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Thread Statistics | Show CCP posts - 14 post(s) |
Mauren NOON
The Exemplars
438
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Posted - 2014.09.04 16:27:00 -
[61] - Quote
iliel wrote:CCP Rattati wrote:
The Delta tweaks are as follows
14% dmg increase of Gallente Breach Assault Rifles 2% dmg increase of Gallente Burst Assault Rifles 4% dmg increase of Assault Combat Rifles (but also increasing dispersion to counter long range accuracy) By setting the Tac AR and Scrambler Rifle at 600 ROF, those two line up rather nicely
Comments welcome, these should not be contentious changes at all given the relative UP of Gallente Rifles.
I'm glad that you are being reasonable to the ACR and not listening to complainers. Hopefully, this leaves it and the Breach on somewhat equal footing. Could you elaborate what exactly long range is. I'm assuming 60+ meters? I hope you were not just saying that the ACR needed a buff.....
Scr and commando enthusiast.
Amarrica!
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
25
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Posted - 2014.09.04 17:56:00 -
[62] - Quote
JUDASisMYhomeboy wrote:We need a hipfire nerf fo EVERY RIFLE. All of them. Almost nobody aims down sight anymore.
[...]
This +1 |
Boot Booter
Pure Evil.
897
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Posted - 2014.09.04 18:32:00 -
[63] - Quote
Hi Rattati,
I like the changes however, the breach AR should have a lower dps and higher range than the regular AR. It should follow along with the RR line essentially. The ARR to the RR should be a model for the AR to the BAR. If you give the breach the same dps and range as the AR everyone will use the breach instead. Not saying it'll be OP but it will have higher alpha and larger damage per clip compared to the regular AR.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Monkey MAC
Rough Riders..
3451
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Posted - 2014.09.04 18:43:00 -
[64] - Quote
CCP Rattati wrote:Monkey MAC wrote:Rattatai, I suggest you look at the graph labeled 'Doc 1' here. https://drive.google.com/folderview?id=0B42cvyl4BvAfUDcwTFYxZnFZVHc&usp=drive_webIt shows why the AScR was and still is under performing, it also shows that really the ARR could do with an optimal range nerf. While the graph you showed us at the beginning looks nice and balanced, because you are only using the effective ranges it doesn't show the full story. While I'm not necessarily this be done in time for delta, but . . . . The ACR still needs more damage. The AScR needs a lot more damage. The ARR needs a little more damage and a little less range. The Burst Rifles are to hard to judge with only 2 variants, but slope looks to steep to me. The Bursts effectively trade more damage for range than any other set of rifles. Breaches now seem pretty good to me. Tacticals are not included in this graph. Yellow is Breach Green is Assault Purple/Orange is Burst they all have very similar slopes, that you can read from the formula, more or less y=-0.02x, thanks for the input and spreadsheet
Fair enough, however bear in mind the AScR is under performing because it sits under that line of best fit. I would suggest you make the optimals fit a linear degradation while the effectives follow a paroblic curve.
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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Dustbunny Durrr
ReD or DeaD
265
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Posted - 2014.09.04 18:49:00 -
[65] - Quote
When balancing, are we taking into account the fitting factor?
Is there any reason for the Laser and A SCR and SCR rifle be very hard to fit compared to a CR or ACR (which have lower fitting requirements than many sidearms)
Also, I would like to see a little additional range on the Burst Ass. Rifle. It's essentially a combat rifle with much worse hip firing, lower ROF, and a different damage profile. What advantage does it have over a CR? |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1683
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Posted - 2014.09.04 18:50:00 -
[66] - Quote
CCP Rattati wrote:Mordecai Sanguine wrote:Combat rifle buffed ? These are WAY more instakilling than SCR but..anyway. and increased dispersion I have to ask, how much of an increased dispersion? 10%? 50%?
Shoot Scout with yes.
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Mauren NOON
The Exemplars
439
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Posted - 2014.09.04 18:52:00 -
[67] - Quote
Dustbunny Durrr wrote:When balancing, are we taking into account the fitting factor?
Is there any reason for the Laser and A SCR and SCR rifle be very hard to fit compared to a CR or ACR (which have lower fitting requirements than many sidearms) +1 Laser weapons are way to expensive to fit compared to projectiles...
Scr and commando enthusiast.
Amarrica!
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Alam Storm
Hellstorm Inc General Tso's Alliance
69
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Posted - 2014.09.04 19:08:00 -
[68] - Quote
i like the tactical assault rifle with the RoF its got now
it just needs a small range buff a damage buff and 3 more bullets
i put an example here
tactical assualt rifle buff |
Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
866
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Posted - 2014.09.04 19:25:00 -
[69] - 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.
It doesn't matter if it has same DPS as the normal AR, It matter's because it is way easier to apply damage with a slow firing weapon than fast. This is also the reason RR is good at CQC, It can apply damage consistently and easily. Be careful, I see a lot of Breach Ar kills now a days, 14% seems too much.
Sagaris lover!!!
Commando <3
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Cat Merc
Onslaught Inc RISE of LEGION
11969
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Posted - 2014.09.04 19:29:00 -
[70] - Quote
ResistanceGTA wrote:So.. We're doing literally nothing to the AScR, the really underperforming one..
At least I'll be the only one to use it I guess.. Nothing in the numbers suggest it should underperform. Literally nothing, it has amazing dispersion, amazing reload speed (best in class), gigantic clip (best in class), good DPS (isn't far from the other rifles at all), and the second longest range of the Assault variant rifles.
If anything, this rifle by all rights should be the #1 rifle used.
What's happening is the meta needs to shift to shields before it can really shine with its +20/-20 efficiency.
Feline overlord of all humans - CAT MERC
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Monty Mole Clone
Shiv M
206
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Posted - 2014.09.04 19:50:00 -
[71] - Quote
i knew sacrificing all those goats would payoff, thank baby jesus i wont have to spec rail or combat rifles
lets just burn this motherfucker down
pew pew goes my scram rifle zap zap goes my scram pistol
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Stefan Stahl
Seituoda Taskforce Command
718
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Posted - 2014.09.04 20:03:00 -
[72] - Quote
Dustbunny Durrr wrote:When balancing, are we taking into account the fitting factor?
Is there any reason for the Laser and A SCR and SCR rifle be very hard to fit compared to a CR or ACR (which have lower fitting requirements than many sidearms)
Also, I would like to see a little additional range on the Burst Ass. Rifle. It's essentially a combat rifle with much worse hip firing, lower ROF, and a different damage profile. What advantage does it have over a CR? Huge issue right there. Why use an AScR when you can fit a ACR for half the fitting cost? |
BL4CKST4R
La Muerte Eterna Dark Taboo
3001
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Posted - 2014.09.04 20:41:00 -
[73] - 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.
supercalifragilisticexpialidocious
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IgniteableAura
Pro Hic Immortalis
1723
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Posted - 2014.09.04 20:53:00 -
[74] - Quote
I think this is a great start, but I think you are looking at the data incorrectly. This also stems from the fact that as long as you are inside your rifles optimal range you deal full damage. Instead it should be similar to the laser rifle where its on a bell curve with its optimal damage vs range. The laser rifle does full damage only inside its optimal, go closer or farther away and it does less damage.
I think to really give the rifles purpose, balance and utility. They need similar DPS only in their optimal ranges and outside those optimal range your DPS falls off like a bell curve.
So for example (these are not realistic numbers) Clarification: outside of optimal range means getting closer or farther away from it.
Assault rifles: Burst: Optimal range 6800, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage. Breach: Optimal range 6000, @ optimal range it does 700 DPS for every meter outside it does 2% less damage. Standard: Optimal range 6500, @ optimal range it does 650 DPS for every meter outside that it does 1% less damage. Tactical: Optimal range 9000, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage.
Combat Rifle: Standard: Optimal range 8000, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage. Assault: Optimal range 7300, @ optimal range it does 700 DPS, for every meter outside that it does 2% less damage.
Scrambler Rifle: Assault: Optimal Range 8200, @ optimal range it does 700 DPS, for every meter outside that it does 2% less damage. Standard: Optimal Range 9500, @ optimal range it does 600 DPS, for every meter outside that it does 1% less damage.
ETC ETC ETC.
Would be best if optimal range/DPS would fall into a bell curve instead of linear as above example states, but it gets wordy. I assume you understand what I mean when I say bell curve.
You get uniformity and balance. Each weapon type falls into a category of short vs long. DPS will be derived from its optimal range. Its easier to balance this way because it allows you to get inside and outsides someones optimal range. Each rifle is built for a purpose as opposed to choosing the weapon with the highest DPS for its range.
My Youtube
Biomassed Podcast
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Boot Booter
Pure Evil.
899
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Posted - 2014.09.04 21:07:00 -
[75] - Quote
IgniteableAura wrote:I think this is a great start, but I think you are looking at the data incorrectly. This also stems from the fact that as long as you are inside your rifles optimal range you deal full damage. Instead it should be similar to the laser rifle where its on a bell curve with its optimal damage vs range. The laser rifle does full damage only inside its optimal, go closer or farther away and it does less damage.
I think to really give the rifles purpose, balance and utility. They need similar DPS only in their optimal ranges and outside those optimal range your DPS falls off like a bell curve.
So for example (these are not realistic numbers) Clarification: outside of optimal range means getting closer or farther away from it.
Assault rifles: Burst: Optimal range 6800, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage. Breach: Optimal range 6000, @ optimal range it does 700 DPS for every meter outside it does 2% less damage. Standard: Optimal range 6500, @ optimal range it does 650 DPS for every meter outside that it does 1% less damage. Tactical: Optimal range 9000, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage.
Combat Rifle: Standard: Optimal range 8000, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage. Assault: Optimal range 7300, @ optimal range it does 700 DPS, for every meter outside that it does 2% less damage.
Scrambler Rifle: Assault: Optimal Range 8200, @ optimal range it does 700 DPS, for every meter outside that it does 2% less damage. Standard: Optimal Range 9500, @ optimal range it does 600 DPS, for every meter outside that it does 1% less damage.
ETC ETC ETC.
Would be best if optimal range/DPS would fall into a bell curve instead of linear as above example states, but it gets wordy. I assume you understand what I mean when I say bell curve.
You get uniformity and balance. Each weapon type falls into a category of short vs long. DPS will be derived from its optimal range. Its easier to balance this way because it allows you to get inside and outsides someones optimal range. Each rifle is built for a purpose as opposed to choosing the weapon with the highest DPS for its range.
You also get the desired effect without worrying a bunch of balancing, so you get kings of CQC (GAL), Middle ground (Minja), and long range (Amarr/Caldari)
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))??
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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JDEZ09
Dark Side Alliance
79
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Posted - 2014.09.04 21:10:00 -
[76] - Quote
CCP Rattati wrote:Hello again, so we have done a range pass and a dps pass on rifles before, and now that we have collected a lot of data, it's time to finetune a little our Range vs DPS correlation. I am going to share two pictures, one with the situation as it is (just for protoype for simplification) and one after Delta tweaks. The handling of weapons, kick and dispersion, in and out of zoom, is being discussed in this thread and I think we have closure on most of those tweaks. https://forums.dust514.com/default.aspx?g=posts&t=174412&find=unreadCharlie - DPS vs Effective Range [img]http://i.imgur.com/lBiBE2q.png[/img] vs Delta - DPS vs Effective Range [img]http://i.imgur.com/GbLkMy9.png[/img] The Delta tweaks are as follows 14% dmg increase of Gallente Breach Assault Rifles 2% dmg increase of Gallente Burst Assault Rifles 4% dmg increase of Assault Combat Rifles (but also increasing dispersion to counter long range accuracy) By setting the Tac AR and Scrambler Rifle at 600 ROF, those two line up rather nicely Comments welcome, these should not be contentious changes at all given the relative UP of Gallente Rifles.
Rattati, I am glad to see you all went with the 600 Rof that Ratamaq and I proposed in the ScR thread. This is also great news for the plasma rifles as well.
The Assault Scrambler Rifle now, is this seeing any damage boosts or anyhing to help it's current situation? The armor tanking majority is very well prepared against this weapon. If the ads burst dispersion could be tightened, or a slight dmg boost applied, then I think we will be on a good path to getting this weapon right.
The AScR is a ranged preferable weapon, but imo i think that the ads Dispersion could be a little more "Lasery."
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IgniteableAura
Pro Hic Immortalis
1724
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Posted - 2014.09.04 21:11:00 -
[77] - Quote
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.
My Youtube
Biomassed Podcast
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BL4CKST4R
La Muerte Eterna Dark Taboo
3001
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Posted - 2014.09.04 21:14:00 -
[78] - 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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IgniteableAura
Pro Hic Immortalis
1724
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Posted - 2014.09.04 21:21:00 -
[79] - Quote
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?
My Youtube
Biomassed Podcast
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gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
118
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Posted - 2014.09.04 21:26:00 -
[80] - Quote
Racro 01 Arifistan wrote:i love how much love my breach AR is getting.... my creo breach already serves me well. but its going to be even better at doing so
it has always been my favorite
Absorb what is useful,
discard what is not,
make it uniquely your own........ Bruce Lee
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BL4CKST4R
La Muerte Eterna Dark Taboo
3003
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Posted - 2014.09.04 21:29:00 -
[81] - 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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ConantheCimmerian
Murphys-Law
57
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Posted - 2014.09.04 21:47:00 -
[82] - Quote
Super Sniper95 wrote:Hmmm it's ok :)
Oh by the way, do not nerf Sniper Rifle range please :)
If they have 500 + m range. Then my 7,000 m/s FG should be 1k + or at least = to the range of a sniper. For fucks sake. Its a small-arm
Pilot-The Black Corsair
(funny comment)
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ConantheCimmerian
Murphys-Law
57
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Posted - 2014.09.04 21:51:00 -
[83] - Quote
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.[/quote]
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
Pilot-The Black Corsair
(funny comment)
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BL4CKST4R
La Muerte Eterna Dark Taboo
3003
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Posted - 2014.09.04 21:59:00 -
[84] - 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.
supercalifragilisticexpialidocious
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Boot Booter
Pure Evil.
901
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Posted - 2014.09.04 22:00:00 -
[85] - 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]
OK guys, pump the brakes a bit. Obviously we have to make some exceptions for balancing. The point is, having bell curved damage profiles would be not only unrealistic but feel very weird.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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DarthMcFizzle
MOOSE-KNUCKLEz CLAN
110
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Posted - 2014.09.04 22:33:00 -
[86] - Quote
Oh, so my plasma rifle still sucks, ok then. But to be honest I don't really want it to be buffed because the whole like ten of us that have stuck with it would wreck house if ever it actually got on the same level as the other rifles. Then it would be nerfed right back to square one. (inb4 git gud scrub Ar iz fine) |
Monkey MAC
Rough Riders..
3451
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Posted - 2014.09.04 22:52:00 -
[87] - Quote
ConantheCimmerian wrote:Some other fella 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
The PDW fires much lower than average calibre rounds (about the same caliber as 9mm pistol round) and even then it fires the round at a lower speed than a conentional rifle using the same calibre.
For intrest purposes, the delayed blowback system, is a recoil mitigation system. It works by allowing the bolt and associated moving parts to move dowward (as opposed to backwards into the shoulder) then the return trip provides the same force in the opposite direction. Coincidentally this why it is nicknamed the vector.
The thing when using real world rifles as examples is you have to remember 2 things. 1) In Modern Warfare (non-gorilla/asymmetric) incapacitated enemies are considered better than dead ones. Incapacitated enemies require CASEVAC, medical treatment, logistics support, etc etc. On average every man injured reduces the armies force strength by 20. Everyman dead reduces it by 1.
2) Only 1 flesh wound is required to incapacitate MOST soilders. More often than not if your shot that's your rotation over, you come back home for treatment and you have to wait until your flights next rotation to the front.
Here in DUST we have high composite armour and shields that make it require a lot more than average to take you down, Every shot from a plasma rifle would disintegrate your average man. Minmatar bullets would cleave a man's torso from the rest of him. We have railguns that fire slugs as heavy as a kettle at speeds that would achieve well beyond escape velocity and laser's that have enough energy to actually do damage.
However this game runs of 'suspended belief' that the technology used is feasible, in the not too distant future, there will be some realism, mostly in the laws of physics, social constructs, architecture, weapon design ( barrel, magazine, scope and trigger) and many other things you maynot even notice, but make the world more believeable.
In terms of putting a bell curve on all the rifles. 1) What's the point of a general purpose rifle? 2) What's the laser rifles unique feature? 3) In terms of the laws of physics has it feasible? 4) Why would I use a long range weapon that peanilises me for getting to far away? 5) Why would I use a short range weapon that peanilises me fot getting to close?
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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Monty Mole Clone
Shiv M
206
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Posted - 2014.09.04 23:01:00 -
[88] - Quote
Cat Merc wrote:ResistanceGTA wrote:So.. We're doing literally nothing to the AScR, the really underperforming one..
At least I'll be the only one to use it I guess.. Nothing in the numbers suggest it should underperform. Literally nothing, it has amazing dispersion, amazing reload speed (best in class), gigantic clip (best in class), good DPS (isn't far from the other rifles at all), and the second longest range of the Assault variant rifles. If anything, this rifle by all rights should be the #1 rifle used. What's happening is the meta needs to shift to shields before it can really shine with its +20/-20 efficiency.
the fact that it now overheats before a full clip on anything but an assault lvl 5 has ruined it imho
lets just burn this motherfucker down
pew pew goes my scram rifle zap zap goes my scram pistol
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CCP Rattati
C C P C C P Alliance
6663
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Posted - 2014.09.04 23:20:00 -
[89] - Quote
JDEZ09 wrote:CCP Rattati wrote:Hello again, so we have done a range pass and a dps pass on rifles before, and now that we have collected a lot of data, it's time to finetune a little our Range vs DPS correlation. I am going to share two pictures, one with the situation as it is (just for protoype for simplification) and one after Delta tweaks. The handling of weapons, kick and dispersion, in and out of zoom, is being discussed in this thread and I think we have closure on most of those tweaks. https://forums.dust514.com/default.aspx?g=posts&t=174412&find=unreadCharlie - DPS vs Effective Range vs Delta - DPS vs Effective Range The Delta tweaks are as follows 14% dmg increase of Gallente Breach Assault Rifles 2% dmg increase of Gallente Burst Assault Rifles 4% dmg increase of Assault Combat Rifles (but also increasing dispersion to counter long range accuracy) By setting the Tac AR and Scrambler Rifle at 600 ROF, those two line up rather nicely Comments welcome, these should not be contentious changes at all given the relative UP of Gallente Rifles. Rattati, I am glad to see you all went with the 600 Rof that Ratamaq and I proposed in the ScR thread. This is also great news for the plasma rifles as well. The Assault Scrambler Rifle now, is this seeing any damage boosts or anyhing to help it's current situation? The armor tanking majority is very well prepared against this weapon. If the ads burst dispersion could be tightened, or a slight dmg boost applied, then I think we will be on a good path to getting this weapon right. The AScR is a ranged preferable weapon, but imo i think that the ads Dispersion could be a little more "Lasery."
A slight ADS dispersion reduction could be added to make it shine.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2210
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Posted - 2014.09.04 23:32:00 -
[90] - Quote
Good and rational changes.
Primary remaining concerns are the effectiveness of SRs and RRs in cqc. It still feels like the other races can step fearlessly into what should be Gallente territory, whereas the Gallente who attempt to step into the three other races territories are just dead meat.
As far as balancing fitting costs, it makes sense to keep that a separate discussion - balance the physical performance of the weapons first and once that has more or less stabalized make a pass on fitting costs.
PSN: RationalSpark
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