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Aeon Amadi
Fatal Absolution General Tso's Alliance
7426
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Posted - 2014.12.13 02:01:00 -
[1] - Quote
Kay, so, here we go. Get ready for math.
Here's the issue: Burst AR's Rate of Fire isn't matching up with it's Burst Fire Delay. Essentially, it says 1000 RPM in the fitting screen but that's not how we calculate damage on a burst weapon, so both Protofits.com and CCP Rattati's Hotfix Delta Chart are, according to theory, incorrect. I'll explain why.
In CCP Rattati's Chart, the Allotek Burst Rifle sits just above 600 DPS. This is -far- away from it's actual performance in game, however, and the reason being is because when you take it's base Rate of Fire (1000 RPM) and divide it by 60 (seconds in a minute) you'll get 16.66... <--- Repeating decimal. Now, if you multiply that by it's base damage (36.4) you get the DPS readout that's displayed in both Protofits and Rattati's Chart: 606.66...
So, let's look at that mathematically.
1000 (rounds per minute) ++ 60 (seconds in a minute) = 16.66... (rounds per second.) 16.66 (rounds per second) * 36.40 (damage per round) = 606.66...(Damage Per Second)
Looks good, right? Except, it's not an automatic. That DPS value would be true if it were, but since it's not, we have to account for a brief fire delay between each burst. So, I tried it out. I emptied out magazine after magazine after magazine and used a stop-watch to see how long it took to empty out the entire clip (because I know you guys hate it being called a clip ).
The result was an average of 2.65 bursts per second. Which essentially means that...
60 rounds ++ 4 rounds per burst = 15 bursts per magazine 15 bursts over an average of 5.66 seconds = 2.65 bursts per second 33.09 damage * 4 rounds = 145.6 damage per burst 145.6 damage per burst multiplied by average of 2.65 bursts per second = 385.84 damage per second.
Which is about 220.82 DPS off the mark and about 67.36 DPS -LESS- than the Duvolle Assault Rifle.
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Mobius Wyvern
Sky-FIRE
5512
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Posted - 2014.12.13 02:04:00 -
[2] - Quote
Aeon Amadi wrote:Kay, so, here we go. Get ready for math. Here's the issue: Burst AR's Rate of Fire isn't matching up with it's Burst Fire Delay. Essentially, it says 1000 RPM in the fitting screen but that's not how we calculate damage on a burst weapon, so both Protofits.com and CCP Rattati's Hotfix Delta Chart are, according to theory, incorrect. I'll explain why. In CCP Rattati's Chart, the Allotek Burst Rifle sits just above 600 DPS. This is -far- away from it's actual performance in game, however, and the reason being is because when you take it's base Rate of Fire (1000 RPM) and divide it by 60 (seconds in a minute) you'll get 16.66... <--- Repeating decimal. Now, if you multiply that by it's base damage (36.4) you get the DPS readout that's displayed in both Protofits and Rattati's Chart: 606.66... So, let's look at that mathematically. 1000 (rounds per minute) ++ 60 (seconds in a minute) = 16.66... (rounds per second.) 16.66 (rounds per second) * 36.40 (damage per round) = 606.66...(Damage Per Second) Looks good, right? Except, it's not an automatic. That DPS value would be true if it were, but since it's not, we have to account for a brief fire delay between each burst. So, I tried it out. I emptied out magazine after magazine after magazine and used a stop-watch to see how long it took to empty out the entire clip (because I know you guys hate it being called a clip ). The result was an average of 2.65 bursts per second. Which essentially means that... 60 rounds ++ 4 rounds per burst = 15 bursts per magazine 15 bursts over an average of 5.66 seconds = 2.65 bursts per second 33.09 damage * 4 rounds = 145.6 damage per burst 145.6 damage per burst multiplied by average of 2.65 bursts per second = 385.84 damage per second.Which is about 220.82 DPS off the mark and about 67.36 DPS -LESS- than the Duvolle Assault Rifle. Oh, huh, interesting.
I'd actually started using the Burst AR again and had some success, but I have felt that the burst delay is making the DPS lower than it should be.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1381
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Posted - 2014.12.13 02:10:00 -
[3] - Quote
Ok, I can get behind the logic. Did you run a similar experiment on the CR? No one thinks its underperforming so I was curious how the he math plays out on this.
Next question, what's the simplest fix? Increase damage per shot to about 36?
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Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7426
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Posted - 2014.12.13 02:11:00 -
[4] - Quote
Jaysyn Larrisen wrote:Ok, I can get behind the logic. Did you run a similar experiment on the CR? No one thinks its underperforming so I was curious how the he math plays out on this.
Next question, what's the simplest fix? Increase damage per shot to about 36?
It's actually 36.40 right now, I just made a typo. Lemme fix that.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7426
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Posted - 2014.12.13 02:32:00 -
[5] - Quote
Using a Boundless Combat Rifle using the same methods:
54 rounds / 3 rounds per burst = 18 bursts per magazine 18 bursts over an average of 3.91 seconds = 4.60 bursts per second 29.70 damage * 3 rounds = 89.1 damage per burst 89.1 damage per burst * 4.60 bursts per second = 410.13 damage per second
EDIT: BEARING IN MIND that this is entirely anecdotal evidence and my ability to fire a weapon may be different than someone elses, let alone if they're using a modded controller.
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CCP Rattati
C C P C C P Alliance
13542
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Posted - 2014.12.13 02:53:00 -
[6] - Quote
Thanks, you have given me the necessary clues to take it further!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1381
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Posted - 2014.12.13 02:56:00 -
[7] - Quote
Aeon Amadi wrote:Using a Boundless Combat Rifle using the same methods:
54 rounds / 3 rounds per burst = 18 bursts per magazine 18 bursts over an average of 3.91 seconds = 4.60 bursts per second 29.70 damage * 3 rounds = 89.1 damage per burst 89.1 damage per burst * 4.60 bursts per second = 410.13 damage per second
EDIT: BEARING IN MIND that this is entirely anecdotal evidence and my ability to fire a weapon may be different than someone elses, let alone if they're using a modded controller.
Good work, Aeon.
This fits with my subjective assessment of the Burst vs CR pretty well. Increase the Burst damage a bit and up its ammo in the magazine a little and I think that would be a good start point.
I would like a shade more range but the damage and ammo increase might do well enough.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7430
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Posted - 2014.12.13 03:47:00 -
[8] - Quote
Jaysyn Larrisen wrote:Aeon Amadi wrote:Using a Boundless Combat Rifle using the same methods:
54 rounds / 3 rounds per burst = 18 bursts per magazine 18 bursts over an average of 3.91 seconds = 4.60 bursts per second 29.70 damage * 3 rounds = 89.1 damage per burst 89.1 damage per burst * 4.60 bursts per second = 410.13 damage per second
EDIT: BEARING IN MIND that this is entirely anecdotal evidence and my ability to fire a weapon may be different than someone elses, let alone if they're using a modded controller. Good work, Aeon. This fits with my subjective assessment of the Burst vs CR pretty well. Increase the Burst damage a bit and up its ammo in the magazine a little and I think that would be a good start point. I would like a shade more range but the damage and ammo increase might do well enough.
IMO, having a low range is a signature of the Gallentean philosophy. Low range / High damage. It should definitely hit harder, that's for certain, even if it doesn't have the same kind of fire-rate which is what the Minmatar are all about.
Fire rate could stay the same if it just packed more punch. Bringing the Allotek up to 37.5 damage per round at 3 bursts per second would put it's DPS at around 450. Just shy of the Duvolle Assault Rifle's. That's a fairly decent starting point that we can tweak in either direction, I feel.
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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
58
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Posted - 2014.12.13 04:00:00 -
[9] - Quote
not that it's related to performance, but the sound it makes seems to be three shots. If you update the burst to 5 shots, you might want to check the sound and make sure its what you want.
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Pulling the trigger on a CR seems faster than on the Burst AR between bursts. I tap the button three times and the CR shoots three bursts. With the B AR I tap the button once and again and again, it's shoot, delay, shoot.
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Also when using the CR, it seems like the shots go to the same target, the same point. With the Burst it seems like they are more wide spread (dispersion?) even though I'm a 4 sharpshooter for both. Consequently the CR seems more accurate and seems to do more damage.
And I'm not talking about strafing, I'm just talking about a stationary target.
Thanks for reading this. |
Daddrobit
You Can Call Me Daddy
1220
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Posted - 2014.12.13 04:31:00 -
[10] - Quote
Pretty much what's happening as that it's hard not to oversample the weapon. That is: When you pull the trigger during the burst, it will not fire one directly afterwards, you have to finish the burst before and re-pull the trigger before it will register that you want to fire again, and that takes time. With the long burst period of the weapon, it's very difficult to find the proper rhythm, especially so when under fire. The CR overcomes this as it has a very short firing period and will fire nearly as fast as you can pull the trigger.
O.G. Pink Fluffy Bunny
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
552
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Posted - 2014.12.13 05:40:00 -
[11] - Quote
CCP Rattati wrote:Thanks, you have given me the necessary clues to take it further! "Burst AR is OP" tears coming in 5...4...3... Stand by for NERF BAT.
AKA - StarVenger
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Funkmaster Whale
Whale Pod
2596
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Posted - 2014.12.13 07:41:00 -
[12] - Quote
Framerate can also play a huge factor
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Cat Merc
Fatal Absolution General Tso's Alliance
13786
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Posted - 2014.12.13 10:40:00 -
[13] - Quote
Wait... WAAAAAAAAAAAAAAAAAAAAIT.
I never bothered to check the math, I always assumed the DPS includes the burst delay!
This is quite the large oversight considering the Burst AR has a higher delay with only a marginal increase for DPS (That is accounted for by the lower range).
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7436
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Posted - 2014.12.13 10:42:00 -
[14] - Quote
Sure, but these tests were done inside the MCC on domination matches. Framearate wouldnt be too badly a factor.
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CCP Rattati
C C P C C P Alliance
13563
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Posted - 2014.12.13 11:35:00 -
[15] - Quote
now where are the Amarrians to come fix the ASCR ?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
593
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Posted - 2014.12.13 11:51:00 -
[16] - Quote
CCP Rattati wrote:now where are the Amarrians to come fix the ASCR ?
Give us data.
Speculating from here, i'd say its the - 20 profile vs armor.
The SCR can make up for it by firing a charge shot. The ASCR just has you pew pewing away, ineffectually.
You can
- up the DPS
- play with the damage profile (which seems fine IMO)
- Tweak both ROF and clip size. It will indrectly up the dps, and still reward youfor having good sustained aim.
Redline for Thee, but no Redline for Me.
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
389
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Posted - 2014.12.13 12:43:00 -
[17] - Quote
CCP Rattati wrote:now where are the Amarrians to come fix the ASCR ? We no do math good like you and I |
MINA Longstrike
Kirjuun Heiian
1758
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Posted - 2014.12.13 13:13:00 -
[18] - Quote
CCP Rattati wrote:now where are the Amarrians to come fix the ASCR ?
The AScR is honestly just inferior to the std scr and its charge functionality. The AScR might have been a decent 'fallback' weapon if it didn't overheat but because it does its much better to work with the scr and regulate fire.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
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CCP Rattati
C C P C C P Alliance
13569
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Posted - 2014.12.13 14:12:00 -
[19] - Quote
the fix for the ascr is not to add new amarr weapons. Also, please base any comparisons to the other faction assault variants, not the scrambler rifle.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cavani1EE7
Murphys-Law
594
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Posted - 2014.12.13 14:18:00 -
[20] - Quote
CCP Rattati wrote:now where are the Amarrians to come fix the ASCR ? The AScR should be Amarrians' first choice for CQC, hence why there is currently no reason in using it when you have the ScR that it's even better at CQC, when it's designed to be a mid-long range weapon.
You either buff it to heaven or you nerf ScR's CQC capability, or any kind of buff you want to put on it won't make it as used. Making the damage profile more versatile by lowering it to +15% | -15% would also be an idea.
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Vell0cet
OSG Planetary Operations Covert Intervention
2677
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Posted - 2014.12.13 14:32:00 -
[21] - Quote
CCP Rattati wrote:now where are the Amarrians to come fix the ASCR ? It's the kick/dispersion in ADS that makes it tough to use at range. I think this was tweaked some before, and I've not used it a ton since then. It's still far from precise though (although I've read theat it actually IS precise and the screen shake is all cosmetic).
Let's look at it objectively: it's got the worst damage profile, heat mechanics, much worse alpha than the ScR (as it should be), is longer range, but it's difficult to be accurate at range. It's a lot like the aborted twin of the RR. In ADS, the RR has better range, the best damage profile for finishing an opponent, both have accuracy issues. I'm having a really hard time thinking of a situation I'd rather have a AScR than a RR (maybe for taking out a Caldari Assault in the open at 30m). The AScR is the only assault variant without an iron sight. Perhaps it make sense to have it be the precision choice. This may be a bad idea, but consider a small damage buff, a good precision buff, maybe a small ADS zoom buff, and then increase the heat buildup to make that more of a factor for the weapon.
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Kain Spero
Goonfeet
3959
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Posted - 2014.12.13 14:36:00 -
[22] - Quote
CCP Rattati wrote:now where are the Amarrians to come fix the ASCR ?
For the AScR you could buff the rate of fire since this would increase the DPS and rounds fired before overheat without increasing the total damage per clip.
Putting it at or close to the 800 RPM of the Gallente Assault rifle may yield the results you are looking for. Another thought is to take a page from the scrambler pistol and buff the headshot damage modifier or some combination of the above.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7437
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Posted - 2014.12.13 14:39:00 -
[23] - Quote
I havent used the ASCR in a long time, plan on using it when I get home from work to better assess it in the now.
Imo, the vanilla SCR is just a better option. Ability to charge shot is great but you can also hammer away at the trigger to get DPS similar to ASCR puts out. I seriously doubt the damage profile has much to do with it because if that were the case the SCR would have similar issues. The SCR is just comparably better.
BUT if you only want to compare it to Assault variants, then Id say its primary issue is that it just doesnt feel like an Assault variant. Thing kicks like a mule and the muzzle flash gets in the way of what youre aiming at.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1396
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Posted - 2014.12.13 14:47:00 -
[24] - Quote
Yas this is the problem with the Burst AR i just didn't know what it was called. The BuAR needs CR-like delay to make it better than it is now
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1396
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Posted - 2014.12.13 14:49:00 -
[25] - Quote
CCP Rattati wrote:now where are the Amarrians to come fix the ASCR ? lol Kick is a problem And it just feels weak. Maybe amp up the ROF or damage?
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Vell0cet
OSG Planetary Operations Covert Intervention
2677
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Posted - 2014.12.13 14:51:00 -
[26] - Quote
Aeon Amadi wrote:I seriously doubt the damage profile has much to do with it because if that were the case the SCR would have similar issues. The SCR is just comparably better. The ScR and the ScP have the alpha damage to overcome their profiles. The LR can get to crazy DPS before it overheats to help melt armor. The AScR is the only "vanilla" weapon with the laser damage profile
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Vitantur Nothus
Nos Nothi
1155
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Posted - 2014.12.13 15:20:00 -
[27] - Quote
CCP Rattati wrote:now where are the Amarrians to come fix the ASCR ? Confluence of factors * Proliferation and degree of armor tank * Abundance of armor-based heavies * ASCR damage profile * Availability of superior substitutes (ScR, AR, Broken Breach AR) |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1385
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Posted - 2014.12.13 15:45:00 -
[28] - Quote
CCP Rattati wrote:the fix for the ascr is not to add new amarr weapons. Also, please base any comparisons to the other faction assault variants, not the scrambler rifle.
Rattati, try the recoil / dispersion first. Bottom line...it the weapon jumps all over the place while firing lasers. Very counter-intuitive and dsetracts from in game handling.
The damage is actually pretty good...the issue is stripping shields but hitting the armor wall. I'm not recommending to change the damage profile just making an observation.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
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Espla El espia
Chatelain Rapid Response Gallente Federation
5
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Posted - 2014.12.13 16:23:00 -
[29] - Quote
CCP Rattati wrote:the fix for the ascr is not to add new amarr weapons. Also, please base any comparisons to the other faction assault variants, not the scrambler rifle.
I think the reason people don't like the AScR is because the burst DPS on a regular scrambler is extremely high, and the Assault Variant just doesn't compete well with killing an enemy near-instantly. In terms of being unique, it has only punishment for managing heat poorly and an a fairly strong constant kick which makes it hard to use at ranges where it should beat the AR. You could certainly add some sort of bonus to the heat, whether it be reduced kick, increased RoF, or damage. Or a penalty to heat and buff the gun itself for an inverse effect.
The AScR's kick really bothers me. I feel robbed that no matter how good my aim is, I can never use a weapon designed to outrange other close range weapons because of the kick, and can often miss a target I would've hit with just about any other weapon in the game. I use an Amarr Commando with LR and AScR and past 50m I'm using that LR, despite the AScR having 88m effective range. It's a minute part of the weapon, but I really would love it to have its ability to hit enemies from afar looked at because its DPS is lower than other assault weapons due to this extra range which it just can't use effectively. |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1064
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Posted - 2014.12.13 17:04:00 -
[30] - Quote
Dear Aeon Amadi, Rattati and Community, let me to offer some thoughts about high ROF tactical rifles.
First of all, a scientific fact is that the most rapid muscle movement, which can perform a human being - an eye blink. The most rapid blinking of the eyes, which can be achieved in 20 seconds - 120/130ms, followed by a muscle fatigue.
Let's see, what can make fingers of average players:
This simple test shows the number of clicks made in 20 seconds. I performed this test as much as possible by focusing on the number of clicks, and here is my result: 378 max manual ROF. Of course, doing a similar exercise in the game, the player is unable to accurately aim. Thus, the player uses a macro or a turbo controller will always have an advantage over honest players, because it has the ability to aim accurately, without being distracted by pressing the shot button.
The first step to bringing tactical rifles in the normal state should not be fine-tuning DPS, Range and Ammo clip, but eliminating the possibility unfair play.
ROF should be set no higher than the maximum possible MANUAL ROF, around 350. Volley damage should be increased to achieve the necessary reasonable DPS.
Thank you for your attention, sorry for bad english.
Please support fair play!
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