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Sentient Archon
Red Star.
690
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Posted - 2012.12.04 02:12:00 -
[31] - Quote
Caeli SineDeo wrote:Sentient Archon wrote:
Ok. I will agree with you on the basis that CCP unnerf everything and bring things back to the good old days. Bring back the old tanks and the dropships. Bring back the old SLs. Bring back the Stromberry Rodden AR. Buff up the breaches.
Let people focus on CORP and CORP battles.
I am telling you, FPS wannabes will always be dominated by the pros and will always ask for nerfs because they got no gun game. The difference between wannabes and the pros is that the pros adapt.
The best example is Noc. Look at him. In the previous builds he was a tank driver and was good at it. Now tanks and rails are overnerfed and whats does he do;- fly around in a dropship helping his cornp pwn noobs and pros alike.
A noobs zone is required for this reason. Cos no matter what noobs cant and will not adapt. They will want anything that kills them nerfed.
FT noobs and randoms.
Hmmmm ahhh explains this whole thread. :)
And pray tell what does this have to do with fixing TARs and Modden Controllers? Read my main post son. It clearly says I am not asking for a nerf.
And as far as Noc is concerned he still needs ..... |
Dissonant Zan
157
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Posted - 2012.12.04 02:19:00 -
[32] - Quote
Tech Ohm Eaven wrote:Dissonant Zan wrote:Sound like there is doubt on how fast some people can spam the trigger I wonder if the Scrambler Assault Rifle is going to be "single shot" ?? Hmmm tempted to try this on "single shot" sniper rifles.? Nah!!! I like my militia Assault rifle. I'm going to see what the scrambler rifle is all about when it's released, I have high expectations for it |
Cyn Bruin
Imperfects Negative-Feedback
653
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Posted - 2012.12.04 06:34:00 -
[33] - Quote
Nerf the TAR. Could care less about it, it's all about the Duvolle.
Can't do anything about modded controllers, unless CCP becomes CCCP and goes door to door taking them away from crying nerds.
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Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.12.04 08:51:00 -
[34] - Quote
Cyn Bruin wrote: Nerf the TAR. Could care less about it, it's all about the Duvolle.
Can't do anything about modded controllers, unless CCP becomes CCCP and goes door to door taking them away from crying nerds.
Capping the firing rate at a lower level would be a counter to modded controllers. Having a good modded controller will allow a player to just hold the fire button down with a "turbo" function enabled, and the game will receive perfectly-timed "fire" commands from the controller, allowing the weapon to fie at its maximum RoF without the player needing to actually have any skill at managing the fire rate. Another good counter would be to increase the recoil from each shot, so firing at max speed means you lose accuracy. That way, players will be able to set their turbo function to different levels for different situations, OR if you're actually good, you can just alter the speed of your firing manually to control the balance between firing rate and accuracy. Modded controllers will only be useful if you know the right balance between speed and precision to suit your playstyle.
TL;DR: Yes, modded controllers can be a problem. No, they aren't common. Yes, there IS plenty that can be done to reduce the value of using them instead of normal controllers. |
KingBabar
Seraphim Initiative. CRONOS.
443
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Posted - 2012.12.04 11:57:00 -
[35] - Quote
Sentient Archon wrote:EnIgMa99 wrote:Tac Rifles fail at close range, its the counter. An HMG or anything like that pwns anyone with a tac rifle. Tac rifles are hard to use, you don't see alot of people with them. I think it is fine the way it is. This;- believe or not is actually true. If you do get real close to a TAR;- its a fail. But in most cases people using TARs stay far far away. All the times I have killed the God/King and his TAR using buddies is when I got real close to them and shot them with my SMG or HMG. However if they do get a single (modded controller) shot off and it connects you end up dead. TAR by design is not suited for CQC but does quite a lot of damage with mods and modded controllers in CQC situations. Edit: Removed names
If that King is me you're reffering too, (I can't remember seing any other King-something player in this Beta) I can assure you that i've never had a modded controller.
I've stopped using the codewish, mainly because I'm too aggressiv and its really not that good in cqc. When I was at my best, I could drop a fatsuit in a cuple of seconds.
Modded controller or not, the gun should get a nerf to ROF (to about 400...?) and a 90/13 equipment cost, then we'd see how many of the very skilled players would continue to use it.
(BTW, in my personal honest opinion, it should get a major nerf in ROF and a buff to dammage.) Perhaps a +20% damage buff and a ROF of around 200? It would act as an assaultsniper, which is normally a very fun gun to use in any game. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.12.04 12:50:00 -
[36] - Quote
I had thought of the modded controller issue once I saw the damage and rof were both higher. Many do just have a fast trigger finger though. I can fire it faster then the breach ar, but not at the maximum a mod user could do.
Maybe have the rate of fire decrease slightly each consecutive shot and jam if it fires to fast? A good player could adapt to this easily, and the finger naturally losses a little speed. This wouldn't prevent modded controllers, but would stop off the shelf ones and make the people that do make them need to use complex integrated timing circuits or programmable micro-controllers.
For people that think a trigger can't be pulled that fast some examples from paintball markers. 300 trigger pulls per minute to activate full-auto function on ramping gun 480 balls per minute gravity feed, people upgrade to a power feed so a semi-auto gun can fire faster then 480rpm 600-720 rpm is about limit most people can do in short burst. 900 rpm is limit placed by several organizations for tournaments. 1200 rpm is claimed by some professionals, but not often achieved when tested.
Personally, I like the range of the tac and would still use it even if damage per second was reduced to breach levels. The breach was over nerfed by the way, damage per shot increased to match tac ar would be nice.
The kick does increase with modded controller, based off last builds glitch that made them full-auto. It was hard to keep it on target and it wasted ammo, but was still over powered.
Maybe make tac ar rate of fire decay from 800rpm to 480rpm over 24 rounds, and jam if fired to fast? This would make the max rate of fire out of reach of most and make it hard to use a modded controller with it. They would have to make short high damage bursts or set the controller at a rate lower then what is done manually by good players. A reload would clear the jam and a pause in firing would reset the max rate of fire decay.
As an alternate, it could start to over heat if it fires faster then the breach ar, overheating at 12 rounds at max rate of fire. This would make it hard to use with max rate of fire modded controller, but heat build up would be easily manged by good player making aimed shots. |
ImMortal SoLDieR X
RestlessSpirits
41
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Posted - 2012.12.04 13:51:00 -
[37] - Quote
Necrodermis wrote:ImMortal SoLDieR X wrote: Risk / Reward. ALWAYS REMEBER THAT IN DUST 514
that is the most untrue statement i have ever seen
Dude are you calling me a liar????? Risk / Reward is what DUST 514 is all about !!!!!!!
You want sheilds you gotta give up dmg.
You want a character that can tank you gotta give up speed and mobility.
You want lower scan signal and more dmg give up sheilds.
I dont think you really see how this works here. If my comment was the most untrue statement you have ever heard maybe you should re-read your own post.
Its kinda funny that you Sir, have written the most untrue statement that I have seen here posted to this date and I AM, calling you a liar.
STICK A FORK IN THIS GUY HE IS DONE !!!!!!!!!.
END TRANSMISSION........................... |
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