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Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.10.13 05:55:00 -
[1] - Quote
I've seen many people whining about the Assault Rifle of late, and not just for one thing or for known broken coding(which is now fixed btw).
It's too accurate! It's fine the way it is! It's too weak! It's too short ranged! It's too long ranged! It's kick is screwed! The sight is unnatural! I can't paint it pretty colors!
When it comes to ARs, let me make my position absolutely clear. I despise them. I detest them. I loath them. And not just here, but in all shooters. Too much good in everything, not enough bad in something. Too much Jack, not enough ass. Non-specialization sucks, but it's always the strongest way to go in most shooters, and that sickens me.
Now that everyone who wouldn't read the whole OP thinks it's a rage thread and already commented, let's move on.
I will now make a comparison to another team based shooting game. That game is TF2. TF2 has many of the roles we have here in DUST, but one major difference: no Assault Rifle, or even a comparable gun to an Assault Rifle. Each class is cripplingly overspecialized and has it's own weaknesses and strengths which the other classes make up for if used in a squad. And it has also survived for many years, and is touted as an amazingly balanced game.
Now, I'm not saying we should remove ARs entirely, but it would be a nice way to test the balance of everything else if we removed the ARs from the game for a build. We could get things down like the damage build rate for the LRs, the best ranges for the shorter weapons(shotty, SMG), the best way to deal with sniping(how good the scope should be, how much it should kick), if we took the one thing that we know is working fine out of the equation for a few short weeks.
I look forward to the thoughtful comments in the depths of the flame. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.13 06:02:00 -
[2] - Quote
Hell, I find this intriguing just from the standpoint of seeing the effects. You should keep in mind, however, that the ARs in this game are far more restrictive than in some others. Hell, there's one for each role, and they don't even have select-fire options. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.10.13 06:08:00 -
[3] - Quote
Mobius Wyvern wrote:Hell, I find this intriguing just from the standpoint of seeing the effects. You should keep in mind, however, that the ARs in this game are far more restrictive than in some others. Hell, there's one for each role, and they don't even have select-fire options.
True about the select-fire option, and that feeds off the specialization feel that is one of the cores of EVE... but I can't help but feel that trigger discipline makes much of that an afterthought. It doesn't matter how restrictive the ARs are or are not, they are the healthy majority of the guns being used, and as you said, the effect of temporarily removing them would be amazing to watch. With the players not auto-gravitating toward the golden standard of FPSing, we could see what other trends develop, what is in imbalance among specialized weapons, and(best part here) because it would temporary, we would have a minimum of rage. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.13 06:11:00 -
[4] - Quote
Zero Harpuia wrote:Mobius Wyvern wrote:Hell, I find this intriguing just from the standpoint of seeing the effects. You should keep in mind, however, that the ARs in this game are far more restrictive than in some others. Hell, there's one for each role, and they don't even have select-fire options. True about the select-fire option, and that feeds off the specialization feel that is one of the cores of EVE... but I can't help but feel that trigger discipline makes much of that an afterthought. It doesn't matter how restrictive the ARs are or are not, they are the healthy majority of the guns being used, and as you said, the effect of temporarily removing them would be amazing to watch. With the players not auto-gravitating toward the golden standard of FPSing, we could see what other trends develop, what is in imbalance among specialized weapons, and(best part here) because it would temporary, we would have a minimum of rage. Well, the other issue is that we have very few weapons to choose from right now. Once the weapon selection starts expanding down the road, the variety of weapons used will increase. You also have to take into account that ARs are the easiest weapons to pick up at the start, and are currently the only mid-range militia weapons available. |
xSniper1982
We Are Ready
12
|
Posted - 2012.10.13 06:15:00 -
[5] - Quote
I like the sound of this. it would be a great way to test out the aspects of the other weapons.
I haven't had chance to truly test the Shotty/SMG because i usually get dropped by 3 assault guys at once.
Just for the purposes of being able to test the other weapon types it would be nice to see a no-AR build.
I imagine the majority of shifts will be to the Shotgun and Sniper Rifle...
basically choosing either CQC or Ranged, depending on how you usually use an AR.
But i like this suggestion. Great to get other game aspects tested.
+1 internet for OP. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.10.13 06:26:00 -
[6] - Quote
Mobius Wyvern wrote:Zero Harpuia wrote:Mobius Wyvern wrote:Hell, I find this intriguing just from the standpoint of seeing the effects. You should keep in mind, however, that the ARs in this game are far more restrictive than in some others. Hell, there's one for each role, and they don't even have select-fire options. True about the select-fire option, and that feeds off the specialization feel that is one of the cores of EVE... but I can't help but feel that trigger discipline makes much of that an afterthought. It doesn't matter how restrictive the ARs are or are not, they are the healthy majority of the guns being used, and as you said, the effect of temporarily removing them would be amazing to watch. With the players not auto-gravitating toward the golden standard of FPSing, we could see what other trends develop, what is in imbalance among specialized weapons, and(best part here) because it would temporary, we would have a minimum of rage. Well, the other issue is that we have very few weapons to choose from right now. Once the weapon selection starts expanding down the road, the variety of weapons used will increase. You also have to take into account that ARs are the easiest weapons to pick up at the start, and are currently the only mid-range militia weapons available.
Well, technically there are breach SMGs and Burstfire HMGs, but yea, midrange is kinda devoid of life... cuz the AR shot it all :P
In all seriousness, we do need more choice for midrange primaries. Also, about the 'easy-to-pick-up,' that is one of the main points I wanted to make. Apparently I wasn't too clear on it, so thank you for bringing it up. When it comes to all the weapons we have (LR, AR, SR, HMG, FG, SMG, Knife, Grenade, SL, SP, Shotgun, and MD), two need a special suit to use, one can't fire on infantry, and four are classified as sub weapons. Of the remaining five, one is only effective at minimum range(but is VERY effective there), one is a grenade launcher with limited reserves, two are rapid rifle expies one of which has very limited choice of model, and one is a sniper. We start the game with a supply of ARs and one other gun, depending on our class choice... and lets be honest, most of us probably chose Arbiter. If we aren't given a chance to utilize the other guns, we will fall into the easy to use old standby that is the AR.
Maybe we should start with ten or so runs of all the militia things, several pre-built fittings for them, and can delete the fittings as we try them. And for the love of Heavies, make militia HMG and Forge or make them the same price range as their light counterparts. |
Raven Tesio
Liandri Hel-Jumpers Liandri Covenant
35
|
Posted - 2012.10.13 13:39:00 -
[7] - Quote
xSniper1982 wrote:I like the sound of this. it would be a great way to test out the aspects of the other weapons.
I haven't had chance to truly test the Shotty/SMG because i usually get dropped by 3 assault guys at once.
Just for the purposes of being able to test the other weapon types it would be nice to see a no-AR build.
I imagine the majority of shifts will be to the Shotgun and Sniper Rifle...
basically choosing either CQC or Ranged, depending on how you usually use an AR.
But i like this suggestion. Great to get other game aspects tested.
+1 internet for OP.
I actually quite like the balance between all the non-heavy weaponry right now. Pistol GÇó If this thing had double the magazine it would be fantastically over-powered. Has enough damage that it isn't a last resort, with also a good amount of precision and range... literally what balances this weapon out is the magazine.
SMG GÇó Spray & Prey works fantastically well. It is definately not what you'd call Accurate, but if someone is within a few feet of you it will spit out the magazine like and angry cobra and they're gonna be in trouble. The balance of this weapon is basically how inaccurate it is, especially at range.
Shotgun GÇó OMG I love this weapon... not because I like to use it, but rather FINALLY there is another game other than UT where the bloody shotgun works like an actual shotgun not an AoE Sniper Rifle. Yeah it has a bit of an AoE cone, but frankly unless you're point blank to receive the majority of the damage then it doesn't do jack! If you can use it, damn thing is absolutely devastating close-range but without that accuracy it can be easy to duck'n'weave from. Just amazing knowing IF the guy gets a hit off on you, then you're done for ... but it isn't a case of needing to overly fear it.
AR GÇó This gun is getting to a point where it is good, the only problem I actually have with it is I think it needs a fall-off range. I mean for the most part it is good, but there is literally a point where you're doing full damage then none. I think if they have it so say 1-2m from your range damage falls off, it would make this gun perfect.
LR GÇó It takes some getting used to, but the way that it does more damage over time is actually cool. It makes it a very good weapon to begin using as you get close to a target... if there was thing I'd say this needs is probably a less "precision" but rather a slightly wider area of effect. Also seems a little weaker than the other guns, another 2-3 DPS would bring it in line quite well.
Sniper Rifle GÇó I'm still not sure what to make of this gun, there have been times I've had quite good success; but right now I think the Skills attached to it affect it FAR to much. I mean as a gun itself it isn't too bad untrained, but when you have the Damage and Range skill (range in particular) it becomes a bit ridiculous... I think Range instead should be dictated by the Model (gun manufacturers / tech level)
In-fact I think this is a gripe I have with most of the weapons in the game, the 25% range increase from skills. Just provides a bit to big of an advantage, but as I said this is especially true with the sniper rifle that has quite extensive range to begin with... would say the same is true of the Forge Gun.
I also wonder if Signature Radius right now actually even means anything, because people still have absolutely no issues hitting me clear across the map with a Forge / Sniper; despite having not only the Skill for 25% reduction (L5) but also a Signature reduction module on. This should make me an absolute kitten to hit at long-range.
Then again I have to try out my Keyboard / Mouse on my PS3 at some point, cause some people are strangely incredibly accurate at ranges where even with L5 Anti-Sway (yeah I know can never remember skill names) my Sniper Rifle still bobs about quite a bit to where it is below the PS3 Controller Deadzone so you can't compensate but ppl still seem to be doing just fine.
This was my major concern when allowing KB/M to compete against Controllers is the fact that while using Sniper Rifles they are by far superior, where-as most other weaponry it isn't as big of a deal with movement being easier on the controller ... particularly circle strafing. Mind this said with the past update, given Heavies seem to be able to spin on the spot just as easily as Assault or Scouts... it is kittening me off how many are using a Heavy w/Assault because of the sheer tank.
In my opinion that needs to be looked in to, I should be able to run circles around these ppl; but I can't. If they QQ because they can't hit us, well tough don't get so kitten close! |
Lead Squall
Planetary Response Organisation Test Friends Please Ignore
54
|
Posted - 2012.10.13 17:32:00 -
[8] - Quote
"Then again I have to try out my Keyboard / Mouse on my PS3 at some point, cause some people are strangely incredibly accurate at ranges where even with L5 Anti-Sway (yeah I know can never remember skill names) my Sniper Rifle still bobs about quite a bit to where it is below the PS3 Controller Deadzone so you can't compensate but ppl still seem to be doing just fine"
if you squat down with the sniper it removes all sway if you are on a flat surface.
also, I agree with your weapons assessment. +1 |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.10.13 17:46:00 -
[9] - Quote
the real issue with them is their lack of kick once you hold the r1 your gun moves up a few inchs ands tays there until you take your finger off the triger making the kick they have very predictable, it needs to be random and shaking back and forth as well as up and down. |
Lead Squall
Planetary Response Organisation Test Friends Please Ignore
54
|
Posted - 2012.10.13 18:14:00 -
[10] - Quote
One possible way of scaling down the AR is reducing the clip size. Reloading is almost certain death in CQC, so that would help to reduce reliance and have people switch to short range weapons.
I'd love a buff to shotguns, but other than making the circle of death larger I don't see any way of doing it without unbalancing them (and even that might unbalance them).
The laser rifle is a good mid range weapon that could steal some thunder from the AR. It is already poor at short range, best at long end of mid (from what I read). Also, the weapon requires skill and experience to use effectively, so it won't become an "I win" weapon. Possibly turn up it's rate of damage increase and decrease it's effectiveness against armor. Over all, it would do similar damage to armor, but would melt shields (as a good laser should). This would also reduce the amount of charge up people do with the laser (shoot over someone's head, then bring it down for death). If the laser has the person dead to rights, they should be able to kill them without wasting half a clip to warm up first.
SMG's are about right in CQC. Buffing them would take away from the shotgun and pistol.
pistol works rather well. The boost to clip size from the skill puts it on par with the SMG (maybe surpassing it at high skill level)
... I think the CQC weapons are rather well balanced. The issue is mid range. nothing really compares to the AR right now. |
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Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2012.10.13 18:23:00 -
[11] - Quote
Raven Tesio wrote: I also wonder if Signature Radius right now actually even means anything, because people still have absolutely no issues hitting me clear across the map with a Forge / Sniper; despite having not only the Skill for 25% reduction (L5) but also a Signature reduction module on. This should make me an absolute kitten to hit at long-range.
The signature radius has nothing to do with the chance of getting hit by an enemy. A lower signature radius only makes you harder to detect by active and passive scanners on the minimap, and possibly reduces the time you keep being marked. And since active scanners don't seem to work against infantry atm, reduced signature would only be good to escape passive detection, which has a scan radius of like 15m for most suits except the scout. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
|
Posted - 2012.10.14 18:53:00 -
[12] - Quote
This is a great post and the OP's suggestion of removing AR's for a while would be fun. There is not mid range alternative, but there are AR varients to offer that option. And there are some tweaks to weapon customization that would be cool to see. +1 |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.14 20:21:00 -
[13] - Quote
At this point I believe discussion threads should go in the discussion section of the forum, and that CCP should stop trying to balance the game based on beta tester feedback. At least until all major game mechanics are implemented. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.14 20:32:00 -
[14] - Quote
I would love to test a build with no AR. I'm with the crowd who wants more kick, I too have a problem with them being too useful and unspecialized. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.10.14 21:03:00 -
[15] - Quote
Did everyone forget about when we all had prototype weapons. We found out that proto smgs and HMGs are just as deadly as proto ARs. In certain situations they were actually better then the AR. It is all about controlling the engagement. Choose the engagements that cater to your weapons abilities and any weapon is OP.
ARs are fine just wait until people start getting proto smgs and HMGs. The only reason people hate ARs is because its the most used weapon. People hate getting killed by the same weapon over and over again all day.
The AR is fine. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.14 21:23:00 -
[16] - Quote
No one said the problem was with prototype ARs. The problem is with the wide role that the AR occupies compared to other weapons, it is almost good at everything. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.10.14 21:47:00 -
[17] - Quote
KAGEHOSHI Horned Wolf wrote:No one said the problem was with prototype ARs. The problem is with the wide role that the AR occupies compared to other weapons, it is almost good at everything. That's what an AR does. Its a jack of all trades. I really don't see the point of this thread other then qq. OP admits to being an AR hater and wants them removed from the beta for testing purposes... Right.
This isn't TF2. We have dropship god mode which is good at pretty much anything so I really don't see why people are hating on ARs. Adapt or die.
Honestly what is the point of this thread? To ask ccp to remove ARs from the beta for testing?
Cmon people. This is just sad. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.10.14 23:39:00 -
[18] - Quote
I don't seek the ARs removal, I seek balance with all the other tools of the trade. As you stated, people gravitate toward the AR. If you had continued to read, you would have noticed that I stated that removing the AR would force people out of their comfort zone to make them choose the specialized weapons and get a feel for them. Also, because a dropship can do anything, which it can't by the way, doesn't mean you take something else and say it's fine because it isn't as bad. In fact, if people ditched the AR for a build they would come across the weapons which kill dropships, which is the point of this thread. Because the majority uses ARs, we can't test what a balanced team of specialists can do. We only test what ARs can do versus the special weapons.
You may have remembered me saying this, maybe not, but thank you for being the one to prove 'Now that everyone who wouldn't read the whole OP thinks it's a rage thread and already commented, let's move on.' wasn't wasted typing.
Furthermore, does anyone else find the fact that he whines about 'godmode' dropships, but hates the idea that people will be forced into roles that can fight dropships? It is immensely entertaining. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.14 23:54:00 -
[19] - Quote
Crimson MoonV wrote:KAGEHOSHI Horned Wolf wrote:No one said the problem was with prototype ARs. The problem is with the wide role that the AR occupies compared to other weapons, it is almost good at everything. That's what an AR does. Its a jack of all trades. I really don't see the point of this thread other then qq. OP admits to being an AR hater and wants them removed from the beta for testing purposes... Right. This isn't TF2. We have dropship god mode which is good at pretty much anything so I really don't see why people are hating on ARs. Adapt or die. Honestly what is the point of this thread? To ask ccp to remove ARs from the beta for testing? Cmon people. This is just sad.
How is it ok that a weapon can be a jack of all trades? Don't just ignore the balance issue by just dismissing it as what AR's are conventionally suppose to be; just because something is a convention does not make it good for games, nor balanced.
We are beta testers, we are suppose to test the game and give feedback about things like balance. You are suggesting that we ignore a balance issue and just "adapt or die"? Would you have wanted the overpowered swarm launchers from many builds ago that could kill multiple infantry units with just 1 press of R1 to have remain untouched, and just expected people to "adapt or die"? Same for the unreachable tower camping dropships that were impossible to lock on with swarms? How about the precision strike spam fueled by boosting, should be people have just "adapted" to them instead of voicing their complaints? Our job is not to just accept problems, our job is to report the problems so that the game will improve and become actually enjoyable. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.10.14 23:55:00 -
[20] - Quote
Zero Harpuia wrote:I don't seek the ARs removal, I seek balance with all the other tools of the trade. As you stated, people gravitate toward the AR. If you had continued to read, you would have noticed that I stated that removing the AR would force people out of their comfort zone to make them choose the specialized weapons and get a feel for them. Also, because a dropship can do anything, which it can't by the way, doesn't mean you take something else and say it's fine because it isn't as bad. In fact, if people ditched the AR for a build they would come across the weapons which kill dropships, which is the point of this thread. Because the majority uses ARs, we can't test what a balanced team of specialists can do. We only test what ARs can do versus the special weapons.
You may have remembered me saying this, maybe not, but thank you for being the one to prove 'Now that everyone who wouldn't read the whole OP thinks it's a rage thread and already commented, let's move on.' wasn't wasted typing.
Furthermore, does anyone else find the fact that he whines about 'godmode' dropships, but hates the idea that people will be forced into roles that can fight dropships? It is immensely entertaining. I wasn't whining about dropships. I was pointing out that there are other aspects to the perfect imbalance and bringing up TF2 does not apply.
I spec AV btw so I don't understand where you are going with this.
LOL take out the AR to balance the game. How are you going to balance a game without all the weapons. This is a qq thread whether people want to admit it or not.
Sorry if I am being to blunt but taking the AR for testing purposes is not going to happen. We need the AR to help balance the other weapons. |
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Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.14 23:59:00 -
[21] - Quote
Crimson MoonV wrote:Zero Harpuia wrote:I don't seek the ARs removal, I seek balance with all the other tools of the trade. As you stated, people gravitate toward the AR. If you had continued to read, you would have noticed that I stated that removing the AR would force people out of their comfort zone to make them choose the specialized weapons and get a feel for them. Also, because a dropship can do anything, which it can't by the way, doesn't mean you take something else and say it's fine because it isn't as bad. In fact, if people ditched the AR for a build they would come across the weapons which kill dropships, which is the point of this thread. Because the majority uses ARs, we can't test what a balanced team of specialists can do. We only test what ARs can do versus the special weapons.
You may have remembered me saying this, maybe not, but thank you for being the one to prove 'Now that everyone who wouldn't read the whole OP thinks it's a rage thread and already commented, let's move on.' wasn't wasted typing.
Furthermore, does anyone else find the fact that he whines about 'godmode' dropships, but hates the idea that people will be forced into roles that can fight dropships? It is immensely entertaining. I wasn't whining about dropships. I was pointing out that there are other aspects to the perfect imbalance and bringing up TF2 does not apply. I spec AV btw so I don't understand where you are going with this. LOL take out the AR to balance the game. How are you going to balance a game without all the weapons. This is a qq thread whether people want to admit it or not. Hell, I'd prefer it if the current weapon roles were condensed and combined into select-fire weapons. That would of course only apply to weapons like the ARs and SMGs, but I'm not sure the current ARs are versatile enough for their roles. You should at least be able to switch to an alternate mode for someone that starts attacking you outside your normal range. I'm not saying all weapons should be able to cover all ranges, but I'd like it is the basic AR had a semi-auto mode to at least let me defend myself from someone with a Tac rifle. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.10.15 01:53:00 -
[22] - Quote
Quote:How is it ok that a weapon can be a jack of all trades? Don't just ignore the balance issue by just dismissing it as what AR's are conventionally suppose to be; just because something is a convention does not make it good for games, nor balanced.
We are beta testers, we are suppose to test the game and give feedback about things like balance. You are suggesting that we ignore a balance issue and just "adapt or die"? Would you have wanted the overpowered swarm launchers from many builds ago that could kill multiple infantry units with just 1 press of R1 to have remain untouched, and just expected people to "adapt or die"? Same for the unreachable tower camping dropships that were impossible to lock on with swarms? How about the precision strike spam fueled by boosting, should be people have just "adapted" to them instead of voicing their complaints? Our job is not to just accept problems, our job is to report the problems so that the game will improve and become actually enjoyable.
To clarify, an AR is a Jack of all trades, master of none. Despite our best efforts we simply cannot plan for every encounter. The AR gives us a fighting chance in all but the most extreme situations.
As for the adapt or die mentality. Voice your compliant AND find a way to win. There are way to many threads out there that go something like this: "Dear CCP, fix X so i can win".
Also, I've never seen a Drop Ship camping on top of a building Cap an objective. It wont be long until we will need to fight to control the skis as well.
|
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.10.15 09:00:00 -
[23] - Quote
I noticed that a lot of ppl say that AR is the only midrange weapon and that's why it's popular. To be fair it's also the most powerful short range weapon outparsing shottys and HMG in how it performs up close. This latter part is what makes AR so unbalanced. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.10.15 16:47:00 -
[24] - Quote
Ludvig Enraga wrote:I noticed that a lot of ppl say that AR is the only midrange weapon and that's why it's popular. To be fair it's also the most powerful short range weapon outparsing shottys and HMG in how it performs up close. This latter part is what makes AR so unbalanced.
HMG's may have weaker bullets but more that make up for this with Insanely high DPS and total potential damage per Mag. we do a lot more dammage a lot faster. |
Darth Tyrannnus
Citadel Mercantile Exchange Amarr-Caldari Mercantile Exchange
26
|
Posted - 2012.10.15 16:52:00 -
[25] - Quote
Maybe we should start with ten or so runs of all the militia things, several pre-built fittings for them, and can delete the fittings as we try them. And for the love of Heavies, make militia HMG and Forge or make them the same price range as their light counterparts.[/quote]
heavy here. HELL YES!!!! |
Raven Tesio
Liandri Hel-Jumpers Liandri Covenant
35
|
Posted - 2012.10.15 17:14:00 -
[26] - Quote
Crimson MoonV wrote:Zero Harpuia wrote:I don't seek the ARs removal, I seek balance with all the other tools of the trade. As you stated, people gravitate toward the AR. If you had continued to read, you would have noticed that I stated that removing the AR would force people out of their comfort zone to make them choose the specialized weapons and get a feel for them. Also, because a dropship can do anything, which it can't by the way, doesn't mean you take something else and say it's fine because it isn't as bad. In fact, if people ditched the AR for a build they would come across the weapons which kill dropships, which is the point of this thread. Because the majority uses ARs, we can't test what a balanced team of specialists can do. We only test what ARs can do versus the special weapons.
You may have remembered me saying this, maybe not, but thank you for being the one to prove 'Now that everyone who wouldn't read the whole OP thinks it's a rage thread and already commented, let's move on.' wasn't wasted typing.
Furthermore, does anyone else find the fact that he whines about 'godmode' dropships, but hates the idea that people will be forced into roles that can fight dropships? It is immensely entertaining. I wasn't whining about dropships. I was pointing out that there are other aspects to the perfect imbalance and bringing up TF2 does not apply. I spec AV btw so I don't understand where you are going with this. LOL take out the AR to balance the game. How are you going to balance a game without all the weapons. This is a qq thread whether people want to admit it or not. Sorry if I am being to blunt but taking the AR for testing purposes is not going to happen. We need the AR to help balance the other weapons.
If you bothered reading past the OP, you may have noticed the majority of people aren't calling for any such thing but rather we have provided our feedback on the current game mechanics and balance.
It's just you two having a kitten contest over this. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.10.15 18:09:00 -
[27] - Quote
ugg reset wrote:Ludvig Enraga wrote:I noticed that a lot of ppl say that AR is the only midrange weapon and that's why it's popular. To be fair it's also the most powerful short range weapon outparsing shottys and HMG in how it performs up close. This latter part is what makes AR so unbalanced. HMG's may have weaker bullets but more that make up for this with Insanely high DPS and total potential damage per Mag. we do a lot more dammage a lot faster.
True, but its a limit to how close you can go. If anyone who isn't another heavy gets too close to an HMG user, then they can circle him like a maypole... nothing raises the blood pressure more than being totally helpless like that. |
ugg reset
ZionTCD Legacy Rising
234
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Posted - 2012.10.15 18:33:00 -
[28] - Quote
Zero Harpuia wrote:
True, but its a limit to how close you can go. If anyone who isn't another heavy gets too close to an HMG user, then they can circle him like a maypole... nothing raises the blood pressure more than being totally helpless like that.
good luck that that. you will need it.
with just the standard heavy and a good armor mod i have a shield armor total that is a little over 900 HP (thats more than the default lav). so if you are orbiting me, just remember to make every bullet count . worse comes to worse, i pull out my side arm |
Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.10.15 18:43:00 -
[29] - Quote
ugg reset wrote:Zero Harpuia wrote:
True, but its a limit to how close you can go. If anyone who isn't another heavy gets too close to an HMG user, then they can circle him like a maypole... nothing raises the blood pressure more than being totally helpless like that.
good luck that that. you will need it. with just the standard heavy and a good armor mod i have a shield armor total that is a little over 900 HP (thats more than the default lav). so if you are orbiting me, just remember to make every bullet count . worse comes to worse, i pull out my side arm
That's the thing. I am a Heavy as well, and have had a Scout melee me to death in this fashion. With 135 being standard melee damage, it took quite a while. Felt like trying to kill a Rifter in a Tornado without webs... There is a sweet spot where the HMG is amazing, but most of the time people are too far away and in AR's prime range, or too close and in maypole range. I just wish heavy had the same turn speed as everyone else, or maybe a high slot module that increases turn speed and weapon damage, kinda like a Gyro-stabilizer in EVE. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.10.15 18:50:00 -
[30] - Quote
Zero Harpuia wrote:ugg reset wrote:Zero Harpuia wrote:
True, but its a limit to how close you can go. If anyone who isn't another heavy gets too close to an HMG user, then they can circle him like a maypole... nothing raises the blood pressure more than being totally helpless like that.
good luck that that. you will need it. with just the standard heavy and a good armor mod i have a shield armor total that is a little over 900 HP (thats more than the default lav). so if you are orbiting me, just remember to make every bullet count . worse comes to worse, i pull out my side arm That's the thing. I am a Heavy as well, and have had a Scout melee me to death in this fashion. With 135 being standard melee damage, it took quite a while. Felt like trying to kill a Rifter in a Tornado without webs... There is a sweet spot where the HMG is amazing, but most of the time people are too far away and in AR's prime range, or too close and in maypole range. I just wish heavy had the same turn speed as everyone else, or maybe a high slot module that increases turn speed and weapon damage, kinda like a Gyro-stabilizer in EVE.
its times like this where it is nice to have friends to watch your back |
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The Robot Devil
BetaMax.
15
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Posted - 2012.10.16 04:55:00 -
[31] - Quote
Eskel Bondfree wrote:Raven Tesio wrote: I also wonder if Signature Radius right now actually even means anything, because people still have absolutely no issues hitting me clear across the map with a Forge / Sniper; despite having not only the Skill for 25% reduction (L5) but also a Signature reduction module on. This should make me an absolute kitten to hit at long-range.
The signature radius has nothing to do with the chance of getting hit by an enemy. A lower signature radius only makes you harder to detect by active and passive scanners on the minimap, and possibly reduces the time you keep being marked. And since active scanners don't seem to work against infantry atm, reduced signature would only be good to escape passive detection, which has a scan radius of like 15m for most suits except the scout.
The active scanner works great on infantry. I use it all the time, all of my scanning skills and dampening skills are level 3 at least. I am invisible on the radar, mercs have to see me to know I'm there. The active scanner lets my squad know what is ahead and around corners. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.16 05:24:00 -
[32] - Quote
Zero Harpuia wrote:I've seen many people whining about the Assault Rifle of late, and not just for one thing or for known broken coding(which is now fixed btw).
It's too accurate! It's fine the way it is! It's too weak! It's too short ranged! It's too long ranged! It's kick is screwed! The sight is unnatural! I can't paint it pretty colors!
When it comes to ARs, let me make my position absolutely clear. I despise them. I detest them. I loath them. And not just here, but in all shooters. Too much good in everything, not enough bad in something. Too much Jack, not enough ass. Non-specialization sucks, but it's always the strongest way to go in most shooters, and that sickens me.
Now that everyone who wouldn't read the whole OP thinks it's a rage thread and already commented, let's move on.
I will now make a comparison to another team based shooting game. That game is TF2. TF2 has many of the roles we have here in DUST, but one major difference: no Assault Rifle, or even a comparable gun to an Assault Rifle. Each class is cripplingly overspecialized and has it's own weaknesses and strengths which the other classes make up for if used in a squad. And it has also survived for many years, and is touted as an amazingly balanced game.
Now, I'm not saying we should remove ARs entirely, but it would be a nice way to test the balance of everything else if we removed the ARs from the game for a build. We could get things down like the damage build rate for the LRs, the best ranges for the shorter weapons(shotty, SMG), the best way to deal with sniping(how good the scope should be, how much it should kick), if we took the one thing that we know is working fine out of the equation for a few short weeks.
I look forward to the thoughtful comments in the depths of the flame.
Interesting idea, and I like the overall concept behind it. I wonder if there isn't a slightly different iteration that could be perused. I say this due to the effects on balance that have ARs in the game will most certainly have. An example of this is Sniper range vs SMG/Shotgun.
Right now the AR is actual a more viable choice for mid to close range 'sniping' than the sniper rifle. The only thing that the sniper rifle has going for it when compared with the AR (speaking in very general terms here) is range. Take the AR out of the game and the sniper rifle likely becomes OP'ed against all the SMG/Shotgun packing players. (It might not if enough players started packing the HMG and LR, but that's hard to say).
I'm fine with the AR (and it's perennial companion the assault suit) being the Jack of all trades but as it currently stands I do feel that there's not an equally fitting master of none factor in place. AR can be the best general use weapon, but it becomes imbalance if it's also the best specific case weapon anywhere. Specialization should always trump general use within it's specialized area.
My solution, make the AR and Assault suit the baseline against/around which all specialized gear is balanced. Sniper Rifles should be better at range than the AR. SMG/Shotguns should be better at close range than the AR. LR should be better dps over extended fire arcs than the AR. Mass Drivers should be better at area denial than the AR. etc.
The flips side of this is that the AR will be better than any other given weapon outside of the specialized battlefield role of that weapon. We'd still see a whole lot of AR on the field (and rightfully so, they'd be the most versatile weapon in the game) but they'd no longer be imbalanced.
A final note here, this idea wouldn't even require an AR nerf, just a balance pass to the stats of other weapons so that they're all brought in line with the AR being the baseline "jack of all trades" weapon (and thus not excelling in any specialty, because versatility is it's specialty. It doesn't need an extra).
0.02 ISK Cross |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
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Posted - 2012.10.16 05:30:00 -
[33] - Quote
ugg reset wrote:Ludvig Enraga wrote:I noticed that a lot of ppl say that AR is the only midrange weapon and that's why it's popular. To be fair it's also the most powerful short range weapon outparsing shottys and HMG in how it performs up close. This latter part is what makes AR so unbalanced. HMG's may have weaker bullets but more that make up for this with Insanely high DPS and total potential damage per Mag. we do a lot more dammage a lot faster.
HMG's are horrible at HS. AR wins up close about 3:2 times in my experience. 900 hp is nice but means little against a gargantuan damage/clip that AR has, especially with a lot of shots landing as head shots. |
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