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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
160
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Posted - 2015.07.02 00:58:00 -
[1] - Quote
Scheneighnay McBob wrote:Assault rifle or HMG: one of these needs to turn into a proper SAW
We already have Nova Knives we don't need saw's tossed into the mix.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
162
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Posted - 2015.07.02 01:09:00 -
[2] - Quote
Sgt Kirk wrote:Scheneighnay McBob wrote:Sgt Kirk wrote:I think a damage buff will suffice. The only time I see a RoF buff for the AR is with a Gallente Assault Bonus in mind.
Gallente are about DPS over RoF. RoF Is a Minmatar thing. Not quite, minmatar are more extremes. They have machine guns/atuocannons with extreme high RoF, as well as artillery with extremely low RoF You're right on that, but I was talking more about general purpose weapons for infantry. I'd love to see a Minmatar Artillery turret in this game
Actual tank's cannon's? Same damage as Breach MD but has a greater blast radius (normalized radius, increases in damage per level).
Sorry for straying off the OP. As for the AR, as per usual it's variant's are fine, deal's incredible damage, but simply suffer's because it's range is simply too short to be effective, maybe bringing it on the line's of the CR in term's of range could help it really well, especially for their damage number's.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
162
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Posted - 2015.07.02 02:56:00 -
[3] - Quote
Yeah, honestly, I'm sick of seeing Gal's with my rifle or the scrambler, maybe we should bring it back from the chromosome time's as well? For it's short range having it hit really hard would be an in considerably decent asset to it, like 36 base, 38 adv and 40 proto?
At any rate, AR's have been needing a buff, but then again, a lot of thing's do, hell you could even change the Gal Assault's racial skill to the AR to attach a scope on their AR and improve long range vision (vision not range) per level of said weapon. (Just a thought).
Oh and by my rifle, I mean the RR. (Caldari all the way).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
190
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Posted - 2015.07.06 01:41:00 -
[4] - Quote
Actually, instead of a buff to the AR, why not change the gallente skill to decrease it's falloff damage by %? It keep's it's 70m range, but it's optimal is increased, allowing it to deal more damage at distance.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
193
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Posted - 2015.07.06 16:42:00 -
[5] - Quote
Arkena Wyrnspire wrote:Zan Azikuchi wrote:Actually, instead of a buff to the AR, why not change the gallente skill to decrease it's falloff damage by %? It keep's it's 70m range, but it's optimal is increased, allowing it to deal more damage at distance. That's... not how it works.
Just checking the ProtoFit's.com, yeah it'd definitely work, but I forgot that it was absolute range that I was talking about, not increasing, optimal and efficient needed to be increased , so yeah, a 8% bonus per level to the gallente suit's hybrid plasma's optimal and efficient range would better benefit the gun's short coming in range. It would help the Ion Pistol too given it's extremely short range.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
207
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Posted - 2015.07.09 06:40:00 -
[6] - Quote
Just a thought, but what if we normalized the rifles.weapons in a different more "FIXED" way?
Example Damage: Rifle's would receive 3 damage if the weapon in name is a standard model of that race, so AR that has a damage of 34 would be 37 at adv and 40 at proto BUT a variant weapon would receive a different damage enhancement of only 2 on an assault VARIANT, so an ARR at 36 would be 38 at adv and 40 at proto, an SCR at 56 (example number) damage would be 59, and 62, but the ASCR at 34 (example number) would be 36 and 38. CR at 30 would be 33 and 36 but the ACR at say 26 would be 28 and 30, RR would have 40, 43 and 46. Different variants would receive different damage modification's, but the base variant would/should receive the highest (possible) damage, where as others wouldn't obtain as much.
Example Range: What if all weapon's can fire at a staple of 40 meter's, dealing max damage within 40 meter's, but lose damage in a different way? Having a static lower damage that, at efficient range, would only lose a few point's of damage, but be static the rest of the way until absolute range? In example, an AR that does 34 damage would only lose 4 point's of damage and regardless of damage mod's and despite being ADV or Proto, the weapon would always be 30 point's damage at efficient range, but hitting absolute range the weapon would deal less damage at that point, less damage than 30, and remain, like efficient range, unchanged by damage mod's. (Absolute range will need to be changed, along with suit's detection ranges/rings).
Each rifle would have it's own lowest possible damage, RR being 4 damage lost like the AR, SCR's 20 (if their at a base of 60), CR having 8 damage lost (taking in consideration it's a burst weapon), this way, all rifle's will be capable at range, without being considerably OP.
Summary of Rifle damage lost at range:
AR 30 efficient range, loses damage when entering absolute range.
RR 36 efficient range, loses damage at absolute range considerably (immediately goes down to 30 upon reaching absolute range and loses damage accordingly).
CR 22 efficient range, loses damage at absolute range.
SCR 30 (if base of 50) 40 (if base of 60), loses damage at absolute range (Charge shot's can still do moderately increased damage however the damage of a charge shot need's to be fixed to being an additional 15 point's instead of being a multiplier).
Overall the caldari weapon's would still be king's at range, but their weapon's at absolute (require's all absolute range's to be changed) would considerably hamper the weapon, but other weapon's would only continue to lose moderately less damage than their efficient range cousin, allowing other weapon's to be capable of taking on RR's at Absolute range's, and rifle's like the AR can still do major damage at 40 meter's without major rifle disparity.
Just a bit of something I thought of, nothing game breaking I hope. (And yes damage mod's are only active within the 40meter distance, but at efficient range it'll lose it's damage and go down to a base of the example number's above in Bolded letter's). You're thought's would be appreciated.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
214
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Posted - 2015.07.10 03:15:00 -
[7] - Quote
Give me a reason, other than no, their examplatory numbers, not the desired numbers.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
233
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Posted - 2015.07.12 21:13:00 -
[8] - Quote
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.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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