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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.08 22:33:00 -
[1] - Quote
Introduction
The following information is provided to keep all observations below in the proper context.
- I have not seriously played an fps since around 2004, as such my GÇ£gun gameGÇ¥ isnGÇÖt currently of high caliber.
- Unless otherwise noted all tests were conducted with the following Character Skills. Dropsuit Command Level 3, Endurance Level 2, Mobility Level 4, Vigor Level 1, Infantry Electronics Level 5, Long Range Scanning Level 3, Sensor Upgrades Level 1, Infantry Engineering Level 5, Infantry Shield Management Level 3, Infantry Shield Operation Level 4, Infantry Shield Upgrades Level 1, Sniper Rifle Operation Level 1, Submachine gun Operation Level 1, Weaponry Level 3, Infantry Mechanics Level 5.
- The sample set includes only Light Infantry Weapons and does not include either the Mass Driver or Laser Rifle as IGÇÖve not skilled into them during CODEX
- Outside of specific testing the majority of my playtime is spent as a Logi actively supporting the team (I still run a Repair Tool in my fits even tho it gives zero WP/SP currently).
1st Metric KDR Case 1, The value of a Militia Assault Rifle I played the baseline character during CODEX without touching an Assault Rifle until the most recent week of testing. During this period my KDR was approximately 0.50. After one week using the Militia Assault Rifle (no other changes) my KDR has increased to 0.60. An improvement of 20% simply by adding the Militia Assault Rifle to my fit for one week.
Case 2, The efficacy of a GÇ£blankGÇ¥ Assault fit. For Case 2 testing I started a GÇ£blankGÇ¥ assault character and used only the unmodified Starter Assault Fit. I invested zero Skill Points into any combat or defense skill, leaving the GÇÿblankGÇÖ with only the starter skills; Weaponry Level 3, Infantry Mechanics Level 2, Dropsuit Command Level 2. Using the GÇÿblankGÇÖ my KDR increased to 0.87, giving the pure Assault Rifle GÇÿblankGÇÖ an almost 74% higher KDR than my other character even though the GÇÿblankGÇÖ was running with lower skill levels and inferior gear.
2nd Metric Effective Range of Engagement
I will be rating various weapons below on an A-F gradient regarding their value in given ranges of engagement with an explanation following.
Short: Toxin SMG -A; Shotgun +A; Assault Rifle B; Sniper Rifle F Medium: Toxin SMG -C; Shotgun C; Assault Rifle +A; Sniper Rifle +D Long: Toxin SMG -F; Shotgun -F; Assault Rifle A; Sniper Rifle -A
Short range for this test is defined as Point Blank, out to approximately 4 character lengths. Medium range is between Short & Long range. Long range is any total distance equal to or greater than the length of a jump from a GÇ£two ladderGÇ¥ building to the ground. (Examples of this include: The GÇ£table topGÇ¥ and two covered objective buildings on Line Harvest. The mouth of the ramp from A to the top of the ramp of C in Manus Peak. The Central industrial buildings of the city complex in Skim Junction. On top of the Piping extending from the central building in Ashland.)
At short range the Assault Rifle maintains solid dps but lags behind weapons like the Shotgun and SMG. At medium range, the most common range of engagement in infantry to infantry combat, the Assault Rifle has greater applied dps and more reliable accuracy than the other light weapons. At long range a scoped Assault Rifle applies greater dps than a Sniper Rifle, reliably killing to user of the Sniper Rifle before a finishing shot can be applied. [Note: Extreme range, say from a ridge line into a valley has not been included since it is beyond the range of all other weapons and thus obviously the Sniper Rifle wins out]
Conclusion: The Militia Assault Rifle seems to over preform itGÇÖs role as GÇ£jack of all trades master of noneGÇ¥ being the master of mid range and one of the few weapons which can contend in both short and long ranges effectively. This is prior to the application of advance skills, higher meta ARs or the use of fittings like damage mods. Based on this testing it is my sense that the recoil and spread applied to the AR should be increased thus requiring higher player and character skills to uses an AR to great effect at longer ranges or GÇÿrun GÇÿnGÇÖ gunGÇÖ close quarters situations thus bringing it back into line with itGÇÖs battlefield role.
Cheers, Cross |
Eternal Tyrant
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2012.11.08 22:57:00 -
[2] - Quote
I agree with this notion very much!
Having tried using the heavy machine gun and tactical assault rifles only to find myself frustrated over a free-to-play experience as the umpteenth MAR gunned me down (which takes a lot of irritation I can tell you!), I reverted to using the MAR myself (if you can't beat them...) and lo and behold, my average number of kills rose by about 10 |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.09 19:50:00 -
[3] - Quote
Additional detailed feedback on this issue is sought. If you have done testing in CODEX related to this issue, or if these results are in line with what you've experienced, please post here.
Cheers, Cross |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.11.09 20:21:00 -
[4] - Quote
Honestly the addition of recoil should solve the long range(i still dont think id classify anything the AR can hit as long range at the moment) anti sniper, also i have come to the conclusion that the hip fire accuracy is far far too accurate and id have to say hip fir is too accurate in the game full stop but it shows with the AR like a flare, with addition of recoil then it would no longer be anti sniper a skilled marksman could kill sniper but it wouldnt be easy mode, and lower hip fire accuracy would stop it being dominent in CQC,
The variations would also help with the jack of all trades deal, the breach which seems to be a carbine would accel at CQC to medium ranges but fall down quickly at medium and on, where the tactical would accel as a marksman weapon which would be great at medium and onward but have issues at CQC. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.09 20:49:00 -
[5] - Quote
While I haven't done my testing as comprehensively or in a particularly structured manner, I've seen results which, for the most part, match the OP.
One point of difference I should mention is with long-range Sniper Rifle use.
There are two factors to be considered. Burst damage vs. DPS, and headshots.
Firstly, burst vs. DPS. ARs have high DPS, while Sniper Rifles are about burst damage. This means high single-hit damage, which is important, because when an enemy is weakened and trying to heal up, burst damage will kill them before they get the opportunity, while DPS-style damage often gives the target that little bit of time they need to retreat. This factor comes into play far more often with squad-level and team-level coordination than it does when testing 1 vs. 1, because a Sniper paired with an AR guy will clearly out-perform 2 AR users at long range. Mid-range SMG and long-range Sniper vs. 2 ARs should also result in the SMG/Sniper pair winning - even though both of those weapons are at a disadvantage against ARs when used in 1 vs. 1 combat at those ranges.
Headshots factor in because Sniper Rifles are just better at landing headshots at long range. Combine the higher chance of a skilled user getting a headshot with the massive increase in damage the Sniper Rifle gets for such a shot, and you'll frequently see a good sniper one-shotting enemies with better gear and more SP than himself. A Militia Sniper Rifle can easily one-shot almost any non-Heavy non-Prototype fitting, if you assume similar SP investment from both players. |
GIZMO2606
Pink Fluffy Bounty Hunterz RISE of LEGION
293
|
Posted - 2012.11.09 21:06:00 -
[6] - Quote
Thing a lot of players are forgetting about the assault rifle, it's meant to be good in most situations. The weapons on here are pretty blend and CCP has been over nerfing things already so it really just limits you one playstyles for weapons.
-Some people don't wanna use the HMG since you have to be a heavy. -The Mass Driver nets more assist then kills. -Laser Rifles is nice but only when you have it up to Lv. 3. -SMG is only suited for CQC but maps are not supported for CQC. -Pistol is fine and great for on the fly weapon swaps. -Snipers are to easy to use and require little to no skill. -Forge Gun is a heavy only and it's hard to get infantry kills with it. -Shotgun is CQC only and pretty much like the SMG, meaning worthless at range and more than 80% of the game is ranged combat. -Nova Knifes are fun but you have to spend so much time working on them and they are CQC only. -Swarms Launchers are vehicle only now.
The reason ARs are the go to weapon, it's just like every day needs in the army. An assault rifle is meant to adapt to any situation. Also the AR have different playstyle. The full auto AR is the easiest to use for those that lack aim since it's spare and pray. The Tact is for those that can aim. The Burst is for those that can aim but not as good and want a higher rate of fire. The breach needs a buff (Started trying it out last night and I'm lucky to get over 25+ kills with the CreoDron Breach AR) |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.09 22:13:00 -
[7] - Quote
Garrett Blacknova wrote:While I haven't done my testing as comprehensively or in a particularly structured manner, I've seen results which, for the most part, match the OP.
One point of difference I should mention is with long-range Sniper Rifle use.
There are two factors to be considered. Burst damage vs. DPS, and headshots.
Firstly, burst vs. DPS. ARs have high DPS, while Sniper Rifles are about burst damage. This means high single-hit damage, which is important, because when an enemy is weakened and trying to heal up, burst damage will kill them before they get the opportunity, while DPS-style damage often gives the target that little bit of time they need to retreat. This factor comes into play far more often with squad-level and team-level coordination than it does when testing 1 vs. 1, because a Sniper paired with an AR guy will clearly out-perform 2 AR users at long range. Mid-range SMG and long-range Sniper vs. 2 ARs should also result in the SMG/Sniper pair winning - even though both of those weapons are at a disadvantage against ARs when used in 1 vs. 1 combat at those ranges.
Headshots factor in because Sniper Rifles are just better at landing headshots at long range. Combine the higher chance of a skilled user getting a headshot with the massive increase in damage the Sniper Rifle gets for such a shot, and you'll frequently see a good sniper one-shotting enemies with better gear and more SP than himself. A Militia Sniper Rifle can easily one-shot almost any non-Heavy non-Prototype fitting, if you assume similar SP investment from both players.
Very good point, valid information that I did not include in my testing, thank you for bringing this up.
Cheers, Cross |
Ziero01
KILL-EM-QUICK RISE of LEGION
11
|
Posted - 2012.11.09 22:24:00 -
[8] - Quote
While this kind of testing is nice to see, it doesn't really provide anything we didn't already know. SMG and Shotgun are best at close range, Sniper is best at super far ranges and AR is good for a variety of things.
....that's kind of exactly the point of Assault Rifles though. These weapons are performing as intended and doing exactly what they're supposed to be doing. This isn't an issue with gun balance, as every weapon has it's specific role (Except ARs which are good at everything but not the best). |
fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2012.11.10 00:22:00 -
[9] - Quote
I agree with OP but the over powered AR is the only thing keeping most players from complaining about how op every other weapon is. I am afraid that we are the odd men out. |
fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2012.11.10 00:32:00 -
[10] - Quote
GIZMO2606 wrote:Thing a lot of players are forgetting about the assault rifle, it's meant to be good in most situations. The weapons on here are pretty blend and CCP has been over nerfing things already so it really just limits you one playstyles for weapons.
-Some people don't wanna use the HMG since you have to be a heavy. -The Mass Driver nets more assist then kills. -Laser Rifles is nice but only when you have it up to Lv. 3. -SMG is only suited for CQC but maps are not supported for CQC. -Pistol is fine and great for on the fly weapon swaps. -Snipers are to easy to use and require little to no skill. -Forge Gun is a heavy only and it's hard to get infantry kills with it. -Shotgun is CQC only and pretty much like the SMG, meaning worthless at range and more than 80% of the game is ranged combat. -Nova Knifes are fun but you have to spend so much time working on them and they are CQC only. -Swarms Launchers are vehicle only now.
The reason ARs are the go to weapon, it's just like every day needs in the army. An assault rifle is meant to adapt to any situation. Also the AR have different playstyle. The full auto AR is the easiest to use for those that lack aim since it's spare and pray. The Tact is for those that can aim. The Burst is for those that can aim but not as good and want a higher rate of fire. The breach needs a buff (Started trying it out last night and I'm lucky to get over 25+ kills with the CreoDron Breach AR)
That should be the reason you use AR but they are a little too powerful in that role. tho any thing that is done with the ARs needs a really light touch or youll break them. really ARs just need a delay of power. In the end game things are preatty well balanced,that Ive seen, but between malitia and full proto they are the only gun worth playing.
WOW some one that doesn't think the forge is op against infantry. funny how its always the level headed posts that don't complain about them. one of the best threads I've read in a while. |
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fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2012.11.10 01:50:00 -
[11] - Quote
another possible fix is, if fall off works in dust like it does in eve, shorten optimal to roughly match the SMG but give it a fall off out to its current maxed out optimal. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.10 03:28:00 -
[12] - Quote
GIZMO2606, I agree with what you're saying here at least in part. I think that the AR being the only adaptable go to weapon is a problem with the current iteration of the game. All weapons need to be effective within their battlefield role, the more specified/narrow that role the greater they need to excel within it to remain valid as an option. In the current iteration the AR is out of line with the rest of the weapons because it's value is general, it's primary range is 'mid' (the most common range of engagement for infantry) and it's entry threshold is low/none.
Good game design, unlike real life, requires a certain equity among the options it offers. If a weapon is "best" in being the most adaptable/general it must be inferior to all specifics when competing within their specialized niche. If a weapon has a lower threshold of entry for use it needs either lower overall stats, or higher overall PG/CPU requirements.
Adaptability is a very real asset on the battlefield and every weapon/skill/ship/etc. which possesses it must be balanced with that asset in mind. Right now the AR with it's general usefulness, diversity of internal playstyle (full auto, tack, et al) sets the standard for what a weapon should be in Dust. The problem with the AR is primarily in how it, on balance, outshines out shines the other options on offer.
When choosing a weapon any player asks the simple question why, and with the Militia AR as the baseline the question within Dust is "why choose this over the Militia AR?". For more advanced forms of AR the answer is simple, because it's a better weapon. But when choosing a weapon with less versatility and adaptability there needs to be utility within that weapon to compensate for it's other shortcomings. Playstyle is fine as a player motive, but as a balance mechanic it fails, "well some people will use it anyway" isn't good game development. CCP has demonstrated an understanding of this with their ongoing work on EVE ships especially the recent focus on roles for ships. The weapons in Dust need the same treatment. When they get it this game will shine. =)
Cheers, Cross
EDIT: Ziero01 wrote:While this kind of testing is nice to see, it doesn't really provide anything we didn't already know. SMG and Shotgun are best at close range, Sniper is best at super far ranges and AR is good for a variety of things.
....that's kind of exactly the point of Assault Rifles though. These weapons are performing as intended and doing exactly what they're supposed to be doing. This isn't an issue with gun balance, as every weapon has it's specific role (Except ARs which are good at everything but not the best).
It's not a case of questioning the given battlefield role of the weapons tested it's a question of comparative on balance usefulness. The testing above shows not only that the Militia AR is the good at everything but that it is in fact also the best at mid range engagements. It is balanced to have the AR be the "jack of all trades" so long as it is "the master of none" as well. At present that is not the case. Which militia weapons can stand up to the militia AR at mid rage? Which militia weapons clearly surpass the militia assault rifle at mid range?
Note 1: I agree with the statement posted above that things seem to even out more when comparing proto gear on characters with max skills. That's harder to test however due to the SP/ISK cost involved so my information there is purely anecdotal. Note 2: Mid range is the most common range of engagement within infantry combat. Note 3: These results are based on 'heads up' testing not squad v squad because the variables were to numerous for me to control in a squad v squad test.
At present the Militia Assault Rifle when compared with it's peers is "a jack of all trades and a master of some" with the some it holds mastery over being the most likely situation a Merc will encounter in Dust. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.11.10 07:11:00 -
[13] - Quote
Why shouldn't the AR be the best weapon in mid range?
And if it should be jack of all trades, then it should be able to countersnipe snipers sitting in their redline and also be able to take out Proto vehicles.
Edit: And a weapon that's better than the AR in mid range? Missile turrets? |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.10 07:55:00 -
[14] - Quote
Bendtner92 wrote:Why shouldn't the AR be the best weapon in mid range?
And if it should be jack of all trades, then it should be able to countersnipe snipers sitting in their redline and also be able to take out Proto vehicles.
Edit: And a weapon that's better than the AR in mid range? Missile turrets?
To maintain game balance every weapon/fit/suit/etc must have a given battlefield role where it excels and fall short in the rest. Having the Shotgun be tops in CQC, cool. Having Sniper rifle be the master of long range, sure. Having AR be master of mid? No problem. Having AR be the most flexible in all areas but master of none. Cool. Having both of the above? Now that's a problem. The point is it's an "either/or" proposition if one intends to maintain game balance.
As to my question regarding weapons it was asked within the scope and context of the thread. Meaning specifically Light infantry weapons. Buildings and Vehicles are beyond the scope of this conversation and deserve their own feedback thread. In a discussion of light infantry weapons[/i[ they only cloud the waters. The issue raised in the OP is that the Militia Assault Rifle out performs the curve when compared with other Light Infantry Weapons.
So, please respond to the prior questions within the context of this thread.
Also here's one more, [i]"What do you envision the battle filed role (aka niche) of the Assault Rifle to be, and how do you propose that role be limited so as to maintain equity (aka proper game balance) between it and the other weapons in its class?"
Thanks for the response, Cross
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Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.11.10 08:10:00 -
[15] - Quote
I fail to see how the AR is great in short to mid range is an imbalance.
Shotguns dominate short range (SMG's as well, but they're a sidearm). AR dominate short to mid range. Lasers dominate mid to long range. Snipers dominate everything beyond long range.
AR's are currently ok in mid to long range, but let's not forget they lack recoil at the moment. |
Mister Hunt
Sanmatar Kelkoons Minmatar Republic
230
|
Posted - 2012.11.10 08:34:00 -
[16] - Quote
AR isn't the master of Mid as defined by your definitions though, that would fall to the HMG or Laser Rifle. Don't forget those Mkitten Drivers that terrorize players on a nightly basis. The scrambler pistol is pretty handy pistol if you know how to use it as well.
Basically your "test" is flawed if you pick and choose what weapons are used in your testing. Each and every weapon, not just weapon type, would need to be tested. Which is what a beta test is for. Coming in and wanting something nerfed if you have not, by your own admission tested them (the laser rifle was introduced in Codex, so you say you've never used them). The reason that you see more ARs than anything else is that they work the same as any other AR in any other game. The most popular weapon in any game is the AR, followed closely by Sniper Rifles and HMGs. The "specialty" guns trail them. But you didn't put the HMG into your test at all, and it is a rather popular weapon right now in Dust.
The AR is fine. It does need to have the weapon spread and kick reinstated to former levels, but that was only lowered because people came in and made posts spouting "facts" so CCP made them uber easy.
*edited so as not to look trollish* |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.10 08:54:00 -
[17] - Quote
Bendtner92 wrote:I fail to see how the AR is great in short to mid range is an imbalance.
Shotguns dominate short range (SMG's as well, but they're a sidearm). AR dominate short to mid range. Lasers dominate mid to long range. Snipers dominate everything beyond long range.
AR's are currently ok in mid to long range, but let's not forget they lack recoil at the moment.
Cross Atu wrote: Conclusion: The Militia Assault Rifle seems to over preform itGÇÖs role as GÇ£jack of all trades master of noneGÇ¥ being the master of mid range and one of the few weapons which can contend in both short and long ranges effectively. [sic] Based on this testing it is my sense that the recoil and spread applied to the AR should be increased thus requiring higher player and character skills to uses an AR to great effect at longer ranges or GÇÿrun GÇÿnGÇÖ gunGÇÖ close quarters situations thus bringing it back into line with itGÇÖs battlefield role.
Could you please tell me which part of this conclusion you're objecting to and specify the details as to why?
As stated I haven't had the SP to properly test Lasers, however based on your assessment above they seem to be in the same overall context as the AR, with the notable exception that they require more SP/ISK as their entry level for use. Again using the descriptions in your quote above the Shotgun and Sniper Rifle both lag behind the AR/Laser in that they are only dominate in one range category rather than two (or two and a half in the case of the AR sans recoil). Would you please specify the factors that you believe maintain equity of utility between all of the weapons listed above?
I am also additionally interested in your perception regarding range of engagement for infantry combat. Do you support or oppose the notion that mid range is on average the most common range of engagement for Infantry vs Infantry under CODEX? And would you please specify why?
There are two points I'd like to raise in closing, firstly that the feedback in this thread is primarily focused on the Militia Assault Rifle, and while that likely does carry some implications for the AR in general it is not in fact the aim of this thread to fully address all of the upper Meta. It is anecdotal, but my perception is that equity of utility (aka balance) between weapons of Proto level equipped by characters with level 5 skills, are much closer to proximate and may not require attention at this time. Secondly this is in no way a QQ thread. I'm not crying over the "cool kids" having nice toys that I can't have. As mentioned in the OP I do in fact both have and use ARs, it is through their use that I've developed the feedback in this thread. (as a side note the same can be said of dropship turrets, I gun for dropships as well and in my perception their turrets may over preform their battlefield role. Testing in this regard is harder since most ships fly with only Proto guns and a Proto gun, with top skills shooting at a Militia or mid grade suit/fit should indeed provide high damage output. Additionally the current lack of fighters leaves a gaping hole in the balance implications).
Finally may I ask what fit/weapon you run primarily? Perhaps the difference in our perspective can be attributed to our roles creating different experiences?
Thank you for your continued responses Cheers, Cross
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Mister Hunt
Sanmatar Kelkoons Minmatar Republic
230
|
Posted - 2012.11.10 09:07:00 -
[18] - Quote
I run one of 2 primary fit types, a logistics AR and an Assault AR, as I have AR to 5 and several levels of Proficiency. I also have Forge Gun, HMG, Laser Rifle, Pistols, Nova Knife, Mass Driver, and Sniper Rifle all to level 2 or 3 on this character, I also have a Sniper 5 character. I run the AR fits because I'm too cheap to buy stuff, and that is what I happened to skill into first. I primarily use the Militia Assault Rifle.
From my experience, the MAR is a mediocre weapon until you have invested seriously into not only the AR itself, but into the support skills for that suit, and then use damage modifiers. A fresh character running an AR will still lose to a fresh char running a Mass Driver (only takes Weaponry 4, which you can get with your starter points, play 1 match, buy the Mass Driver skill book and good to go) from just about any range. A militia Sniper Rifle from a no SP having Sniper that is crouching is still deadly, even inside the newbies AR range. The scrambler pistol is just stupid OP imho, which is why I'm in love with it hehe. The only SMG I use is the free "special" one that came with the merc pack. I have not skilled much into it. But from what I have seen, if I kill you with it, you suck and should stop playing. I can't work that thing right for some reason. The shotty is working just like any other shotty out there, nothing much to say about it.
So as far as your "fresh character" (opposite of the proto 5) look at things, the Mass Driver, if the person can aim it right, completely wrecks. For just a couple of matches in the default AR setup, one can get into an HMG setup if they have the Skinweave Heavy at a very early time as well, and completely inflate their KDR to outrageous levels. And the first few days of this build, those with Laser Rifles were the overall kings, killing everyone and their mother with just a flick of the wrist. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.10 09:09:00 -
[19] - Quote
Mister Hunt wrote:AR isn't the master of Mid as defined by your definitions though, that would fall to the HMG or Laser Rifle. Don't forget those Mkitten Drivers that terrorize players on a nightly basis. The scrambler pistol is pretty handy pistol if you know how to use it as well.
Basically your "test" is flawed if you pick and choose what weapons are used in your testing. Each and every weapon, not just weapon type, would need to be tested. Which is what a beta test is for. Coming in and wanting something nerfed if you have not, by your own admission tested them (the laser rifle was introduced in Codex, so you say you've never used them). The reason that you see more ARs than anything else is that they work the same as any other AR in any other game. The most popular weapon in any game is the AR, followed closely by Sniper Rifles and HMGs. The "specialty" guns trail them. But you didn't put the HMG into your test at all, and it is a rather popular weapon right now in Dust.
The AR is fine. It does need to have the weapon spread and kick reinstated to former levels, but that was only lowered because people came in and made posts spouting "facts" so CCP made them uber easy.
*edited so as not to look trollish*
First, thank you for your reply. It is feedback like this that makes posting my findings in a thread more worthwhile than sending an e-mail et al directly to CCP.
I would like to get your take on the threshold for entry on the weapons in question as the Militia Assault Rifle (as well as the other weapons included in my test) can be used straight away rather than requiring multiple skill upgrades to run. HMGs for example require a specific skill, which has a skill requirement of it's own, and also require a specific suit which in turn needs a skill and supporting skill as well. Lasers are less skill point intensive than an HMG but still have a higher entry threshold than the Militia Assault Rifle (which is the focus of this thread). What method would you say is a more effective testing protocol to use? I take your point regarding the inclusion of more weapon types but in such a test how would one maintain an accounting for the additional expense in SP & ISK required of a Merc who wishes to use other weapons? (We can agree, can we not, that a return on investment of SP & ISK is to be expected of a properly balanced game?).
Although my testing was not based upon, nor did it seek to include, frequency of use among the beta testers you do raise a point with regards to that which I would like to reiterate because it's most certainly worth considering. "The reason that you see more ARs than anything else is that they work the same as any other AR in any other game." This would also speak somewhat to their effectiveness in that more player skill is likely to translate, which might lead to inflated results when considering effectiveness verses certain other weapons.
In closing I'd like to respond to your close "The AR is fine. It does need to have the weapon spread and kick reinstated to former levels, but that was only lowered because people came in and made posts spouting "facts" so CCP made them uber easy."
That's that same overall view expressed by the conclusion portion of my OP. It's interesting to me that while our methods and perhaps even assessments seem to differ our fundamental conclusion is in fact the same.
Thank you again for your response
Cheers, Cross
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Mister Hunt
Sanmatar Kelkoons Minmatar Republic
230
|
Posted - 2012.11.10 09:31:00 -
[20] - Quote
In answer to your last post, I have found that most of the weapons can be skilled in to within 5 games, and that is just so that you can afford the skillbooks. The reason for the HMG being so easy for me to obtain however is I have the Skinweave Heavy Suit, so that affects me being able to look at it from a standpoint of skill points, since I don't require the skillpoints into the Heavy Suit to use it. How do you get into them so fast? The number is only if you forsake any other skills starting out and pump everything you have into weaponry, then into the weapon skill you want. It is not the method I would teach someone new to the game to take, as not having the supporting skills can be rough if you don't know what you are doing out there. But for someone that has been around here for a little bit, just a couple hours after things patch up they can be in a Heavy suit firing off HMG rounds everywhere. |
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.10 10:16:00 -
[21] - Quote
Interesting, there's a lot in your last few posts to chew on and I'm a bit on the tired side (inching it's way toward dawn here) so I'm sure I'll have to give it another look. One thing I have resolved to do upon reading your posts is give my 'blank' the first level in both Laser and Mass Driver so I can attempt to apply this testing methodology to each of them as well. I plan to give myself about a week of 'mixed play' with the two of them to try and somewhat equalize my player skill with the weapon use and then replicate the testing above. Entry level for those two may be somewhat higher than the MAR but it's not drastically higher. The HMG I'll still be omitting due to the lack of a Skinweave on my 'blank' and the fact that someone new to the live game (my rough bench mark of "aim to be here" when testing) won't have access to it.
A note for completeness sake. I have duplicated the AR starter fit subbing in the Driver and Laser respectively. With 'blank' skills this requires that the Cardiac be omitted in favor of a CPU mod in order to equip the Laser. As such the Laser fit even in "starer" form is more expensive than any of the other options but the expense is likely nominal even to a starting player.
Thank you for your feedback thus far and I hope you'll help me chew over my next round of results as well.
Cheers, Cross
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Mister Hunt
Sanmatar Kelkoons Minmatar Republic
230
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Posted - 2012.11.10 10:20:00 -
[22] - Quote
Sure, will do, and as far as the HMG goes, that is perfectly understandable. I just wanted to throw out that possibility (since that is why I have a little HMG skilled up, I cook my KDR for a day or so every build hehe). The laser being a tougher fit I hadn't thought of, as I built that suit and dropped the Cardiac straight out and threw in the CPU, after other milita stuff wouldn't fit with the Laser. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.10 14:42:00 -
[23] - Quote
Cross Atu wrote:A note for completeness sake. I have duplicated the AR starter fit subbing in the Driver and Laser respectively. With 'blank' skills this requires that the Cardiac be omitted in favor of a CPU mod in order to equip the Laser. As such the Laser fit even in "starer" form is more expensive than any of the other options but the expense is likely nominal even to a starting player. If you have any AUR, there is a Militia CPU Upgrade BPO that can be used if you want to save ISK.
It only costs 20 or 30 AUR, and it's a one-time purchase for infinite CPU Upgrades, so it's a pretty good deal, imo. |
Oxskull Duncarino
Shadow Company HQ
165
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Posted - 2012.11.10 18:50:00 -
[24] - Quote
Mister Hunt wrote:In answer to your last post, I have found that most of the weapons can be skilled in to within 5 games, and that is just so that you can afford the skillbooks. The reason for the HMG being so easy for me to obtain however is I have the Skinweave Heavy Suit, so that affects me being able to look at it from a standpoint of skill points, since I don't require the skillpoints into the Heavy Suit to use it. How do you get into them so fast? The number is only if you forsake any other skills starting out and pump everything you have into weaponry, then into the weapon skill you want. It is not the method I would teach someone new to the game to take, as not having the supporting skills can be rough if you don't know what you are doing out there. But for someone that has been around here for a little bit, just a couple hours after things patch up they can be in a Heavy suit firing off HMG rounds everywhere. From the very start anyone can use militia heavy suit, or any other militia suits, without using any skill points. Then, as you said, within a few games people should have enough ISK to get the weapon skill book they want. All basic load outs are possible within a few games!! |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.13 22:46:00 -
[25] - Quote
Garrett Blacknova wrote:Cross Atu wrote:A note for completeness sake. I have duplicated the AR starter fit subbing in the Driver and Laser respectively. With 'blank' skills this requires that the Cardiac be omitted in favor of a CPU mod in order to equip the Laser. As such the Laser fit even in "starer" form is more expensive than any of the other options but the expense is likely nominal even to a starting player. If you have any AUR, there is a Militia CPU Upgrade BPO that can be used if you want to save ISK. It only costs 20 or 30 AUR, and it's a one-time purchase for infinite CPU Upgrades, so it's a pretty good deal, imo.
I 100% agree with you, and I do indeed have the AUR to pick up those BPOs. For the purposes of this test however I am trying to avoid using any beta tester rewards (skinweave) or Merc Pack/AUR goodies simply because no everyone will have them (and since it adds another layer of variables).
Your advice however is quite sound and I completely endorse it.
Cheers Cross
ps ~ general testing proceeds apace, I should be familiar enough with the Driver and Laser to begin comparative testing either next week or the week after. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.13 23:07:00 -
[26] - Quote
Cross Atu wrote:I 100% agree with you, and I do indeed have the AUR to pick up those BPOs. For the purposes of this test however I am trying to avoid using any beta tester rewards (skinweave) or Merc Pack/AUR goodies simply because no everyone will have them (and since it adds another layer of variables).
Your advice however is quite sound and I completely endorse it.
Cheers Cross
ps ~ general testing proceeds apace, I should be familiar enough with the Driver and Laser to begin comparative testing either next week or the week after. Good to see this response.
Look forward to hearing more of your testing.
And the reason I mentioned the use of AUR items is because there are a lot of reasons for a character to have access to AUR.
Quite a few players without the Merc Pack have purchased AUR, or won contests that gave them some, and I can see the possibility of player purchasing AUR to get that little bit of an edge while they level a freshly-created alt. |
Boss Dirge
Sanmatar Kelkoons Minmatar Republic
71
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Posted - 2012.11.14 03:41:00 -
[27] - Quote
There is also the added effect of playing as an assault specialist from the very beginning which gives you access to standard assault rifles, and av grenades right out of the gate. I personally think there is no other specialty that gives a big a boost to the starting player as the assault variant.
It's no secret as to why it's the most prominent weapon around. If I am ever in a match where all hope is lost I just throw on my mitlita assault build and try to make some free money. Sure I die lots, but I usually end up killing a couple people I have no business killing.
5 times in the last two days I have killed players in the top 50 for total kills and k/d with a militia ar while in a match where they were systematically slaughtering people. It's great for my isk total, not so great for my k/d. But in the end, when you have nothing left to lose, just throw on a virtually free and kill dudes with the militia ar. And I chose the scout specialty, so there's even more proof that the militia AR is the ******* bee's knees. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.19 04:40:00 -
[28] - Quote
Initial Observations.
As before all observations are derived from playing my GÇÿblankGÇÖ and with use of GÇÿstarter frontlineGÇÖ fit only (starter fit modified to add the specific weapon being tested but otherwise left untouched).
Laser Rifle - Has shorter optimal effective range than the MAR. This was unexpected but I was actually able to apply damage at greater ranges with the MAR than the Laser Rifle. As expected the MAR out preforms the Laser in CQC situations. At mid range the Laser applies a lower average dps than the MAR as well. In addition to the above the Laser Rifle also requires additional investment of SP and ISK to use when compared with the free MAR that can be employed with a 0 SP investment.
The counterbalance: The Laser Rifle is even more of a niche weapon than it seemed at the outset. However this is not to say that the weapon is useless, rather it takes an understanding of the weapon and a planed method of engagement rather than a GÇÿhip fireGÇÖ approach. An example of this is while the MAR applies greater dps at range head to head than the Laser, a Merc using the Laser can actually start firing before moving out of cover to target an opponent. This requires pre-planning and higher situational awareness to be effective but allows the Laser to outpace the MAR which would otherwise be its superior.
A second consideration with the Laser is the Meta arc. The Laser, much like the Forge Gun from the heavy range, relies rather heavily on a GÇÿhigh alphaGÇÖ (or initial strike) damage rendering the low Meta variants underwhelming but giving a high rate of increase in the value offered by upper level gear (especially when combined with additional mods and fittings). For a new character using the base level Laser the best role is much like that of the Militia Sniper, either to soften up and pin down opposing forces or as a GÇ£finisherGÇ¥. The more limited range of the Laser (as compared with the Sniper or MAR) makes it a better support weapon than GÇÿsoloGÇÖ/primary engagement weapon.
A final note on the Laser, itGÇÖs sound combined with the visible beam effect makes stealthy use exceptionally difficult, the Sniper, MAR, and even Shotgun out strip it in regards to stealth kills. However used properly these attributes can be turned into an asset pinning down groups of hostiles who clearly know they are under fire, allowing them to be flanked by friendly forces.
Mass Driver - The mass driver takes a bit of getting used to as its projectile damage behaves differently from other weapons in the game. It falls short of both the Laser and MAR in heads up mid ranged firefights but provides great area denial and counter rush damage being able to soften up whole groups of incoming hostile forces for squad mates to quickly dispose of.
Direct hits with the projectile of the driver cause damage comparable to that of a close up shotgun blast, frequently killing scouts and even low level assaults with a single shot. The Mass Driver also benefits from an increased effective range when used from elevated terrain making, and a somewhat commensurate reduction when shooting at enemies on higher ground, making positioning key.
The Mass Driver is difficult to contrast with the MAR as it is a more GÇ£apples to orangesGÇ¥ comparison than even the shotgun. The driver clearly suffers from a very small ammo capacity, long reload time, and many situational factors putting it behind the MAR in head to head usefulness. ItGÇÖs range (when not fired from significant elevation) is less and itGÇÖs rate of fire slower. Even with itGÇÖs one shot kill on scouts the driver is out classed by the MAR as a single target and/or solo weapon. When used as the third weapon in a squad however it becomes of much greater value, a squad with to ARs, will frequently benefit more from a Mass Driver than a third AR.
At base level a new character (or player for that matter) would be better advised to stick with the MAR, however with higher levels of Light Weapon skill, and use of upper Meta Mods and Mass Drivers the driver becomes a highly formidable presence on the battlefield (able to consistently two shot a basic LAV).
Wrap Up: I will begin exclusive testing of each weapon possibly as soon as the 26th. It is worth noting however that these exclusive results should be taken with a grain of salt when compared with the results in my OP due to the higher average SP level of Mercs on the field at this point in CODEX (I encounter far more high Meta ARs, suits, and shield/damage mods currently than I did during my initial tests). In short I expect the raw numbers returned during my upcoming Laser and Driver tests on my GÇÿblankGÇÖ to be somewhat lessor than they would have been if tested shortly after a fresh wipe.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.26 05:50:00 -
[29] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=381213#post381213
CCP Cmdr Wang wrote: Assault Rifles (Breach especially) - the ultimate weapons of DUST 514 Update: The recoil will be tuned up slightly as well as revisting optimal range for weapons in general in future updates.
I think the above quote is a fitting place to draw this thread to a close. Recoil being touched up is the change I advocate due to my testing results and CCP is planing to address this (I'd almost be mildly concerned with the optimal range changes save that it's for weapons in general).
I'd planned to provided a more detailed post reviewing my findings on the Mass Driver and Laser Rifle however the longer the build lasts the higher the average Skill Points and thus the better the average of gear encountered. This was already somewhat impacting my results, an effect which would only increase over time making them less comparable to the results from my OP. Combine that with the current 50% off Vehicles event which has changed the face of the battlefield and I feel that posting of specific numbers would be more misleading than informational.
My thanks to all who provided feedback and input on this thread and I hope to see you in my future beta threads helping me data check my findings.
Cheers, Cross
EDTI: Also a quick tip of the hat to CCP for once again responding to feedback presented to them. It's not an easy thing to balance a game with so many variables, much less sift through all the feedback provided and keep it all in context so as not confuse feedback with QQs. Thank you CCP for taking the time to do that, and make D514 the best it can be. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.26 08:45:00 -
[30] - Quote
Cross Atu wrote:https://forums.dust514.com/default.aspx?g=posts&m=381213#post381213 CCP Cmdr Wang wrote: Assault Rifles (Breach especially) - the ultimate weapons of DUST 514 Update: The recoil will be tuned up slightly as well as revisting optimal range for weapons in general in future updates.
I think the above quote is a fitting place to draw this thread to a close. A month-old post is a good time to end things?
I think the thread needs to stay around to make sure they know it still needs work. |
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