Kierkegaard Soren
Eridani Light Horse Battalion
903
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Posted - 2015.08.08 23:33:00 -
[1] - Quote
Give AR's, except for the TAC, a very small amount of splash radius and splash damage. Have the operation skill increase this slightly per rank. Have the Gal Assault increase this further.
Reasoning: General concesus is that the AR is underperforming because it A) has the worst effective range of all the rifle classes, and B) when it does enter optimal, it doesn't hit hard enough to make it worth the risk of rushing the enemy in the first place. Hence the popularity of the TAC, and to a much lesser extent, the burst; they have the range and the precision via scopes to engage opponents at a reasonable distance. If we try to remedy this by simply buffing the AR's raw damage stats through RoF or damage per bullet then it starts to tread uncomfortably on the toes of the HMG, upsetting Heavies (rightly so) and undermining the AR as a unique weapon in its right.
So, give it splash damage. Make it the fully-automatic room sweeper that can smash the suit its directly pointing at and burn any of his friends that stuck to close to him. The Light counter to Heavy-Logi trains in CQC.
It sounds crazy at first, but if we could get the numbers just right it would make the AR truly unique and really, REALLY dangerous at <40m.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Kierkegaard Soren
Eridani Light Horse Battalion
907
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Posted - 2015.08.09 16:14:00 -
[2] - Quote
Aeon Amadi wrote:I'm still convinced that the problem lies with it's underwhelming damage bonus comparative to the reduced range it gets. Between the AR and the ARR there is a 30 DPS difference and a 30m range difference. My proposal was to decrease the range to 30m but jack up the DPS so it retains it's current DPS at 40m. Quite literally the only thing that would change is how the weapon performs <40m. This way there is a clear-cut distinguishing feature to it: http://i.imgur.com/LTOv5xd.pngObviously it looks extreme but we can always dial it down a bit, the premise is still the same: Higher DPS within optimal = Better performing AR.
Very true, but doesn't that just make it the Light HMG? And if that is the case, and you want to fit for that kind of fighting, why not just take the heavy with all its additional EHP? To clarify, I'd take a straight up damage bonus for the AR any day of the week, because at least that makes it effective. But in an ideal world, I'd like the solution to the AR dilemma to be a bit more nuanced, and something that ultimately makes the AR completely unique *and* effective.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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