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BL4CKST4R
La Muerte Eterna Dark Taboo
3383
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Posted - 2014.12.05 03:25:00 -
[1] - Quote
Jacques Cayton II wrote:Lower range higher kick in ads which is how all cqc weapons should be
And increase dps since range is going down
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3383
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Posted - 2014.12.05 03:30:00 -
[2] - Quote
Joel II X wrote:Decrease range, and lower damage by 5 percent.
Wasn't it increased by 14% last time? Like what the f-...?
Oh, and increase Breach Shotgun to 3 per clip while we're at it.
Why would yo decrease the range AND the damage, doesn't make sense...
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3383
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Posted - 2014.12.05 03:39:00 -
[3] - Quote
Jacques Cayton II wrote:BL4CKST4R wrote:Jacques Cayton II wrote:Lower range higher kick in ads which is how all cqc weapons should be And increase dps since range is going down Doesnt need dps increase. That should be a racial bonus not a bonus to everyone
Yeah but only the Gallente assaults, or commandos, would get a bonus to make up for the range loss. Equally by your logic then the DPS or range of every weapon should be reduced and then buffed racially.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3384
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Posted - 2014.12.05 04:34:00 -
[4] - Quote
Gavr1lo Pr1nc1p wrote:BL4CKST4R wrote:Jacques Cayton II wrote:Lower range higher kick in ads which is how all cqc weapons should be And increase dps since range is going down That makes 0 sense. DPS is a function of range. Higher DPS gives you more range. This terrible "Give moar DPS to my weapon becuz lo range" argument is silly if you actually think for a second.
So it's perfectly okay for the weapon to do the same dps as the regular AR yet at 30 meters? So does that means it's perfectly okay for the aRR to have 400 dps but only have an optimal of 60 meters? There is a reason why long range weapons have lower dps, although not by much, but because it is balanced. That's the whole point of using short range weapons is to have high dps, If my AR was only good at 40 meters and had the same dps as a rail I would never have a reason to use the AR.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3386
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Posted - 2014.12.05 10:56:00 -
[5] - Quote
Pvt Numnutz wrote:Basic breach assault rifle: 2,460 ISK 58.1 base damage per shot 415.16 DPS 36 round mag 300 total rounds No kick No charge 74m effective range 56.78 accuracy rating
Kaalakiota rail rifle: 47,220 ISK 51.7 base damage per shot 397.69 DPS 42 round mag 252 total rounds LOTS of kick 0.45s charge 100m effective range 54.47 accuracy rating
For starters, I don't think a basic rifle should ever outclass a proto rifle.
You people seem to forget the rail out ranges the breach by about 60%, also by this logic the basic assault rifle should get nerfed because it has those exact same stats....
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3387
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Posted - 2014.12.05 12:42:00 -
[6] - Quote
Echo 1991 wrote:Meeko Fent wrote:LUGMOS wrote:First off, what does breach mean to you player base?
Oh, you say something that can punch through a line of defense, say, a room? OK then. Based off of that logic:
1. Keep DPS the same as it is now 2. Nerf range to be 5-10 meters less than the regular variant's optimal 3. Nerf ammo reserve, as it should be restricted to breaching and shouldn't be capable of sustained attack without nanohives
My reasoning for #2 is that in its current state, there is no reason to run the regular variant over the breach, DPS, damage application, range, and damage per clip are all superior on it. The range Nerf would further define its role as the better alternative for breaching situations.
If it's losing a it reserve, I'd add onto that a widening of the dispersion (as to weaken it at range) and a VERY FUKING SMALL increase in damage. 2-5 points of hurt added. It brings it to be superior then a regular AR at "breaching range", but then suffers as range increases. Then, drop the optimal 20meters to 50, to more securely nail it into its spot. BAR has an optimal of 55m. It starts dropping damage rather quickly after that.
Optimal is 40M
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3402
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Posted - 2014.12.06 01:47:00 -
[7] - Quote
Joel II X wrote:BL4CKST4R wrote:Joel II X wrote:Decrease range, and lower damage by 5 percent.
Wasn't it increased by 14% last time? Like what the f-...?
Oh, and increase Breach Shotgun to 3 per clip while we're at it. Why would yo decrease the range AND the damage, doesn't make sense... Range is way too high, for a AR. Damage is also pretty damn high. If you're talking about range vs damage, then reduce both Caldari Rifles to max range pea shooters while the basic AR becomes a death machine. While we're at it, increase shotgun damage to OHK every suit in the game and increase AV potential for it, too. There are other factors at play.
Yeah Idk if your trolling now whatever you just said makes no sense
supercalifragilisticexpialidocious
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