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Garrett Blacknova
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Posted - 2012.12.20 10:46:00 -
[1] - Quote
Why has nobody answered one of the easiest questions from the OP?
G-SLicK wrote:Tell me what other FPS shooter doesn't have ARs for main weapons. Doom, Strife, Heretic, Hexen, Red Faction, Thief, Dishonored, that Star Trek: Voyager FPS I forget the name of...
There are quite a few games that don't have ARs as a "main" weapon. Some of which don't even have ARs (or any equivalent), and some of which have something that fits the functionality, but isn't a "main" weapon in any sense.
I'd list some of the survival-style mods for Fallout 3 as well, but it's arguably more RPG than shooter (it kind of works both ways), and I don't know if you'd count mods. |
Garrett Blacknova
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Posted - 2012.12.20 13:46:00 -
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G-SLicK wrote:Garrett Blacknova wrote:Why has nobody answered one of the easiest questions from the OP? G-SLicK wrote:Tell me what other FPS shooter doesn't have ARs for main weapons. Doom, Strife, Heretic, Hexen, Red Faction, Thief, Dishonored, that Star Trek: Voyager FPS I forget the name of... There are quite a few games that don't have ARs as a "main" weapon. Some of which don't even have ARs (or any equivalent), and some of which have something that fits the functionality, but isn't a "main" weapon in any sense. I'd list some of the survival-style mods for Fallout 3 as well, but it's arguably more RPG than shooter (it kind of works both ways), and I don't know if you'd count mods. ok im sorry i put "main" and i actually meant other online FPS i apologize Well in that case...
Garrett Blacknova wrote:Doom, Strife, Heretic, Hexen, Red Faction, that Star Trek: Voyager FPS I forget the name of...
There are quite a few games that don't have ARs as a "main" weapon. Some of which don't even have ARs (or any equivalent), and some of which have something that fits the functionality, but isn't a "main" weapon in any sense. Fixed. There's still a good list to choose from. |
Garrett Blacknova
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Posted - 2012.12.20 15:46:00 -
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EnIgMa99 wrote:Garrett Blacknova wrote:Doom, Strife, Heretic, Hexen, Red Faction, that Star Trek: Voyager FPS I forget the name of...
There are quite a few games that don't have ARs as a "main" weapon. Some of which don't even have ARs (or any equivalent), and some of which have something that fits the functionality, but isn't a "main" weapon in any sense. redfaction had an AR, infact it had several variants. freakin ALL THE RED FACTIONS HAD AR'S what the h3ll? Added bold to the part of my post where I already answered that question.
If you call ANY non-explosive weapon (except the railgun) a "main" weapon in Red Faction, YOU'RE DOING IT WRONG. |
Garrett Blacknova
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Posted - 2012.12.20 16:07:00 -
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EnIgMa99 wrote:G-SLicK wrote:Garrett Blacknova wrote:Why has nobody answered one of the easiest questions from the OP? G-SLicK wrote:Tell me what other FPS shooter doesn't have ARs for main weapons. Doom, Strife, Heretic, Hexen, Red Faction, Thief, Dishonored, that Star Trek: Voyager FPS I forget the name of... There are quite a few games that don't have ARs as a "main" weapon. Some of which don't even have ARs (or any equivalent), and some of which have something that fits the functionality, but isn't a "main" weapon in any sense. I'd list some of the survival-style mods for Fallout 3 as well, but it's arguably more RPG than shooter (it kind of works both ways), and I don't know if you'd count mods. ok im sorry i put "main" and i actually meant other online FPS i apologize this dude is so fail hard. Fallout is not a competitive online shooter. I hope you enjoy your iron sights you asked for. This dude is so fail hard. The "online" part wasn't in the post I initially replied to, and before you joined in on the conversation, I'd already replied with an updated list that doesn't include Fallout.
EnIgMa99 wrote:Precision rifle enjoy your fail You mean this precision rifle? "The Precision Rifle can easily put down the toughest of foes with only a few shots from its EXPLOSIVE ROUNDS."
Enjoy your fail.
EDIT: Fixed quote code eating itself... |
Garrett Blacknova
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Posted - 2012.12.20 16:29:00 -
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EnIgMa99 wrote:if you have ever played the game? It doesn't blow holes in walls, it doesn't have splash damage it is not a repeating rocket launcher. it just has bullets that hurt you real bad. In all seriousness It was that gun and the rail gun were the guns i used to clean up in redfaction. a game you never played because it doesn't have assault rifles
edit: you are also not very good at videogames so your opinion is null and void. please go back to star trek voyager. I still have a copy of Red Faction for PS2. I had the PC version when it was new, but sold it when I moved out of my parent's house. Maybe you haven't reached that point yet? I don't know. But it's still described by the game as firing explosive rounds, which means it's an explosive weapon. And have YOU ever played the game? You can't destroy WALLS in the original anyway, only terrain (the reverse of how it works in Guerrilla and Armageddon), and the Precision Rifle, while not dealing MUCH damage to terrain, could still chip away at it gradually if you were patient and really felt the need to make a tinly hole to shoot through.
And in response to your edit: Have you played me again since the last time I remember seeing your name? Because in that game, I was focusing primarily on healing my teammates, and still ended the game with a better K/D than you. I played the Star Trek game at a friend's house, and never owned it myself. It never interested me enough to buy it, but that doesn't negate the fact that its primary weapons weren't Assault Rifles. |
Garrett Blacknova
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Posted - 2012.12.20 20:56:00 -
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xprotoman23 wrote:The loss of a proper sight has completely altered gameplay with an assault rifle. I love how the noobs call things balanced, because the AR's no longer have a proper sight. I guarantee if CCP was to give AR's the camera back noobs would start bitching about the AR again. I'm looking forward to OPTIONAL scopes, when they introduce (hopefully later this build rather than waiting for the next) weapon customisation.
I don't even use ARs, and I'm looking forward to the renewal of tears about them when it hits.
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Garrett Blacknova
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Posted - 2012.12.20 21:13:00 -
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xprotoman23 wrote:"optional scopes" and "weapon customization" don't work for games that already have so many variables that alter weapon performance. You know weapon customisation is already being worked on, right? It's coming SOONGäó.
Quote:CCP should keep things simple and offer the camera sights we already have along with ironsights. So you want the OPTION to have a SCOPE... hmmm... now why does that sound suspiciously like "optional scopes" I wonder?
Quote:This game already offers enough customization we don't need more. Rather than adding customization CCP should focus on increasing the player count. That's nice. It's coming whether you want it or not. Check the stickies in the feedback section if you don't believe me. |
Garrett Blacknova
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Posted - 2012.12.20 22:58:00 -
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Scheneighnay McBob wrote:They only got nerfed in 1 way- recoil. 1 "nerf" was only because people whined they wanted ironsights, no matter how much they suck or how little sense it makes to have them. Not sure what that 3rd nerf you made up is. A lot of AR users managed not to notice that every other weapon's Prototype versions had their damage values reduced, and think their high-tier ARs have been given a damage nerf when they've just seen the same change as everything else in the entire game. |
Garrett Blacknova
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Posted - 2012.12.20 23:07:00 -
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Berserker007 wrote:Garrett Blacknova wrote:Scheneighnay McBob wrote:They only got nerfed in 1 way- recoil. 1 "nerf" was only because people whined they wanted ironsights, no matter how much they suck or how little sense it makes to have them. Not sure what that 3rd nerf you made up is. A lot of AR users managed not to notice that every other weapon's Prototype versions had their damage values reduced, and think their high-tier ARs have been given a damage nerf when they've just seen the same change as everything else in the entire game. and if YOU haven't noticed; we have been saying it was an AR nerf b/c the topic at hand was AR's; but we do know the nerf was across board as i've been saying in LOTS of topics now. The new damage scheme no longer makes proto weapons as effective and as worthwhile as they were before; as the same abillities can be achieved by basic/adv gear It doesn't make ARs less powerful in comparison with other weapons of the same tier. If it did, then it would be a nerf. But it doesn't, so it isn't. It's a nerf to weapon tiers, not to ARs. |
Garrett Blacknova
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Posted - 2012.12.20 23:35:00 -
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Telcontar Dunedain wrote:HECATONCHIRES GYGES wrote:xprotoman23 wrote:"optional scopes" and "weapon customization" don't work for games that already have so many variables that alter weapon performance. CCP should keep things simple and offer the camera sights we already have along with ironsights.
This game already offers enough customization we don't need more. Rather than adding customization CCP should focus on increasing the player count. They are "focusing on player count" by making us ALL play with iron sights....you guys sound like a bunch of sissys complaining sbout the iron sights BUT YOU'RE SO GOOD RIGHT....FPS GODS RIGHT?Then why does it phase you at all....cuz yer fkn exploit mod controller using bitches...Dont try to act like yer some fuking self rightous expert on FPS shooter games you fkn hack....WHHAAAA MY CREO WHAAA MY TAC WHHA IRON SIGHTS....fuckin grow up you winey *****.....What game doesnt have muzzle rise these days for a gun that does more damage or slowere ROF....WOW this is fking hilarious.....dont see you guys talking all the **** about a 25 million dollar corp match now do I? scrub Lol umad? Can't really blame him. Probably got murdered by protoman a few too many times. Shame he can't tell the difference between "good trigger finger" and "modded controller", or between "cruel" and "hacker", because that might have made things go a bit more smoothly. |
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Garrett Blacknova
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Posted - 2012.12.20 23:54:00 -
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Telcontar Dunedain wrote:Lol, do you even play this game?
You have 18 likes and live in an NPC corp... Because activity on the forums proves how good you are at the game.
Look at my likes, now back to yours. Now 1 vs. 1 me and watch as I get slaughtered because I'm really not that good. I'm in a tank.
(sorry for the Old Spice reference, but I had to say it). |
Garrett Blacknova
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Posted - 2012.12.21 01:17:00 -
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Telcontar Dunedain wrote:Right now, in game, there an imbalance issue as there is no good counter to laser range besides the burst AR. ...or a good player with the Tac AR ...or a Sniper Rifle ...or a Mass Driver in the right hands ...or effective use of cover ...or a cheap HAV ...or a decent LAV ...or a Dropship |
Garrett Blacknova
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Posted - 2012.12.21 01:42:00 -
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Telcontar Dunedain wrote:Garrett Blacknova wrote:Telcontar Dunedain wrote:Right now, in game, there an imbalance issue as there is no good counter to laser range besides the burst AR. ...or a good player with the Tac AR ...or a Sniper Rifle ...or a Mass Driver in the right hands ...or effective use of cover ...or a cheap HAV ...or a decent LAV ...or a Dropship So either vehicles or ...not in the hands of 90% of the players? Do you want 40% of the players using MD or Sniper rifles? Would that be a fun game? The Tac is a poor choice against laser right now. Cover is just situational. I haven't found many places where a Laser Rifle is effective and there isn't enough cover for me to get close with a Shotgun. The few times I have found one I can't reach, I just make sure my friendly snipers also know where the Laser guy is. Or bring a tank.
And in some games, it already feels like at least 60% of players are using MDs or Sniper Rifles. For the record, yes it's fun when that happens. |
Garrett Blacknova
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Posted - 2012.12.21 03:25:00 -
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Regis Mk V wrote:All of the people who are "happy" with the AR nerf never fired a weapon before. The reason why AR's are supposed to be stable platforms is because they excel in all ranges except extremely long distance that belongs to SR's. The recoil for the AR's is completely over exaggerated. Have you ever fired a Gallente AR? Or any weapon using Blaster technology, for that matter?
Arguing that the rules of sci-fi have to match the real world equivalent even remotely - let alone accurately - is kind of missing the point. |
Garrett Blacknova
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Posted - 2012.12.21 03:28:00 -
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Regis Mk V wrote:The AR was doing what it was supposed to do.
The assault rifle became the standard military rifle in the post-World War II era. The Soviet Union led the way with the AK-47, and other nations followed later. Combat experience during the World Wars had shown that most infantry combat took place at 200GÇô300 meters (218GÇô328 yards) distance and that the winner of any given firefight would most likely be the one with the highest rate of fire. The rifle cartridges of the day were therefore unnecessarily powerful, producing recoil and report in exchange for marginal benefit. The lower power of the intermediate cartridge meant that each soldier could fire more bullets faster and/or with less recoil and its lighter weight allowed more ammunition to be carried. It was doing what it WOULD be supposed to do IN THE REAL WORLD, where gameplay and balance aren't key concerns for weapon manufacturers to take into account.
Having a weapon that's barely a half-step short of ideal for 99% of encounters is good for reality, but bad for game balance. |
Garrett Blacknova
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Posted - 2012.12.21 03:38:00 -
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Regis Mk V wrote:Garrett Blacknova wrote:Regis Mk V wrote:All of the people who are "happy" with the AR nerf never fired a weapon before. The reason why AR's are supposed to be stable platforms is because they excel in all ranges except extremely long distance that belongs to SR's. The recoil for the AR's is completely over exaggerated. Have you ever fired a Gallente AR? Or any weapon using Blaster technology, for that matter? Arguing that the rules of sci-fi have to match the real world equivalent even remotely - let alone accurately - is kind of missing the point. To answer your question NO. But I'm not a super soldier super clone who can transmit thought either. Also by that statement of yours then shouldn't all weapons in this game because they come from a scifi element have massive amounts of recoil because they are stronger than the weapons we use today? Not just the one weapon type but all... Not necessarily, no.
All weapons are based on technology we don't currently possess much of an equivalent for though, so their handling is almost guaranteed to be at least somewhat different to the real-world weapon that most closely matches their performance. |
Garrett Blacknova
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Posted - 2012.12.21 03:43:00 -
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Regis Mk V wrote:Garrett Blacknova wrote:Regis Mk V wrote:The AR was doing what it was supposed to do.
The assault rifle became the standard military rifle in the post-World War II era. The Soviet Union led the way with the AK-47, and other nations followed later. Combat experience during the World Wars had shown that most infantry combat took place at 200GÇô300 meters (218GÇô328 yards) distance and that the winner of any given firefight would most likely be the one with the highest rate of fire. The rifle cartridges of the day were therefore unnecessarily powerful, producing recoil and report in exchange for marginal benefit. The lower power of the intermediate cartridge meant that each soldier could fire more bullets faster and/or with less recoil and its lighter weight allowed more ammunition to be carried. It was doing what it WOULD be supposed to do IN THE REAL WORLD, where gameplay and balance aren't key concerns for weapon manufacturers to take into account. Having a weapon that's barely a half-step short of ideal for 99% of encounters is good for reality, but bad for game balance. Weren't you one of the original guys saying screw balance adapt or die?! I find it funny how the tables turn when it's something you like lol. Like I said if that's the case then all weapons should have ridiculous amounts of recoil because of how strong they are. Oh wait we are in the future and have mastered FTL travel but can't make stable weapon platforms for our troops to fire LOL LOL! When did I ever say "screw balance"? Find it and link it, and make sure it isn't painfully obvious sarcasm.
If I did, then I'm sorry, and I was wrong.
But yeah, I've said "adapt or die" quite a few times. And this will probably develop into another of those times. Game has changed. In my opinion, it's a change for the better. I sucked with ARs before they got nerfed/changed. I still suck with them. When other players were good with them and a lot of non-AR-users (and some AR users) called them OP, I found ways to kill their users anyway, or died trying. Don't like the new AR mechanics? Adapt or die. If they nerf something I like, or am good with, I'll either find a new way to make it work (adapt) or I'll move to a different weapon (adapt) and until I succeed at one of those two options.... (die)
I see no problem, and I see no contradiction. |
Garrett Blacknova
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Posted - 2012.12.21 04:51:00 -
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Regis Mk V wrote:How could you suck with the AR but say it needs a nerf or like the nerf it received. In any FPS a weapon that needs a nerf is a weapon that any and all players could use with little to no effort. Something like SMG's in the new COD but that wasn't the case in Dust with the AR's because there were still people who could not use them properly... ARs were competitive against SMGs and Shotguns in CQC. They're still not bad.
ARs were only arguably competing against Scrambler Pistols for mid-range (and those got a nerf too). They now have to compete with Mass Drivers, but they still have the edge.
ARs were competitive against Laser Rifles and Sniper Rifles at long range. Now you have to be more careful about using your AR at longer ranges.
Before, the AR was basically king of the battlefield. Now it fits the "jack of all trades, master of none" role that makes sense for this kind of weapon in a videogame. |
Garrett Blacknova
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Posted - 2012.12.21 16:24:00 -
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Makuta Miserix wrote:Actually, the Exile AR is identical to the basic AR.
Meta level is the same, damage is the same, ROF is the same, ect. I think he was exaggerating the proto weapon nerf (which people are still claiming to be an "AR nerf" when it's not). |
Garrett Blacknova
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Posted - 2012.12.21 19:19:00 -
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Cyn Bruin wrote: So as you can see by the numbers I just now copied off the game a Prototype AR which costs 55k - 77k isk is only doing 3.1 more damage than a FREE AR that you can buy or was given to you by CCP. 3.1 damage per shot. 750 RPM
750 / 60 = 12.5 12.5 x 3.1 = 38.75
38.75 additional damage per second.
Effectively gives you the equivalent of more than an extra bullet every second with no additional ammo cost.
I'm not saying that's the scale of difference that SHOULD exist between weapon tiers, but it's not as small a change as you're making it sound by saying "3.1 damage" either. I think I'd prefer a change back to the Codex weapon scaling, personally, even though I mostly run Militia gear and this has technically been a buff for me.
Also, while you haven't clearly stated it, you're implying what a few others HAVE stated - that this is a nerf to ARs. It's not. It's a nerf to the upper tiers of weaponry. ALL weapons are being given similar treatment. ALL weapons gain less from their high-tier variants. When compared with other weapons of the same grade, ARs have become no weaker than they were before due to this change. They have been specifically nerfed in other ways, and some weapons have been buffed, but this change itself is NOT a nerf to ARs. |
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Garrett Blacknova
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Posted - 2012.12.21 20:01:00 -
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semperfi1999 wrote:Garrett Blacknova wrote:Makuta Miserix wrote:Actually, the Exile AR is identical to the basic AR.
Meta level is the same, damage is the same, ROF is the same, ect. I think he was exaggerating the proto weapon nerf (which people are still claiming to be an "AR nerf" when it's not). Obviously you have not been reading. The proto weapon nerf is not called an AR only nerf in any of the posts I have read. Your obviously reading your bias into the post when you do not agree with them. I dont agree with the proto/adv weapon nerfs period for any weapon as now the massive cost just does not really fly. Why buy a duvolle that only does a measly amount of additional damage and (although supposed to be more accurate and have longer range in ADS) cannot effectively be used in ADS due to the iron sights. At the time, it hadn't been said in this thread, but was being discussed as such in several other threads. That's why I mentioned it, but didn't make it the focal point of my post.
Also, maybe YOU need to read more, because further in this thread, someone has implied (not directly stated) that the proto weapon nerf was a nerf to ARs, and I've emphasised that it isn't along with a response to another element of that post. And once again, the comment was an aside from the primary topic I was addressing in the post. |
Garrett Blacknova
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Posted - 2012.12.21 20:21:00 -
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Goat of Dover wrote:I wrote this up in one of the first pages using G slicks hit proportions due to movement and kick. The math is on. It also compares MD to AR because that was one of his complaints in the beginning.
The numbers are. Standard AR with hit chance of 5 to 6 rounds out of 10 - 170 per second Duvolle AR with increased hit chance due to skills 7 out of 10 round - 224 per second
Standard MD direct hit - 225 - splash - 115 per second Freedom MD direct hit - 270 - splash - 138 per second
That is a difference of 54 damage a second at the duvolle level, this again is without any damage buffs straight from the numbers given by weapon description. Nice numbers.
Got a way to calculate actual damage values on the MDs yet?
If you assume those AR numbers are accurate for how often a player is actually going to be hitting, that means there's approximately a 31% increase in effective DPS from the Standard AR to the Duvolle. I thought it would be less than that. |
Garrett Blacknova
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Posted - 2012.12.21 20:56:00 -
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Goat of Dover wrote:Most people do. They never take in consideration the dps only the number per bullet. I was accounting for DPS, but not for the accuracy differences. Still sounds larger than I expected.
Quote:The actual numbers from the splash of a MD is off I think some times I do more some times I do less. I can't really give you that yet only the numbers from the weapon stats. I will say how ever that your chance of damaging someone with splash from a MD does increase do to the splash increase by weapon and the 25% radius from operation LV5. Pretty sure splash has a "falloff" rate as you get further out from the centre of the blast. |
Garrett Blacknova
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Posted - 2012.12.21 21:10:00 -
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Goat of Dover wrote:Garrett Blacknova wrote:Pretty sure splash has a "falloff" rate as you get further out from the centre of the blast. Yeah but people wont hold still so I can get some numbers lol. I'm basing mine off of being a target.
My Scout suits usually take armour damage when the round lands at my feet, even against Standard MDs. Even a Proto MD doesn't hurt much when I'm near the edge of the blast - still throws my aim, but I barely get scratched.
Blueprint-only shield-tanked Militia Assaults tend to lose most - not necessarily all - of their shields on the first MD round if it's not a direct hit. I've never lost more than 70 shield HP when I'm on the fringe of the explosion instead of near the centre. |
Garrett Blacknova
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Posted - 2012.12.21 21:30:00 -
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semperfi1999 wrote:Yea your MD numbers are definitely off. Yesterday several times I had splash dmg from a single MD round (note i stated splash so not a direct hit) do ~275-300 dmg and this was to shields not armor.....I dont even want to know what they would do to armor. Proto with a near miss and a stack of complex damage mods (was it a Logi? They can load up pretty heavily) might turn 138 into a result like this. |
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