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Meeko Fent
Kirkinen Risk Control Caldari State
2193
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Posted - 2014.12.05 01:45:00 -
[1] - Quote
What do you guys want to do with it.
You all want to nerf it, but so few actually seem to know what they think it wrong. They just say the "Something is wrong" because of its. use.
I've seen people say that The damage increase was too much, and that the range needs to be toned down.
IMO, the range should be toned down a bit (A historically CQC gun hitting FARTHER [By 4 meters] then its regular range counterpart? lulno), but reducing its damage will be the deathstroke to it, again. Its current DPS is something similar to the Regular AR, so nerfing it would drag it back into the dark dungeon w/ the Old Flay and the AV nades. And I hear the Dungeon Master is getting his whips out.
It does gain more from a damage mod then a Regular does, so that's a thing. Not sure If its a BIG issue, but that's a niche the Breach could fit in. Glass Cannoning a Assault.
The thing has a tighter dispersion, and so perhaps it makes it better at long range? I guess? All the rifles are VERY accurate anyway.
Any thoughts?
I'd just like to spark thoughts on WHY the breach is OP, because we all seem to be bandwagoning.
I Live for Tears
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Jacques Cayton II
Titans of Phoenix
1199
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Posted - 2014.12.05 02:54:00 -
[2] - Quote
Lower range higher kick in ads which is how all cqc weapons should be
We fight for the future of the State not our
personal goals
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BL4CKST4R
La Muerte Eterna Dark Taboo
3383
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Posted - 2014.12.05 03:25:00 -
[3] - 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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Joel II X
Bacon with a bottle of Quafe
4884
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Posted - 2014.12.05 03:29:00 -
[4] - Quote
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. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3383
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Posted - 2014.12.05 03:30:00 -
[5] - 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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Jacques Cayton II
Titans of Phoenix
1200
|
Posted - 2014.12.05 03:36:00 -
[6] - Quote
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
We fight for the future of the State not our
personal goals
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BL4CKST4R
La Muerte Eterna Dark Taboo
3383
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Posted - 2014.12.05 03:39:00 -
[7] - 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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Vitantur Nothus
Nos Nothi
994
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Posted - 2014.12.05 03:50:00 -
[8] - Quote
Spitballing ...
A) Keep damage and nerf ultra-precise hipfire. B) Keep ultra-precise hipfire and nerf damage.
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Bojo The Mighty
Condor Squad
5185
|
Posted - 2014.12.05 03:53:00 -
[9] - Quote
Vitantur Nothus wrote:Spitballing ...
A) Keep damage and nerf ultra-precise hipfire. B) Keep ultra-precise hipfire and nerf damage.
Wrong!
Keep ultra-precise hipfire, nerf RoF
I of all people should know how to nerf the breach
Bojo For CPM
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Daddrobit
You Can Call Me Daddy
1123
|
Posted - 2014.12.05 04:01:00 -
[10] - Quote
Increase range, decrease DPS to be between RR and AR.
O.G. Pink Fluffy Bunny
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
537
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Posted - 2014.12.05 04:09:00 -
[11] - Quote
I notice a some hypocrisy when players discuss the breach ar.
Players suggest= -Nerf breach ar range because it is too long, it competes with rail rifle, it should only be cqc -Lower kick on assault rail rifle so rr users can have a decent cqc weapon
Do you see the hypocrisy in there?
AKA - StarVenger
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3024
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Posted - 2014.12.05 04:15:00 -
[12] - Quote
Equal range to the regular AR (use burst or tac for range)
Reduce DPS to 92.5% of current AR DPS, and let it keep its perfect handling. (The thing is easier to use than an HMG...)
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3024
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Posted - 2014.12.05 04:17:00 -
[13] - Quote
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.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3384
|
Posted - 2014.12.05 04:34:00 -
[14] - 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.
supercalifragilisticexpialidocious
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Meeko Fent
Kirkinen Risk Control Caldari State
2194
|
Posted - 2014.12.05 04:34:00 -
[15] - 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. Explain this logic if you would please.
DPS is just the amount of damage dealt in a second, what does it have to do with range?
I Live for Tears
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LUGMOS
YELLOW JESUS EXP FORCE
1028
|
Posted - 2014.12.05 05:32:00 -
[16] - Quote
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.
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Jack 3enimble
Titans of Phoenix
514
|
Posted - 2014.12.05 05:35:00 -
[17] - Quote
BL4CKST4R wrote: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.
We're done pooping on my racial weapons, now it's your turn |
Jack 3enimble
Titans of Phoenix
514
|
Posted - 2014.12.05 05:38:00 -
[18] - Quote
Meisterjager Jagermeister wrote:I notice a some hypocrisy when players discuss the breach ar.
Players suggest= -Nerf breach ar range because it is too long, it competes with rail rifle, it should only be cqc -Lower kick on assault rail rifle so rr users can have a decent cqc weapon
Do you see the hypocrisy in there?
I don't think you know the difference between the ARR and RR.
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LUGMOS
YELLOW JESUS EXP FORCE
1028
|
Posted - 2014.12.05 05:50:00 -
[19] - Quote
Jack 3enimble wrote:Meisterjager Jagermeister wrote:I notice a some hypocrisy when players discuss the breach ar.
Players suggest= -Nerf breach ar range because it is too long, it competes with rail rifle, it should only be cqc -Lower kick on assault rail rifle so rr users can have a decent cqc weapon
Do you see the hypocrisy in there? I don't think you know the difference between the ARR and RR. The ARR wasn't supposed to be CQC range, just closer than the rail rifle...
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Summa Militum
Hidd3n Dragon
102
|
Posted - 2014.12.05 05:52:00 -
[20] - Quote
Meeko Fent wrote:What do you guys want to do with it.
You all want to nerf it, but so few actually seem to know what they think it wrong. They just say the "Something is wrong" because of its. use.
I've seen people say that The damage increase was too much, and that the range needs to be toned down.
IMO, the range should be toned down a bit (A historically CQC gun hitting FARTHER [By 4 meters] then its regular range counterpart? lulno), but reducing its damage will be the deathstroke to it, again. Its current DPS is something similar to the Regular AR, so nerfing it would drag it back into the dark dungeon w/ the Old Flay and the AV nades. And I hear the Dungeon Master is getting his whips out.
It does gain more from a damage mod then a Regular does, so that's a thing. Not sure If its a BIG issue, but that's a niche the Breach could fit in. Glass Cannoning a Assault.
The thing has a tighter dispersion, and so perhaps it makes it better at long range? I guess? All the rifles are VERY accurate anyway.
Any thoughts?
I'd just like to spark thoughts on WHY the breach is OP, because we all seem to be bandwagoning.
I think they should leave the Breach Assault Rifle alone. There is nothing wrong with it. |
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Sgt Kirk
Fatal Absolution
8687
|
Posted - 2014.12.05 05:52:00 -
[21] - Quote
Meisterjager Jagermeister wrote:I notice a some hypocrisy when players discuss the breach ar.
Players suggest= -Nerf breach ar range because it is too long, it competes with rail rifle, it should only be cqc -Lower kick on assault rail rifle so rr users can have a decent cqc weapon
Do you see the hypocrisy in there?
That's your Classic Caldari Silver Spoon **** right there.
I'd personally prefer for the breach to turn more into a Rail Rifle like Plasma Rifle.
More Range, less Damage per shot.
But that's just me in my niche opinion.
CCP holds the Caldari's hand so this doesn't happen again.
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Meeko Fent
Kirkinen Risk Control Caldari State
2194
|
Posted - 2014.12.05 05:54:00 -
[22] - Quote
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.
I Live for Tears
|
LUGMOS
YELLOW JESUS EXP FORCE
1029
|
Posted - 2014.12.05 06:01:00 -
[23] - Quote
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. ^this guy gets it
100% agree. I would have added the more damage part, but I know soem body would be like " y u add damage to OP weapon!"
Really, this should be gold.
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Meeko Fent
Kirkinen Risk Control Caldari State
2194
|
Posted - 2014.12.05 06:10:00 -
[24] - Quote
LUGMOS 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. ^this guy gets it 100% agree. I would have added the more damage part, but I know soem body would be like " y u add damage to OP weapon!" Really, this should be gold. I hope I did...
Otherwise if have no really reason to have made the OP in the first place.
I Live for Tears
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LUGMOS
YELLOW JESUS EXP FORCE
1029
|
Posted - 2014.12.05 06:23:00 -
[25] - Quote
Meeko Fent wrote:I hope I did...
Otherwise if have no really reason to have made the OP in the first place. Logic is a unicorn, only ridden by those who understand it.
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
|
Vesta Opalus
Bloodline Rebellion Capital Punishment.
224
|
Posted - 2014.12.05 06:26:00 -
[26] - Quote
Meeko Fent wrote: IMO, the range should be toned down a bit (A historically CQC gun hitting FARTHER [By 4 meters] then its regular range counterpart? lulno), but reducing its damage will be the deathstroke to it, again. Its current DPS is something similar to the Regular AR, so nerfing it would drag it back into the dark dungeon w/ the Old Flay and the AV nades. And I hear the Dungeon Master is getting his whips out.
Breach variants in this game have farther range, like the breach rail rifle (aka the rail rifle) vs. the assault rail rifle.
I dont think this weapon is OP in any case, until I see some data from CCP. I do think the other plasma rifles are crap though, and need to be improved. |
Meeko Fent
Kirkinen Risk Control Caldari State
2195
|
Posted - 2014.12.05 06:36:00 -
[27] - Quote
Vesta Opalus wrote:Meeko Fent wrote: IMO, the range should be toned down a bit (A historically CQC gun hitting FARTHER [By 4 meters] then its regular range counterpart? lulno), but reducing its damage will be the deathstroke to it, again. Its current DPS is something similar to the Regular AR, so nerfing it would drag it back into the dark dungeon w/ the Old Flay and the AV nades. And I hear the Dungeon Master is getting his whips out.
Breach variants in this game have farther range, like the breach rail rifle (aka the rail rifle) vs. the assault rail rifle. I dont think this weapon is OP in any case, until I see some data from CCP. I do think the other plasma rifles are crap though, and need to be improved. The rail rifle is like that because it's a Caldari gun. Not because it's a breach style rifle.
Way back when, the breach weapons were all the CQC versions. They all had lower range but higher damage. Historically.
The old BrAR, the breach SMG, the breach shotty, the breach ScP, all historically have had shorter ranges (by so e margin) then the regular guns.
I Live for Tears
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G Felix
303
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Posted - 2014.12.05 06:46:00 -
[28] - Quote
Meeko Fent wrote:Vesta Opalus wrote:Meeko Fent wrote: IMO, the range should be toned down a bit (A historically CQC gun hitting FARTHER [By 4 meters] then its regular range counterpart? lulno), but reducing its damage will be the deathstroke to it, again. Its current DPS is something similar to the Regular AR, so nerfing it would drag it back into the dark dungeon w/ the Old Flay and the AV nades. And I hear the Dungeon Master is getting his whips out.
Breach variants in this game have farther range, like the breach rail rifle (aka the rail rifle) vs. the assault rail rifle. I dont think this weapon is OP in any case, until I see some data from CCP. I do think the other plasma rifles are crap though, and need to be improved. The rail rifle is like that because it's a Caldari gun. Not because it's a breach style rifle. Way back when, the breach weapons were all the CQC versions. They all had lower range but higher damage. Historically. The old BrAR, the breach SMG, the breach shotty, the breach ScP, all historically have had shorter ranges (by so e margin) then the regular guns.
I was always under the impression that the BrAR and BurstAR were originally placeholders for the RR and CR, respectively. If this is true, the BrAR has increased range and lower RoF to emulate the RR's niche.
Dust can be frustrating. (Gò»°Gûí°)Gò»n+¦ Gö+GöüGö+)
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Arkena Wyrnspire
Fatal Absolution
19861
|
Posted - 2014.12.05 06:51:00 -
[29] - 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.
It was increased by 14% because previously it did an absolutely laughable amount of damage. Before the series of hotfixes it did less DPS than a flaylock on splash.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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Pvt Numnutz
Prophets of the Velocirapture
2017
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Posted - 2014.12.05 09:41:00 -
[30] - Quote
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.
Master Skyshark rider
Kaalaka dakka tamer
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BL4CKST4R
La Muerte Eterna Dark Taboo
3386
|
Posted - 2014.12.05 10:56:00 -
[31] - 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
|
hold that
Krusual Covert Operators Minmatar Republic
455
|
Posted - 2014.12.05 11:05:00 -
[32] - Quote
i think it's perfect. i think the burst ar needs 1 or 2 more shots in the burst. The gek ar 5 m more range |
Echo 1991
Titans of Phoenix
606
|
Posted - 2014.12.05 12:25:00 -
[33] - Quote
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.
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Echo 1991
Titans of Phoenix
606
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Posted - 2014.12.05 12:27:00 -
[34] - 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. It doesn't. You will out range it every time. If you can't handle the kick when ADS then you have a problem.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3387
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Posted - 2014.12.05 12:42:00 -
[35] - 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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CrotchGrab 360
Yon Hyaku Nijuu Moyase
1616
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Posted - 2014.12.05 12:46:00 -
[36] - Quote
I'm guessing it should be more like the TAC is now, just because the BrAR feels like how the TAC was before it got nerfed.
Saying that I haven't used the TAC since after it got nerfed, only once and then decided not to spam it anymore
DUST VIDEOS
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Boot Booter
Capital Acquisitions LLC General Tso's Alliance
1044
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Posted - 2014.12.05 12:48:00 -
[37] - Quote
The breach should have a slightly longer range than the assault. Breach weapons are supposed to be a Caldari variant. The rail rifle is essentially a breach weapon. Here's exactly what the breach AR should be at proto..
Damage per round: 62.37 Rof: 428.57 Effective range: 73m
(dps = 445.5)
I say exactly cause these values are calculated from Rattati's own dps vs range equations that he seemed to ignore when he buffed the breach AR. |
Ryme Intrinseca
Dead Man's Game RUST415
2185
|
Posted - 2014.12.05 12:54:00 -
[38] - Quote
5% damage nerf, nothing else. |
Myron Kundera
The Generals
125
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Posted - 2014.12.05 16:43:00 -
[39] - 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 forgot ROF, the optimal range and that the Breach AR does shield damage and that the RR does armor damage (the most commonly used tank in the game, which makes it an asset), then do the math. Also, just to put things in perspective, i got killed yesterday by a Kalakiota RR, i was using my GB-9 Breach AR, he killed me very easily cause:
1.- I had armor tank (RR does armor damage). 2.- He was in his optimal range, i wasn-¦t. 3.- He shot faster than me (ROF) and landed more shots.
I lost duel. So yeah, your point is invalid.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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Apothecary Za'ki
Biomass Positive
2284
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Posted - 2014.12.05 16:53:00 -
[40] - Quote
Meeko Fent wrote:What do you guys want to do with it.
You all want to nerf it, but so few actually seem to know what they think it wrong. They just say the "Something is wrong" because of its. use.
I've seen people say that The damage increase was too much, and that the range needs to be toned down.
IMO, the range should be toned down a bit (A historically CQC gun hitting FARTHER [By 4 meters] then its regular range counterpart? lulno), but reducing its damage will be the deathstroke to it, again. Its current DPS is something similar to the Regular AR, so nerfing it would drag it back into the dark dungeon w/ the Old Flay and the AV nades. And I hear the Dungeon Master is getting his whips out.
It does gain more from a damage mod then a Regular does, so that's a thing. Not sure If its a BIG issue, but that's a niche the Breach could fit in. Glass Cannoning a Assault.
The thing has a tighter dispersion, and so perhaps it makes it better at long range? I guess? All the rifles are VERY accurate anyway.
Any thoughts?
I'd just like to spark thoughts on WHY the breach is OP, because we all seem to be bandwagoning. while i agree we would also need to change the ranges on other breach weapons too.. liek breach SMG has 2 more meters range then the assault or something like that.. i dont remember how it is with breach pistols tho
#[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
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KING CHECKMATE
Opus Arcana Covert Intervention
6107
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Posted - 2014.12.05 16:57:00 -
[41] - Quote
Meeko Fent wrote:What do you guys want to do with it.
You all want to nerf it, but so few actually seem to know what they think it wrong. They just say the "Something is wrong" because of its. use.
I've seen people say that The damage increase was too much, and that the range needs to be toned down.
IMO, the range should be toned down a bit (A historically CQC gun hitting FARTHER [By 4 meters] then its regular range counterpart? lulno), but reducing its damage will be the deathstroke to it, again. Its current DPS is something similar to the Regular AR, so nerfing it would drag it back into the dark dungeon w/ the Old Flay and the AV nades. And I hear the Dungeon Master is getting his whips out.
It does gain more from a damage mod then a Regular does, so that's a thing. Not sure If its a BIG issue, but that's a niche the Breach could fit in. Glass Cannoning a Assault.
The thing has a tighter dispersion, and so perhaps it makes it better at long range? I guess? All the rifles are VERY accurate anyway.
Any thoughts?
I'd just like to spark thoughts on WHY the breach is OP, because we all seem to be bandwagoning.
I want to reduce its EFFECTIVE range.
That is all. The weapon is great and balanced. Love it.
Amarrian Born. State Patriot.
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Myron Kundera
The Generals
125
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Posted - 2014.12.05 17:04:00 -
[42] - Quote
The "Golden Rule", if you have longer range, you get less damage per shot, if you get less range you get more damage per shot. Asking for a reduction of range on any weapon (optimal or effective) would have to be compensated by more damage per shot, as easy as that and im pretty sure that the QQ would be on epic levels if the Breach AR got more damage per shot.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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calvin b
Sinq Laison Gendarmes Gallente Federation
2269
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Posted - 2014.12.05 17:06:00 -
[43] - Quote
There is nothing needed to changed. The weapon is fine. I used the TAC AR and it kills faster than the breach if you know how to use it. Just because a weapon is being used more does not mean it is better. It is easier to use than some and is the reason it is so widely used.
Can the other voices in other peoples minds hear my voices in my head????
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Ku Shala
The Generals
1039
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Posted - 2014.12.05 17:14:00 -
[44] - Quote
just has too much range for a breach weapon it shouldnt be competing with RR,AR ,TAR its hurting the other AR types by going out of it zone why use the AR if the breach does it better? why use the TAR if the breach kicks less and has the same range so you can fire hip easier than ADS on the TAR? 70m+ on the breach is too much range I have killed 75m with a breach easily, a weapon that should have HMG ranges or a the very least feel very gimped at 50m+
side note RR is still better cqc than range so is the TAR.....balancing broken
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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KING CHECKMATE
Opus Arcana Covert Intervention
6107
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Posted - 2014.12.05 17:15:00 -
[45] - Quote
Myron Kundera wrote:The "Golden Rule", if you have longer range, you get less damage per shot, if you get less range you get more damage per shot. Asking for a reduction of range on any weapon (optimal or effective) would have to be compensated by more damage per shot, as easy as that and im pretty sure that the QQ would be on epic levels if the Breach AR got more damage per shot.
You are forgetting 2 more things in the weapon equations.
Hip Fire and Rate of FIre.
You can have GOOD damage and GOOD Hipfire, with little range and slow RoF.
It IS viable.
Amarrian Born. State Patriot.
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
172
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Posted - 2014.12.05 18:25:00 -
[46] - Quote
Shouldn't it have longer range than the reg ar with its lower rate of fire and higher damage? I have a feeling that this weapon will be nerfed into oblivion. I'm not quite sure why everyone feels the reg ar needs to be better than the breach. As far as nerf suggestions, as long as its as good as it was pre buff I'll be fine. |
BLACK MASK D
The Exemplars RISE of LEGION
40
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Posted - 2014.12.05 21:35:00 -
[47] - Quote
Meeko Fent wrote:What do you guys want to do with it.
You all want to nerf it, but so few actually seem to know what they think it wrong. They just say the "Something is wrong" because of its. use.
I've seen people say that The damage increase was too much, and that the range needs to be toned down.
IMO, the range should be toned down a bit (A historically CQC gun hitting FARTHER [By 4 meters] then its regular range counterpart? lulno), but reducing its damage will be the deathstroke to it, again. Its current DPS is something similar to the Regular AR, so nerfing it would drag it back into the dark dungeon w/ the Old Flay and the AV nades. And I hear the Dungeon Master is getting his whips out.
It does gain more from a damage mod then a Regular does, so that's a thing. Not sure If its a BIG issue, but that's a niche the Breach could fit in. Glass Cannoning a Assault.
The thing has a tighter dispersion, and so perhaps it makes it better at long range? I guess? All the rifles are VERY accurate anyway.
Any thoughts?
I'd just like to spark thoughts on WHY the breach is OP, because we all seem to be bandwagoning.
THANK YOU, i swear to god like a month ago people were talking about how **** the breach is and out of nowhere people are nagging about the breach. when all the other rifles out DPS it, you can see **** at range cause of the iron sights and anything with higher rate of fire kicks its ass, its just bang wagoning. people just want to use and see the new OP rifles the next op game breaking weapon or they are just pissed cause they keep getting killed by it, like the shotgun or sniper rifle. the rail still kicks everything ass and so does the combat rifle. join a match and and those two weapons are all you will see. (sorry about the wall of texts and don't worry im not some form warrior troll or raging a-hole, i just think that its time we stop bull shitting our selfies so what happened to the drop shipps doesn't happen again to the plasma rilfes |
Joel II X
Bacon with a bottle of Quafe
4899
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Posted - 2014.12.06 00:46:00 -
[48] - Quote
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. |
Meeko Fent
Kirkinen Risk Control Caldari State
2205
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Posted - 2014.12.06 00:57:00 -
[49] - Quote
JUDASisMYhomeboy wrote:Shouldn't it have longer range than the reg ar with its lower rate of fire and higher damage? I have a feeling that this weapon will be nerfed into oblivion. I'm not quite sure why everyone feels the reg ar needs to be better than the breach. As far as nerf suggestions, as long as its as good as it was pre buff I'll be fine. Ehh...
I would attribute the RR's Range to being Caldari, not to being Breach.
I remember somebody right something like this here once...
Race Determines Range, Variant determines Style.
The Gallente all have CQC guns, and the Breach variant is the variant focused purely on CQC.
I Live for Tears
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Meeko Fent
Kirkinen Risk Control Caldari State
2205
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Posted - 2014.12.06 00:58:00 -
[50] - 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. So you want to nerf everything for the sake of TTK? We want to start this debate again?
I Live for Tears
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BL4CKST4R
La Muerte Eterna Dark Taboo
3402
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Posted - 2014.12.06 01:47:00 -
[51] - 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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