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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17586
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Posted - 2015.03.11 21:06:00 -
[1] - Quote
LUGMOS wrote:Why the ScR is OP is because it kills really fast with a very very decent range. It is too good up close for being a TAC rifle, ad why the TAC AR is not as good is because it cannot kill as fast, nor does it have a charge. The TAC AR has a decent limit on RoF, while the ScR does not have much in the way of that. The heat doesn't matter, as someone else said "the heat doesn't matter if everything dies within one overheat."
The Tac AR is a monster at close range combat as well and when using it I have no fear whatsoever about over heating...... shamefully I do have AR Op V and Prof 3 and occasionally use the Kalente's.
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17587
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Posted - 2015.03.11 21:15:00 -
[2] - Quote
Nocturnal Soul wrote:True Adamance wrote:LUGMOS wrote:Why the ScR is OP is because it kills really fast with a very very decent range. It is too good up close for being a TAC rifle, ad why the TAC AR is not as good is because it cannot kill as fast, nor does it have a charge. The TAC AR has a decent limit on RoF, while the ScR does not have much in the way of that. The heat doesn't matter, as someone else said "the heat doesn't matter if everything dies within one overheat."
The Tac AR is a monster at close range combat as well and when using it I have no fear whatsoever about over heating...... shamefully I do have AR Op V and Prof 3 and occasionally use the Kalente's. Eeeew True
Shut your half Minmatar half Khanid mouth!
I have some choice words for you on your latest dropsuit acquisitions.
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17594
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Posted - 2015.03.12 00:00:00 -
[3] - Quote
Y'know most of the issues with this gun would and could be solves if Damage modules were in their proper position as a low slot module.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17596
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Posted - 2015.03.12 00:21:00 -
[4] - Quote
Lynn Beck wrote:"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
I want to call bullshit on this
The Freedom Mass Driver has a RPM of 60 which means roughly one round per second. Each rounds direct damage is 330 with a splash damage of 159.5. This implied a direct damage DPS of 330 as a base with a splash radius DPS of 159.5. That is unmodified without considering the damage to the tank type it's designed to deal with.
Modified at base thats
330 *1.2 = 396 direct DPS 159.5 * 1.2 = 191.4 splash DPS
Now like many other types of weapon with damage modules this is altered significantly.
With two that becomes
378.4 direct damage and DPS 181.25 splash damage and DPS
again modified for the tank type its designed to deal with that's
378.4 *1.2 = 454.08 direct damage and DPS 181.25 *1.2 = 229.68 splash damage and DPS
Your above point is only assuming splash damage and probably only on the lowest of the lowly standard mass drivers to which I find you likely comparing to prototype Scrambler Rifles.
Yet to do the calcs for the Breach and Assault MD but I'd suspect that I'll find splash DPS in excess of your provided 100-200 figure and direct damage DPS almost double your provided figures. Which is almost or more than the 400 armour HP you also cited above.
I won't pretend that the MD doesn't significantly suffer against high shield buffers like Sentinels but so to does the ScR against a 1300 armour Amarr Sentinel or an 1100 armour Gallente Sentinel, same goes for the laser rifle.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17596
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Posted - 2015.03.12 00:31:00 -
[5] - Quote
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.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17597
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Posted - 2015.03.12 00:39:00 -
[6] - Quote
knight guard fury wrote: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. And IIRC the breach does around 350-400 or so damage, but since it fires slow and relies on body hits not many people deem it reliable but really it's incredibly affective
Indeed its direct damage under this model of 2x Damage Modules is 723.67 and it's Direct Damage DPS is 556.64
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17598
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Posted - 2015.03.12 01:01:00 -
[7] - Quote
LUGMOS wrote:Regardless, I don't like when people throw out an entire argument for one statement that is not entirely true. You didn't even consider the rest of it
Neither do I but there are a fair number of people who complain about the Scrambler Rifle in the same manner I did with that specific point, basically taking all aspects of the scenario the the extremity of perfection many who argue against the Scrambler Rifle like to do the same for no purpose other than to present an idealised argument.
I can agree this weapon is a powerful one and it is incredibly good at what it does partly why it is so good is its capacity to modify its larger than average projectile damage with numerous damage modules which without explanation appear in the high slot instead of where they belong in the low slots.
The only reason I argue in these threads is so that they don't run away with themselves and see certain over reacting groups be allowed to nerf the weapon to the point of uselessness for their own sake or compromise the character of the weapon itself when there is so little Amarr content present in the game by comparison to other races.
Moreover I won't argue with the rest of it.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17599
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Posted - 2015.03.12 02:39:00 -
[8] - Quote
LUGMOS wrote:knight guard fury wrote:Also it only takes a few seconds for it to cool down so theoretically it can take on multiple people given range and cover. And hell I can whittle anyone down with my skills with the Combat Rifle, it's a great weapon and Cavan even kill heavies in one clip. That's what I was thinking. Make the seize duration longer if it is only supposed to take on one at a time.
Think of it this way. The Overheat and Cool Down mechanics are essentially forced or partially enforced reloads designed to punish poor trigger discipline.
That my rifle must after X shots cool down before firing safely once more is what I referred to as the "partial reload" it's optional and usually as long as a standard reload...coupled with then actually having to reload again after wards.
The Over Heat mechanics is an enforced and punishing reload of up to six seconds fully enforced and punishing because it still requires another reload period, prevents sprint of weapons switching, etc.
Sieze Duration is more than long enough for a weapon like the ScR especially in a 1v1 situation......ifs effectively the worst punishment you could incur.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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