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Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.07.13 01:21:00 -
[31] - Quote
RolyatDerTeufel wrote:YEAHH!! LETS NERF, wait... no not all AR's.
Just the breach ones. Actually just the CreoDron.
it's power makes anyone using a different proto-AR a dumbass.
And when every other kill on the feed is CreoDron, there is obviously something up with it.
QQ i dont use the lolCreo hell i dont even use proto stuff other than burning AUR on the Stormside Roden only because its the same CPU/PG as the GEK other than that standard stuff all day baby! |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.07.13 01:30:00 -
[32] - Quote
Mavado V Noriega wrote:RolyatDerTeufel wrote:YEAHH!! LETS NERF, wait... no not all AR's.
Just the breach ones. Actually just the CreoDron.
it's power makes anyone using a different proto-AR a dumbass.
And when every other kill on the feed is CreoDron, there is obviously something up with it. QQ i dont use the lolCreo hell i dont even use proto stuff other than burning AUR on the Stormside Roden only because its the same CPU/PG as the GEK other than that standard stuff all day baby!
not enough Q's tbh... |
xprotoman23
Internal Error. Negative-Feedback
1452
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Posted - 2012.07.13 01:36:00 -
[33] - Quote
RolyatDerTeufel wrote:YEAHH!! LETS NERF, wait... no not all AR's.
Just the breach ones. Actually just the CreoDron.
it's power makes anyone using a different proto-AR a dumbass.
And when every other kill on the feed is CreoDron, there is obviously something up with it.
Creodron AR's are just over used. The Duovulle *how ever you spell it is actually much better. |
Boss Dirge
Sanmatar Kelkoons Minmatar Republic
71
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Posted - 2012.07.13 01:40:00 -
[34] - Quote
Nerf Dust 514! |
Archangel Exodus
8
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Posted - 2012.07.13 01:45:00 -
[35] - Quote
Upgrade the heavies HMG and forge gun and a better substantially more ammo reserve and they won't use an AR |
Sgt Slab Ranko
Seituoda Taskforce Command Caldari State
32
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Posted - 2012.07.13 01:47:00 -
[36] - Quote
Roccano1 wrote:Randrii wrote:Roccano1 wrote:AR's are fine, its the fact that Heavy suits can equip them thats the issue. Make heavies only able to carry heavy weapons, and things should be fine. Heavies dont need any more nerfs Its not a direct nerf. Its either prevent the heavies from using them, or nerfing the damage of the AR in some way. Personally, I dont think the damage needs to be nerfed.
Sorry, but no. How about sorting the hit detection? Whats your reasoning behind a heavy not being able to use an Assault Rifle, their fingers are too big? Why not stop them from using Pistols, Sub Machine Guns, hell why not stop scouts from using Remote Explosives as grenades, would that not be a better idea than removing a valid weapon from the hands of a heavy? |
Bobphilsfred
16
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Posted - 2012.07.13 02:12:00 -
[37] - Quote
I've played a fair amount of shooters in my time, and from my experience the ARs are often the most used weapon. ARs by design are balanced weapons, they have no real weaknesses and are effective at all ranges. While they're not up to par with the SMGs at close range or the snipers at long range they are quite capable of holding there own and you can still beat those weapons if there is a wide enough skill gap. They are also capable of decimating the SMGs at long range and the snipers at short range. This lack of any weakness often leads to them being my players weapon of choice as it can be used effectively used in just about any situation. ARs are often very hard to balance because there are 2 ways to nerf a gun, cut back on it's strengths or increase the severity of it's weakness and neither works for the ARs. The ARs main strength is it's balanced effectiveness in all situations and you can't cut back on that because that's what makes it an AR, if you make it more effective at one range or another then it becomes an SMG clone or a fast firing sniper, and if it's only a effective at one range then why use it? Why not use a real smg or sniper? As for weaknesses the ARs only real weakness is the whole jack of all trades master of none thing. To enhance this weakness you would have to weaken it in just about every stat, and it's very hard to do that without just going from effective at every range to useless at every range. This balance often leads to them being the most used weapon, but it's not what makes it overpowered. ARs are decent at all ranges, SMGs dominate close range and snipers rule the long distances but wait... Who controls the middle range? There is no dedicated mid range gun, there is a gap between the smgs and snipers. Without any gun to lead the pack at middle range, the balanced ARs fill the vacuum. That's what makes them overpowered, like the SMGs and snipers the ARs have a ranges they are the best at, but unlike the SMGs and snipers there is no range the ARs struggle at. To balance the ARs something needs to fill that mid range role and put them back into the Jack of all trades master of none role. To this extent I believe the HMGs can fill this role quite well with some buffs in the right places. Shorten the time it takes for the HMGs shots to become accurate, but decrease there accuracy while there revving up. Give them longer before they overheat but reduce there effective range. If ARs are still beating them, then give them a damage buff. HMGs low effective range, will make them weak at long range, while the delay before they can fire accurately with kill them at short range but there high accuracy and DPS will make them monsters at medium range.
TL;DR Buff HMGS into a good medium range weapon problem solved. |
AMARRKIS
BetaMax.
71
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Posted - 2012.07.13 02:20:00 -
[38] - Quote
Bobphilsfred wrote:I've played a fair amount of shooters in my time, and from my experience the ARs are often the most used weapon. ARs by design are balanced weapons, they have no real weaknesses and are effective at all ranges. While they're not up to par with the SMGs at close range or the snipers at long range they are quite capable of holding there own and you can still beat those weapons if there is a wide enough skill gap. They are also capable of decimating the SMGs at long range and the snipers at short range. This lack of any weakness often leads to them being my players weapon of choice as it can be used effectively used in just about any situation. ARs are often very hard to balance because there are 2 ways to nerf a gun, cut back on it's strengths or increase the severity of it's weakness and neither works for the ARs. The ARs main strength is it's balanced effectiveness in all situations and you can't cut back on that because that's what makes it an AR, if you make it more effective at one range or another then it becomes an SMG clone or a fast firing sniper, and if it's only a effective at one range then why use it? Why not use a real smg or sniper? As for weaknesses the ARs only real weakness is the whole jack of all trades master of none thing. To enhance this weakness you would have to weaken it in just about every stat, and it's very hard to do that without just going from effective at every range to useless at every range. This balance often leads to them being the most used weapon, but it's not what makes it overpowered. ARs are decent at all ranges, SMGs dominate close range and snipers rule the long distances but wait... Who controls the middle range? There is no dedicated mid range gun, there is a gap between the smgs and snipers. Without any gun to lead the pack at middle range, the balanced ARs fill the vacuum. That's what makes them overpowered, like the SMGs and snipers the ARs have a ranges they are the best at, but unlike the SMGs and snipers there is no range the ARs struggle at. To balance the ARs something needs to fill that mid range role and put them back into the Jack of all trades master of none role. To this extent I believe the HMGs can fill this role quite well with some buffs in the right places. Shorten the time it takes for the HMGs shots to become accurate, but decrease there accuracy while there revving up. Give them longer before they overheat but reduce there effective range. If ARs are still beating them, then give them a damage buff. HMGs low effective range, will make them weak at long range, while the delay before they can fire accurately with kill them at short range but there high accuracy and DPS will make them monsters at medium range.
TL;DR Buff HMGS into a good medium range weapon problem solved. I get what your saying but for an AR the range is kinda far in my opinion but what i think would solve the problem is just make an increase in recoil of more bullet scatter something in that area so they are more balanced with the other weapons because at the moment most of the other weapons need to be fixed |
Roccano1
152
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Posted - 2012.07.13 02:43:00 -
[39] - Quote
Sgt Slab Ranko wrote:Roccano1 wrote:Randrii wrote:Roccano1 wrote:AR's are fine, its the fact that Heavy suits can equip them thats the issue. Make heavies only able to carry heavy weapons, and things should be fine. Heavies dont need any more nerfs Its not a direct nerf. Its either prevent the heavies from using them, or nerfing the damage of the AR in some way. Personally, I dont think the damage needs to be nerfed. Sorry, but no. How about sorting the hit detection? Whats your reasoning behind a heavy not being able to use an Assault Rifle, their fingers are too big? Why not stop them from using Pistols, Sub Machine Guns, hell why not stop scouts from using Remote Explosives as grenades, would that not be a better idea than removing a valid weapon from the hands of a heavy? Well then dont complain that the AR's are overpowered, when they really arent. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.13 02:46:00 -
[40] - Quote
I think a 12 second cooldown time every 40 shots or so would make the AR more balanced. |
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Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.13 02:58:00 -
[41] - Quote
I don't think ARs need a nerf, just a few other weapons need a buff. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.13 03:09:00 -
[42] - Quote
I don't think your should be able to walk very fast while shooting the AR. While firing your walk speed shou8ld be -60% and you shouldn't be able to jump or strafe at all.
That's dangerous, bad gun safety isn't my idea of fun. |
Nexus Cavor
KILL-EM-QUICK RISE of LEGION
88
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Posted - 2012.07.13 03:28:00 -
[43] - Quote
AR's currently are fine. The problem is their price, at least the Prototype ones. With a meta level of 8+ I am shocked they don't cost around 100k at the least. I mean isn't that close to Deadspace rarity in EVE? |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.13 03:48:00 -
[44] - Quote
Nexus Cavor wrote:AR's currently are fine. The problem is their price, at least the Prototype ones. With a meta level of 8+ I am shocked they don't cost around 100k at the least. I mean isn't that close to Deadspace rarity in EVE?
I agree.
They should also have to buy a license, a lock box, and a trigger safety lock. |
Sgt Slab Ranko
Seituoda Taskforce Command Caldari State
32
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Posted - 2012.07.15 02:27:00 -
[45] - Quote
Roccano1 wrote:Sgt Slab Ranko wrote:Roccano1 wrote:Randrii wrote:Roccano1 wrote:AR's are fine, its the fact that Heavy suits can equip them thats the issue. Make heavies only able to carry heavy weapons, and things should be fine. Heavies dont need any more nerfs Its not a direct nerf. Its either prevent the heavies from using them, or nerfing the damage of the AR in some way. Personally, I dont think the damage needs to be nerfed. Sorry, but no. How about sorting the hit detection? Whats your reasoning behind a heavy not being able to use an Assault Rifle, their fingers are too big? Why not stop them from using Pistols, Sub Machine Guns, hell why not stop scouts from using Remote Explosives as grenades, would that not be a better idea than removing a valid weapon from the hands of a heavy? Well then dont complain that the AR's are overpowered, when they really arent.
Em, when did I complain about the AR's being overpowered?!
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Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2012.07.15 02:40:00 -
[46] - Quote
just fix the heavy machinegun and this problem will be largely solved.
the ARs aren't overpowered in their own right, but they are relatively "too good" at short and long range. snipers suck and will always suck, but if the HMG were fixed, bam. the AR would be knocked down a peg at close range without it's stats ever needing to be touched. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 03:15:00 -
[47] - Quote
You should have to pass a vision test, 20/20, before being allowed to operate an assault rifle. |
Superluminal Replicant
40
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Posted - 2012.07.15 03:20:00 -
[48] - Quote
Been playing heavy forge for the entire beta and im pretty damm good at it now, 13 mil sp also at present, max shields max armor, proto drop suit, max forge gun dmg, the best isk mods. Im experianced, I know the map, I know how to play.
Why is a noob with a militia AR killing me so fast lol. somethings not right and its not my character, skills or me.
It was pretty easy to get 13 million sp in this beta so being killed so easily and quickly by a Meta 0 AR im not that bothered. But when I think about investing that much sp into my character in the release version of the game which i guess will take far longer and getting raped so hard by a militia wepon. No thats fracked up and it needs sorting out lol |
Havok Razor
Tronhadar Free Guard Minmatar Republic
14
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Posted - 2012.07.15 03:23:00 -
[49] - Quote
I personally thought the heavy machine gun was nerfed way too hard -- that is until I played on the Communication map again. It's still powerful. It's all about the map, you see. On the Plateus map, the AR seems overpowered because it's suited to the map: mid range engagements with little cover to hide behind, but not close enough range to make an SMG or HMG gain ground. |
Superluminal Replicant
40
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Posted - 2012.07.15 03:32:00 -
[50] - Quote
First thing i did on this current build was try the HMG it was pretty terrible with the overheating thing, which probably gets better with skills idk. Anyway if people cry about something enough, it will always get nerfed. Its the same in any mmo.
In the main release I will be playing forge gun heavy, but as i will be maxing out heavy armor and heavy wepons it would be nice to play HMG occasionaly, so i will be keeping an eye on what they do to make this wepon usefull again.
I never die to a HMG'er currently unless they get the drop on me and shoot me in the back or i turn a corner and a HMG'er is right in my face. At mid distance the best HMG vs my Forge gun, I will win every time.
When I am more concerned about a noob with his militia AR killing me than a skilled player with the best HMG, again sometihng is not right. |
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XxSaya-ChanxX
Villore Sec Ops Gallente Federation
5
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Posted - 2012.07.15 08:10:00 -
[51] - Quote
Only reason creodeon AR is overused is because its a gun that frame rate still goes easy on, if the framerate was way smoother the duvolle most likely would be used more often but since frame rate and hit detection is so bad it makes it more difficult to use the duvolle however that doesnt stop me from owning xprotoman and pdiggy with the duvolle ;D
Burst AR is pretty sick too but the frame rate of this game still kills it badly,
just duvolle and credeon being the best ar's to use with creodeon bein the absolute best one to use |
theQube
Osmon Surveillance Caldari State
44
|
Posted - 2012.07.15 08:15:00 -
[52] - Quote
XxSaya-ChanxX wrote:Only reason creodeon AR is overused is because its a gun that frame rate still goes easy on, if the framerate was way smoother the duvolle most likely would be used more often but since frame rate and hit detection is so bad it makes it more difficult to use the duvolle however that doesnt stop me from owning xprotoman and pdiggy with the duvolle ;D
Burst AR is pretty sick too but the frame rate of this game still kills it badly,
just duvolle and credeon being the best ar's to use with creodeon bein the absolute best one to use I noticed yesterday that you're using Saya's name/account - you've got some explaining to do, Fisher: why have you not added me? Shame on you!
Edit: come to think of it, pretty sure I do have both of you - what time are you getting on these days?
Also, on topic, I think most of the AR's are fine; I just need more ammo drops. |
Archangel Exodus
8
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Posted - 2012.07.15 08:18:00 -
[53] - Quote
The HMG is basically a handheld minigun. Their range should be maxed out, at least to the point where they are near or beyond the ARs. Allow the HMG to heat up a lot slower, and increase their damage and ammo Reserves.
Why are Heavies using ARs, cause they know HMGs suck right now; give the heavies what they need and they'll switch back to the HMG. |
Regis Mark V
249
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Posted - 2012.07.15 08:48:00 -
[54] - Quote
Archangel Exodus wrote:The HMG is basically a handheld minigun. Their range should be maxed out, at least to the point where they are near or beyond the ARs. Allow the HMG to heat up a lot slower, and increase their damage and ammo Reserves.
Why are Heavies using ARs, cause they know HMGs suck right now; give the heavies what they need and they'll switch back to the HMG.
More ammo, damage and ammo reserves? No they are fine now! The damn things shoot 1500RPM give them more damage then tune down the ROF a lot. Just because they are mini guns doesn't mean they should be closer to real world equivalents. People are using them wrong anyway. HMG's should be used on tanks and as area denial weapons not run and gun on infantry.
If you want to increase damage it should be against vehicles only! |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
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Posted - 2012.07.15 08:54:00 -
[55] - Quote
Regis Mark V wrote:Archangel Exodus wrote:The HMG is basically a handheld minigun. Their range should be maxed out, at least to the point where they are near or beyond the ARs. Allow the HMG to heat up a lot slower, and increase their damage and ammo Reserves.
Why are Heavies using ARs, cause they know HMGs suck right now; give the heavies what they need and they'll switch back to the HMG. More ammo, damage and ammo reserves? No they are fine now! The damn things shoot 1500RPM give them more damage then tune down the ROF a lot They also have half the damage of an AR so the theoretical DPS is identical to the ARs. Half Damage + twice RPM = useless weapon that overheats with worse accuracy for half again the ISK and SP and a clunky slow suit.
Do the math. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.15 08:59:00 -
[56] - Quote
Xocoyol Zaraoul wrote:Regis Mark V wrote:Archangel Exodus wrote:The HMG is basically a handheld minigun. Their range should be maxed out, at least to the point where they are near or beyond the ARs. Allow the HMG to heat up a lot slower, and increase their damage and ammo Reserves.
Why are Heavies using ARs, cause they know HMGs suck right now; give the heavies what they need and they'll switch back to the HMG. More ammo, damage and ammo reserves? No they are fine now! The damn things shoot 1500RPM give them more damage then tune down the ROF a lot They also have half the damage of an AR so the theoretical DPS is identical to the ARs. Half Damage + twice RPM = useless weapon that overheats with worse accuracy for half again the ISK and SP and a clunky slow suit. Do the math.
Leave the Regis be, he still gets killed by HMGs... Poor guy. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.07.15 09:03:00 -
[57] - Quote
Roccano1 wrote:Randrii wrote:Roccano1 wrote:AR's are fine, its the fact that Heavy suits can equip them thats the issue. Make heavies only able to carry heavy weapons, and things should be fine. Heavies dont need any more nerfs Its not a direct nerf. Its either prevent the heavies from using them, or nerfing the damage of the AR in some way. Personally, I dont think the damage needs to be nerfed.
Well I'd say thats case and point on why AR's need a nerf. Heavies can equip some big ass guns, yet they'd rather use AR. Why because it's better in every situation than a specialist weapon like the hmg, which should chew people up. Yet still an assault with an AR can out damage and kill a heavy even know the heavy might have an extra 3 times the hp. |
Archangel Exodus
8
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Posted - 2012.07.15 11:25:00 -
[58] - Quote
Whoops and also a slower overheat, then I think they should be fine. |
I'm a Cylon
1
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Posted - 2012.07.15 11:50:00 -
[59] - Quote
Let's just give everyone Super Soakers, then it'll be a matter of how fast your dropsuit rusts. |
BAD FURRY
Hellstorm Inc League of Infamy
247
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Posted - 2012.07.15 11:58:00 -
[60] - Quote
Randrii wrote:Roccano1 wrote:AR's are fine, its the fact that Heavy suits can equip them thats the issue. Make heavies only able to carry heavy weapons, and things should be fine. Heavies dont need any more nerfs no they need to be removed |
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