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Thread Statistics | Show CCP posts - 1 post(s) |
Meeko Fent
Kirkinen Risk Control Caldari State
2175
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Posted - 2014.12.03 04:57:00 -
[1] - Quote
* Quick Maths*
The ADV Breach AR has a base DPS of 499.
The ADV Common AR has a base DPS of 493.
Maybe My Maths is funny, but one doesn't seem to out shine the other a great deal on the Statistics side of things.
I will admit, that the Breach does have a longer range then the Common, and that SHOULD be addressed, but otherwise, Its just a frequently used weapon that gets good results. You should be able to get similar results from a Common AR.
Perhaps its that Armor suits are hot, and they just stack their highs w/ Damage mods, making that high alpha higher.
My opinion on this, however, is that the only thing that should change right now, is that the Optimal should be toned down to 50m (from 74m), and its max range should be cut to 100m (from 250m) as to provide a strong drawback to the potential bonus they can get from being better w/ damage mods.
But Hulk-Smashing It with the ever-loving nerf hammer isn't going to do much other then take an option out the running for a good rifle.
I Live for Tears
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Meeko Fent
Kirkinen Risk Control Caldari State
2178
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Posted - 2014.12.03 05:26:00 -
[2] - Quote
LUGMOS wrote:Meeko Fent wrote:* Quick Maths*
The ADV Breach AR has a base DPS of 499.
The ADV Common AR has a base DPS of 493.
Maybe My Maths is funny, but one doesn't seem to out shine the other a great deal on the Statistics side of things.
I will admit, that the Breach does have a longer range then the Common, and that SHOULD be addressed, but otherwise, Its just a frequently used weapon that gets good results. You should be able to get similar results from a Common AR.
Perhaps its that Armor suits are hot, and they just stack their highs w/ Damage mods, making that high alpha higher.
My opinion on this, however, is that the only thing that should change right now, is that the Optimal should be toned down to 50m (from 74m), and its max range should be cut to 100m (from 250m) as to provide a strong drawback to the potential bonus they can get from being better w/ damage mods.
But Hulk-Smashing It with the ever-loving nerf hammer isn't going to do much other then take an option out the running for a good rifle. Also, check out the match for damage per clip and total damage in all the ammo. Damage application is also much more reliable with no kick and lower RoF, so in truth, you lose some with the regular while mostly maintaining it on the Breach. Perhaps. Hang about.
*More Quick Maths*
Regular ADV AR has 2220 base* damage per clip.
Breach ADV AR has 2520 base* damage per clip.
That doesn't seem to big an issue, at least to me anyway.
But, you are right about that dispersion decrease. The Kick is an arguable point, especially on the AR, which lacks any meaningful recoil on the standard either; however the breach's dispersion IS tighter then the Common AR, which makes it a good deal stronger in the CQC of so many maps now, which is why reducing its range will fit it into its range band better.
*As said before, the breach does benefit more from damage mods, so a breach has higher potential for damage per clip, so modded damage per clip could edge farther out over the Regular AR
I Live for Tears
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Meeko Fent
Kirkinen Risk Control Caldari State
2178
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Posted - 2014.12.03 06:11:00 -
[3] - Quote
Fizzer XCIV wrote:Meeko Fent wrote: *More Quick Maths*
Regular ADV AR has 2220 base* damage per clip.
Breach ADV AR has 2520 base* damage per clip.
That doesn't seem to big an issue, at least to me anyway.
You'd be surprised how much 300 extra damage per mag can do. Just ask any Amassault or Minassault users. The Minassault bonus adds about 400 damage per mag. The Amassault adds about 325 under normal circumstances. Also, you got the numbers pretty far off... The ADV AR has1953 per mag. The ADV BrAR has 2192 per mag. That's 240 more damage. I used protofits, so it added the bonuses to the numbers.
I Live for Tears
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Meeko Fent
Kirkinen Risk Control Caldari State
2178
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Posted - 2014.12.03 13:58:00 -
[4] - Quote
Vitantur Nothus wrote:Her Chosen wrote:[ FYI: all data is subjective to due circumstances and human variables.
Data is objective. Translation of data is subjective. Data is objective. The cause of that data is subjective.
A great many things affect the performance of a gun, the range it's used at, how good the player is at playing, the dropsuit fitted. KD is a very hard stat to justify nerf hammering something. You can argue w/ the weapon stats that corroborate the KD boost, or bring up other points on theory of why the gun is so good, but just stating KD and saying something is wrong, is wrong. It excludes all other poddibilities of WHY the gun has a higher KD and tries to bend the facts to fit an opinion it may not solely agree w/.
tl;dr, Usage Data is pointless for nerfing unless you can say that something about the weapon that is objectively better then another weapon is causing the usage spike. And manage to successfully argue that it is an unfair advantage over other weapons that make them worth les.
I Live for Tears
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Meeko Fent
Kirkinen Risk Control Caldari State
2185
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Posted - 2014.12.03 23:30:00 -
[5] - Quote
Not being mean, just suggesting however...
If the BAR is so drastically OP, then WHAT can you see being done to fix it?
You all want to shout "OP", but have nothing to back up the claims of OPedness. What is WRONG with the BAR?
Really, not a soul has suggested any fix to the issue besides "nerf"
And we all know what happens when CCP just generically "Nerfs" a thing.
*looks at the BARs Grandpa*
He knows.
Some have said that the range should be dropped, but nobody else has decided "hey, lets advocate that!". You all are here, screeching Nerf, with no real thing you specifically want batted.
As a last not, Optimal should be dropped to 40-50, and Max should be chopped to 100.
I doubt it will do anything, but, It is a discrepancy in the stats that the Breach, which historically has been CQC has the same range as the Common AR.
I Live for Tears
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