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Thread Statistics | Show CCP posts - 2 post(s) |
Aeon Amadi
Ahrendee Inc. Negative-Feedback
9877
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Posted - 2015.05.01 17:52:00 -
[1] - Quote
CCP Rattati wrote:It stands a buff, what do you want. I was playing around with it just yesterday, it feels right, I like the dispersion, kick is reasonable. ADS is fine to finish off weakened fleeing targets.
Smart ideas?
Half decent Assault bonuses would be a good start.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9877
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Posted - 2015.05.01 18:05:00 -
[2] - Quote
Adipem Nothi wrote: Idea: indirect, relative improvements
The AR is not bad, but it is less good than scrambler, combat and rail rifles. It is less good than ScR because ScR is OP. It is less good than CR and RR because brick is still king.
* Gently nerf the ScR * Increase mobility/strafe penalties for plates and reactives * Add mobility/strafe penalties to ferros * Consider adding a "gravity" penalty to plates which counteract myofibs * Consider lessened plate penalty effects on Heavy Frames (including Commandos) * Consider increased plate penalty effects on Light Frames
So, buff the AR by nerfing the **** out of Armor. You've been on an anti-armor and 'inertia' kick for a long time now and I don't see this as anything other than pressing your agenda on the side-bar, using the AR as your plug
CCP Rattati wrote:It stands a buff, what do you want. I was playing around with it just yesterday, it feels right, I like the dispersion, kick is reasonable. ADS is fine to finish off weakened fleeing targets.
Smart ideas?
I mean, in all honesty you need to take a hard look at what it's competing against.
CQC: You have Shotguns which have alpha so high that the AR can't apply enough DPS for it to matter.
HMGs were stupidly OP against an AR but that's been knocked down a bit that it's manageable - hell I'd even say it's perfectly tuned.
Mid-range:
CRs will win. Hands down. The fire rate of the Combat Rifle is extreme and anyone with half a brain for accuracy and a quick trigger finger will out-DPS the AR any day of the week.
ACR isn't as bad because the fire-rate is controlled with a set DPS but it's optimal is much farther out. Point in case: http://i.imgur.com/6olEWwF.png ASCRs got a hefty damage buff so they're competitive against an AR and their use has sky-rocketed.
SCRs were good to begin with.
ARR has far higher optimal range for about the same DPS. Sure the recoil is extreme but you only have to deal with that a good ways into the magazine if you just control your bursts (which you should be doing anyway barring you miss).
Long-range:
What, you want a lengthy explanation? Optimal range, yo!
Thoughts: I mean, you could buff the damage but then the AR starts to intrude on the other rifles out at longer ranges because any buff to damage is essentially a buff to range and vice versa. Dispersion is good, recoil is fantastic, it just can't compete out at longer ranges, which is fine.
The issue is that the DPS threshold between the weapons is too close. Why sacrifice 30m of optimal range when I can sacrifice 30 DPS and make up for it with a Complex Damage Mod or even Proficiency in the weapon I'm using? Your best bet is a module that increases optimal range so that we can throw a few of those on and make up for the difference so that we can counter our weakness like the other rifles can with their damage.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9878
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Posted - 2015.05.01 19:45:00 -
[3] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote: Idea: indirect, relative improvements
The AR is not bad, but it is less good than scrambler, combat and rail rifles. It is less good than ScR because ScR is OP. It is less good than CR and RR because brick is still king.
* Gently nerf the ScR * Increase mobility/strafe penalties for plates and reactives * Add mobility/strafe penalties to ferros * Consider adding a "gravity" penalty to plates which counteract myofibs * Consider lessened plate penalty effects on Heavy Frames (including Commandos) * Consider increased plate penalty effects on Light Frames
So, buff the AR by nerfing the **** out of Armor. You've been on an anti-armor and 'inertia' kick for a long time now and I don't see this as anything other than pressing your agenda on the side-bar, using the AR as your plug Anti uniformity. Pro variety. We're almost there. High slot module diversity has been achieved. Shields are still very popular, but Precision Enhancers, Damage Amps and now Myofibs are all consistently appearing in the Top 10. But what of low slot module diversity? Which low slot modules presently rival the usage rates of brick-related modules? Classes, suits, primaries, secondaries, equipment, grenades and now high slot modules. All diverse. But what of low slot modules?
Guess you forgot about all of the following:
Cardiac Regulators (a must when using Myros) Kinetic Catalyzers (even Cat Merc uses these) Profile Dampeners (do I really need to explain this?)
To be honest the only ones that aren't really up to par, imo, are shield regulators (because reactive plates are more functional) and code breakers; code breakers being the case because it's just far more functional to use a Minmatar Scout than to try and force another suit to use something it's not good at. That and it's effectively useless for a large portion of game modes.
The armor plates are used mostly because - brace yourself - it's part of armor tanking. Which is pretty critical for armor tanking suits. It's easy to call 'diversity' when there's only three different things to put in the high slots (precision enhancers, shield modules, and damage amps) but to say that there's an imbalance because half of the races in this game use armor as their primary defense? Please.
This isn't saying that shield tanking isn't subpar - it could probably use a buff - but saying it's because armor is OP is a stretch.
Back to ARs now.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9878
|
Posted - 2015.05.01 19:47:00 -
[4] - Quote
PLAYSTTION wrote:Summa Militum wrote:This gun sucks. It used to be awesome. Get sharpshooter level 3 with it and then try it. It makes all the difference. If you likey after that, prof and higher sharpshooter are where to go.
I have:
Operation 5 Proficiency 5 Sharpshooter 5 Rapid Reload 5 Ammo Capacity 5 Fitting Optimization 5
Can tell you now that it doesn't make the Assault Rifle any better and the Gallente Assault Bonus doesn't make it any better either. Weapon is underwhelming in CQC and there's no clear 'I'm going to win' situations like you get with the Rail Rifle at range.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9882
|
Posted - 2015.05.01 20:11:00 -
[5] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote: Idea: indirect, relative improvements
The AR is not bad, but it is less good than scrambler, combat and rail rifles. It is less good than ScR because ScR is OP. It is less good than CR and RR because brick is still king.
* Gently nerf the ScR * Increase mobility/strafe penalties for plates and reactives * Add mobility/strafe penalties to ferros * Consider adding a "gravity" penalty to plates which counteract myofibs * Consider lessened plate penalty effects on Heavy Frames (including Commandos) * Consider increased plate penalty effects on Light Frames
So, buff the AR by nerfing the **** out of Armor. You've been on an anti-armor and 'inertia' kick for a long time now and I don't see this as anything other than pressing your agenda on the side-bar, using the AR as your plug Anti uniformity. Pro variety. We're almost there. High slot module diversity has been achieved. Shields are still very popular, but Precision Enhancers, Damage Amps and now Myofibs are all consistently appearing in the Top 10. But what of low slot module diversity? Which low slot modules presently rival the usage rates of brick-related modules? Classes, suits, primaries, secondaries, equipment, grenades and now high slot modules. All diverse. But what of low slot modules? Guess you forgot about all of the following: Cardiac Regulators (a must when using Myros) Kinetic Catalyzers (even Cat Merc uses these) Profile Dampeners (do I really need to explain this?) To be honest the only ones that aren't really up to par, imo, are shield regulators (because reactive plates are more functional) and code breakers; code breakers being the case because it's just far more functional to use a Minmatar Scout than to try and force another suit to use something it's not good at. That and it's effectively useless for a large portion of game modes. The armor plates are used mostly because - brace yourself - it's part of armor tanking. Which is pretty critical for armor tanking suits. It's easy to call 'diversity' when there's only three different things to put in the high slots (precision enhancers, shield modules, and damage amps) but to say that there's an imbalance because half of the races in this game use armor as their primary defense? Please. This isn't saying that shield tanking isn't subpar - it could probably use a buff - but saying it's because armor is OP is a stretch. Back to ARs now. So if I swing by thang.dk this week, do you think I'll see Biotics and EWAR modules the Top 10 lows? Not 9/10 brick or 10/10 brick. Brick performance and brick prevalence have everything to do with AR performance.
"Armor tanking is OP because thang.dk's market data shows a bunch of armor plates being bought on the market"
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9882
|
Posted - 2015.05.01 20:13:00 -
[6] - Quote
Sgt Kirk wrote:Aeon Amadi wrote:PLAYSTTION wrote:Summa Militum wrote:This gun sucks. It used to be awesome. Get sharpshooter level 3 with it and then try it. It makes all the difference. If you likey after that, prof and higher sharpshooter are where to go. I have: Operation 5 Proficiency 5 Sharpshooter 5 Rapid Reload 5 Ammo Capacity 5 Fitting Optimization 5 Can tell you now that it doesn't make the Assault Rifle any better and the Gallente Assault Bonus doesn't make it any better either. Weapon is underwhelming in CQC and there's no clear 'I'm going to win' situations like you get with the Rail Rifle at range. This is 100% true and I can attest to everything he is saying. Also, to whoever the person that said Gallente and Caldari bonuses were good.... just lol dude.
I'm actually going to do a video recording later today showing how having Sharpshooter 5 and Gallente Assault 5 has functionally no difference on dispersion - or if it does, how much of a difference. I've been sort of playing around with the AR on different suits and I'm not convinced that the Gallente Assault suit bonus even works, to be honest...
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9908
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Posted - 2015.05.02 10:04:00 -
[7] - Quote
Edgar Reinhart wrote:It's been said before and it may all just be personal perceptions but I come down on the side of the people who feel that the 'problem' isn't necessarily with the AR itself. More with the fact that they're out performed across all tiers by the assault variants of the other rifles.
Maybe it's not the case, maybe it's just because of the armour meta, but it certainly feels that way when playing the game. I'm a lower level player and this seems particularly true of the militia AScR vs the other militia variants which is why I don't feel it's entirely down to the AR weakness against armour vs the amount of armour stacking on the field.
It's a difficult one because if the AR is supposed to be 'king' of CQC then it does probably need a buff vs the other assault variants however it isn't going to need much of a buff in any of range,rof, dps etc to begin competing with, and outperforming, the HMG, which isn't right, and will inevitably lead to another round of the buff, buff, nerf merry-go-round.
Either the other Assault variants and the HMG need to be slightly adjusted around the current state of the AR or the AR and HMG need to be adjusted around the other Assault variants but it's a very difficult one to call because of the amount of variables involved.
Right right. S'why I feel that having range-enhancing modules might be the better way to go. Shake up the meta a little bit while not actually doing anything to the rifle itself.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9911
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Posted - 2015.05.02 16:56:00 -
[8] - Quote
DeathwindRising wrote:Aeon Amadi wrote: Right right. S'why I feel that having range-enhancing modules might be the better way to go. Shake up the meta a little bit while not actually doing anything to the rifle itself.
that wouldnt do anything except make the problem potentially worse. imagine range enhancing mods on rail rifles...
If you increase range on the rifle it's going to cause problems. If you offer up a module that not everyone would use, then it'd help the people that need it.
You have a rail rifle and you have the option to go with Damage or Range... You already have good range, so what's the point in adding more? Long-range combat.
You have an assault rifle and you have the option to go with Damage or Range... You already have good damage, so what's the point in adding more? High damage CQC fighting.
It's appealing to the rifle's design in a more fluent way but offering both a way out and bridge into other areas if need-be. The Rail Rifle can already fit damage mods, so it sacrifices nothing. The Assault Rifle doesn't have that same opportunity. Doesn't matter how many damage mods you add onto it you will only ever be good at CQC fighting.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9916
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Posted - 2015.05.02 23:13:00 -
[9] - Quote
Daddrobit wrote:Aeon Amadi wrote:DeathwindRising wrote:Aeon Amadi wrote: Right right. S'why I feel that having range-enhancing modules might be the better way to go. Shake up the meta a little bit while not actually doing anything to the rifle itself.
that wouldnt do anything except make the problem potentially worse. imagine range enhancing mods on rail rifles... If you increase range on the rifle it's going to cause problems. If you offer up a module that not everyone would use, then it'd help the people that need it. You have a rail rifle and you have the option to go with Damage or Range... You already have good range, so what's the point in adding more? Long-range combat. You have an assault rifle and you have the option to go with Damage or Range... You already have good damage, so what's the point in adding more? High damage CQC fighting. It's appealing to the rifle's design in a more fluent way but offering both a way out and bridge into other areas if need-be. The Rail Rifle can already fit damage mods, so it sacrifices nothing. The Assault Rifle doesn't have that same opportunity. Doesn't matter how many damage mods you add onto it you will only ever be good at CQC fighting. But it is a module everyone would use, people use the modules that benefit them the most, and it's a module that would benefit the long range weapons far more than it would the AR. Even if a complex only added 20%, that's only 8 meters optimal for an AR, but an ARR gets an extra 14 out of the same module. And suddenly the optimals are now even more extreme from 40 vs 72 to 48 vs 86. And it gets even worse vs the RR and ScR It would be like back in beta where the sharpshooter skills actually gave extra range. It got taken out because everyone had it and if you didn't, you were almost guaranteed a dead man and CCP didn't like that. Clean and simple, it needs something to boost its overall DPS, having a DPS advantage of 6.6% does not give it enough of an advantage over a weapon that can hit out for its full damage at nearly double the range while the AR flounders.
Eh, I suppose you're right... But even still, my point still stands with the Damage Amplifier conundrum. The AR needs to have a DPS high enough to warrant it's locked, low range because it cannot (I'll stress this) it -cannot- exceed it's range by any means whereas other weapons can at least keep their longer range and make up the DPS gap.
Thing is, I don't think anyone wants to see the AR's damage or RoF increased. So, what can we honestly do apart from 'feel good' differences like a different sight or handling?
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9922
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Posted - 2015.05.03 11:04:00 -
[10] - Quote
CCP Rattati wrote:there will never be range increasing modules
Then make the AR worth having such low range compared to the other rifles.
30 DPS pales in comparison to 30 Meters.
You guys are like a broken record with this "CPM material" business xD Let it go
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