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Alena Ventrallis
Intara Direct Action Caldari State
2611
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Posted - 2015.03.07 01:44:00 -
[1] - Quote
Current stats at proto.
Damage: 36.4 ROF: 705.88 DPS: 428.23
Echo stats:
Damage: 41.86 ROF: 705.88 DPS: 492.46
This is more than the Duvolle with which it competes at 453.3 DPS, with more range. I agree that overheat is a good balancing factor, however the AScR has way less issues with heat than the ScR does. You have about half a magazine until overheat with the ScR. With the AScR it overheats in about 3/4 a magazine, and AmAssault 5 makes it not overheat at all. Overheat with AmAssault happens in about 1.25 magazines, accounting for the cooldown of reload. Therefore, I suggest two nerfs to the proposed scrambler.
1) reduce AScR damage buff to 10% more. This gives it the following stats:
Damage: 40.04 ROF:705.88 DPS: 471.05
2) increase heat buildup, such that a non AmAssault overheats in half a magazine, or 36 shots.
These two in conjunction give the AScR domination in DPS output over the other assault variants, but the extra heat buildup ensures that the AScR pays a proper penalty for having that power. It also balances out the effect that AmAssault has on it, meaning AmAssault 5 cannot freely dump an entire magazine into someone without worrying about overheat. I ask this, that we might have a better balanced AScR right out of the door. I and many other veterans feel like the AScR will gain too much power for the heat penalty it has. I believe my proposition will give the AScR a more balanced power with a proper price for that power, as we have with the ScR.
Please, leave discussion about the base ScR out of this thread. I want to discuss only the AScR here.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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DRT 99
Commando Perkone Caldari State
200
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Posted - 2015.03.07 05:03:00 -
[2] - Quote
how much damage would a post buff AScR do compared to a regular ScR before overheat?? |
Alena Ventrallis
Intara Direct Action Caldari State
2611
|
Posted - 2015.03.07 06:05:00 -
[3] - Quote
2074 damage before overheat now.
2386 damage at current Echo stats.
1441 damage with my proposal.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2511
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Posted - 2015.03.07 07:42:00 -
[4] - Quote
That sounds like an overall nerf to me... So many people don't fully appreciate how valuable even something like 50 more damage in a magazine is worth.
Cutting its effective DPM by nearly 600 from its current state would completely neuter it, even with a 10% DPS buff. Pretty much anything larger than a decently tanked Galassault would become -impossible- to kill, due to either resistances or HP type. Anything smaller would be risky as well, due to strafers increasing the chance of overheat.
Pretty much the only thing that would warrant reducing its effective DPM to the 1300-1450 range with an increase in heat generation would be allowing it to deal HMG levels of DPS.
Speaking of overheat, I feel I should remind you that the AScR has a 9 second sieze time. Sieze time, mind you, so its cannot be reduced with skills. 9 seconds would leave the other rifles enough time to finish dumping a mag, reload, and dump another whole magazine. That's why the AScR almost never overheats, because its heat is draconian as ****.
No. The weapon you just suggested sounds worse than even the current AScR.
Home at Last <3
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TooMany Names AlreadyTaken
Going for the gold
879
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Posted - 2015.03.07 09:39:00 -
[5] - Quote
You seem to have forgotten that unlike the AR, the AScR has a laser profile, dealing 20% less damage to armor, while the AR deals only 10% less armor damage.
Found my favorite DJ - ATB
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Kallas Hallytyr
Skullbreakers
1376
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Posted - 2015.03.07 12:43:00 -
[6] - Quote
I disagree entirely.
492 DPS is a lot. The Boundless Combat Rifle does 29.7 per shot, 594 DPS (504.9 vs shields: 683.1 vs armour without proficiency) and has no overheat possibility.
By comparison, the Carthum AScR would have 492 (590.4 vs shields: 393.6 vs armour) which is only slightly more vs shields and substantially less vs armour than the Boundless, while it has the downside of overheating in sustained encounters.
Alena Ventrallis wrote:however the AScR has way less issues with heat than the base ScR does. This is a terrible falsehood. Whilst it takes longer for an AScR to overheat its cooldown is substantially longer, which is an enormous factor in engagements that last longer than 5 seconds.
An AScR can fire for roughly 4.9 seconds (58 shots) before it overheats. With maximum Operation, an AScR takes 6.75 seconds to cooldown fully, plus any sieze duration. It takes roughly 37% longer to cooldown than KT does to heat up, meaning that two seconds of cooldown yields less heat dissipation than two seconds of firing will heat up.
Essentially, while the AScR can fire a relatively large volley of shots before overheat (though less than every other rifle bar the Rail Rifle) it has to manage heat over time far more than others have to manage reloads.
Alt of Halla Murr. Sentinel.
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WeapondigitX V7
The Exemplars RISE of LEGION
246
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Posted - 2015.03.07 12:55:00 -
[7] - Quote
The ASCR currently has a dmg per clip of : 2620.8
The weapon needs to cool down for a few seconds after 1.5 clips.
The AR can just keep firing without overheat. That's more DPS in the bigger picture and higher total dmg.
With proposed echo stats the dmg per clip of the ASCR would be: 3013.92
at 1.5 clips it would be 4520.88 total dmg
with the PRO AR at roughly 37 dmg, its dmg per clip is: 2590
at 1.5 clips that is 3885 But it can keep firing without overheat, it does not need 2 seconds to cool down, thus 2 clips is: 5180
after the AR finishes its second clip the ASCR can start firing again (it probably cooled down fully) to finally use 2.5 clips (assuming it reloaded while cooling down) That is 7534.8 damage with 2.5 clips
but the AR didn't stop it kept firing: it reaches 7770 dmg at 3 clips, when at the same time the ASCR reached 2.5 clips used
(I have made a few guesses, if im wrong the ASCR becomes just as good as the AR but with overheat mechanics making it less user friendly and making players release the trigger early, the ASCR would have more range as well) If im right, such as the ASCR taking roughly 2 seconds to cool down, the estimated time it takes to fire 0.5 clips of an AR, etc. Then the AR is still better at CQC. But the AR would be worse at range compared to ASCR.
This did not discuss the visual aim down sights recoil of the ASCR with can throw off your aim and the muzzle flash in dark areas. |
Kallas Hallytyr
Skullbreakers
1376
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Posted - 2015.03.07 13:05:00 -
[8] - Quote
WeapondigitX V7 wrote:If im right, such as the ASCR taking roughly 2 seconds to cool down, the estimated time it takes to fire 0.5 clips of an AR, etc. Then the AR is still better at CQC. But the AR would be worse at range compared to ASCR. Well, your assumption is flawed even more in favour of the AR, because an AScR that stops firing just before overheat will take about 6.5 seconds to cooldown completely.
Alt of Halla Murr. Sentinel.
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Heimdallr69
Negative-Feedback.
4821
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Posted - 2015.03.07 15:29:00 -
[9] - Quote
The ASCR has been garbage since its release.. Let's not talk about changing it till the fix then We can see..also AR does 110-90. ASCR 120-80. 90% of the playerbase uses armor so most the time it's doing 80% dmg.
Removed inappropriate content - CCP Logibro
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Dingleburt Bangledack
362
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Posted - 2015.03.07 15:34:00 -
[10] - Quote
Heimdallr69 wrote:The ASCR has been garbage since its release.. Which, strangely enough, is when I used it almost exclusively.
I still love the AScR, always have, always will... but it's just so horrible, right now. |
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