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Altina McAlterson
TRUE TEA BAGGERS
363
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Posted - 2013.02.12 11:19:00 -
[1] - Quote
It does 5% more damage than the militia AR, not a lot of room to reduce that damage.
And you did not get hit by 2 bullets. Normal AR's shoot 12 rounds per second.
I should also point out that the middle tier weapon can't be "OP" without the prototype being "OP" too which means you have to nerf all AR damage. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.12 11:51:00 -
[2] - Quote
RAS Actual wrote:it's not damage i want nerfed. it's rate of fire. and if it's 'bullet latency' i want it addressed. hence the feedback. and though i agree with you about the 12 rounds per second, i have directly observed players tap tap single/double shot bursts with the result i'm mentioning. in fact those players were the very reason i came to the OP conclusion. if i get hosed with a whole stream of bullets i understand, but if i'm engaging someone at supposedly TAC AR range, who has a non TAC AR weapon, who was completely unaware of me, but then *pop pop* two, three shots and takes me out, there is something that needs to be addressed with the weapon.
the point is this: you can balance against shotguns, submachineguns, HMGs by engaging at range and using cover. you can balance snipers by decreasing range and using cover. there is no effective balance against the GEK except switching to sniper or using cover, which becomes a moot point when everyone is using the GEK, you'll just get pinned. if the only way to balance the GEK is to go sniper, there'd be nothing but GEKs on one team and snipers on the other, and that is whacked. also, the non TAC AR is a short-to-mid range weapon, that is its slot, that is its role. the GEK is not a TAC AR, thus should not have the same range as one with such high damage. it simply should not compete with a LR at max range period. Rate of fire is the same as militia and it still only does 5% more damage. The militia AR with 2 militia damage mods on it is more powerful than the GEK. GEK has longer optimal range, that's it. 2 meters (or 6 feet) longer optimal range. The optimal range of the laser rifle is 61m-78m compared with a maximum optimal range on the GEK of 37m. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.12 12:13:00 -
[3] - Quote
RAS Actual wrote:altina (if that is your REAL name.. ) that's my point. it should be lower ROF and lower range if it is going to be that powerful. ARs should conform to the paradigm they are assigned to. the TAC ARs should have more range than standard ARs. if the same was happening to me, but the gun was a TAC AR variant, i would have no complaint. but, for instance, there was 2nd tier shotgun that was as effective at 30 meters as it was at 10, there would be a problem. the LR at close range is worthless. the TAC AR at close range is pretty bad due to single fire. the GEK works the same and hits crazy hard whether at 10, 20 meters or at max range. there is no fall off or weakness to it like EVERY other weapon in the game. thus, OP So you think the assault rifles all need to be nerfed or just the normal models? Not the Tactical or Burst versions?
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Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.12 19:15:00 -
[4] - Quote
Again, for the record I would like to reiterate my earlier post that the GEK only does, at most, 6.2% more damage than the militia AR. 2 seconds is a long time for me to be pounding rounds into someone's head before they die but let's go with that. This means the "over-powered" GEK killed you about 0.12 seconds faster than the militia would have. Just throwing that out there. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.12 19:41:00 -
[5] - Quote
usrevenge2 wrote:the gek does like 2 more damage per shot over the normal AR it isn't that big of a deal, with skills you can push the normal AR over the gek. Skills that affect the standard AR would affect the GEK as well but modules can do it if you're limited by your fit. Generally speaking the advanced weapon does 5% (same as enhanced damage modifier) more damage than the standard weapon and the prototype does 5% more damage than the Advanced. The only benefit is secondary characteristics such as heat produced, rate of fire, accuracy, optimal range etc... Interestingly for the most part the jump from standard to advanced offer a much larger increase in secondary stats than the jump from advanced to prototype would. Levels the playing field a bit more. |
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