Greiv Rabbah
13Art of War13
36
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Posted - 2014.12.07 17:06:00 -
[1] - Quote
BL4CKST4R wrote:Duvolle: Damage:- 33.99 ROF:- 800 DPS:- 453.2 Optimal range:- 40M Effective range (30% dps):- 70M Clip/ammo:- 60/300 Damage per clip:- 2039.4
Creodon: Damage:- 63.935 ROF:- 428.57 DPS:- 456.67 Optimal range:- 40M Effective range (30% dps):- 70M Clip/ammo:- 36/300 Damage per clip:- 2301
As you can see from these stats the only numbers that are different from the basic AR is the damage per clip which is 300 hp over, the only logical nerf to the breach would be a clip reduction.
I will explain why any other nerf is unecesary and would break the weapon, the two most suggested nerfs being dps and range. Before we go on, would you nerf the dps or the range on the Duvolle? Why not? Because the weapon is unused and kinda bad unless in the hands of a skilled player.
So then why the Creodon? Here is a thought experiment let's say we fiddled with the stats of the Creodon (damage and rof) holding dps constant, and we increased rof to 800. Well damage would actually be equal to the ARs, which I just previously stated is not in need of a nerf. By this the breach is not in need of a dps nerf, because dps is equal to that of a weapon who operates exactly the same, and that weapon is nowhere near OP.
That leaves us with range, 40M optimal and 70M effective, well that's a 30M difference and at it's peak dps drops down to a whopping 30%, that means ever meters we have a 2.3% dps reduction, so at the next range where a weapon operates being the CR at 50M, the AR has lost 23% dps, so there is no way the AR nor the Breach can outdps or outperform any weapon outside of 40M, so the problem is definitely not range.
So what is the problem? clip? 300 extra damage is not going to make the weapon seem so OP, so what is it? Well the problem is actually rof and damage but not the combination of both, meaning it is no dps. The problem is the weapons low rof and high damage makes it accurate and deadly, but that's only because it is just easy to use, and it forgives missing a lot. The way the game works, most weapons actually miss a lot, weapons with low rof like the post-nerf Tac, the rail and now the breach excel in this environment, because they do not miss. The only way to fix the weapon is to actually increase rof, and reduce damage keeping dps constant, as I have stated above dps is not the problem nor is it range, and blindly nerfing the weapon would just break it, specially when the nerds suggested ARE NOT the problem.
Edit: forgot to mention it also needs a tiny bit more kick, the AR had kick which is noticeable at the end of it's clip due to it's high rof and such, the breach won't ever kick due to low rof and low clip.
Hi there. I really really like this almost entirely. Your logic was great, your argument against the breach atbeing overpowered was well formulated, but i disagree with your conclusion. 300 extra damage per clip I think is a perfectly reasonable ramp up from basic to breach, and I don't think increasing ROF or decreasing damage per shot is the way to go here bc that's taking away the "breach" from the breach assault rifle. I would argue instead that the accuracy needs tweaking. The gun needs kick. Not just a little, we're talking about a gun that punches harder and slings fireballs farther than the duvolle so it should recoil more than the duvolle, make sense? Of course operation and gal assault bring these down and it should be a reasonably accurate weapon in the hands of an assault gk0, but even then the kick should be noticeable. That would balance the weapon i think. Your dps calculations are high for these rifles bc they dont account for missed shots, which sets the breach rifles "real" dps much higher while your "potential" dps doesnt show a problem statistically. Would you disagree with that?
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Greiv Rabbah
13Art of War13
37
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Posted - 2014.12.08 08:10:00 -
[2] - Quote
BL4CKST4R wrote:LUGMOS wrote:Atiim wrote:BL4CKST4R wrote: Actually I don't use the breach, I use the assault rail rifle mainly. But being a gallente loyalist I would hate to see the only effective gallente weapon be unreasonably nerfed.
Breach ARs are far from the only effective Gallente Weapon. Yeah! My Plasma Cannon wants an apology! lol okay Gallente weapons are good within their niche, but when it comes to versatility they fail. Now if every other weapon was niche then the Gallente weapons would be very good but most weapons are extremely versatile, due to their much longer range and very small DPS sacrifices. Gallente plasma cannon is a short range av fireball. Shotgun is a short range burst of fire, ion pistol is a cross between ar and shotgun. Gallente have cool and versatile weapons as long as you remember that they're just fireballs, so they're bound to fall apart at distance. In close range, gal weapons pack a punch. They're very versatile in urban combat. Amarr and minmatar don't even have real av weapons. Mass driver and laser rifle were av weapons before being needed to death so "versatility" falls on deaf ears for that one I think. Also the sniper rifle(which used to be capable if shooting tank gunners off their turrets) can't even hit a target if they're as close as you'd like to ve with an ar, so trust, range is limiting on different weapons in different ways |