Oxskull Duncarino
Shadow Company HQ
165
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Posted - 2012.12.10 22:10:00 -
[1] - Quote
Sentient Archon wrote:RECON BY FIRE wrote: In other words youre wrong and cant find a legitimate way to defend your argument? I agree the SMG could use a bit of a damage buff, and maybe nerf the muzzle flash so you can actually see any part of the screen. But outside of that its an SMG, what do you really want out of it? Its not a sub-HMG.
Most ARs have a ROF or about 750 or more. SMGs are at 1000 or 1054. That means an SMG fires 1.33 times faster than an AR. SMG: 1.33 * 20 * 10 = 266 AR: 30 * 10 = 300 It increases over skills levels. If you want to see the SMG damage relative to the AR then here you go.
I'm using the basic SMG which has a 1000rpm at 20 d/r with a 80 round magazine, and the basic AR which has a 750rpm at 30d/r with a 60 round cell.. I know the AR has a slightly higher actual rate of fire but I'll go with 750rpm.
Basic SMG= 1000/60=~16.7 rounds per second at 20 damage=~334 potential damage per second with a mag emptied in about 4.8 seconds. Emptying a full mag has a damage potential of 80x20= 1600
Basic AR=750/60=12.5 rounds per second at 30 damage=375 potential damage per second with a cell emptied in 4.8 seconds. Emptying a full cell has a damage potential of 60x30=1800
Based on above, he AR has more damage, but it doesn't include the different performance of the solid slug of the SMG verses the plasma bolt of the AR, among other weapon traits.
1: The SMG slug is better then the AR bolt when used against armour but is less effective against shields. The AR bolt is evenly effective against both armour and shield.
2: Because the SMG has a higher rate of fire than the AR it has a better ROT(rounds on target). A user can miss with a few slugs and have more damage potential than an AR user missing with the same amount of bolts.
3: The SMG is purely meant for CQB. You go toe to toe with your target to be effective while using one. Getting in close to an objective I've left my AR slung, and taken out multiple attackers using my SMG loads of times. Its faster base reload speed makes a big difference.The AR is meant to cover both mid range and close range, hence the name assault, but makes small sacrifices to both areas for that duality. It'll get owned by a tactical at mid range and a SMG at close range.
As far as I'm concerned we have the best weapon balance I've seen in the time I've played Dust. Each weapon has a niche that it'll excel in, with some potential to work in other areas. I don't think the SMG needs a buff even though it's on all my fittings. It's nice just the way it is. You'll get killed by the AR alot if you're just using the SMG, as the AR can engage you effectively long before the SMG is in range. The SMG is a sidearm, a backup to your main weapon. It is a lot of fun when conditions are right, but you might as well throw rocks at your target if you're out of range.
As to the muzzle flash of the SMG, as in real life, it really does make it tough to use sights on full auto. Since CCP have said there will be options to fit each of the guns with different modules then I'm sure a flash suppressor will be available. Until then, pull that SMG tight to your hip, stand on their foot, and let rip
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