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Thread Statistics | Show CCP posts - 14 post(s) |
BL4CKST4R
La Muerte Eterna Dark Taboo
2996
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Posted - 2014.09.04 10:12:00 -
[1] - Quote
Breakin Stuff wrote:I am hoping for -20/+20 because armor needs to have a damage type that brutalizes it the way scrams do shields.
Explosive weapons do not qualify given that Sentinels enjoy a 25% reduction to splash damage. They will enjoy no such advantage against projectiles with the proposed profiles.
Kinda like how calsent and minsent get torched by scrams.
What I don't like about the damage profile is that there is a huge list of weapons meant to kill armor, and that change is just going to add to it. The overall HP of armor suits has been reduced tremendously; to the point my gallente suits have the same or less HP than my caldari suits.
And for reference this is the list of weapons:
Armor: CR (20/20:15/15), rail rifle (10/10), mass driver (20/20), flay lock pistol (20/20 weapon getting fixed), smg (20/20:15/15), magsec smg (10/10), HMG (20/20:15/15), bolt pistol (10/10), and the sniper rifle (10/10)
Shields: assault rifle (10/10), scrambler rifle (20/20), scrambler pistol (20/20), ion pistol (10/10), shotgun (10/10), laser rifle (20/20)
As you can see there is a lot more damage going around to kill armor and barely any to kill shields, you have one weapons. That shreds shields, one weapon that murders everything, a mediocre weapon, and then 3 weapons that require a ton of skill.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2996
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Posted - 2014.09.04 10:17:00 -
[2] - Quote
CCP Rattati wrote:Grand Master Kubo wrote:I'm not too sure about that level of increase to Gallente Breach Assault Rifles. From personal experience, the breach assault rifle is very good already. Be careful with how much buff you give it. It will have the same DPS as the Gallente AR, after the changes. I am not too concerned, plus, very low K/S and very low usage.
Not to sure about that assault combat rifle dps buff, it will now have what looks like to be THE same dps it has before the reduction in profile which was around 440-450. I think it's dps should remain how it is now. And by comparison with that buff the Gallente AR dps feels to low now.
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BL4CKST4R
La Muerte Eterna Dark Taboo
2998
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Posted - 2014.09.04 11:01:00 -
[3] - Quote
MINA Longstrike wrote:Is it possible to jump standard assault rifle range up by a few meters? Their optimal competes directly with HMG's, leaving them in a slightly undesireable position, as you either want a HMG for its short range damage or any other weapon for their range.
Or bump up the dps I don't think CCP wants to touch the range ever again..
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BL4CKST4R
La Muerte Eterna Dark Taboo
3001
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Posted - 2014.09.04 20:41:00 -
[4] - Quote
it seems to me that the have assault rifle will still under perform when compared to every other gun. The combat rifle will probably now keep its tittle as the light close quarters combat king; also there are no spoken changes about the rail rifle which continues to out perform the AR in close quarters combat.
There needs to be slightly more drastic changes to bring about balance to the weapon of this game. Long range weapon should have no chance in competing at close range just as short range weapon have no chance in competing at long range that would include either more noticeable damage per second differences or more drastic accuracy changes at the cqc level for example a ACR and CR should have greater dispersion than an AR, when you say a slight increase to dispersion I hope you mean a slight increase from the AR. The RR and SCR should have much much higher dispersion than an AR or ACR. The we can also take into account recoil and such where a cqc weapon would have more recoil at ads and a long range weapon less recoil or at least more manageable recoil.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3001
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Posted - 2014.09.04 21:14:00 -
[5] - Quote
IgniteableAura wrote:Boot Booter wrote:IgniteableAura wrote:snip It's an interesting balancing idea for sure, but is this realistic? Why would a rail rifle slug do less damage at 5 m than 50m. It just doesn't make any physical sense. I think a better balancing mechanic is the hip fire dispersion. It should be quite large on long range weapons and relatively smaller on CQC weapons. In essence I think the plot should be 3 dimensional (dps, range, accuracy (dispersion))?? Because its a video game and balance is more important than having things be realistic. It could be that the bullet velocity takes 80m to get up to its full damage potential. Velocity is just as important as the mass of the bullet in calculating kinetic energy. Having large dispersion can balance it to some effect, but if people spam the bullets in short range you feel cheated if they kill you. It becomes a luck factor instead of skill/tactics.
Balance is possible with realism in mind. Which brings to question why would the bullet take 80M to do full damage? Velocity would be at it's peak when it leaves the barrel since the bullet has more energy pushing it.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3003
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Posted - 2014.09.04 21:29:00 -
[6] - Quote
IgniteableAura wrote:BL4CKST4R wrote:IgniteableAura wrote:Boot Booter wrote:IgniteableAura wrote:snip It's an interesting balancing idea for sure, but is this realistic? Why would a rail rifle slug do less damage at 5 m than 50m. It just doesn't make any physical sense. I think a better balancing mechanic is the hip fire dispersion. It should be quite large on long range weapons and relatively smaller on CQC weapons. In essence I think the plot should be 3 dimensional (dps, range, accuracy (dispersion))?? Because its a video game and balance is more important than having things be realistic. It could be that the bullet velocity takes 80m to get up to its full damage potential. Velocity is just as important as the mass of the bullet in calculating kinetic energy. Having large dispersion can balance it to some effect, but if people spam the bullets in short range you feel cheated if they kill you. It becomes a luck factor instead of skill/tactics. Balance is possible with realism in mind. Which brings to question why would the bullet take 80M to do full damage? Velocity would be at it's peak when it leaves the barrel since the bullet has more energy pushing it. Not if the bullet has internal propulsion to ensure it goes the distance. How is having high dispersion any more realistic?
A weapon firing with enough force to cover a long distance would have a high amount of kick unless all the energy can be transferred into the projectile which would be almost impossible without obliterating the projectile thus excess energy will be transferred down the barrel and into the weapon which creates high kick. So internal propulsion of a very tiny projectile is possible? How much energy would it require and how much of X energy can you store within the projectile without making it to light (because it is hollow now) so it won't again, be obliterated.
As for dispersion since there is a lot of kick and you hip firing it it will start kicking everywhere and the bullets will go everywhere; rather than placing the weapon closer to your center of gravity which will mitigate the kick slightly by transferring energy down your body.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3003
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Posted - 2014.09.04 21:59:00 -
[7] - Quote
ConantheCimmerian wrote:
A weapon firing with enough force to cover a long distance would have a high amount of kick unless all the energy can be transferred into the projectile which would be almost impossible without obliterating the projectile thus excess energy will be transferred down the barrel and into the weapon which creates high kick. So internal propulsion of a very tiny projectile is possible? How much energy would it require and how much of X energy can you store within the projectile without making it to light (because it is hollow now) so it won't again, be obliterated.
As for dispersion since there is a lot of kick and you hip firing it it will start kicking everywhere and the bullets will go everywhere; rather than placing the weapon closer to your center of gravity which will mitigate the kick slightly by transferring energy down your body.
Look up the Kriss .45 acp PDW and chexk out its buffer system. Current tech, meant for sustainable accurate fire, mitigating a higher percent of felt recoil than any other available small arm system[/quote]
That is very interesting, but if you read closely they way that weapon mitigates recoil is through its ergonomics + "...use an unconventional delayed blowback system..." but who knows how that applies to an actual rifle. So far that system only exists for that weapon and its manufacturer.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3005
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Posted - 2014.09.05 00:17:00 -
[8] - Quote
Nothing to see here
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BL4CKST4R
La Muerte Eterna Dark Taboo
3006
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Posted - 2014.09.05 01:03:00 -
[9] - Quote
Alena Ventrallis wrote:Rattati, on the ACR, how much dispersion increase are we talking percentage wise? Hipfire or ADS, or both?
I hope it's like 20% over the assault rifles dispersion. Because if they "slightly" increased the dispersion of the CR as is, well let me tell you 20% of 0 is still 0
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BL4CKST4R
La Muerte Eterna Dark Taboo
3007
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Posted - 2014.09.05 01:40:00 -
[10] - Quote
Db post
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BL4CKST4R
La Muerte Eterna Dark Taboo
3007
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Posted - 2014.09.05 01:42:00 -
[11] - Quote
Alena Ventrallis wrote:BL4CKST4R wrote:Alena Ventrallis wrote:Rattati, on the ACR, how much dispersion increase are we talking percentage wise? Hipfire or ADS, or both? I hope it's like 20% over the assault rifles dispersion. Because if they "slightly" increased the dispersion of the CR as is, well let me tell you 20% of 0 is still 0 To be honest, more dispersion just makes my sharpshooter that much more useful to me. I just don't want it to be, say, 50% more, and anything beyond 15m is nigh untouchable.
Well 50% more than an AR is pretty bad foe the ACR, but 50% more of a acr and it would probably be about the same or a hair higher than an AR which imo would be to low. Then again without anyway of know what the dispersion is except by visualizing it through physical testing I don't know what these changes will bring, all I can hope for is that the rifles are fixed fairly once and for all.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3012
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Posted - 2014.09.05 10:50:00 -
[12] - Quote
Cat Merc wrote:Buffing the ASCR would be a terrible decision.
Taking out the efficiencies, it's an amazing rifle for many many reasons. The only reason it underperforms is because it requires a shield meta to truly shine.
But if a shield meta DOES happen, you can bet it will be the #1 rifle used.
I think hat really makes it bad regardless of the meta is the proficiency skill, which pushes the damage even further into shields. For armor killers this isn't a problem because once the shields are down your damage accelerates which means reaction time to these are very low, but with shield killers once the shields are going down you have a small amount of shields and the damage reduction to armor to give you ample reaction time.
In my opinion the proficiency skill should be changed to 1% or 1.5% per level to reduce this effect. That or just remove that skill bonus and make it buff other aspects of the rifle, as it stands that skill just denies any form of pure tanking and contributes to hybrid brick tanks.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3012
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Posted - 2014.09.05 13:57:00 -
[13] - Quote
Mordecai Sanguine wrote:CCP Rattati wrote:Mordecai Sanguine wrote:Combat rifle buffed ? These are WAY more instakilling than SCR but..anyway. and increased dispersion "Spread" to be honest i never felt the spread on any guns of Dust 514. So basically it's like you gave them free 4% damage. Scr already have the worst damage profile of the game (Who cares about more damage on shield ? Nobody is shield tanking in this game since 8 months or more..) because Armor HP pools are way bigger than shields Hp pool. You can't just compare DPS of Anti-armor weapons and Anti-shield weapons when Shields values and armor values are different. That's a huge non-sense. On the other hand buffing shield tanking is NOT giving ANY advantage to ScR, i don't know why you're thinking this. Shield tankers just get more ehp. Armor tankers are not going to switch tanking, so you basically just gave them more ehp if they were having some shield mods. You can't Nerf SCR for real and say it's balanced because you've buffed Shields tankers.... One nerf is REAL on SCR while you don't REALLY buff SCR somewhere else to balance.
But if you nerf hybrid tanking...
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BL4CKST4R
La Muerte Eterna Dark Taboo
3043
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Posted - 2014.09.09 10:48:00 -
[14] - Quote
Cat Merc wrote:It's probably not hotfixable, but I'm going to ask just incase Rattati has some magic under his sleeve like with the sniper crosshair.
Can you change ALL the Plasma Rifle's sights to red dots? Like the AScR? None of them warrant high zoom scopes, but none of them warrant Iron sights either.
Oh god please don't give us that space saucer looking scope from the old days.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3069
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Posted - 2014.09.12 01:27:00 -
[15] - Quote
Joel II X wrote:Not feeling it.
Only thing I feel is that the Gallente Assault Rifle is getting left behind again.
Also, when is the weapon going to be renamed the Plasma Rifle?
I gave up on the AR not being good at what it's meant to do. Much easier to go with the flow and use a RR
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BL4CKST4R
La Muerte Eterna Dark Taboo
3072
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Posted - 2014.09.13 11:20:00 -
[16] - Quote
Ryme Intrinseca wrote:Kaeru Nayiri wrote:Ryme Intrinseca wrote: [...] You really should not be hipfiring with the acr beyond 20 metres or so, youll get much better dps adsing.
I think it ought to be that way, too, but it seems the way aim assist guides hip fire more leniently than it does for ADS that hipfire is often more accurate (generalization). Please correct me if I am mistaken. ADSing with the acr puts concentrated damage on the exact spot youre aiming at. It is a high precision weapon, it does not disperse and aim assist is either weak or non-existent so if you miss by 1cm you get zero damage. By contrast, with hipfire, the acr handles more like an AR, it does spray which means some shots miss even if youre tracking the target. But if youre a bit off target, you still do some damage. So for people who are used to the weapon and trust their aim ADS is the way to go at midrange. However, it can feel strange ADSing if youre used to the AR as the ACR is so unforgiving when you miss (and it empties the clip VERY quickly so you dont get a second chance like you do with the AR). Lots of people give up on it because of that, i almost did. Would be sad if it was made so it ADSed the same as the AR. Whats the point of having different weapons if they handle the same? Im all in favour of AR buffs but dont break the ACR in the process, that will just make the RR and ScR even more dominant.
one thing to note is that it barely has dispersion when hipfired and it's dispersion and kick is lower than that of an AR on a Gal assault, actually if I remember correctly most weapons have about the same or lower than the AR.
Coupled with their longer range and slightly lower dps all of these weapons will destroy an ar long range, and easily compete with it short range. There needs to be a tiered dispersion increase as range continues to increase, while also adding more kick in hipfire and lower kick in ads. The idea is to push weapons slightly outside of the cqc zone.
The ACR (and the ARR, and aSCR) should be decent in cqc but not be better than the the AR, for example the RR is horrible in cqc but with some skill you can make it work. Either than or reduce the range of the ACR to 40 and then we can make then equal. But again as of right now every weapon is just too good at cqc while the AR, it's variants, and the ion pistol just get shafted.
supercalifragilisticexpialidocious
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