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Super Cargo
Osmon Surveillance Caldari State
428
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Posted - 2012.10.05 17:18:00 -
[1] - Quote
They only seem OP because hit detection got better. lololololololololololol.
That said, there needs to be more closed areas where shotguns and smgs will be more effective. |
xprotoman23
Internal Error. Negative-Feedback
1452
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Posted - 2012.10.05 17:21:00 -
[2] - Quote
personally I would prefer CQC maps where kids can't hid off in the mountains with snipers. |
Ravhin keq
KILL-EM-QUICK RISE of LEGION
5
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Posted - 2012.10.05 17:22:00 -
[3] - Quote
Super Cargo wrote:They only seem OP because hit detection got better. lololololololololololol.
That said, there needs to be more closed areas where shotguns and smgs will be more effective.
Oh idk about more closed areas, i seem to get killed by SMGs enough now. I think there are maps that work both ways. As there should be. Some maps should favor rang more and others close rang.
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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.05 17:24:00 -
[4] - Quote
Delete or lock thread. It's a load of tripe. Accuracy increased and movement speed decreased. AND hit detection got better. Hit detection doesn't only work on the AR.
FFS there's a discussion thread on this already. And a feedback one. |
Nstomper
Th3-ReSiStAnCe-SEC.0
205
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Posted - 2012.10.05 17:24:00 -
[5] - Quote
Ravhin keq wrote:Super Cargo wrote:They only seem OP because hit detection got better. lololololololololololol.
That said, there needs to be more closed areas where shotguns and smgs will be more effective. Oh idk about more closed areas, i seem to get killed by SMGs enough now. I think there are maps that work both ways. As there should be. Some maps should favor rang more and others close rang. try hip firing at close range? but yes sub machine guns are supposed to deal more damage up close than AR's i learned that the hard way |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.05 17:33:00 -
[6] - Quote
Nstomper wrote:Ravhin keq wrote:Super Cargo wrote:They only seem OP because hit detection got better. lololololololololololol.
That said, there needs to be more closed areas where shotguns and smgs will be more effective. Oh idk about more closed areas, i seem to get killed by SMGs enough now. I think there are maps that work both ways. As there should be. Some maps should favor rang more and others close rang. try hip firing at close range? but yes sub machine guns are supposed to deal more damage up close than AR's i learned that the hard way
One meter away oh whats that? oh an AR! militia SMG and the AR user dies. Mr. Goromir died plenty from SMG fire.
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DUST Fiend
Immobile Infantry
1903
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Posted - 2012.10.05 17:49:00 -
[7] - Quote
Wtb large interior maps, complexes and the like. Also, ARs need a bit more recoil for sure. |
Super Cargo
Osmon Surveillance Caldari State
428
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Posted - 2012.10.05 17:57:00 -
[8] - Quote
Tony Calif wrote:Delete or lock thread. It's a load of tripe. Accuracy increased and movement speed decreased. AND hit detection got better. Hit detection doesn't only work on the AR.
FFS there's a discussion thread on this already. And a feedback one.
The first comment was an observation, the second comment was a discussion point.
Delete or lock Tony's account. He's a hater. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.05 18:12:00 -
[9] - Quote
Super Cargo wrote:They only seem OP because hit detection got better. lololololololololololol.
That said, there needs to be more closed areas where shotguns and smgs will be more effective. actually they are considered OP because of the range they have when looking through the scope and the lack of kick. |
Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.10.05 18:34:00 -
[10] - Quote
I must say that if we continue to nerf all the weapons and finding errors in every little aspect this won-¦t work, you have to learn to adapt to the situation that you are put in when facing an enemy with a certain weapon, what type is it? should I run? Should I stay? Go close range? Every weapon has it-¦s own weakness, and we have to use that weakness to our advantage. |
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Revelations 514
Royal Uhlans Amarr Empire
38
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Posted - 2012.10.05 20:05:00 -
[11] - Quote
I agree with you except that the AR does not really have weakness.
Up close is not a weakness of the AR, it is still devestatingly accurate from the hip.
Far away is not a weakness of the AR, as the bullets are not effected by kick or spread but are delivered in a "line" of fire.
Mid-Range, well that's the AR's strength.
So how do you approach someone with an AR other than, "by surprise"?
*By surprise should win you any battle as long as you dont mess up royally. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.05 20:19:00 -
[12] - Quote
Revelations 514 wrote:I agree with you except that the AR does not really have weakness.
Up close is not a weakness of the AR, it is still devestatingly accurate from the hip.
Far away is not a weakness of the AR, as the bullets are not effected by kick or spread but are delivered in a "line" of fire.
Mid-Range, well that's the AR's strength.
So how do you approach someone with an AR other than, "by surprise"?
*By surprise should win you any battle as long as you dont mess up royally.
First off, I don't necessarily disagree with any of your points.
However, I don't think that the current balance of the AR is a problem. The assault rifle is good in most situations and it should be. Adding an arbitrary limiter on the AR (for example: more spread at close range) will not help the game. The benefit of an smg is a quicker draw speed and a larger clip. That's why smgs are good at close range. The benefit of shotgun is a quicker draw speed and a larger spread at close range. The benefit of a sniper is accuracy at long range.
These are very obvious examples but they prove a point. The balance should be centered around specialization. The smg should not be able to take on an AR over open ground, neither should a shotgun. It ruins the whole purpose of having different weapons.
If weapon balance stays the way it is, most people will be using an AR. There's nothing wrong with that. Logically, and AR performs very well in all situations except for extremely long ranges, and extremely close ranges. Gun balance comes into play in the extreme situations: long and short range.
Balance should not be determined by making all the weapons equally useful, but by making weapons very useful in their specific roles. An AR serves many roles, so it makes sense that it would be the weapon choice. |
Regis Mark V
91
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Posted - 2012.10.05 20:24:00 -
[13] - Quote
Super Cargo wrote:Revelations 514 wrote:I agree with you except that the AR does not really have weakness.
Up close is not a weakness of the AR, it is still devestatingly accurate from the hip.
Far away is not a weakness of the AR, as the bullets are not effected by kick or spread but are delivered in a "line" of fire.
Mid-Range, well that's the AR's strength.
So how do you approach someone with an AR other than, "by surprise"?
*By surprise should win you any battle as long as you dont mess up royally. First off, I don't necessarily disagree with any of your points. However, I don't think that the current balance of the AR is a problem. The assault rifle is good in most situations and it should be. Adding an arbitrary limiter on the AR (for example: more spread at close range) will not help the game. The benefit of an smg is a quicker draw speed and a larger clip. That's why smgs are good at close range. The benefit of shotgun is a quicker draw speed and a larger spread at close range. The benefit of a sniper is accuracy at long range. These are very obvious examples but they prove a point. The balance should be centered around specialization. The smg should not be able to take on an AR over open ground, neither should a shotgun. It ruins the whole purpose of having different weapons. If weapon balance stays the way it is, most people will be using an AR. There's nothing wrong with that. Logically, and AR performs very well in all situations except for extremely long ranges, and extremely close ranges. Gun balance comes into play in the extreme situations: long and short range. Balance should not be determined by making all the weapons equally useful, but by making weapons very useful in their specific roles. An AR serves many roles, so it makes sense that it would be the weapon choice.
Someone who makes sense! |
Aidan Torrall
17
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Posted - 2012.10.05 20:24:00 -
[14] - Quote
As stated by a number of people on the two or three other threads discussing this, more spray or recoil would solve the problem. It would make the AR deadly in the hands of someone who knows how to use it, and more balanced for the noobs that don't. Right now my grandma can log in and spam an AR and have a positive KDR.
After reading all these threads, I think the range is fine, but spray or recoil needs to be fixed. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.05 20:36:00 -
[15] - Quote
As these weapons are modeled after modern day counterparts you need to need to ask how faithfully they are modeled. I would hazard that thier strengths and weaknesses mirror thier base pretty well.
The AR is the standard issue weapon for a reason. It's a great general purpose weapon.
The only reason to equip a different weapon is for very special circumstances. Sniper rifle for extreme range, shotgun or SMG for very CQ work.
I believe your problem might be that you are choosing the weapon based on personal preference without regard to the mission you are engaged in, and that mission does not favor your choice. |
GOLD LEAD3R
Seituoda Taskforce Command Caldari State
22
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Posted - 2012.10.05 20:51:00 -
[16] - Quote
Skihids wrote:As these weapons are modeled after modern day counterparts you need to need to ask how faithfully they are modeled. I would hazard that thier strengths and weaknesses mirror thier base pretty well.
The AR is the standard issue weapon for a reason. It's a great general purpose weapon.
The only reason to equip a different weapon is for very special circumstances. Sniper rifle for extreme range, shotgun or SMG for very CQ work.
I believe your problem might be that you are choosing the weapon based on personal preference without regard to the mission you are engaged in, and that mission does not favor your choice.
Not trying to flame you here, but I don't think the real life counterparts should matter as much as balanced gameplay. And I think you're right to a large extent- people are choosing weapons based on personal preference. But, for me, the game is much more fun with more variety and ways of accomplishing the mission. Everyone roaming around with the same gun is pretty bland.
I think people, for balance sake, want each weapon to have a role. As you said, the AR is a general purpose weapon. But right now it doesn't fee that way- it seems to be the best gun for every situation (long, short, and medium). I personally don't think that's a good thing. Just my opinion. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.05 21:17:00 -
[17] - Quote
GOLD LEAD3R wrote: Not trying to flame you here, but I don't think the real life counterparts should matter as much as balanced gameplay. And I think you're right to a large extent- people are choosing weapons based on personal preference. But, for me, the game is much more fun with more variety and ways of accomplishing the mission. Everyone roaming around with the same gun is pretty bland.
I think people, for balance sake, want each weapon to have a role. As you said, the AR is a general purpose weapon. But right now it doesn't fee that way- it seems to be the best gun for every situation (long, short, and medium). I personally don't think that's a good thing. Just my opinion.
The ability to have a diverse and useful weapon set is important to any shooter. I still say that the current AR balance mirrors the role it fills. Any weapon imbalance should be tweaked at the extremes (long and short range). Buff the smg at close range to increase its viability, but don't nerf the AR just because it fills the role it is supposed to. |
Revelations 514
Royal Uhlans Amarr Empire
38
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Posted - 2012.10.05 21:58:00 -
[18] - Quote
Super Cargo wrote:GOLD LEAD3R wrote: Not trying to flame you here, but I don't think the real life counterparts should matter as much as balanced gameplay. And I think you're right to a large extent- people are choosing weapons based on personal preference. But, for me, the game is much more fun with more variety and ways of accomplishing the mission. Everyone roaming around with the same gun is pretty bland.
I think people, for balance sake, want each weapon to have a role. As you said, the AR is a general purpose weapon. But right now it doesn't fee that way- it seems to be the best gun for every situation (long, short, and medium). I personally don't think that's a good thing. Just my opinion.
The ability to have a diverse and useful weapon set is important to any shooter. I still say that the current AR balance mirrors the role it fills. Any weapon imbalance should be tweaked at the extremes (long and short range). Buff the smg at close range to increase its viability, but don't nerf the AR just because it fills the role it is supposed to.
It does tend to be the best gun for any situation. I am all for having specifications, I don't need a shotty to blast people at mid range nor a sniper to pick off headshots up close. However, right now the only beneift of using either is a very small niche indeed. Even up close with a shotty, I cannot out DPS an AR, and an AR is more accurate than even the shotgun up close, (comparing militia to militia). I agree that the AR should be viable for all situations, but the master of none to compensate for this versatility. (I would even be willing to let it be the master of mid range lol).
One solution many other FPS have adopted is having a kick/bullet spread. I don't want this to be like most other FPS's than anybody else, but I wouldn't mind borrowing some good solutions from some. If the AR had a bullet spread, it would lower the DPS at long range naturally, as slightly fewer bullets would land. This spread should be even more erractic when shot from the hip. This would keep the immersion, keep its ability to be viable at both distances, and keep it the master of only mid range while adequate for close and far.
This allows items such as the shotty\smg and the sr\fg to finally actually own their niche. This would also bring it in line with the other mid range options, (laser rifle, hmg, driver). Even possibly giving the lr, and hmg a buff to make the 3 the "masters" of midrange. So now you would have 3 weapons ideal for close range: shotty/smg/nova knife; 2 for distance in the sr/fg; and 3 for mid lr/hmg/driver that would all be masters of their respective domains. The AR is capable for all, but master of none.
Eh, just my opinion and up for debate for sure. But I do believe that some kind of tweaks need to take place in order to keep specialized weapons viable in their specialized field. With the current specs of this current build, the AR reigns supreme. We can only bring it to the attention of CCP, and they will decide if the factors of the next build will offset this or if a tweak indeed needs to be done. (For example if they decide to return strafing, will the low turn rate in ADS for AR's inherintly weaken them ect). |
Typo Name
78
|
Posted - 2012.10.05 22:41:00 -
[19] - Quote
I don't think people fully understand this.
Currently, all the "maps" are just different structures or terrain setups.
At full launch, that "cqc map" will be one of many structures littering the landscape. It's likely that CQC players will be dropped (or spawned from uplinks) in or near these CQC structures, while snipers watch and pick off any who dare moving between them on foot. |
DarthWub
Algintal Core Gallente Federation
13
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Posted - 2012.10.05 23:32:00 -
[20] - Quote
Bunny |
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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.10.05 23:41:00 -
[21] - Quote
I've gotten OHK'd by a shotty this build, but perhaps the shotgun does need to be buffed a bit for CQC to more adequately mirror its modern day counterpart. My point was that the shotgun is a specialty weapon for CQC and for the most part our current maps just don't have much CQC.
I love a weapons mix the same as the next guy, but each weapon has to be chosen to fit the mission and our current missions favor AR's and sniper rifles.
I would like to see hitscan removed and bullet drop introduced for slug throwers. That would make laser rifles a much different weapon as it would have no drop and would act as its own hit indicator ala laser pointer. That's the sort of thing that would create real diversity in weapons. |
Superluminal Replicant
Isuuaya Tactical Caldari State
35
|
Posted - 2012.10.06 01:15:00 -
[22] - Quote
xprotoman23 wrote:personally I would prefer CQC maps where kids can't hid off in the mountains with snipers.
If there is one thing good about heavy suits its that a sniper cant 1 shot me so at least have time to take cover, so many snipers this builds its crazy and cant even see most of them, I miss being able to snipe snipers with my forge gun, its possible still but need even more luck.
On topic, yeah AR seem so strong now.
I LOOK FORWARD TO DRINKING THE TEARS AFTER THIER NERF MUHAHA |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
|
Posted - 2012.10.06 01:26:00 -
[23] - Quote
Super Cargo wrote:They only seem OP because hit detection got better. lololololololololololol.
That said, there needs to be more closed areas where shotguns and smgs will be more effective.
I've been saying this since Replication. The hit detection has dramatically affected weapons balance.
Honestly people, it's not that the AR's are OP, it's just that you're dying more to everything and AR's happen to be very popular. Therefore since you're dying more often, you're noticing that you're dying to AR's more often. |
Superluminal Replicant
Isuuaya Tactical Caldari State
35
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Posted - 2012.10.06 01:27:00 -
[24] - Quote
Leither Yiltron wrote:Super Cargo wrote:They only seem OP because hit detection got better. lololololololololololol.
That said, there needs to be more closed areas where shotguns and smgs will be more effective. I've been saying this since Replication. The hit detection has dramatically affected weapons balance. Honestly people, it's not that the AR's are OP, it's just that you're dying more to everything and AR's happen to be very popular. Therefore since you're dying more often, you're noticing that you're dying to AR's more often.
This is very logical, I have to agree. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.06 08:44:00 -
[25] - Quote
yea, this is what I've been saying all along. CCP seems to be missing the point consistently. Adding a bunny to the game would not only increase overall gamer happiness, but add another layer of strategy to dust. Do I capture the objective, or pet the bunny? It's up to you to decide. |
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