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Lynn Beck
Delta Vanguard 6
2381
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Posted - 2015.03.11 23:53:00 -
[1] - Quote
"Explosive" type weapons only deal typically 100-200 DPS, against a tank type which at the lowest edges of assault fits have 400 armor(talking Type II Gallente fit, or just a Galscout with 2 Enh Plates) which is also their final buffer of health, meaning not only do you have 400+ armor to go through, but also their 30(one tick of regen) to 300 shields, which will take 1-2 Freedom MD rounds with MInmando 5 to drop
"Laser" Type weapons deal as much DPS as a HMG, while also being Light weapons, while also having a skill to nullify their only downside, while also being super easily boosted by dmg mods, while also having a convenient charge function(SCR only) that helps deal with head pokers who try to play to shield suits' strengths against SCR users, ALONG with having their main and most times only tank type being the first line of defense, and as such there is no "non-best" tank to chew through, thus meaning the DPS is always best applied, ALSO their only drawback is "Miss more than 5 shots or go up against a proto AmSent and you might die."
I'm fairly certain when the CR + Minsault combo could drop sents in one clip, it got it's @$$ nerfed, several times.
Laser weapons instantly nullify any reason to run a pure shield fit suit, aside from RP or lols. Explosives don't make armor suits instantly die, they only make armor suits "Less favored" than shield suits.
Also, Flux Nades. Also also, less fitted HP, regardless of regen.
"But my armor suit needs 1-2 slots for reppers waaaah" Bull ****ing $hit it does, and your plates also grant double+ the HP of a extender, and that's our proto vs your proto, basic/basic it's almost triple.
"But my armor suit gets 1shot by core nades waaaaaah" Yeah, so do shield suits that aren't CalSents.
"But CR users waaaaaaah" Yeah, now try that against a weapon with 1.5X the CR's DPS, with 15% more range and in a suit with anywhere from 30-50% less main tank.
"But mass drivers shoot me from cover waaaah" Yeah, they hit us too. Oh and did i mention even a AMD hitting for 60 damage stops our regen, while you can potentially halve it's DPS with onboard reps alone?
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Lynn Beck
Delta Vanguard 6
2381
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Posted - 2015.03.12 01:30:00 -
[2] - Quote
True Adamance wrote:LUGMOS wrote:True Adamance wrote:-snip- Who the hell goes for direct hits with the MD? That doesn't change the fact that it has the potential to deal a higher DPS than the proposed. It is much like the laser, given that I required absolute accuracy to keep the beam on my target for X seconds while the DPS ramps up you will find yourself missing a large number of shots each worth a significant chunk of your DPS and sustained DPS. More to the point the MD is what I would consider more representative of the Artillery Minmatar Weapon paradigm which focuses in high alpha...... and 330 damage per shot is reasonably high alpha for an anti infantry weapon. Perhaps if you weapon encouraged accuracy than random bombardment you a might increase your weapons DPS values. Regardless the point stands both values were above the 100-200 figure provided assuming all shot hit which is a very significant assumption when considering all of the discussed weapons. I was using the AMD, the one most unlikely to avoid, as my numbers, and even then were admittedly pulled out of my arse.
More realistically, the AMD does 87 splash damage, at a RoF of 80/m, but with the -20% to shields you would need about 3-4 shots to drop, and that's only against GalAssaults with base Shield HP with maybe a basic extender.
Meanwhile it takes 1 and a half proto extenders to gain a single shot worth of HP against a basic SCR.
Also a basic plate gives more than 15% more HP than a Proto Extender, rep rates be damned.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Lynn Beck
Delta Vanguard 6
2381
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Posted - 2015.03.12 01:36:00 -
[3] - Quote
I just want the SCR to either not be able to instantly melt all but non-MInmatar heavies and fellow Amarr Assaults, or to just simply buff Shield suits to at least get within 20% of a comparable armor suits' HP to compensate for the highest light weapon DPS being against it.
Honestly, I want shield suits to have 40-50 base reps a second on shield suits, with slightly longer delays on certain(Cough Calscout) suits that really shouldn't have that low of a delay to begin with, considering its' role.
Also until the MInmatar gets a quad barrel ACR with charge function or a "All at once" burst fire (think Metal Rain, that in-line barrel feed that can hit 15k RPM) then the SCR is too god***n OP for the current game.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Lynn Beck
Delta Vanguard 6
2381
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Posted - 2015.03.12 01:37:00 -
[4] - Quote
P14GU3 wrote:I used to participate in these threads because the ScR was the only weapon I had maxxed besides MD and SMG. Would have really sucked to have my only rifle nerfed. Now I have the TAR, CR, and laser proto. I hardly run my ScR anymore. The laser is way more fun for long range, and the TAR/CR beat the ScR in short-mid range.
TL:DR - The ScR is only useful to me anymore when CK.0 scouts are up my @ss. Nerf away... I don't advocate castrating the weapon, for as the Amarr say "We only have 3 weapons"
I just want its' DPS brought in line such that shield suits at least have as much of a chance against it as Armor suits get against a Freedom MD with prof 4 and Mincommando 5 with 2 Complex damage mods.(Which is still pretty f**king good comparatively)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Lynn Beck
Delta Vanguard 6
2383
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Posted - 2015.03.12 22:58:00 -
[5] - Quote
KingBabar wrote:Lynn Beck wrote:P14GU3 wrote:I used to participate in these threads because the ScR was the only weapon I had maxxed besides MD and SMG. Would have really sucked to have my only rifle nerfed. Now I have the TAR, CR, and laser proto. I hardly run my ScR anymore. The laser is way more fun for long range, and the TAR/CR beat the ScR in short-mid range.
TL:DR - The ScR is only useful to me anymore when CK.0 scouts are up my @ss. Nerf away... I don't advocate castrating the weapon, for as the Amarr say "We only have 3 weapons" I just want its' DPS brought in line such that shield suits at least have as much of a chance against it as Armor suits get against a Freedom MD with prof 4 and Mincommando 5 with 2 Complex damage mods.(Which is still pretty f**king good comparatively) SO we are to balance all weapons' DPS using the MD on a Minmando lvl 5 with proff 4 vs armor as base? Thats a, weird meassure for balancing weapons. I'm saying I want the SCR without prof or any supporting skills to give shield users about as much chance to survive as a Prof 5, Minmando 5, double damage modded Freedom against Armor suits, as compared to now where it's practically 0% chance, it's "Oh well i'm running 560 shield and 240 armor, so i'm dead."
"Oh, I'm running a 600/800 Adv MinHeavy with a Burst HMG against a Adv AmAssault, so i should just give up the fight now."
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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