Ghost Steps
G0DS AM0NG MEN New Eden's Heros
24
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Posted - 2015.07.12 20:42:00 -
[1] - Quote
Zan Azikuchi wrote:Give me a reason, other than no, their examplatory numbers, not the desired numbers.
I think the AR needs to have a higher ROF with the same DPS, thats the way to go with CQC weapons and a good example to this is the Assault CR (i think they already mentioned this before on here). ROF is the most versatile DMG profile there is and i think gallente technology aims for practical and well design weaponry.
Caldari State FTW
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Ghost Steps
G0DS AM0NG MEN New Eden's Heros
24
|
Posted - 2015.07.13 04:36:00 -
[2] - Quote
Zan Azikuchi wrote:Ghost Steps wrote:Zan Azikuchi wrote:Give me a reason, other than no, their examplatory numbers, not the desired numbers. I think the AR needs to have a higher ROF with the same DPS, thats the way to go with CQC weapons and a good example to this is the Assault CR (i think they already mentioned this before on here). ROF is the most versatile DMG profile there is and i think gallente technology aims for practical and well design weaponry. But then there's weapon's like the ASCR that does 42 damage per shot, isn't gallente suppose to have more damage than amarr weapon's? Besides DPS only counts when the weapon actually hit's, also, there's contemplation's of ROF mod's on the forums, so if the AR has like 900 ROF we're looking almost to 1000 or more shots per second here, thats why affecting the weapons' range and damage would be much more preferable. Also when you look at it, every gun simply has far more range than the AR, that's why people keep floating to other weapon's, but if each weapon could fire full damage at optimal range then less or half at effective it would improve gameplay for low DPS weapon's, like the Assault SMG, fixed damage set's are where we need to go, and is also much more simpler to add, and less taxing to deal with in an FPS standpoint.
Well as far as i know they have set the present ranges on weaponry after a long discussed forum post, cpm and dev discussions. An increase of range is something very dangerous to mess with the varians suppose to fill the gap of range problem (Burst and Tactical). On the 1st place the AR (the STD) is designed for close quarters combat/ mid range that is very hard to acomplish with the kick and dispersion it has, that dont let the raw numbers shine as intended, missing a bullet is a big loss on DPS with the actual numberss (Burst Excluded), higher ROF and priobably a slight tweek to kick and dispesion is my best guess to help this weapon (same DPS in order to keep the DPS/Range graph that CCP worked on in a prevoius hotfix). On 2nd place the variants like breach or tactical are really close to achieve the niche that was intended for them, a slight inecrese to the magazine on this variants (34 bullents to breach and 32 to Tactical, for example) and a slight reduction to kick on the TAR would be useful solutions to this variant that fill the need of range. This is what i can say in my experience, i really like the Burst so far, with the exception of some cases where the hipfire dispersion is just aweful.
Caldari State FTW
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