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Thread Statistics | Show CCP posts - 14 post(s) |
manboar thunder fist
Dead Man's Game
121
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Posted - 2014.09.10 16:01:00 -
[151] - Quote
ASCR - 20/10 please for the dmg profile.
IT NEEDS TO BE LOOKED IT!
i can't believe the ACR scrubs are getting their way by looking at paper stats and not how it's the most underused gun in dust
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Boot Booter
Pure Evil.
916
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Posted - 2014.09.10 17:01:00 -
[152] - Quote
manboar thunder fist wrote:ASCR - 20/10 please for the dmg profile.
IT NEEDS TO BE LOOKED IT!
i can't believe the ACR scrubs are getting their way by looking at paper stats and not how it's the most underused gun in dust
No. That's not a good idea.
What? Are you using conflicting arguments in the same sentence?
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
537
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Posted - 2014.09.11 05:38:00 -
[153] - Quote
delete |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2712
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Posted - 2014.09.11 06:08:00 -
[154] - Quote
manboar thunder fist wrote:ASCR - 20/10 please for the dmg profile.
IT NEEDS TO BE LOOKED IT!
i can't believe the ACR scrubs are getting their way by looking at paper stats and not how it's the most underused gun in dust
What the hell are you trying to say here? There is no context provided to make this make sense. I don't speak incoherent rant. I only speak two languages: English and Bad English.
PICK ONE! |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1804
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Posted - 2014.09.11 09:32:00 -
[155] - Quote
Cat Merc wrote:AScR recoil is 100% visual side to side recoil.
It's actually dead accurate if you can train yourself to ignore the visual recoil. In fact you can fire your entire clip and the center of aiming won't move anywhere. Interesting, will test it. If true might partially explain why some can slay with it but I'm useless with it. Other part of explanation is that I'm a massive scrub :( |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1804
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Posted - 2014.09.11 09:51:00 -
[156] - 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. Don't disagree with BrAR and BuAR changes.
Why increase dispersion on ACR? It's hardly a long range weapon as things stand, you're only tickling people beyond about 45m. The change will make RRs dominate mid range engagements as well as long range ones, which is hardly balanced.
600 RPM is still too high. Only turbos can consistently achieve that RoF, and may gravitate towards TAR since they won't even need to worry about overheat then. 500 for both ScR and TAR would be better. Maybe a slight damage increase for TAR as well to account for its shorter range. |
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CCP Rattati
C C P C C P Alliance
6926
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Posted - 2014.09.11 15:47:00 -
[157] - Quote
Ryme Intrinseca 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=unreadThe 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. Don't disagree with BrAR and BuAR changes. Why increase dispersion on ACR? It's hardly a long range weapon as things stand, you're only tickling people beyond about 45m. The change will make RRs dominate mid range engagements as well as long range ones, which is hardly balanced. 600 RPM is still too high. Only turbos can consistently achieve that RoF, and may gravitate towards TAR since they won't even need to worry about overheat then. 500 for both ScR and TAR would be better. Maybe a slight damage increase for TAR as well to account for its shorter range.
The ACR is pretty damn accurate, there is no kick and a lethal ROF, basically a PP-2000 or F2000. I am not a good player and I can reliably pump headshots from quite a distance. I actually feel cheap using it.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
49
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Posted - 2014.09.11 18:04:00 -
[158] - Quote
hate to say it but i can pretty reliably do 9-10 rounds per second :P
so 600 i *probably* won't hit, but it will be close |
zzZaXxx
Vengeance Unbound
501
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Posted - 2014.09.11 18:07:00 -
[159] - Quote
Ryme Intrinseca wrote:Why increase dispersion on ACR? It's hardly a long range weapon as things stand, you're only tickling people beyond about 45m. The change will make RRs dominate mid range engagements as well as long range ones, which is hardly balanced.
True, this will give the ACR range just a tad beyond the AR. Then, other than the rail rifles, there's only the ScR, the AScR, CR, and TAR for mid-range engagements. I guess the TAR will compete with RR. If they make the AScR more accurate at range then it could be in the mix. |
zzZaXxx
Vengeance Unbound
501
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Posted - 2014.09.11 18:17:00 -
[160] - Quote
Rattati, I argued a few days back for reducing the AScR's recoil in Delta, since you're holding off on damage, but after playing with it a while I realize that dispersion is its main problem. It has a weird mix of extreme dispersion--with no sharpshooter skill--and good range. It becomes very inaccurate a lot closer in than 8800 meters due to that dispersion. Why not reduce dispersion? If you can't buff its damage right now, how about just enabling it to apply it a bit more accurately, especially at range? |
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1810
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Posted - 2014.09.11 18:54:00 -
[161] - Quote
CCP Rattati wrote:Ryme Intrinseca 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=unreadThe 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. Don't disagree with BrAR and BuAR changes. Why increase dispersion on ACR? It's hardly a long range weapon as things stand, you're only tickling people beyond about 45m. The change will make RRs dominate mid range engagements as well as long range ones, which is hardly balanced. 600 RPM is still too high. Only turbos can consistently achieve that RoF, and may gravitate towards TAR since they won't even need to worry about overheat then. 500 for both ScR and TAR would be better. Maybe a slight damage increase for TAR as well to account for its shorter range. The ACR is pretty damn accurate, there is no kick and a lethal ROF, basically a PP-2000 or F2000. I am not a good player and I can reliably pump headshots from quite a distance. I actually feel cheap using it. The ACR is accurate but so are other weapons like the regular CR and ScR, which also have more range and DPS. I would have thought the profile change (if that's still happening) would be enough of a nerf on the ACR if one really is necessary. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
27
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Posted - 2014.09.11 20:22:00 -
[162] - Quote
CCP Rattati wrote:Ryme Intrinseca 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=unreadThe 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. Don't disagree with BrAR and BuAR changes. Why increase dispersion on ACR? It's hardly a long range weapon as things stand, you're only tickling people beyond about 45m. The change will make RRs dominate mid range engagements as well as long range ones, which is hardly balanced. 600 RPM is still too high. Only turbos can consistently achieve that RoF, and may gravitate towards TAR since they won't even need to worry about overheat then. 500 for both ScR and TAR would be better. Maybe a slight damage increase for TAR as well to account for its shorter range. The ACR is pretty damn accurate, there is no kick and a lethal ROF, basically a PP-2000 or F2000. I am not a good player and I can reliably pump headshots from quite a distance. I actually feel cheap using it.
Is this against moving targets or targets standing still? Aim assist is a big part of getting the headshots with this weapon from hip fire, at long range. trying to do the same with aim-down-sights is significantly harder. I can't help but feel hip fire should be LESS accurate not moreso. Aim assist seems to directly counter small position discrepancies too (moments where people see the blue sparks of a direct hit, but no damage is registered). |
Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
202
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Posted - 2014.09.11 23:04:00 -
[163] - Quote
Funny i actually see the dispersion increase of the ACR to be more of a buff than a nerf. I have had trouble hitting scouts with it lately and this should make it easier to keep them within hip fire constraints.
Getting head-shots with these guns aren't all that hard, some guns kick just right that they actually hep you hit the head. I've done that with the AR, CR, and ARR alike. Other guns with large kick will bypass the head and start hitting dropships if your not careful. The ACR could use a bit more kick though. It seems laser accurate for a gun shooting 1200rpm. Standard CR is fine though.
Although i think if it got a bit more kick then people will really start getting head shots even if they are aiming center mass. It walks up the torso very nicely with the fire rate.
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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Joel II X
Crux Special Tasks Group Gallente Federation
3373
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Posted - 2014.09.12 01:17:00 -
[164] - Quote
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? |
BL4CKST4R
La Muerte Eterna Dark Taboo
3069
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Posted - 2014.09.12 01:27:00 -
[165] - 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
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2733
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Posted - 2014.09.12 07:04:00 -
[166] - Quote
I use the AR only on maps like the orbital artillery and gallente lab maps. It does phenomenally well tgere but chokes on more open maps. Its kinda like how the PLC seems more CQC AV. |
zzZaXxx
Vengeance Unbound
503
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Posted - 2014.09.12 08:43:00 -
[167] - Quote
BL4CKST4R wrote: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 yup |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1811
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Posted - 2014.09.12 14:38:00 -
[168] - Quote
Kaeru Nayiri wrote:CCP Rattati wrote:Ryme Intrinseca 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=unreadThe 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. Don't disagree with BrAR and BuAR changes. Why increase dispersion on ACR? It's hardly a long range weapon as things stand, you're only tickling people beyond about 45m. The change will make RRs dominate mid range engagements as well as long range ones, which is hardly balanced. 600 RPM is still too high. Only turbos can consistently achieve that RoF, and may gravitate towards TAR since they won't even need to worry about overheat then. 500 for both ScR and TAR would be better. Maybe a slight damage increase for TAR as well to account for its shorter range. The ACR is pretty damn accurate, there is no kick and a lethal ROF, basically a PP-2000 or F2000. I am not a good player and I can reliably pump headshots from quite a distance. I actually feel cheap using it. Is this against moving targets or targets standing still? Aim assist is a big part of getting the headshots with this weapon from hip fire, at long range. trying to do the same with aim-down-sights is significantly harder. I can't help but feel hip fire should be LESS accurate not moreso. Aim assist seems to directly counter small position discrepancies too (moments where people see the blue sparks of a direct hit, but no damage is registered). You really should not be hipfiring with the acr beyond 20 metres or so, youll get much better dps adsing. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
27
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Posted - 2014.09.12 18:03:00 -
[169] - Quote
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. |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1813
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Posted - 2014.09.13 09:57:00 -
[170] - Quote
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 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. |
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Haerr
Legio DXIV
1367
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Posted - 2014.09.13 10:19:00 -
[171] - Quote
Oh buff to the tactical AR? Neat! :) |
BL4CKST4R
La Muerte Eterna Dark Taboo
3072
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Posted - 2014.09.13 11:20:00 -
[172] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2766
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Posted - 2014.09.13 11:38:00 -
[173] - Quote
Said it before will say it again. AR has the best on-paper DPS but it falls apart because the other rifles are much better at applying their DPS.
You lose too much of the DPS by missing the targets, especially strafers because each round does piddling damage. By comparison RR/CR/SR hit harder per round/burst so the application is more notable.
It's weird. The only way the AR seems to perform acceptably is when the target is standing still, running right at you, or running directly away.
The other rifles are superior for dealing with any lateral movement.
I also have aim assist turned off so YMMV. |
Mortishai Belmont
G.L.O.R.Y Dark Taboo
210
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Posted - 2014.09.13 13:26:00 -
[174] - Quote
Okay, one of the few changes that I agree with.
G.L.O.R.Y solider,
Master of the Heavy (Amarr & Gallente)
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CCP Rattati
C C P C C P Alliance
7015
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Posted - 2014.09.13 16:22:00 -
[175] - Quote
Time's up, thanks everyone, this was one of the better threads we have had, so special thanks even.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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