Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.11.05 06:33:00 -
[1] - Quote
Oswald Rehnquist wrote:Sleepy Zan wrote:Oswald Rehnquist wrote:to turn over regnum to agreeing with adding recoil to AR in one post has to be some sort of record. :facepalm: blatant sarcasm was met with less blatant sarcasm Regardless I still haven't heard any criticism against the abilities of the AR and its possible deterrent of other viable mid range weapons. A direction in this conversation which I believe was missing and is important.
Well if it's the abilities of the AR, something else we could look into are the skills. The AR skills lower recoil and raise direct damage. Most weapons have a skill that increases damage, but very, very few have both skills direvtly tied to the DPS, as less recoil means more shots hitting the target(assume the AR has recoil for this, m'kay?), as opposed to most other weapons like the Swarm, which has larger explosive radius(seriously, that's the one skill less useful than removing an AR recoil currently), the Sniper, which lowers sway, the Forge, which decreases refire delay, the HMG, which decreases heat, allowing longer bursts, the Laser, also heat, and the Mass Driver, which is explosive radius. The only other guns which get a strict firepower boost are the Pistol, which gets another shot in the clip, the SMG, which gets reduced recoil, and the Nova Knife, which gets reduced cooldowns. All of these are sidearms, which makes the doublebuff seem more reasonable to get them to the level of Light weapons.
Feel free to add this kinda thing to the OP or comment on it, or fix it, it's kittening late here. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.11.05 07:05:00 -
[2] - Quote
Oswald Rehnquist wrote:Zero Harpuia wrote:Oswald Rehnquist wrote:Sleepy Zan wrote:Oswald Rehnquist wrote:to turn over regnum to agreeing with adding recoil to AR in one post has to be some sort of record. :facepalm: blatant sarcasm was met with less blatant sarcasm Regardless I still haven't heard any criticism against the abilities of the AR and its possible deterrent of other viable mid range weapons. A direction in this conversation which I believe was missing and is important. Well if it's the abilities of the AR, something else we could look into are the skills. The AR skills lower recoil and raise direct damage. Most weapons have a skill that increases damage, but very, very few have both skills direvtly tied to the DPS, as less recoil means more shots hitting the target(assume the AR has recoil for this, m'kay?), as opposed to most other weapons like the Swarm, which has larger explosive radius(seriously, that's the one skill less useful than removing an AR recoil currently), the Sniper, which lowers sway, the Forge, which decreases refire delay, the HMG, which decreases heat, allowing longer bursts, the Laser, also heat, and the Mass Driver, which is explosive radius. The only other guns which get a strict firepower boost are the Pistol, which gets another shot in the clip, the SMG, which gets reduced recoil, and the Nova Knife, which gets reduced cooldowns. All of these are sidearms, which makes the doublebuff seem more reasonable to get them to the level of Light weapons. Feel free to add this kinda thing to the OP or comment on it, or fix it, it's kittening late here. First off thanks for putting something in here that is more intelligent. Anyways, when I play I find the recoil reduction skill to be useless considering that the "worst" recoil already is essentially a non factor as it stands. Unless you are suggesting a removal of the damage modification for something else, I believe adding in more base recoil to the weapon is what is needed to make better use of that recoil reduction skill, though I think introducing a moving recoil penalty would be more realistic as normal people can't shoot ARs with accuracy and jog at the same time. Considering that SR can't do it it seems they haven't created the tech to fix this so this would work with current mechanisms.
What I am saying is, even if the AR gets recoil, it will have a skill to remove the recoil, and within the first week of the build we will be right back here. The skill should do something besides recoil reduction. Exactly what, I'll be the first to say I'm not sure.
If we compare, an HMG with lvl 1 skill can do x damage in x amount of time, but will do less due to y bullet spread. HMG with lvl 2 skill will still do x damage in x amount of time, and still lose damage to y bullet spread, but it will be able to continue firing for a bit longer. It doesn't gain DPS, just a longer firing cycle.
An AR with lvl 1 skill will do x damage in x amount of time, and it will lose damage to y bullet spread. An AR with lvl 2 skill will do x damage in x amount of time, but it will lose less damage due to (.95)y bullet spread, incresing the DPS.
Basically, lowering the recoil rate will make the AR stronger than it is meant to be by removing the factor meant to control its damage output, as we can feel now with the total lack of recoil. Alongside the proficiency skill, which increases the damage of every individual bullet, the AR gets a double buff to DPS. Which is bad. Now, my neck is killing me, so I'm gonna go naow. |