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Cu' Chulainn
Art.of.Death
30
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Posted - 2015.07.04 00:21:00 -
[31] - Quote
Mr.Pepe Le Pew wrote:DR DEESE NUTS wrote:Using the assault rifle now is way worse then before the hotfix.
Your outranged by the other rifles who have similar dps Your out dps by the hmg and insta ganked by shotguns and knives. As of now it's probably one of the worst guns in the game. This is because of the strafe nurf which now makes everyone move like molasses stuck in a tar pit.
Rattati you need to buff this gun hard. Very hard. It needs a dps between the ahmg and ascr like how it's range is.
Breach AR needs 40 in a clip Tac needs 30 in a clip. AR basic needs a dps buff. Make basic variants hit like proto's and scale up from there. another solution would be to make the weapon bonuses a hybrid 3% bonus against shield AND armor. That would be a true hybrid weapon. Thoughts?
Agreed. Makes sense.
THAT is a REP TOOL
"Don't stand in front of the HEAVY" - Matt Pagliotti
"Now Move out and Draw FIRE!!!" - REDRUM
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DJINN Jecture
Templar of the Glowing Blade
415
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Posted - 2015.07.05 06:30:00 -
[32] - Quote
I would be satisfied with one of the following 2 changes:
- ROF increased on all ARs roughly 10%
- Range increase roughly 10-15%
Doing both would be rather much but one or the other would make a nice change that may bring back the usefulness of the AR.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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Satori Particle
Negative-Feedback. Negative-Feedback
61
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Posted - 2015.07.05 06:58:00 -
[33] - Quote
Be careful what you wish for. |
Karam Arami
The Knights Of NewEden
19
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Posted - 2015.07.05 09:28:00 -
[34] - Quote
Alena Ventrallis wrote:Buff the ROF to 850, which gives the Duvolle a DPS of 481. Buffing it to 900 gives it a DPS of 510.
I think an ROF buff with a corresponding magazine buff is all that would be needed. I actually like the clips at militia considering i never use the whole thing anyway it makes me think about cover and conflict approach more carefully
(T-T)¬('~')/ CHECKMATE!!!
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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.05 17:45:00 -
[35] - Quote
True Adamance wrote:DR DEESE NUTS wrote:SgtNONECK WASSSUP wrote:LOL...... here we go with on paper stats getting a gun that's fine a buff the only ar that even comes close of needing a buff is the normal assault rifle Tar and burst are balanced. Tar might be a bit op. Breach idk Tar needs a clip nurf. You can spam it too many times. Reduce it to 20 rounds. Regular sucks @$$. I'd argue a TAR on Gall Assault is roughly as good as an ScR on an Amarr Assault except it works with a better anti armour DPS, about all of 74 less anti shield DPS and no heat to worry about. Except that you can charge fire it. That charge completely changes the dynamics of the gun.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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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 -
[36] - 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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Jenni Welsh
Reincarnation Incorporated
11
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Posted - 2015.07.06 05:19:00 -
[37] - Quote
DR DEESE NUTS wrote:Using the assault rifle now is way worse then before the hotfix.
Your outranged by the other rifles who have similar dps Your out dps by the hmg and insta ganked by shotguns and knives. As of now it's probably one of the worst guns in the game. This is because of the strafe nurf which now makes everyone move like molasses stuck in a tar pit.
Rattati you need to buff this gun hard. Very hard. It needs a dps between the ahmg and ascr like how it's range is.
Fing A!!!!!!!!!!! |
Arkena Wyrnspire
Fatal Absolution Negative-Feedback
24
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Posted - 2015.07.06 13:07:00 -
[38] - Quote
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.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Gallente Guide
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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 -
[39] - 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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roblox098
Second-Nature D.E.F.I.A.N.C.E
101
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Posted - 2015.07.07 15:06:00 -
[40] - Quote
CCP Rattati wrote:It is true But w8 there m8. That means that the SCR wont be LIKE the BEST DPS rifle. NOOOOOOOOOOOOOOOOOOOO
Assault ck.0/Assault gk.0/Scout ck.0/Logistics gk.0
71.2 million SP
CCP Ps on US
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tffvbhb
Team Bukkakke
9
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Posted - 2015.07.07 16:45:00 -
[41] - Quote
DR DEESE NUTS wrote:Using the assault rifle now is way worse then before the hotfix.
Your outranged by the other rifles who have similar dps Your out dps by the hmg and insta ganked by shotguns and knives. As of now it's probably one of the worst guns in the game. This is because of the strafe nurf which now makes everyone move like molasses stuck in a tar pit.
Rattati you need to buff this gun hard. Very hard. It needs a dps between the ahmg and ascr like how it's range is.
LOL DID YOU JUST COMPLAIN ABOUT A HMG HAVING HIGHER DPS THAN A RIFLE???? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.07 18:30:00 -
[42] - Quote
tffvbhb wrote: LOL DID YOU JUST COMPLAIN ABOUT A HMG HAVING HIGHER DPS THAN A RIFLE????
I know. I thought he was trolling at first too.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.07.07 21:11:00 -
[43] - Quote
CCP Rattati wrote:It is true
Just NO to AR 514 again please (i remember that time)!!
"Caller of the Monolith"
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emm kay
Direct Action Resources
355
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Posted - 2015.07.08 04:05:00 -
[44] - Quote
CCP Rattati wrote:It is true Holy ****, is ar514 coming back? The ar is fine, now. What most people don't get is that it's the dps of a rail and a half, with the range of an hmg. When i see people using it, they either try long range or cqc. This is not the ar. This rifle is for kiting medium engagements.
There is a reason you never see me in battle.
it's because I see you first.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.08 06:40:00 -
[45] - Quote
More damage. Trim some of it's effective range but keep it's optimal at 40m if need be.
Should honestly have almost twice the dps of the rail rifle since the AR is almost half it's range. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
207
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Posted - 2015.07.09 06:40:00 -
[46] - 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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NIETZCHES OVERMAN
Mannar Focused Warfare Gallente Federation
131
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Posted - 2015.07.09 10:56:00 -
[47] - Quote
CCP Rattati wrote:It is true Had 40 plus kill game with a GEK38 last week.... If you agree with op a buff wont help you. Your just bad.
Alt of INFINITE DIVERSITY IDIC
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NIETZCHES OVERMAN
Mannar Focused Warfare Gallente Federation
131
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Posted - 2015.07.09 10:59:00 -
[48] - Quote
Zan Azikuchi wrote: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. No.....
Alt of INFINITE DIVERSITY IDIC
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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 -
[49] - 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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Ghost Steps
G0DS AM0NG MEN New Eden's Heros
24
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Posted - 2015.07.12 20:42:00 -
[50] - 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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
233
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Posted - 2015.07.12 21:13:00 -
[51] - 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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Cesar Geronimo
DUST University Ivy League
7
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Posted - 2015.07.13 03:05:00 -
[52] - Quote
DR DEESE NUTS wrote:Using the assault rifle now is way worse then before the hotfix.
Your outranged by the other rifles who have similar dps Your out dps by the hmg and insta ganked by shotguns and knives. As of now it's probably one of the worst guns in the game. This is because of the strafe nurf which now makes everyone move like molasses stuck in a tar pit.
Rattati you need to buff this gun hard. Very hard. It needs a dps between the ahmg and ascr like how it's range is.
co-signed... |
Racro 01 Arifistan
Simple Minded People Pty. Ltd.
575
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Posted - 2015.07.13 03:45:00 -
[53] - Quote
my thoughts for buffing the AR.
change name to plasma rifle
increase breach Ar clip size to either 36 or 40. leave its current reserve ammo as is. slight decrease to Tac AR clip size. decreased ADS kick/dispersion burst Ar...... is quite good where it is and dosnt need any changes. STD Ar slight increase to damage say add on 2 more points of damage
change damage profiling from +10/-10 to either +5/-5 or +3/-3 makes it feel more like a hybrid weapon
https://zkillboard.com/kill/47521458/
https://zkillboard.com/kill/47521142
Oppose me and you shall incure my wrath.
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Ghost Steps
G0DS AM0NG MEN New Eden's Heros
24
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Posted - 2015.07.13 04:36:00 -
[54] - 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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Zeke Dunevent
OSG Planetary Operations Covert Intervention
79
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Posted - 2015.07.13 11:19:00 -
[55] - Quote
CCP Rattati wrote:It is true My ARs going to get some love??? AWWW YISSSSSSSS
I think I know a lot.
I can run just about anything.
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