapons where guaranteeing the final hit on the enemy is given priority over high DPS.
Stabby-stabber extraordinaire
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OZAROW
Opus Arcana Covert Intervention
1521
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Posted - 2014.08.29 06:01:00 -
[40] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo? No and don't listen to these whinners your going to inadvertently nerf the minmatar assault especially if you do the same to the cr eventually.
SHIELDS suck, a scr can wreck 600 shields faster than any smg, so everyone armor tanks and smg us a high rof weapon ment to rip armor after a laser weapon rips shield.
Buff everything else , smgs have been nerfed , you reduce the mag and the minmatar bonus barely beings the ammo to what it is now, thats not fair and makes the min assault bonuses useless.
Unless you buff all sidearm to smg effectiveness or make the minmatar bonuses be to all minmatar weapons please don't change the smg, this is a serious problem that would create more problems and indirect nerfs.
Yes, you just got rocked by a guy with a BOLT PISTOL and a pair of knives! !
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Imp Smash
Molon Labe. General Tso's Alliance
215
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Posted - 2014.08.29 06:37:00 -
[41] - Quote
CCP Rattati wrote:what should we do with the Assault SMG, reduce the clip? Massive burst damage, but very limited ammo?
Seems reasonable -- but I hesitate because, well, burst HMG. You yourself said that's a tad OP. So wouldn't what you are saying cause that problem among all suits? |
Jakkal Shoobah
Direct Action Resources
2
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Posted - 2014.08.29 15:16:00 -
[42] - Quote
Haerr wrote:Haerr wrote:Spademan wrote:The assault variant has no right to exist, there's just no reason for a variant to be better in every way than the base version. ^ This. +1 How would anyone feel about an Assault "Assault Rifle" that has more range and a higher RoF? Seems rather silly to have an SMG that is just that.
I for one would love to have an assault assault rifle. You know 1500 rpm. 35 damage a shot. optimal range of 80 meters and max range of 120. Yeah . sounds right and completely justifiable (sarcasm)
REMOVE ASSAULT SMGS.
Jakkal "Jammal" Shoobah,
The friendly/pissy Gallente Commando/Assault
Assault Rifles til I get stomped to the ground
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