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DTOracle
1
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Posted - 2012.08.07 14:17:00 -
[121] - Quote
Any player who is aware of their surroundings, should not have a problem with scouts. If you don't let us get in close, then it's an easy kill. If you are relying on your mini map, then that is your problem. Scouts will only show up on the map, if someone has them in their LOS. Honestly I die much more in my scout DS than in my assault DS , but it's so much fun |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.08.07 14:29:00 -
[122] - Quote
scout suits dont need to be bigger, hit detection needs to be fixed
cant wait to use my proto shotgun and proto scout suit once kb/m is implemented, i loose to much isk using them right now :P |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.07 15:40:00 -
[123] - Quote
Just so we are clear, am I correct in my assumption that the issue we are discussing is that it appears when a scout suit moves in a specific way ("zig zag" "twitch straffe" ect.) that somehow the game is not registering damage on the scout suit...? We believe this is the case because we can see that our reticle/cross hair is on the player an as we are firing but we can also see the damage displayed not lowering (the bars over the player that display their armor and shield).
Can I further assume that most of us are not complaining that the scout is "too small" or "too fast" ...rather as previously stated, that the game appears to not be registering hits accurately.
Furthermore, a separate concern is, is CCP knowingly and intentionally creating the game with the scout not registering damage in the above mentioned ways because that is their vision for the game. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.07 15:51:00 -
[124] - Quote
Here is SoCal's AR and SMG table.
https://docs.google.com/file/d/0B8yOSDZD3MfKNXlSX0dxVHJ1TE0/edit https://docs.google.com/file/d/0B8yOSDZD3MfKWm8tejRvVVhmMmM/edit
Note that his minimum DPS may not account for the minimum skills required to wield the weapon, which would skew comparisons of the prototype weapons. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.07 16:14:00 -
[125] - Quote
Impressive tables, truly. Can you explain how he is calculating the DPS row? It is the fifth row from the bottom? What does DPS stand for in this table?
Am I doing something wrong for the Ishukone Assault Submachine gun: Damage 33.6 1052.6 rounds per minute = 17.54333333333333 rounds per second (1052.6/60) Damage per second by my guess should therefore be 17.543 rounds times 33.6 damage = 589.445 damage per second
However, in the chart, it has the DPS at 392.1
I am confused, and not good at math... |
Maken Tosch
263
|
Posted - 2012.08.07 16:17:00 -
[126] - Quote
xprotoman23 wrote:Maken Tosch wrote:xprotoman23 wrote:Besides hit detection issues the character model of the scout is too small. There is absolutely no reason to think that the visual model of the suit is too small. It is a scout suit. It is meant to be small because it lacks armor and equipment. As for hit detection, I really do not see a problem with it. I am a scout and I have had several occasions where I was shot down easily even when zig zagging. It is just a case of being good with a gun. If there is a hit detection problem, then either I really suck at running away from a gun fight or the conditions for the hit detections just havent happen yet. I must not be good with a gun to consistently drop 40+ kills per game regardless of attack/defense The scout suit has been broken since december the hit box needs to be larger damage doesn't always consistently register against the scout suit like it does against any other suit.
And how many of those 40+ kills per game were from actual scouts? |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.07 16:21:00 -
[127] - Quote
With Weaponry 5 (15% boost) and SMG Operation 5 (25% SMG boost) and AR Proficiency 5 (15% AR Boost)
DPS: Duvolle AR > Ishukone Assault SMG > Boundless Breach SMG > Creodron Breach AR
Duvolle AR: 36 damage, 750 RPM, 30% damage increase, DPS = 585 Ishukone Assault SMG: 24 damage, 1000 RPM, 40% damage increase, DPS = 560 Boundless Breach SMG: 40.8, 534.8 RPM, 40% damage increase, DPS = 509 Creodron Breach AR: 57.6 damage, 401.1 RPM, 30% damage increase, DPS = 501
Those are the actual DPS with max damage increasing skills and NO damage mods.
Effective range goes as follows Creodron Breach AR > Duvolle AR > Boundless Breach SMG > Ishukone Assault SMG |
Moorian Flav
Ectype Inc.
20
|
Posted - 2012.08.07 16:27:00 -
[128] - Quote
I have an easy fix that I use: Use a Mass Driver. No matter how fast you zig-zag, you will not escape the splash damage. I seriously do not know why I do not see the Mass Driver more. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 16:29:00 -
[129] - Quote
Umm well, I hate to say it, but his table is wrong.
I don't know what formula he used for DPS, but you really need to check the math on your source...I could say a lot of things to compliment your blind faith here, but I will try and stay civil Just because someone makes up a table doesn't make it right.
INFO FROM HIS TABLE! Duvolle AR ROF 750 RPM (that means rounds per minute...to make it rounds per second you must divide by 60.) which equals 12.5...then we multiply that by the damage....we multiply because we want to consider each bullet hitting the target in that second. 12.5*46.8(the listed dmg/bullet) =585 DPS!! wait....that doesn't match the bible....err table he has it as 398.3
I would love to go through and mock all errors but I will quickly do the data for SMG the Ish assault
1052.6/60=17.54*33.6=589 DPS ......It is only a difference of 4 dmg per second, and the breach SMG and CREON are just as close with the breach SMG barely ahead...it is a good chart for the raw data, but sadly he is not, was not, good at math.
But there is your proof that on paper the SMG is "better" at CQC |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.07 16:38:00 -
[130] - Quote
STB-stlcarlos989 EV wrote:With Weaponry 5 (15% boost) and SMG Operation 5 (25% SMG boost) and AR Proficiency 5 (15% AR Boost)
DPS: Duvolle AR > Ishukone Assault SMG > Boundless Breach SMG > Creodron Breach AR
Duvolle AR: 36 damage, 750 RPM, 30% damage increase, DPS = 585 Ishukone Assault SMG: 24 damage, 1000 RPM, 40% damage increase, DPS = 560 Boundless Breach SMG: 40.8, 534.8 RPM, 40% damage increase, DPS = 509 Creodron Breach AR: 57.6 damage, 401.1 RPM, 30% damage increase, DPS = 501
Those are the actual DPS with max damage increasing skills and NO damage mods.
Effective range goes as follows Creodron Breach AR > Duvolle AR > Boundless Breach SMG > Ishukone Assault SMG
Carlos, if the RPM is 1052.6 like it says in the chart, than the Ishukone does about 589 DPS. However, the chart could be wrong and the Ishukone may only fire 1000 RPM in which case you would be correct in that its DPS is 560. |
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xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.07 16:39:00 -
[131] - Quote
William HBonney wrote:Umm well, I hate to say it, but his table is wrong. I don't know what formula he used for DPS, but you really need to check the math on your source...I could say a lot of things to compliment your blind faith here, but I will try and stay civil Just because someone makes up a table doesn't make it right. INFO FROM HIS TABLE! Duvolle AR ROF 750 RPM (that means rounds per minute...to make it rounds per second you must divide by 60.) which equals 12.5...then we multiply that by the damage....we multiply because we want to consider each bullet hitting the target in that second. 12.5*46.8(the listed dmg/bullet) =585 DPS!! wait....that doesn't match the bible....err table he has it as 398.3 I would love to go through and mock all errors but I will quickly do the data for SMG the Ish assault 1052.6/60=17.54*33.6=589 DPS ......It is only a difference of 4 dmg per second, and the breach SMG and CREON are just as close with the breach SMG barely ahead...it is a good chart for the raw data, but sadly he is not, was not, good at math. But there is your proof that on paper the SMG is "better" at CQC
Don't even bother taking anything he says seriously. He thought ADS and circle strafing were the same thing and that there's no way to control the map on COD. |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.08.07 16:42:00 -
[132] - Quote
Moorian Flav wrote:I have an easy fix that I use: Use a Mass Driver. No matter how fast you zig-zag, you will not escape the splash damage. I seriously do not know why I do not see the Mass Driver more.
because i dont make any damage at all using it, i can hit people straight in the face and quite often nothing happens (and by nothing, i mean absolutely nothing) |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.07 16:50:00 -
[133] - Quote
William HBonney wrote:Umm well, I hate to say it, but his table is wrong. I don't know what formula he used for DPS, but you really need to check the math on your source...I could say a lot of things to compliment your blind faith here, but I will try and stay civil Just because someone makes up a table doesn't make it right. INFO FROM HIS TABLE! Duvolle AR ROF 750 RPM (that means rounds per minute...to make it rounds per second you must divide by 60.) which equals 12.5...then we multiply that by the damage....we multiply because we want to consider each bullet hitting the target in that second. 12.5*46.8(the listed dmg/bullet) =585 DPS!! wait....that doesn't match the bible....err table he has it as 398.3 I would love to go through and mock all errors but I will quickly do the data for SMG the Ish assault 1052.6/60=17.54*33.6=589 DPS ......It is only a difference of 4 dmg per second, and the breach SMG and CREON are just as close with the breach SMG barely ahead...it is a good chart for the raw data, but sadly he is not, was not, good at math. But there is your proof that on paper the SMG is "better" at CQC
Hmm well, I will be honest, I didn't check his table against mine. I admit being a buffoon for assuming something posted for that long had been reviewed and edited. I just grabbed it since it was already publicly linkable. I do know AR has higher potential. I will double check what skill level I was comparing though. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.07 16:52:00 -
[134] - Quote
Forget it. I'll just leave it at I have to ignore everything Protoman spouts, because it is generally ignorant and derogatory, instead of truth-seeking. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.07 16:52:00 -
[135] - Quote
Maximus Stryker wrote:Just so we are clear, am I correct in my assumption that the issue we are discussing is that it appears when a scout suit moves in a specific way ("zig zag" "twitch straffe" ect.) that somehow the game is not registering damage on the scout suit...? We believe this is the case because we can see that our reticle/cross hair is on the player an as we are firing but we can also see the damage displayed not lowering (the bars over the player that display their armor and shield).
Can I further assume that most of us are not complaining that the scout is "too small" or "too fast" ...rather as previously stated, that the game appears to not be registering hits accurately.
Furthermore, a separate concern is, is CCP knowingly and intentionally creating the game with the scout not registering damage in the above mentioned ways because that is their vision for the game.
Sorry fellow Dusters this has gotten a little winded. Stryker sums it up correctly.
Players using scout suits: I am not calling for a nerf. Put your bat away. Most of us agree. There is lag. There are hit detection issues. There is something funky with aim assist pulling our crosshairs (?something amiss) My experience with scout suits is the same as most of yours. I have drilled one as it ran from me and 60 bullets all missed. Fine. I have bad aim or they have a small hit box and I was off.
****This thread was meant to ask DEV's if the CQ "twitch strafe" is intentional. It also was to see how rampant this practice is. Just because you killed a scout does not mean he was "twitch strafing". Just because you died when you were a scout does not mean you were twitch strafing. Just because you died while a scout while twitch strafing does not negate the experiences many of us are having. Maybe you got hit from the side and one bullet from your "dance" partner finished you off. Maybe the game actually worked as it appeared and you did take damage. Please humbly...many of these players speaking about this "scout glitch" have over 30 million SP. We have been around the block. I had 32 million. Some of us had proto scouts and experienced this from both sides of the coin. We are speaking from a lot of gaming hours. Remember I had a mountain climbing accident and can not walk still. I am laid up on a couch 23 hours of the day. Dust takes many of those hours. I am just reporting what appears to be a broken mechanic. If I led you to believe anything else I am sorry. Play a match with me and I believe you will see I am pretty level headed and excited to see Dust 514 succeed. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.07 17:05:00 -
[136] - Quote
http://www.youtube.com/watch?v=V2004nrHxa0&feature=related
Proto scouts currently can dodge this and I am hoping it is not game design. Strafe all you want but you will be hit. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.07 17:08:00 -
[137] - Quote
lDocHollidayl wrote:http://www.youtube.com/watch?v=V2004nrHxa0&feature=related
Proto scouts currently can dodge this and I am hoping it is not game design. Strafe all you want but you will be hit.
que 31 seconds. LOL Pretty sure Neo himself couldn't dodge that... |
Jesse Jayne
ZionTCD Legacy Rising
206
|
Posted - 2012.08.07 17:10:00 -
[138] - Quote
lDocHollidayl wrote:Maximus Stryker wrote:Just so we are clear, am I correct in my assumption that the issue we are discussing is that it appears when a scout suit moves in a specific way ("zig zag" "twitch straffe" ect.) that somehow the game is not registering damage on the scout suit...? We believe this is the case because we can see that our reticle/cross hair is on the player an as we are firing but we can also see the damage displayed not lowering (the bars over the player that display their armor and shield).
Can I further assume that most of us are not complaining that the scout is "too small" or "too fast" ...rather as previously stated, that the game appears to not be registering hits accurately.
Furthermore, a separate concern is, is CCP knowingly and intentionally creating the game with the scout not registering damage in the above mentioned ways because that is their vision for the game. Sorry fellow Dusters this has gotten a little winded. Stryker sums it up correctly. Players using scout suits: I am not calling for a nerf. Put your bat away. Most of us agree. There is lag. There are hit detection issues. There is something funky with aim assist pulling our crosshairs (?something amiss) My experience with scout suits is the same as most of yours. I have drilled one as it ran from me and 60 bullets all missed. Fine. I have bad aim or they have a small hit box and I was off. ****This thread was meant to ask DEV's if the CQ "twitch strafe" is intentional. It also was to see how rampant this practice is. Just because you killed a scout does not mean he was "twitch strafing". Just because you died when you were a scout does not mean you were twitch strafing. Just because you died while a scout while twitch strafing does not negate the experiences many of us are having. Maybe you got hit from the side and one bullet from your "dance" partner finished you off. Maybe the game actually worked as it appeared and you did take damage. Please humbly...many of these players speaking about this "scout glitch" have over 30 million SP. We have been around the block. I had 32 million. Some of us had proto scouts and experienced this from both sides of the coin. We are speaking from a lot of gaming hours. Remember I had a mountain climbing accident and can not walk still. I am laid up on a couch 23 hours of the day. Dust takes many of those hours. I am just reporting what appears to be a broken mechanic. If I led you to believe anything else I am sorry. Play a match with me and I believe you will see I am pretty level headed and excited to see Dust 514 succeed. From experience I can tell you idocholiday is a real good player and does not exploit game mechanics. He is also one hell of an opponent and can hold is own, so if he says there maybe some bad hit detection or the scout suit may need a little bigger hit box then he has a point. I played against him and protoman they both have very good aim and are some of the only people that give me trouble and if they both think something is off it probably is.
I agree with idoc in some ways I do believe the scout could use a little bigger hit box. I am an alright player I would say and there is time where i feel like im not even shooting bullets at scouts. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 18:09:00 -
[139] - Quote
STB-stlcarlos989 EV wrote:With Weaponry 5 (15% boost) and SMG Operation 5 (25% SMG boost) and AR Proficiency 5 (15% AR Boost)
DPS: Duvolle AR > Ishukone Assault SMG > Boundless Breach SMG > Creodron Breach AR
Duvolle AR: 36 damage, 750 RPM, 30% damage increase, DPS = 585 Ishukone Assault SMG: 24 damage, 1000 RPM, 40% damage increase, DPS = 560 Boundless Breach SMG: 40.8, 534.8 RPM, 40% damage increase, DPS = 509 Creodron Breach AR: 57.6 damage, 401.1 RPM, 30% damage increase, DPS = 501
Those are the actual DPS with max damage increasing skills and NO damage mods.
Effective range goes as follows Creodron Breach AR > Duvolle AR > Boundless Breach SMG > Ishukone Assault SMG
Carlos I like you, but you are incorrect, Stryker already corrected you, but was unsure, so here goes. The ROF for the assault SMG is 1052.6, that is why it is the assault varient, higher ROF and increased range. It also has more effective range then the Boundless SMG, how do I know that? Because that is what the description says. It costs more CPU and PG then the other SMGs. I just want to get the facts out there and not opinions or speculation. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.07 18:22:00 -
[140] - Quote
William HBonney wrote:STB-stlcarlos989 EV wrote:With Weaponry 5 (15% boost) and SMG Operation 5 (25% SMG boost) and AR Proficiency 5 (15% AR Boost)
DPS: Duvolle AR > Ishukone Assault SMG > Boundless Breach SMG > Creodron Breach AR
Duvolle AR: 36 damage, 750 RPM, 30% damage increase, DPS = 585 Ishukone Assault SMG: 24 damage, 1000 RPM, 40% damage increase, DPS = 560 Boundless Breach SMG: 40.8, 534.8 RPM, 40% damage increase, DPS = 509 Creodron Breach AR: 57.6 damage, 401.1 RPM, 30% damage increase, DPS = 501
Those are the actual DPS with max damage increasing skills and NO damage mods.
Effective range goes as follows Creodron Breach AR > Duvolle AR > Boundless Breach SMG > Ishukone Assault SMG Carlos I like you, but you are incorrect, Stryker already corrected you, but was unsure, so here goes. The ROF for the assault SMG is 1052.6, that is why it is the assault varient, higher ROF and increased range. It also has more effective range then the Boundless SMG, how do I know that? Because that is what the description says. It costs more CPU and PG then the other SMGs. I just want to get the facts out there and not opinions or speculation.
We'll have to see on Thursday about the RPM, but I've used Both the Ishukone Assault SMG and the Boundless Breach SMG with SMG Proficiency 5 (Reduces Kick and Spread), Sidearm Sharpshooter 5, and Sidearm Sharpshooter Proficiency 5 and I can tell you from personal experience that the Boundless Breach SMG has a longer effective range (not by much since there both SMGs) than the Ishukone Assault SMG. |
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Suanar Daranaus
Sanmatar Kelkoons Minmatar Republic
36
|
Posted - 2012.08.07 20:42:00 -
[141] - Quote
Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely.
Well said. :)
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William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 22:57:00 -
[142] - Quote
Suanar Daranaus wrote:Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely. Well said. :) except that he only proves our point.....swarms and forges were nerfed because they were not balanced, tanks are going to cost more for balance purposes, ARs....never heard anything about that because they are suppose to be the generic man killer, and I am not sure who, if anyone was saying they were not balanced....so all the issues with the exception of ARs because there was no issue have been fixed or tweeked And not saying nerf the scout, saying look into the twitch strafe and see why scouts appear unhittable while engaged in this action. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 23:06:00 -
[143] - Quote
Suanar Daranaus wrote:Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely. Well said. :) Double plus Epic |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 23:12:00 -
[144] - Quote
William HBonney wrote:Suanar Daranaus wrote:Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely. Well said. :) except that he only proves our point.....swarms and forges were nerfed because they were not balanced, tanks are going to cost more for balance purposes, ARs....never heard anything about that because they are suppose to be the generic man killer, and I am not sure who, if anyone was saying they were not balanced....so all the issues with the exception of ARs because there was no issue have been fixed or tweeked And not saying nerf the scout, saying look into the twitch strafe and see why scouts appear unhittable while engaged in this action. I think ARs are broken, but hey, I don't climb to the hills a scream out NERFGäó. I adapt. There is no need to NERFGäó when you can adapt. It's the best part of playing a game that offers no set class. You gain the ability to experiment. Hell, I do it in MTG. I'm not the BEST player, but I'm getting a fair share of points for it. Besides, if your not experimenting, how are you going to get better? Even if your main build is ARtard, you can learn how people move and adjust by honestly stepping in their shoes. I do it. Though I hate the heavy suit, it pays off to know just how long I can last in one, so I can counter it later.
Chameleonic adaption: changing to your environment to blend, which does not change what you are to begin with, but allows you to better adapt to your environment. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.07 23:55:00 -
[145] - Quote
Arceus Evoxazon wrote:I think ARs are broken, but hey, I don't climb to the hills a scream out NERFGäó. I adapt. There is no need to NERFGäó when you can adapt. It's the best part of playing a game that offers no set class. You gain the ability to experiment. Hell, I do it in MTG. I'm not the BEST player, but I'm getting a fair share of points for it. Besides, if your not experimenting, how are you going to get better? Even if your main build is ARtard, you can learn how people move and adjust by honestly stepping in their shoes. I do it. Though I hate the heavy suit, it pays off to know just how long I can last in one, so I can counter it later.
Chameleonic adaption: changing to your environment to blend, which does not change what you are to begin with, but allows you to better adapt to your environment.
I know you said you aren't going to scream out nerf but how exactly are the ARs broken? ARs should be the best overall (infantry) weapon because of their versatility. |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.08.08 00:15:00 -
[146] - Quote
STB-stlcarlos989 EV wrote: ARs should be the best overall (infantry) weapon because of their versatility. Assaults are meant to be Jacks at All, Master of None. We all have met those players that can practically snipe with Duvolle's or Creons with the accuracy and power/dmg of a Sniper Rifle.
Edit: I don't complain about it (maybe curse at my tv a bit) but I try to adjust my play style to it rather than pull the OP Card. I feel like majority of encounters (at least from a realist's standpoint) should be settled by who-caught-who-first, but obviously still get frustrated when I unload a full proto-smg clip into an Assault and he can still turn and fire 3-4 Creo shots into me to take me out. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.08 00:22:00 -
[147] - Quote
I agree with you Carlos....Is it because the majority of people use them? or they claim to be killed in 2 shots from a creon? a two shot creon death is possible with headshots, but I don't know what headshots actually do 2x dmg or 3x dmg, anyway yeah ARs are the main way to kill infantry, only game that they are not is Starhawk, but totally different game altogether.
PLEASE explain how the AR is unbalanced, I do believe we have given evidence to why the scout suit is "broken" and no one cried nerf, just pointed out an issue that needs attention. I have also given evidence as to why ARs are not broken, they have higher DPS, and I will beat a CREON user 7/10 times, I don't claim to be the best shooter, but I roll a 3+ KDR using only sidearms, the FACT that the scrambler pistol has the highest DPS BY FAR shows that ARs are not OP, just used a lot, which should be the case. We like conjecture and opinion, but please bring evidence to this discussion, help yourself out. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.08 00:27:00 -
[148] - Quote
Creo will do roughly 80.64 per bullet....a proto sniper is more than 200....most sniper are actually doing about 300....my proto assault carries about 600 total HP...that is two shots, once I am hit I normally have to sit in cover for 10 seconds while I heal...more likely then not the sniper has called me out and I have a dance before I heal, just because people are good at aiming doesn't make something not balanced, there is a difference between QQ and looking at the facts, the OP of this thread was actually asking the DEVs if the scouts ability to seemigly not take dmg while performing a twitch strafe was intentional or if it is an issue that will be fixed with better hit detection, lag etc. |
Grimm Tripp
Bragian Order Amarr Empire
36
|
Posted - 2012.08.08 00:41:00 -
[149] - Quote
Ishie rifle does 220 most snipers run double 10% mod but you get a deduction for running 2 of the same Mod type. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.08 01:07:00 -
[150] - Quote
William HBonney wrote:Creo will do roughly 80.64 per bullet....a proto sniper is more than 200....most sniper are actually doing about 300....my proto assault carries about 600 total HP...that is two shots, once I am hit I normally have to sit in cover for 10 seconds while I heal...more likely then not the sniper has called me out and I have a dance before I heal, just because people are good at aiming doesn't make something not balanced, there is a difference between QQ and looking at the facts, the OP of this thread was actually asking the DEVs if the scouts ability to seemigly not take dmg while performing a twitch strafe was intentional or if it is an issue that will be fixed with better hit detection, lag etc.
Actually With lvl 5 Sniper Operation (need for Prototype Sniper), Weaponry 5, and 3 Complex Damage Mods the Ishukone will do 361.68 the Charge Sniper does even more. The Creodron With AR Profieceienxy 5, Weaponry 5, and 3 Complex Damage Mods will do 88.93, the damage ratios seem about right.
Also for those that complain about the AR range and getting killed by a Creodron while they are sniping, Snipers can kill infantry when they are on top of the towers. I've tried to shoot snipers with my AR from the ground with Sharpshooter 5 (I'll max Sharpshooter Proficiency and try again) but they are completely out of range.
Edit: I used the EVE stacking penalty. |
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