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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Joel II X
Bacon with a bottle of Quafe
7272
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Posted - 2015.05.01 14:35:00 -
[61] - Quote
My light weapon of choice.
Git gud. |
DeathwindRising
ROGUE RELICS
1015
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Posted - 2015.05.01 15:24:00 -
[62] - 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?
what. the. ****.
when you will address the excessive kick on the rail rifle? |
Genral69 death
Random Gunz Rise Of Legion.
208
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Posted - 2015.05.01 15:32:00 -
[63] - 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? Maybe I slight increase in fire rate and of that turns out to much lower the damage slightly. Yes it kill people fleeing but struggles massive with cqc compared to the combat. Also please add a sight for the damn thing I can't stand the iron sight
General limited: warming failure to pay, may lead to death,massive amount of pain or even lose of family. Since 1995
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Sgt Kirk
Fatal Absolution Negative-Feedback
10525
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Posted - 2015.05.01 15:43:00 -
[64] - Quote
Genral69 death wrote: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? Maybe I slight increase in fire rate and of that turns out to much lower the damage slightly. Yes it kill people fleeing but struggles massive with cqc compared to the combat. Also please add a sight for the damn thing I can't stand the iron sight If we were going the direction of just buffing the Rifle then RoF is where you'd do it.
The vanilla weapon does not need a damage buff or range buff. It would be able to champion over the other assault variants in its preferred area with a RoF, I just didn't want to go the direction of quicker TTK.
A RoF bonus also might make the Gallente Assault Bonus somewhat more useful but I doubt it.
Sgt Kirk's Gallente Propaganda Youtube Channel
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Genral69 death
Random Gunz Rise Of Legion.
208
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Posted - 2015.05.01 15:44:00 -
[65] - Quote
Sgt Kirk wrote:Genral69 death wrote: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? Maybe I slight increase in fire rate and of that turns out to much lower the damage slightly. Yes it kill people fleeing but struggles massive with cqc compared to the combat. Also please add a sight for the damn thing I can't stand the iron sight If we were going the direction of just buffing the Rifle then RoF is where you'd do it. The vanilla weapon does not need a damage buff or range buff. It would be able to champion over the other assault variants in its preferred area with a RoF, I just didn't want to go the direction of quicker TTK. A RoF bonus also might make the Gallente Assault Bonus somewhat more useful but I doubt it. Agreed. Didn't even consider the bonus
General limited: warming failure to pay, may lead to death,massive amount of pain or even lose of family. Since 1995
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Mr.Pepe Le Pew
Art.of.Death
89
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Posted - 2015.05.01 15:47:00 -
[66] - 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?
decrease optimal range 10%, increase output damage 10%. Gallente weapons are supposed to be the best at CQC. This might be a start?
CEO / Art.of.Death
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REDBACK96USMC
To Test Tickles
154
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Posted - 2015.05.01 15:58:00 -
[67] - Quote
Summa Militum wrote:I just played a match with it and I got 10 kills, 15 assists, and 2 deaths. The amount of assists I get with that gun is why I think it sucks. It's either just under-powered enough to prevent me from finishing the job half the time or the rate-of-fire is low enough that too many of my kills or stolen.
I think either the range should be increased and the damage stay the same, the damage should be increased and the range stay the same, or both damage and range stay the same and the rate-of-fire increased.
I feel like I can perform better (in terms of delivering damage to the enemy) at a distance with the Breach Assault Rifle than I can the Regular Assault Rifle and I feel it should be the other way around.
I remember running across you yesterday. You like to hang back a lot and the Assault Rifle is not for Hanging back. It is made for Mid Range to close combat. Try the tactical variant for range or a different weapon type such as the RR.
Part of this game is learning what eveyrthing does and what its purpose is. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8326
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Posted - 2015.05.01 16:05:00 -
[68] - Quote
Mr.Pepe Le Pew wrote: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? decrease optimal range 10%, increase output damage 10%. Gallente weapons are supposed to be the best at CQC. This might be a start? Worst idea so far
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Leadfoot10
Molon Labe. RUST415
3732
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Posted - 2015.05.01 16:14:00 -
[69] - Quote
The AR is still plenty powerful. The problem, if there is one, is that few people run shields -- which is where this weapon shines.
IMO, the shield/armor balance continues to be in favor of armor, and thus the overall effectiveness of the shield based weapons like the AR continues to lag.
That and the AScR is even better when it comes to eating shields. |
Void Echo
Helix Order Learning Alliance
2783
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Posted - 2015.05.01 16:15:00 -
[70] - 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?
Increase the dps by 3 points and it be good to go, since I've returned I have always been cheated out of kills because it doesn't do enough damage. It also take a full clip to kill a std heavy.
Closed Beta Vet.
CEO: Helix Order.
I have the controlled anger, more dangerous than you.
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Adipem Nothi
Nos Nothi
9352
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Posted - 2015.05.01 16:21:00 -
[71] - Quote
Sgt Kirk wrote: A RoF bonus also might make the Gallente Assault Bonus somewhat more useful ...
I'd support this. I'd also support a spool-up and/or kick reduction as the Cal Assault bonus. Assault bonuses should be slay-oriented, as is presently the case with MN and AM.
Shoot scout with yes.
- Ripley Riley
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Meisterjager Jagermeister
914
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Posted - 2015.05.01 16:37:00 -
[72] - Quote
Two suggestions that would help make the most of the AR's short range: -Increase optimal range without extending overall range -Decrease damage falloff past optimal range
Another suggestion that would have PLAYER GUNGAME improve performance rather than weapon tweaks - Put the scope back on the AR and Breach AR without increasing ADS zoom
AKA - StarVenger- Horizons' Edge
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
590
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Posted - 2015.05.01 16:57:00 -
[73] - Quote
Honestly, I'd suggest reducing ROF and increasing damage to make DPS the same (or better) then increase magazine capacity. This means it would be amazing at CQC brawling as you could get so much damage out before having to stop and reload.
We want cake and tea.
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Varoth Drac
Dead Man's Game RUST415
805
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Posted - 2015.05.01 16:59:00 -
[74] - 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? I propose increasing damage, just like you did for the assault scrambler rifle.
Don't increase range, it's supposed to be a short range weapon.
Increasing rate of fire would have a similar effect, but increases dps without increasing magazine damage. I don't know what Sgt Kirk is talking about, increasing rate of fire would obviously lower ttk. I personally like the current rate of fire, feels nice. It already got increased once, and affects the feel of the weapon. Combat rifles are distinct by having high rate of fire, we don't want to make plasma ARs too similar.
I guess a small rate of fire increase would be ok if you didn't want to increase damage. |
Cyrus Grevare
WarRavens
463
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Posted - 2015.05.01 17:19:00 -
[75] - Quote
Quick stats @ Advanced Tier for Assault variants ( [x] value including level 5 proficiency ):
AR Optimal Range 40m Rate of Fire 800 RPM Base Damage 32.45 HP Base DPS 432.6 HP Dmg per Clip 2271.15 HP Base vs Shields35.69 [41.04] HP DPS vs Shields 475.86 [547] HP/s Base vs Armor 29.2 HP DPS vs Armor 389.34 HP
AScR Optimal Range: 52m Rate of Fire 705.88 RPM Base Damage 34.7 HP Base DPS 408.23 HP Dmg per Clip 2498.4 HP Base vs Shields 41.64 [47.89] HP DPS vs Shields 489.88 [563] HP/s Base vs Armor 27.76 HP DPS vs Armor 326.59 HP/s
CR Optimal Range: 51m Rate of Fire 1200 RPM Base Damage 20.84 HP Base DPS 416.74 HP Dmg per Clip 1416.92 HP Base vs Shields 17.71 HP DPS vs Shields 354.23 HP/s Base vs Armor 23.96 [27.56] HP DPS vs Armor 479.25 [551.14] HP/s
ARR Optimal Range: 72m Rate of Fire 600 RPM Base Damage 40 HP Base DPS 400 HP Dmg per Clip 2320 HP Base vs Shields 36 HP DPS vs Shields 360 HP/s Base vs Armor 44 [50.6] HP DPS vs Armor 440 [506] HP/s
Observations: * Even though the AR has a larger clip size than before, AScR and RR still have more damage per clip. * Optimal range is painfully low, 11m behind the next rifle, 32! behind the ARR * Recent AScR changes completely outclass the AR in every aspect that counts * IMO Assault bonuses for Mn and Am put their respective rifles completely in another tier of power.
Disclaimer: Optimal range was read in game, stats based on last CCP released SDE + some adjustments to match in game data.
www.protofits.com - a Dust 514 fitting tool
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Kevall Longstride
DUST University Ivy League
2760
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Posted - 2015.05.01 17:22:00 -
[76] - Quote
The AR needs to be second only to the HMG when up close and personal. It has neither the range or DPS of the RR and CR but at ranges of less than 35 to 40 metres it should be cutting through everything other than an armour tanked heavy in less than a clip.
just my opinion as a two and half year vet of AR use.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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MINA Longstrike
Kirjuun Heiian
2927
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Posted - 2015.05.01 17:33:00 -
[77] - Quote
Sgt Kirk wrote:Genral69 death wrote: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? Maybe I slight increase in fire rate and of that turns out to much lower the damage slightly. Yes it kill people fleeing but struggles massive with cqc compared to the combat. Also please add a sight for the damn thing I can't stand the iron sight If we were going the direction of just buffing the Rifle then RoF is where you'd do it. The vanilla weapon does not need a damage buff or range buff. It would be able to champion over the other assault variants in its preferred area with a RoF, I just didn't want to go the direction of quicker TTK. A RoF bonus also might make the Gallente Assault Bonus somewhat more useful but I doubt it.
No, absolutely no RoF or range bonuses on assaults. You already have an amazing performance bonus, you do not nor should you ever have a bonus that strictly makes your suits better in terms of TTK.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Devadander
Woodgrain Atari
281
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Posted - 2015.05.01 17:34:00 -
[78] - Quote
I played a few matches yesterday in a Skinweave MLT suit with pure MLT mods and an Exile AR with Toxin SMG. Ooooh so 2012 of me I know.
After a year of running rail-tech, I felt like a CQC god... Just sayin.
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9877
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Posted - 2015.05.01 17:52:00 -
[79] - 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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Sgt Kirk
Fatal Absolution Negative-Feedback
10526
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Posted - 2015.05.01 17:55:00 -
[80] - Quote
MINA Longstrike wrote:Sgt Kirk wrote:Genral69 death wrote: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? Maybe I slight increase in fire rate and of that turns out to much lower the damage slightly. Yes it kill people fleeing but struggles massive with cqc compared to the combat. Also please add a sight for the damn thing I can't stand the iron sight If we were going the direction of just buffing the Rifle then RoF is where you'd do it. The vanilla weapon does not need a damage buff or range buff. It would be able to champion over the other assault variants in its preferred area with a RoF, I just didn't want to go the direction of quicker TTK. A RoF bonus also might make the Gallente Assault Bonus somewhat more useful but I doubt it. No, absolutely no RoF or range bonuses on assaults. You already have an amazing performance bonus, you do not nor should you ever have a bonus that strictly makes your suits better in terms of TTK. That's why I'd rather go the direction of tuning the other rifles down out of AR territory.
That's why I said twice in this thread that I want to avoid lessening TTK.
Sgt Kirk's Gallente Propaganda Youtube Channel
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Cody Sietz
Random Gunz Rise Of Legion.
4512
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Posted - 2015.05.01 18:02:00 -
[81] - 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? I think it comes down to all other rifles performing as good or sometimes better in the ARs intended range of CQC.
I think we have balance for the most part with rifles, but the AR is the only one with a hard cap on how well in can do outside of its intended role and range. Couple that with people abusing turbo controllers and you get a rifle that is working fine but is just not always worth using over the others.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9877
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Posted - 2015.05.01 18:05:00 -
[82] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8331
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Posted - 2015.05.01 18:31:00 -
[83] - Quote
MINA Longstrike wrote:You already have an amazing performance bonus, you do not nor should you ever have a bonus that strictly makes your suits better in terms of TTK.
Gallente assaults and calassaults have awesome bonuses?
WHERE???
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8331
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Posted - 2015.05.01 18:32:00 -
[84] - Quote
on a more serious note: Rifles need to be normalized
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Kierkegaard Soren
Eridani Light Horse Battalion
794
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Posted - 2015.05.01 18:39:00 -
[85] - Quote
The main difference between the AR and the ACR is rof and range, and the fact that the ACR has more of both and is a killing machine leads me to believe that those two qualities are what the AR lacks to make it really good. Give it 15m extra optimal and a rof of 900 and that gun is golden.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Adipem Nothi
Nos Nothi
9362
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Posted - 2015.05.01 18:57:00 -
[86] - Quote
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 King HP. Pro variety. We're halfway there.
Rattati has achieved high slot diversity. Shields are still very popular, but Precision Enhancers, Damage Amps and now Myofibs are all consistently appearing in the Top 10. What of low slot diversity? Which low slot modules rival brick-related modules?
Shoot scout with yes.
- Ripley Riley
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Banjo Robertson
Random Gunz Rise Of Legion.
540
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Posted - 2015.05.01 19:09:00 -
[87] - 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?
RoF increase by 10%, 5 shot clip size increase. |
Himiko Kuronaga
Fatal Absolution Negative-Feedback
5857
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Posted - 2015.05.01 19:17:00 -
[88] - 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?
I don't really like the fact that the weapon is locked to CQC and just the tip of mid-combat range, but still regularly loses to other weapons as well as fast movers in CQC. When paired with a Gal assault it becomes better at that mid range game, but worse in CQC.
Faster rate of fire would ensure it more easily shreds fast-movers in CQC. Anything passing through the "stream" of fire is more likely to take damage in that way.
Increase rate of fire, increase clip size, decrease damage per shot but work out the math so its overall a slight dps gain.
Usually banned for being too awesome.
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Indianna Pwns
TERRA R1SING
95
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Posted - 2015.05.01 19:19:00 -
[89] - Quote
Breakin Stuff wrote:Serious suggestion:
Normalize the variants. Realistically all of the battle rifles perform the same function.
There is little reason why there should be humongous range/base DPS variation between an assault rifle and an ACR. The profiles exist and affect the damage they do, keeping each rifle from having that call of duty "all guns are relreally the same" feeling.
For example: if we normalized all rifles to 450 base dps without thr profiles and 60m the profiles alone will create variance. Then we take the racial thematics and apply them.
We'll use the assault scram as out baseline 450/60m without profile.
Caldari are our long range punks. So we'll reach the ARR to 70m. But it pays for that reach at a rate of 1% DPS per meter. The ARR base DPS ends at 405 DPS.
ok minmatar is next, they're known for some decent range so we push them to 65, and their base DPS kisses 427.5 base DPS.
Then there's the gallente, our house knife fighters. We're going to tell them they suck and drop them to 50m. But they'll gain 10% base DPS. So pre-profile the assault plasma rifle will be rocking 495 DPS.
Now add your profiles and damage mods. Does this have to be how it's done exactly? No. It's an example, but the DUST rifles lack a logical, consistent progression.
And I don't think we can balance the scramblers for shields if we keep buffing them to tackle armor equally with the rail rifle and combat rifle. The system breaks.
But my suggestion:
Assault 450 DPS/60m optimal Burst 435 DPS/70m optimal Breach 425 DPS/80m optimal Tac 410 DPS/90m optimal
Set a baseline and revolve the racial weapons around said baseline in a logical and consistent manner.
The battle rifles of each race are built to do the same thing: general-purpose primary weapon. There is little reason why their performance overall should be inconsistent and wildly varied. Odd behavior and inconsistency of damage application Is the purview of racial specialist and support weapons.
The rifles should be roughly equal. The hybrids should be the most balanced, the CR line should be an inferior option vs. Shields and the lasers should be inferior to armor.
If there inis no clear winner in the battle rifles for "best in game" a lot of undesirable metagame habits get cleared up And pushed off a cliff, making preferred playstyle and actively countering the enemy the meta rather than "use the scrambler, it melts everything And is OP vs. Shields."
I agree, I made a post very similar to this a while back.
https://forums.dust514.com/default.aspx?g=posts&m=2713526#post2713526 |
PLAYSTTION
Corrosive Synergy Rise Of Legion.
1278
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Posted - 2015.05.01 19:24:00 -
[90] - Quote
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.
Gassault Galogi Galsent
Open Beta Vet - 42 mil sp
Director of Corrosive Synergy
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