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Thread Statistics | Show CCP posts - 12 post(s) |
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WeapondigitX V7
The Exemplars RISE of LEGION
177
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Posted - 2014.12.10 05:23:00 -
[1] - Quote
The TAC AR has less range than the scrambler rifle and the TAC AR has less damage per clip. But the TAC AR has much less PG and CPU cost as well when both weapons are of the same tier. The weapons seem very close to being equal.
The TAC AR also has a scope, making it more accurate on average over time, at ranges between 25 -55m compared to the scrambler rifle.
The TAC AR fires 18 rounds. the scrambler fires roughly 22 rounds with an amarr assault with max skills in a short space of time.
The TAC AR has a reload of roughly 3.5 seconds after firing 18 rounds. The Scrambler takes roughly 6 seconds to cooldown without overheat after firing 22 rounds with an amarr assault suit with max skills. the two weapons seem equal here.
The SCR has less ADS zoom compared to the TAC AR, making the SCR less accurate on average over time, at long range compared to the TAC AR.
The TAC AR has less CPU and PG cost compared to the SCR when they are the same tier at adv level and same tier at proto level. (already stated above in first line of this post, I thought this point needed emphasizing)
The SCR can charge a shot, the TAC AR cant.
The damage per overheat for SCR with amarr assault with max skills is probably more than the TAC AR.
Both weapons have valuable damage profiles.
With these considerations, don't increase the clip size of the TAC AR to anything greater than 22 or 23, otherwise it will gain too much value and diversity in its application of use. It will become very debatable on the subject about 'is it is OP?' with much evidence to prove 'yes' with that evidence arising in a few weeks.
The adv TAC AR is used much less because the std SCR can be used as a tactical variant while being much cheaper for ISK, while having similar perforamance, despite the std SCRs having slightly less performance than adv TAC ARs. People push themselves to make up for a cheap weapons weaknesses and poorer performance so they can win battles while having larger ISK profits.
The game was designed so that you could achive a lot with std tier things where proto gear was very similar, roughly only 20% better at most, sometimes only 5% better.The game was designed in a way so players did not need proto gear to win if they were more skilled than there opponent and smarter with positioning on the battlefield. Although team battles distort how good proto gear is.
consider std gear being 100 16 players makes 1600
consider proto as 120 16 players make 1600 + 200 + 120 = 1920
by this oversimplification of the situations that do occur in pub matches and 'can occur but probably will be very rare in PC' you can more clearly see the value of proto gear when used in massive amounts. |
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WeapondigitX V7
The Exemplars RISE of LEGION
178
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Posted - 2014.12.10 06:00:00 -
[2] - Quote
I suggest making armor plates roughly std 68 / adv 96/ proto 124
Only nerf things in small amounts.
This is a much smaller nerf to armor plates. (I hope I didn't suggest a increase in there hp accidentally, it is meant to be a decrease to current armor plates hp values, I cant remember the current stats, I think it was roughly 80/110/130 )
Players use armor plates a lot because of the following mentality (line of thought):
I am dying to proto guys in pubs or PC and they have overwhelming numbers cause my team mates die quickly and im left trying to kill 6 other guys.
If im going to die because my position was over run I want to have a better chance at killing 1 enemy before I die. ("taking a enemy with you to the grave")
Thus the new players will armor tank and shield tank at the same time, or a new player will armor tank and put damage mods on or use shield regen mods in highs so I can have my shields up quickly to help my allies, mitigating the players armors slow regen slightly.
New players generally don't think to retreat, and where to retreat that puts them in an advantageous position.
(high shield regen in high slots and low armor regen, high armor using low slots, low shields, slow speed, when looking at it as just total hp, you can see your total hp regained in the short term is higher, players who are killed a lot only worry about the short term of life as a soldier, these players are often those that die to proto stomps) this thinking often gets better results in the short term: It is also how armor tanking gameplay seems to be designed.
thus when you have died a lot to proto stomps and you finally get proto gear the idea of maximizing your short term effect on the battle between deaths has been 'drummed into them' meaning it has become hard to let go of that idea because it is the ony idea that has given slightly improved results.
The idea of retreating to cover and waiting for shields to regen (using shield based suits) seems harder for most new players to believe it can work when there position is usually over run by enemy proto gear guys or players that are really skilled.
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