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BL4CKST4R
La Muerte Eterna Dark Taboo
2973
|
Posted - 2014.08.31 21:13:00 -
[1] - Quote
Quick damage comparison of automatic rifles vs a suit with 500/500 HP.
Duvolle Assault rifle 125/90
33.99 800 RPM 60 = 2039.4 DPC
0.88 TTKS 1.22 TTKA 2.11 TTK
Kaalakiota Rail rifle 90/125
51.70 461.54 42 = 2171.4 DPC
1.40 TTKS 1.00 TTKA Total time to kill 2.4
Ishukone Assault rail rifle 90/125
40 600 42 = 1680
1.38 TTKS 1.00 TTKA Total time to kill 2.38
Six kin combat rifle 85 (95)/130 (125)
21 1200 68 = 1428 DPC
1.25 TTKS 0.95 TTA
Total time to kill 2.2
1.40 TTKS 0.91 TTKA Total time to kill 2.31 (after fix)
Carthum assault scrambler 80/135
35.75 705.88 72 = 2574 51 (with OH) = 1823.5
1.49 TTKA 0.88 TTKS
Total time to kill 2.37
From what I can see is that the Duvolle has the best time to kill by a lot, while the rail rifle has the worst. This in theory is balanced.
Surprisingly the Assault scrambler should have a better time to kill than a rail rifle, although slight and the time to kill for shields on a scrambler rifle should be equal to that of a duvolle or very close. Another thing I found surprising is that the rail rifles both have an equal time to kill vs armor even though the Assault variant has a higher DPS figure. Lastly I find it very interesting that the AR and aSCR, the two most unused weapons, happen to be shield killers.
Aside from that my question is why does the Assault scrambler, and Assault rifle suck so much? And why are the rail rifle and combar rifles much better than both of these regardless of TTK?
I believe the reason we are having problems with some rifles, and some sidearms, regardless of DPS. Is that some weapons are able to apply their damage better than others it seems pretty straight forward reading it but if you give it a little deeper thought it wont be so obvious.
Regardless of how the weapons are buffed (AR and aSCR) they are still going to be terrible, unless massively buffed, due to their damage application being bad. For example the assault rail rifle and combat rifle have much better dispersion and hipfire than the AR. While the aSCR has a lot of side and a little bit of upward kick, at long ranges it misses very often and the kick is very unmanigable.
Another problem is that most shield suit use some form of plating and due to the high HP of plates it creates a larger buffer, which severely slows down how shield weapons apply their damage, while the low shield HP of armor suits means that after shields are gone armor weapon can apply their damage indefinitely; the way proficiency skills work further adds to this problem.
Conclusion (tl;dr):
I know believe that before buffing these two weaponsvia buffing ROF and damage etc the damage application of all rifles should be looked at first i.e kick, hip fire accuracy, and dispersion. Hybrid tanking be resolved, and proficiency skills be reworked. After all this I highly believe all weapons should fall into place without having to touch their damage or rof.
supercalifragilisticexpialidocious
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Monkey MAC
Rough Riders..
3390
|
Posted - 2014.08.31 22:22:00 -
[2] - Quote
BL4CKST4R wrote:Quick damage comparison of automatic rifles vs a suit with 500/500 HP.
Duvolle Assault rifle 125/90
33.99 800 RPM 60 = 2039.4 DPC
0.88 TTKS 1.22 TTKA 2.11 TTK
Kaalakiota Rail rifle 90/125
51.70 461.54 42 = 2171.4 DPC
1.40 TTKS 1.00 TTKA Total time to kill 2.4
Ishukone Assault rail rifle 90/125
40 600 42 = 1680
1.38 TTKS 1.00 TTKA Total time to kill 2.38
Six kin combat rifle 85 (95)/130 (125)
21 1200 68 = 1428 DPC
1.25 TTKS 0.95 TTA
Total time to kill 2.2
1.40 TTKS 0.91 TTKA Total time to kill 2.31 (after fix)
Carthum assault scrambler 80/135
35.75 705.88 72 = 2574 51 (with OH) = 1823.5
1.49 TTKA 0.88 TTKS
Total time to kill 2.37
From what I can see is that the Duvolle has the best time to kill by a lot, while the rail rifle has the worst. This in theory is balanced.
Surprisingly the Assault scrambler should have a better time to kill than a rail rifle, although slight and the time to kill for shields on a scrambler rifle should be equal to that of a duvolle or very close. Another thing I found surprising is that the rail rifles both have an equal time to kill vs armor even though the Assault variant has a higher DPS figure. Lastly I find it very interesting that the AR and aSCR, the two most unused weapons, happen to be shield killers.
Aside from that my question is why does the Assault scrambler, and Assault rifle suck so much? And why are the rail rifle and combar rifles much better than both of these regardless of TTK?
I believe the reason we are having problems with some rifles, and some sidearms, regardless of DPS. Is that some weapons are able to apply their damage better than others it seems pretty straight forward reading it but if you give it a little deeper thought it wont be so obvious.
Regardless of how the weapons are buffed (AR and aSCR) they are still going to be terrible, unless massively buffed, due to their damage application being bad. For example the assault rail rifle and combat rifle have much better dispersion and hipfire than the AR. While the aSCR has a lot of side and a little bit of upward kick, at long ranges it misses very often and the kick is very unmanigable.
Another problem is that most shield suit use some form of plating and due to the high HP of plates it creates a larger buffer, which severely slows down how shield weapons apply their damage, while the low shield HP of armor suits (even while dual tanked) means that after shields are gone armor weapons can apply their damage indefinitely; the way proficiency skills work further adds to this problem.
Conclusion (tl;dr):
I know believe that before buffing these two weaponsvia buffing ROF and damage etc the damage application of all rifles should be looked at first i.e kick, hip fire accuracy, and dispersion. Hybrid tanking be resolved, and proficiency skills be reworked. After all this I highly believe all weapons should fall into place without having to touch their damage or rof.
I agree buffing these 2 weapons will not improve them, without overpowering them. While hybrid tanking is not a problem armour and brick tanking is.
The AScR already has better range and equal base DPS to the ACR, some of the other rifles could do with a few minor nerfs and some of the plasma versions could do with major buffs.
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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Adipem Nothi
Nos Nothi
4675
|
Posted - 2014.08.31 22:27:00 -
[3] - Quote
\o/ mathematics!
Shoot scout with yes.
- Ripley Riley
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BL4CKST4R
La Muerte Eterna Dark Taboo
2975
|
Posted - 2014.08.31 22:55:00 -
[4] - Quote
Adipem Nothi wrote:\o/ mathematics!
It's OP.
supercalifragilisticexpialidocious
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3406
|
Posted - 2014.08.31 22:56:00 -
[5] - Quote
BL4CKST4R wrote:Adipem Nothi wrote:\o/ mathematics! It's OP. Nerf maths, its numbers are too high.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
119
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Posted - 2014.08.31 23:01:00 -
[6] - Quote
A scr has no kick it's a graphic only does not effect accuracy
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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BL4CKST4R
La Muerte Eterna Dark Taboo
2975
|
Posted - 2014.08.31 23:19:00 -
[7] - Quote
Maiden selena MORTIMOR wrote:A scr has no kick it's a graphic only does not effect accuracy
Actually it does, maybe not the scr, but the aSCR has very noticeable kick and by kick I mean it actually IS missing.
supercalifragilisticexpialidocious
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13136
|
Posted - 2014.08.31 23:21:00 -
[8] - Quote
ASCR never sucked....ever...... if it did it must be due to the Heat Build up changes.
"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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bamboo x
Eternal Beings Proficiency V.
1095
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Posted - 2014.08.31 23:22:00 -
[9] - Quote
you lost me on TTKS/A
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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BL4CKST4R
La Muerte Eterna Dark Taboo
2975
|
Posted - 2014.08.31 23:23:00 -
[10] - Quote
bamboo x wrote:you lost me on TTKS/A
Time to kill Shields TIme to kill Armor
Basically the time to kill for x weapon to kill 500 armor and 500 shields. I like to look at a weapons DPS based on these figures better than overall DPS due to proficiency bonuses etc.
supercalifragilisticexpialidocious
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bamboo x
Eternal Beings Proficiency V.
1095
|
Posted - 2014.08.31 23:34:00 -
[11] - Quote
BL4CKST4R wrote:bamboo x wrote:you lost me on TTKS/A Time to kill Shields TIme to kill Armor Basically the time to kill for x weapon to kill 500 armor and 500 shields. I like to look at a weapons DPS based on these figures better than overall DPS due to proficiency bonuses etc.
So you are assuming all proficiencies are 5?
Yeah this thread is starting to make sense to me now. Basically the dispersion is too high on the AR.
Maybe Gal Assault IS worth a try... I always just assumed it wasn't. But after seeing this thread...
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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BL4CKST4R
La Muerte Eterna Dark Taboo
2976
|
Posted - 2014.08.31 23:40:00 -
[12] - Quote
bamboo x wrote:BL4CKST4R wrote:bamboo x wrote:you lost me on TTKS/A Time to kill Shields TIme to kill Armor Basically the time to kill for x weapon to kill 500 armor and 500 shields. I like to look at a weapons DPS based on these figures better than overall DPS due to proficiency bonuses etc. So you are assuming all proficiencies are 5? Yeah this thread is starting to make sense to me now. Basically the dispersion is too high on the AR. Maybe Gal Assault IS worth a try... I always just assumed it wasn't. But after seeing this thread...
I have Gallente Assault 5, and my AR maxed and it still sucks
supercalifragilisticexpialidocious
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Cody Sietz
Evzones Public.Disorder.
3942
|
Posted - 2014.08.31 23:41:00 -
[13] - Quote
Range is a major key for the AR, that and the crappy hipfire compared to the other rifles.
The AScR...I got no clue. Probably the low RoF and dmg when compared to the ScR, it can't compensate for the 20/20 profile.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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BL4CKST4R
La Muerte Eterna Dark Taboo
2976
|
Posted - 2014.08.31 23:49:00 -
[14] - Quote
Cody Sietz wrote:Range is a major key for the AR, that and the crappy hipfire compared to the other rifles.
The AScR...I got no clue. Probably the low RoF and dmg when compared to the ScR, it can't compensate for the 20/20 profile.
If the ARs hipfire and dispersion was switched with the CR or RR it would become such a better weapon instantly, although the range is extremely short specially when it competes in range with the HMG.
I use the AScR every one in a while, my only problem with it is that it has unpredictable kick and when fighting armor bricks I either run or run and die or die.
supercalifragilisticexpialidocious
|
JARREL THOMAS
Dead Man's Game
349
|
Posted - 2014.08.31 23:55:00 -
[15] - Quote
BL4CKST4R wrote:Quick damage comparison of automatic rifles vs a suit with 500/500 HP.
Duvolle Assault rifle 125/90
33.99 damage per shot 800 RPM 60 = 2039.4 Damage per clip
0.88 TTK Shields 1.22 TTK Armor 2.11 TTK
Kaalakiota Rail rifle 90/125
51.70 461.54 42 = 2171.4 DPC
1.40 TTKS 1.00 TTKA Total time to kill 2.4
Ishukone Assault rail rifle 90/125
40 600 42 = 1680
1.38 TTKS 1.00 TTKA Total time to kill 2.38
Six kin combat rifle 85 (95)/130 (125)
21 1200 68 = 1428 DPC
1.25 TTKS 0.95 TTA
Total time to kill 2.2
1.40 TTKS 0.91 TTKA Total time to kill 2.31 (after fix)
Carthum assault scrambler 80/135
35.75 705.88 72 = 2574 51 (with OH) = 1823.5
1.49 TTKA 0.88 TTKS
Total time to kill 2.37
From what I can see is that the Duvolle has the best time to kill by a lot, while the rail rifle has the worst. This in theory is balanced.
Surprisingly the Assault scrambler should have a better time to kill than a rail rifle, although slight and the time to kill for shields on a scrambler rifle should be equal to that of a duvolle or very close. Another thing I found surprising is that the rail rifles both have an equal time to kill vs armor even though the Assault variant has a higher DPS figure. Lastly I find it very interesting that the AR and aSCR, the two most unused weapons, happen to be shield killers.
Aside from that my question is why does the Assault scrambler, and Assault rifle suck so much? And why are the rail rifle and combar rifles much better than both of these regardless of TTK?
I believe the reason we are having problems with some rifles, and some sidearms, regardless of DPS. Is that some weapons are able to apply their damage better than others it seems pretty straight forward reading it but if you give it a little deeper thought it wont be so obvious.
Regardless of how the weapons are buffed (AR and aSCR) they are still going to be terrible, unless massively buffed, due to their damage application being bad. For example the assault rail rifle and combat rifle have much better dispersion and hipfire than the AR, I bet if you switches the AR's hipfire and dispersion stats with the RR or CR it would become much better. The aSCR has a lot of side and a little bit of upward kick, at long ranges it misses very often and the kick is very unmanigable, and the damage profile makes it hard to use vs dual tanked shield suits.
Another problem is that most shield suit use some form of plating and due to the high HP of plates it creates a larger buffer, which severely slows down how shield weapons apply their damage, while the low shield HP of armor suits (even while dual tanked) means that after shields are gone armor weapons can apply their damage indefinitely; the way proficiency skills work further adds to this problem.
Conclusion (tl;dr):
I know believe that before buffing these two weapons buffing ROF and damage etc the damage application of all rifles should be looked at first i.e kick, hip fire accuracy, and dispersion. Hybrid tanking be resolved, and proficiency skills be reworked. After all this I highly believe all weapons should fall into place without having to touch their damage or rof.
It's because shields are so weak after the ar or asr destroy the shield there's still armor left which they are blot the best at destroying while the other two are meant for that and since shield is so weak they just tear through the sheilds
Caldari Loyalist
I speak for the rabbits
|
BL4CKST4R
La Muerte Eterna Dark Taboo
2978
|
Posted - 2014.09.01 00:55:00 -
[16] - Quote
JARREL THOMAS wrote:BL4CKST4R wrote:Quick damage comparison of automatic rifles vs a suit with 500/500 HP.
Duvolle Assault rifle 125/90
33.99 damage per shot 800 RPM 60 = 2039.4 Damage per clip
0.88 TTK Shields 1.22 TTK Armor 2.11 TTK
Kaalakiota Rail rifle 90/125
51.70 461.54 42 = 2171.4 DPC
1.40 TTKS 1.00 TTKA Total time to kill 2.4
Ishukone Assault rail rifle 90/125
40 600 42 = 1680
1.38 TTKS 1.00 TTKA Total time to kill 2.38
Six kin combat rifle 85 (95)/130 (125)
21 1200 68 = 1428 DPC
1.25 TTKS 0.95 TTA
Total time to kill 2.2
1.40 TTKS 0.91 TTKA Total time to kill 2.31 (after fix)
Carthum assault scrambler 80/135
35.75 705.88 72 = 2574 51 (with OH) = 1823.5
1.49 TTKA 0.88 TTKS
Total time to kill 2.37
From what I can see is that the Duvolle has the best time to kill by a lot, while the rail rifle has the worst. This in theory is balanced.
Surprisingly the Assault scrambler should have a better time to kill than a rail rifle, although slight and the time to kill for shields on a scrambler rifle should be equal to that of a duvolle or very close. Another thing I found surprising is that the rail rifles both have an equal time to kill vs armor even though the Assault variant has a higher DPS figure. Lastly I find it very interesting that the AR and aSCR, the two most unused weapons, happen to be shield killers.
Aside from that my question is why does the Assault scrambler, and Assault rifle suck so much? And why are the rail rifle and combar rifles much better than both of these regardless of TTK?
I believe the reason we are having problems with some rifles, and some sidearms, regardless of DPS. Is that some weapons are able to apply their damage better than others it seems pretty straight forward reading it but if you give it a little deeper thought it wont be so obvious.
Regardless of how the weapons are buffed (AR and aSCR) they are still going to be terrible, unless massively buffed, due to their damage application being bad. For example the assault rail rifle and combat rifle have much better dispersion and hipfire than the AR, I bet if you switches the AR's hipfire and dispersion stats with the RR or CR it would become much better. The aSCR has a lot of side and a little bit of upward kick, at long ranges it misses very often and the kick is very unmanigable, and the damage profile makes it hard to use vs dual tanked shield suits.
Another problem is that most shield suit use some form of plating and due to the high HP of plates it creates a larger buffer, which severely slows down how shield weapons apply their damage, while the low shield HP of armor suits (even while dual tanked) means that after shields are gone armor weapons can apply their damage indefinitely; the way proficiency skills work further adds to this problem.
Conclusion (tl;dr):
I know believe that before buffing these two weapons buffing ROF and damage etc the damage application of all rifles should be looked at first i.e kick, hip fire accuracy, and dispersion. Hybrid tanking be resolved, and proficiency skills be reworked. After all this I highly believe all weapons should fall into place without having to touch their damage or rof. It's because shields are so weak after the ar or asr destroy the shield there's still armor left which they are blot the best at destroying while the other two are meant for that and since shield is so weak they just tear through the sheilds
Not really now a days most armor suits don't have more armor than shield suits have shields, infact the only suits which have a lot of armor are Amarr suits, heavies, and some scouts, but most Gallente suits run between 500-600 armor while most Caldari suits run between 480 and 560. Brick tanking armor has become very difficult due to the very high fitting costs and speed penalties.
supercalifragilisticexpialidocious
|
bamboo x
Eternal Beings Proficiency V.
1096
|
Posted - 2014.09.01 00:59:00 -
[17] - Quote
BL4CKST4R wrote:I have Gallente Assault 5, and my AR maxed and it still sucks
Maybe I will be doomed to never use the assault rifle as a slayer again
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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BL4CKST4R
La Muerte Eterna Dark Taboo
2978
|
Posted - 2014.09.01 01:06:00 -
[18] - Quote
bamboo x wrote:BL4CKST4R wrote:I have Gallente Assault 5, and my AR maxed and it still sucks Maybe I will be doomed to never use the assault rifle as a slayer again
I haven't used the AR in a while, heck none of my fits use an AR just rail rifles lol.
supercalifragilisticexpialidocious
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Cody Sietz
Evzones Public.Disorder.
3947
|
Posted - 2014.09.01 11:34:00 -
[19] - Quote
BL4CKST4R wrote:Cody Sietz wrote:Range is a major key for the AR, that and the crappy hipfire compared to the other rifles.
The AScR...I got no clue. Probably the low RoF and dmg when compared to the ScR, it can't compensate for the 20/20 profile. If the ARs hipfire and dispersion was switched with the CR or RR it would become such a better weapon instantly, although the range is extremely short specially when it competes in range with the HMG. I use the AScR every one in a while, my only problem with it is that it has unpredictable kick and when fighting armor bricks I either run or run and die or die. Yeah, every shot counts when your optimal in 10 meters more then a HMG xD
Seriously, all the ARs engagements happen with 40 meters AKA fatty territory. Of course it's gonna get out done.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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BL4CKST4R
La Muerte Eterna Dark Taboo
2980
|
Posted - 2014.09.01 11:39:00 -
[20] - Quote
Cody Sietz wrote:BL4CKST4R wrote:Cody Sietz wrote:Range is a major key for the AR, that and the crappy hipfire compared to the other rifles.
The AScR...I got no clue. Probably the low RoF and dmg when compared to the ScR, it can't compensate for the 20/20 profile. If the ARs hipfire and dispersion was switched with the CR or RR it would become such a better weapon instantly, although the range is extremely short specially when it competes in range with the HMG. I use the AScR every one in a while, my only problem with it is that it has unpredictable kick and when fighting armor bricks I either run or run and die or die. Yeah, every shot counts when your optimal in 10 meters more then a HMG xD Seriously, all the ARs engagements happen with 40 meters AKA fatty territory. Of course it's gonna get out done.
Yes but CCP refused to buff the range, and nerfing the range of the hmg would just cause heavies to cry. So when it comes to range the AR is screwed.
supercalifragilisticexpialidocious
|
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Apothecary Za'ki
Biomass Positive
711
|
Posted - 2014.09.01 12:31:00 -
[21] - Quote
BL4CKST4R wrote:Quick damage comparison of automatic rifles vs a suit with 500/500 HP.
Duvolle Assault rifle 125/90
33.99 damage per shot 800 RPM 60 = 2039.4 Damage per clip
0.88 TTK Shields 1.22 TTK Armor 2.11 TTK
Kaalakiota Rail rifle 90/125
51.70 461.54 42 = 2171.4 DPC
1.40 TTKS 1.00 TTKA Total time to kill 2.4
Ishukone Assault rail rifle 90/125
40 600 42 = 1680
1.38 TTKS 1.00 TTKA Total time to kill 2.38
Six kin combat rifle 85 (95)/130 (125)
21 1200 68 = 1428 DPC
1.25 TTKS 0.95 TTA
Total time to kill 2.2
1.40 TTKS 0.91 TTKA Total time to kill 2.31 (after fix)
Carthum assault scrambler 80/135
35.75 705.88 72 = 2574 51 (with OH) = 1823.5
1.49 TTKA 0.88 TTKS
Total time to kill 2.37
From what I can see is that the Duvolle has the best time to kill by a lot, while the rail rifle has the worst. This in theory is balanced.
Surprisingly the Assault scrambler should have a better time to kill than a rail rifle, although slight and the time to kill for shields on a scrambler rifle should be equal to that of a duvolle or very close. Another thing I found surprising is that the rail rifles both have an equal time to kill vs armor even though the Assault variant has a higher DPS figure. Lastly I find it very interesting that the AR and aSCR, the two most unused weapons, happen to be shield killers.
Aside from that my question is why does the Assault scrambler, and Assault rifle suck so much? And why are the rail rifle and combar rifles much better than both of these regardless of TTK?
I believe the reason we are having problems with some rifles, and some sidearms, regardless of DPS. Is that some weapons are able to apply their damage better than others it seems pretty straight forward reading it but if you give it a little deeper thought it wont be so obvious.
Regardless of how the weapons are buffed (AR and aSCR) they are still going to be terrible, unless massively buffed, due to their damage application being bad. For example the assault rail rifle and combat rifle have much better dispersion and hipfire than the AR, I bet if you switches the AR's hipfire and dispersion stats with the RR or CR it would become much better. The aSCR has a lot of side and a little bit of upward kick, at long ranges it misses very often and the kick is very unmanigable, and the damage profile makes it hard to use vs dual tanked shield suits.
Another problem is that most shield suit use some form of plating and due to the high HP of plates it creates a larger buffer, which severely slows down how shield weapons apply their damage, while the low shield HP of armor suits (even while dual tanked) means that after shields are gone armor weapons can apply their damage indefinitely; the way proficiency skills work further adds to this problem.
Conclusion (tl;dr):
I know believe that before buffing these two weapons via buffing ROF and damage etc, the damage application of all rifles should be looked at first i.e kick, hip fire accuracy, and dispersion. Hybrid tanking be resolved, and proficiency skills be reworked. After all this I highly believe all weapons should fall into place without having to touch their damage or rof.
you didnt have to start a thread, ccp is aware of this and are buffing ALL the AR's and the AScR while also nerfing the normal ScR in delta
[[LogiBro in Training]]
Level 1 Forum Pariah
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BL4CKST4R
La Muerte Eterna Dark Taboo
2981
|
Posted - 2014.09.01 12:47:00 -
[22] - Quote
Apothecary Za'ki wrote:BL4CKST4R wrote:Quick damage comparison of automatic rifles vs a suit with 500/500 HP.
Duvolle Assault rifle 125/90
33.99 damage per shot 800 RPM 60 = 2039.4 Damage per clip
0.88 TTK Shields 1.22 TTK Armor 2.11 TTK
Kaalakiota Rail rifle 90/125
51.70 461.54 42 = 2171.4 DPC
1.40 TTKS 1.00 TTKA Total time to kill 2.4
Ishukone Assault rail rifle 90/125
40 600 42 = 1680
1.38 TTKS 1.00 TTKA Total time to kill 2.38
Six kin combat rifle 85 (95)/130 (125)
21 1200 68 = 1428 DPC
1.25 TTKS 0.95 TTA
Total time to kill 2.2
1.40 TTKS 0.91 TTKA Total time to kill 2.31 (after fix)
Carthum assault scrambler 80/135
35.75 705.88 72 = 2574 51 (with OH) = 1823.5
1.49 TTKA 0.88 TTKS
Total time to kill 2.37
From what I can see is that the Duvolle has the best time to kill by a lot, while the rail rifle has the worst. This in theory is balanced.
Surprisingly the Assault scrambler should have a better time to kill than a rail rifle, although slight and the time to kill for shields on a scrambler rifle should be equal to that of a duvolle or very close. Another thing I found surprising is that the rail rifles both have an equal time to kill vs armor even though the Assault variant has a higher DPS figure. Lastly I find it very interesting that the AR and aSCR, the two most unused weapons, happen to be shield killers.
Aside from that my question is why does the Assault scrambler, and Assault rifle suck so much? And why are the rail rifle and combar rifles much better than both of these regardless of TTK?
I believe the reason we are having problems with some rifles, and some sidearms, regardless of DPS. Is that some weapons are able to apply their damage better than others it seems pretty straight forward reading it but if you give it a little deeper thought it wont be so obvious.
Regardless of how the weapons are buffed (AR and aSCR) they are still going to be terrible, unless massively buffed, due to their damage application being bad. For example the assault rail rifle and combat rifle have much better dispersion and hipfire than the AR, I bet if you switches the AR's hipfire and dispersion stats with the RR or CR it would become much better. The aSCR has a lot of side and a little bit of upward kick, at long ranges it misses very often and the kick is very unmanigable, and the damage profile makes it hard to use vs dual tanked shield suits.
Another problem is that most shield suit use some form of plating and due to the high HP of plates it creates a larger buffer, which severely slows down how shield weapons apply their damage, while the low shield HP of armor suits (even while dual tanked) means that after shields are gone armor weapons can apply their damage indefinitely; the way proficiency skills work further adds to this problem.
Conclusion (tl;dr):
I know believe that before buffing these two weapons via buffing ROF and damage etc, the damage application of all rifles should be looked at first i.e kick, hip fire accuracy, and dispersion. Hybrid tanking be resolved, and proficiency skills be reworked. After all this I highly believe all weapons should fall into place without having to touch their damage or rof. you didnt have to start a thread, ccp is aware of this and are buffing ALL the AR's and the AScR while also nerfing the normal ScR in delta
Then you have failed to understand the thread, it's not about buffing it by increasing the damage or rof... yet again. It's that the guns are theoretically balanced already but their problem is that applying that damage on them is difficult. Without a Gallente assault the AR has embarrassing hipfire and dispersion. In fact the dispersion is so bad that with a proto gall assault it's hipfire and dispersion is about the same as a rail rifles. The rail rifle shouldn't be so good at what an AR is supposed to do, same with a CR. So unless ccp buffed my AR into a mini balac's gar it's performance will still remain shameful.
Now the aSCR performs well as a cqc rifle but it's kick and damage proficiency ruins it when fighting armor tanks or dual tanks. Before the proficiency skill change the aSCR was a well used weapon but now after the shields are gone it becomes very difficult to use.
supercalifragilisticexpialidocious
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I-Shayz-I
I----------I
4735
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Posted - 2014.09.01 13:10:00 -
[23] - Quote
I don't know about the AR, but the ASCR's problem is the fact that most people armor tank and it is a shield killer.
"but wait, then why doesn't the normal scrambler have the same issue?"
Well let's see what makes up for this disadvantage for the main Scrambler: -high possible DPS -high alpha -charged shot bonus damage + headshot bonus -extra range -insanely accurate
The assault scrambler has nothing going for it. It's not better than the standard one in any ways except for the fact it can fire faster...and that doesn't even equate to more DPS, just allows it to apply dps over time for longer.
But here's the kicker
The Assault scrambler has similar kick to the RR, and because there is no way to reduce the kick of this weapon, you're essentially missing about 1/3 of your shots at longer range. As the longest range assault weapon with a scope, you'd think that it would have some sort of an advantage, but it doesn't.
So to recap, the ASCR sucks because: -Most suits have more armor than shields (less hp to be affected by prof bonus) -Less range, less damage, less dps than normal scrambler -So much kick at range that it is only useful in CQC, where other weapons are much better options.
7162 wp with a Repair Tool!
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BL4CKST4R
La Muerte Eterna Dark Taboo
2981
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Posted - 2014.09.01 13:20:00 -
[24] - Quote
I-Shayz-I wrote:I don't know about the AR, but the ASCR's problem is the fact that most people armor tank and it is a shield killer.
"but wait, then why doesn't the normal scrambler have the same issue?"
Well let's see what makes up for this disadvantage for the main Scrambler: -high possible DPS -high alpha -charged shot bonus damage + headshot bonus -extra range -insanely accurate
The assault scrambler has nothing going for it. It's not better than the standard one in any ways except for the fact it can fire faster...and that doesn't even equate to more DPS, just allows it to apply dps over time for longer.
But here's the kicker
The Assault scrambler has similar kick to the RR, and because there is no way to reduce the kick of this weapon, you're essentially missing about 1/3 of your shots at longer range. As the longest range assault weapon with a scope, you'd think that it would have some sort of an advantage, but it doesn't.
So to recap, the ASCR sucks because: -Most suits have more armor than shields (less hp to be affected by prof bonus) -Less range, less damage, less dps than normal scrambler -So much kick at range that it is only useful in CQC, where other weapons are much better options.
I think the first that that can be done for this weapon, along with the AR is reverting the proficiency bonus back from 15% to shields/armor to 5/10% weapon damage. With this change the aSCR won't hit a brick wall when fighting armor that much.
As for its long range capabilities I believe it sucks at long range because when it was created ccp changes their definition of what the word assault meant, thus the aSCR was made into a short range rifle with low damage drop off. To fix that side a decision must be made on what it's role is, a cqc assault weapon or a long range breach weapon.
Although I do disagree slightly on its kick, it's more similar to an assault rail rifle although slightly less manageable. The kick on a rail rifle is very longitudinal, with little horizontal kick.
supercalifragilisticexpialidocious
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
73
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Posted - 2014.09.01 13:44:00 -
[25] - Quote
I believe they don't suck it's just that most people run armor than shields. And both the ar and asr are meant to cut down through shields. So that's not so good. Ok. WHAT IF THE AR got it's damage bonuse to +0%/-0%. Doing the same damage the whole way through. After all it is a hybrid weapon so I don't see much how it would be bad. If that won't happen because gallente are supposed to do more damage to shields, then try +5%/-5%. Then give it a small buff. As for the asr, I was thinking, since gallente and caldari have a 10/10 bonus and the Amarr have +20/-20 while minmatar have -5/+10 (which is trying to be fixed to 10/10) why not keep the minmatar as is and give the Amarr +20/-10. That way the gal/cal have there bonuse towards each other and so do the Amarr. The only thing with making lasers 20/-10 is that the scrambler would be the most POWERFULL weapon now, doing more damage to armor now without giving it a buff.
SPAWN.KILL.DIE.RESPAWN.
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BL4CKST4R
La Muerte Eterna Dark Taboo
2981
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Posted - 2014.09.01 13:49:00 -
[26] - Quote
Lightning35 Delta514 wrote:I believe they don't suck it's just that most people run armor than shields. And both the ar and asr are meant to cut down through shields. So that's not so good. Ok. WHAT IF THE AR got it's damage bonuse to +0%/-0%. Doing the same damage the whole way through. After all it is a hybrid weapon so I don't see much how it would be bad. If that won't happen because gallente are supposed to do more damage to shields, then try +5%/-5%. Then give it a small buff. As for the asr, I was thinking, since gallente and caldari have a 10/10 bonus and the Amarr have +20/-20 while minmatar have -5/+10 (which is trying to be fixed to 10/10) why not keep the minmatar as is and give the Amarr +20/-10. That way the gal/cal have there bonuse towards each other and so do the Amarr. The only thing with making lasers 20/-10 is that the scrambler would be the most POWERFULL weapon now, doing more damage to armor now without giving it a buff.
I think changing the prof bonuses would have this same effect without having to skew or change the damage profiles. Specially when the ACR is getting a new profile of 15/15. Bad things happen when the damage profile provides a net bonus like the old explosive bonus and the CAR bonus.
supercalifragilisticexpialidocious
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xavier zor
G.L.O.R.Y Dark Taboo
87
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Posted - 2014.10.20 10:25:00 -
[27] - Quote
Bump
scout ck.0 here!
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Blueprint For Murder
Immortal Guides
144
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Posted - 2014.10.20 11:20:00 -
[28] - Quote
While there is a difference between potential damage and effective damage this has nothing to do with the current imbalance. The CR and RR have either no or ineffectual mechanics to balance them where dispersion remains effective along with the highest bonuses from damage profile. I wrote an article about imbalance and damage profiles here: https://forums.dust514.com/default.aspx?g=posts&t=177571&find=unread
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3755
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Posted - 2014.10.20 11:52:00 -
[29] - Quote
The fundamental problem is that dps is considered the go-to for close work and alpha is for range when bluntly the reverse should be true.
CQC alpha weapons tend to work better because of near sniper accuracy and regardless of DPS alpha weapons do more per shot. If you miss 50% of your shots on an RR you're still likely doing more damage than a AR. The fast-firing, high-dispersion model is easier to balance against a short range trainwrecking weapon that needs ti be in close whaere every shot is critical.
Forge guns and HMG is the outlier to this rule, and the very nature of the sniper rifle demands that this general rule nit be followed.
HMG is TECHNICALLY a DPS primary weapon when we should be treating it as an alpha weapon. It is front-loaded with MASSIVE damage at close range with a limited firing window. So in behavior the HMG is an alpha weapon, regardless of white room theorycrafting postulation.
The other effective cqc weapon is the shotgun. It's a truck hit that is slow-firing and has a range of suicide. It's also an effective weapon for sneaky bastards and scouts.
Everything else is rather meh because each hit counts for much less and the exploitation of FPS and movement hit detection glitching artificially depress the efficacy of dps weapons unless at range. Once you get an AR between 30-50 meters you just don't miss. With the RR in close if you miss 30% of your shots you apply damage like a champ. I'm willing to bet the breach AR does better in cqc than standard because in close alpha is king. At range DPS is king.
The only place the reverse is true is in EVE online because of how the gunnery mechanics are written. Since firing is completely automated tou can make boogers hit harder than artillery because you control the equation.
You cannot control a player's aim and correct human error.
When you hold a rail rifle on a target for 2 out of 4 seconds you are getting more solid damage application than an AR. Not because you're doing more, but because your application of damage is losing less. |
Cavani1EE7
Murphys-Law General Tso's Alliance
346
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Posted - 2014.10.20 17:38:00 -
[30] - Quote
BL4CKST4R wrote:Or just build in the Gallente assault bonus into the AR Buff all AR damage by 7.5% Buff rof by 6.66% And increase clip by 12 Let's make Balac proud As an all-time AR user, I can 100% state that it's more than fine as it currently is, so it doesn't need any kind of buff, let alone that crazy buff.
Take a bow
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