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Thread Statistics | Show CCP posts - 1 post(s) |
DeadlyAztec11
Ostrakon Agency
7119
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Posted - 2015.01.17 19:11:00 -
[1] - Quote
Actually why?
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DeadlyAztec11
Ostrakon Agency
7120
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Posted - 2015.01.17 19:20:00 -
[2] - Quote
Fizzer XCIV wrote:High RoF Armor Damage. Similar raw DPS.
The main advantage of ARs are their massive magazine sizes now. I can usually kill three people with an ACR mag and four when I use it on the Minmatar Assault, but I can barely kill two people with the AR mag.
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DeadlyAztec11
Ostrakon Agency
7120
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Posted - 2015.01.17 19:44:00 -
[3] - Quote
Fizzer XCIV wrote:
And the AR has better accuracy overall. Both on the hip and ADS.
Yep, about two points, but I can't notice it.
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DeadlyAztec11
Ostrakon Agency
7125
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Posted - 2015.01.18 00:12:00 -
[4] - Quote
Atiim wrote:Because you're not great with the AR?
Against Shield users the AR is much better than the ACR (an extra 130 DPS) but against Armor users the ACR is better by only 94 DPS. Given how the DPS losses and gains are in favor of the AR, your complaint is unfounded. My theory is that the high RoF allows you to slow down targets more therfore making it easier to shoot your target the longer you shoot at them. It is a less exaggerated version of what happens with the HMG.
The rate of fire might be high enough to make even shield suits very slow.
Then again I am unsure what determines how much each shot slows you down: whether it's just RoF or if damage is a factor.
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DeadlyAztec11
Ostrakon Agency
7143
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Posted - 2015.01.19 01:20:00 -
[5] - Quote
Fizzer XCIV wrote:DeadlyAztec11 wrote:Atiim wrote:Because you're not great with the AR?
Against Shield users the AR is much better than the ACR (an extra 130 DPS) but against Armor users the ACR is better by only 94 DPS. Given how the DPS losses and gains are in favor of the AR, your complaint is unfounded. My theory is that the high RoF allows you to slow down targets more therfore making it easier to shoot your target the longer you shoot at them. It is a less exaggerated version of what happens with the HMG. The rate of fire might be high enough to make even shield suits very slow. Then again I am unsure what determines how much each shot slows you down: whether it's just RoF or if damage is a factor. They removed that. Slowdown doesn't happen anymore. And it was a stat called 'Momentum'. Rail Weapons had the highest, Projectiles had the second highest, Blaster took third, and Lasers had the least. Are you sure?
Haven't you ever found it hard to move while being shot by the HMG?
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DeadlyAztec11
Ostrakon Agency
7145
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Posted - 2015.01.19 03:10:00 -
[6] - Quote
Imp Smash wrote: And how many bullets are in an AR clip and how many are in an ACR clip? Or CR clip?
Seriously, just boot up your PS3 and look at the stats. You are acting like the stats aren't publicly available.
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DeadlyAztec11
Ostrakon Agency
7147
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Posted - 2015.01.19 04:36:00 -
[7] - Quote
Imp Smash wrote:DeadlyAztec11 wrote:Imp Smash wrote: And how many bullets are in an AR clip and how many are in an ACR clip? Or CR clip?
Seriously, just boot up your PS3 and look at the stats. You are acting like the stats aren't publicly available. At work :( Standard AR is 70, CR is 54(67 with Minmatar Assault level V)
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DeadlyAztec11
Ostrakon Agency
7151
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Posted - 2015.01.19 08:25:00 -
[8] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:AR needs something, I have buffed it 5 hotfixes in a row, and nothing seems to get it going... I imagine this is because if you use an AR, you operate in the same ranges as the HMG. If you are operating in the same ranges as the HMG, you die horribly and often. It's not just the HMG though. All the Assault variants seem to do better than the standard AR. The ACR has better RoF, the ARR lacks recoil for the first couple shots and the ASCR had virtually no dispersion which means it is extremely easy to land head shots.
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DeadlyAztec11
Ostrakon Agency
7154
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Posted - 2015.01.19 17:20:00 -
[9] - Quote
I would suggest giving higher damage within 15m. Right now the ARis decent at mid range and mediocre at CQC. That should be changed.
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DeadlyAztec11
Ostrakon Agency
7161
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Posted - 2015.01.20 00:42:00 -
[10] - Quote
Petra 222 SoM wrote:This is interesting...
I have found my AR's to be very strong and effective right now, maybe even more so than my combat rifles.
also a big plus is that some of the best sidearms have armor profiles: smg, boltpistol, flyalock, and are a perfect match with an AR.
but shiiiit I'll take a buff to the AR lol. Can't believe my BrAR/BurstAR may be getting even stronger! this game is nuts. We are not discussing the Burst AR, Burst AR or Tactical AR. We are talking about the standard AR.
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DeadlyAztec11
Ostrakon Agency
7161
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Posted - 2015.01.20 03:05:00 -
[11] - Quote
deezy dabest wrote:CCP Rattati wrote:AR needs something, I have buffed it 5 hotfixes in a row, and nothing seems to get it going... Just give the militia the same stats as the Krin and then scale up like normal from there. I can assure you this will lead to use That would be OP. That much damage and accuracy at militia level would be broken.
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DeadlyAztec11
Ostrakon Agency
7161
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Posted - 2015.01.20 03:30:00 -
[12] - Quote
True Adamance wrote:More and more I am becoming confused as to the reasons we as players continue to advocated tiered weapons......
We currently have 5 Tiers of turrets favouring those who can afford and use Prototype weapons.......as opposed to unlocking side grades and variations of weapons all with roughly similar functions but unique mechanics and aspects.
There are two reasons for tiers:
-This game is free to play
- We don't have enough weapons for this game to not have tiers. Also we do not currently have the resources to make new weapons(at least not great ones) and balance them.
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DeadlyAztec11
Ostrakon Agency
7163
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Posted - 2015.01.20 05:08:00 -
[13] - Quote
Fizzer XCIV wrote:DeadlyAztec11 wrote:True Adamance wrote:More and more I am becoming confused as to the reasons we as players continue to advocated tiered weapons......
We currently have 5 Tiers of turrets favouring those who can afford and use Prototype weapons.......as opposed to unlocking side grades and variations of weapons all with roughly similar functions but unique mechanics and aspects.
There are two reasons for tiers: -This game is free to play - We don't have enough weapons for this game to not have tiers. Also we do not currently have the resources to make new weapons(at least not great ones) and balance them. This game has a lot of weapon variety. How many different guns do we have? 2 Heavy 5 Sidearms 3 Grenades 10 Light 20 weapons total... And that's not counting the variants, which bump that number up to 42 total different weapon variants, with all of those variants being significantly different barring the Assault SMGs/HMGs and the Tactical ScP. So 39. If we were to fill out all the missing variants and cut out the redundant ones, we would have well over 70 significantly different weapons. That's a lot. Yeah, I guess I used the wrong wording.
We have a lot of weapons NOW, but we didn't initially. It took a while to get where we are. Now it is somewhat too late since the Dev team is too small to get rid of tiers. Because when we do it will open up a box of troubles and I'm not sure Dust should do that so late in its cycle.
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Show the world where you're from.
Show the world we are one.
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