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Jathniel
G I A N T
97
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Posted - 2013.03.17 19:56:00 -
[31] - Quote
Remember the assault suit can do everything. (Starter Fits)
Imagine a group of pew-pew assaults (counter-snipers), that are continously patrolling a flank, and shooting into objectives. Imagine a group of boom-boom assaults (mass drivers), that are raining death down on an objective, and stand ready to push with their AR's at a moments notice. Imagine a group of kitten assaults (shotguns), clearing out CQ, and can swtich to ARs to shoot OUT from an objective to help defend it. Imagine a group of AV assaults (swarm launchers), that instantly deny vehicle approach for their sector of the field.
And with current cpu/pg numbers, imagine ALL of them running out of supplies because no one can carry enough nanohives. Or they die easily because no one has good shield extenders, no armor reppers, etc.
The trade-off is quite fair. |
Dany 7A5H
G I A N T
0
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Posted - 2013.03.17 20:06:00 -
[32] - Quote
Jathniel wrote:The popular viewpoint seems to be that the assault rifle, as a utility weapon, should be able to beat every niche weapon hands down, whether or NOT it's beating that niche weapon in the niche weapon's element.
Niche roles find themselves in often frustrating circumstances once they are in mid-range situations, which is almost all the time.
Essentially, the assault rifle role has an easier time adapting offensively, than the niche roles, and I believe this is a problem. If the AR becomes a sidearm, then everyone will always be able adapt offensively and beat everyone. No more excuses. No more "your weapon is OP" this, "you coward" that. Everything will boil down to that particular player's style and skill, not what he is forced to find himself in.
Assaults can close range on snipers, and can increase range on CQCers, way too easily, depending on the skill and circumstances of the niche players.
And what tends to happen after that range adjustment? The niche player has next to no means of an *even* fight anymore.
We make the assault rifle a sidearm, as has been explored with the 'Black Eagle', and the niche players will at least have a better opportunity for an equal exchange when they are caught out of their element.
The same can be said for assault players, they can have a niche weapon on their main slot, and be somewhat prepared in case they are caught out of their element by a niche player. They see heavies, and can swap to their shot guns, then back to their ARs. While others who are dedicated counter-snipers, can attempt to make the counter snipe, then switch back to their AR.
There is little opportunity for equal firing exchange currently, and I think that's what frustrating a lot of people... Hence why they start calling for weapon nerfs, or changes to the redline to prevent perceived "abuse".
People want an equal opportunity on the battlefield. Making Assault Rifles a sidearm, allows the weapon to serve everyone equally, as it was meant to.
EDIT: Potentially OP builds can be avoided if AR cpu costs are kept as is.
To me, it already is a sidearm:-)
That being said, imagining AR+Swarm assaults is a little scary.
I think they just need to nerf AR range (it's essentially a blaster!) and stop making it so effective vs armor and shields....choose between the two...that being said effective vs shields.
Then introduce a blaster (gallente) variant smg and a projectile (minmatar) variant AR.
There ya go, problem solved.
Gallente- short range wtf dmg shield killer Minmatar- long range armor killer
And for the love isk fix dmg mods already!
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Django Quik
R.I.f.t
291
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Posted - 2013.03.17 20:51:00 -
[33] - Quote
This makes me think back to another recent thread suggesting removing the exclusivity of weapon types to slots and actually I think I lean towards that. CPU and PG values of suits would have to be balanced but it would essentially mean that players could possibly carry a HMG with a Sniper Rifle but they'd have no modules of any kind, no grenades and no equipment.
Personally I run pistol and SMG and find I beat a lot of ARs and HMGs. Just because ARs are common, it doesn't mean they don't have a viable place as a primary weapon. There is a 'niche' in filling the gap between close range and long range and the AR serves that purpose. |
RHYTHMIK Designs
BetaMax. CRONOS.
55
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Posted - 2013.03.18 02:31:00 -
[34] - Quote
Like some of the ideas posted. I think a combination of them would be nice.
Maybe CCP can create a Weaponry Proficiency skill? It would allow you to fit any light weapon as secondary, and could work 1 of 2 ways:
1. Each level would pertain to a specific weapons. I.E. Level 1 - AR, Level 2 - Shotguns, Level 3 - MD, etc.
or
2. Every light weapon would be fit-able from level 1, but the levels would pertain to the tier of the weapon being used. I.E. Level 1 - Standard/Militia, Level 3 - Advanced, Level 5 - Proto. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
0
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Posted - 2013.03.18 03:48:00 -
[35] - Quote
I just can't see this. I mean, I get that ARs work well for people, but that's just because there are good at everything, but not great. They are the generic weapon, the backbone of an army. You can snipe with it, but not as well as with a sniper. They can dish out damage at close range, but not as we'll as with an hmf or shotty. That's why I use them. Because I'm to dumb to know what to specialize in, so I specialize in the AR, because its a little bit of everything. So is is fair to have half a sniper, hmf and shotty, and then have a designated sniper |
Thrillhouse Van Houten
DIOS EX.
32
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Posted - 2013.03.18 05:51:00 -
[36] - Quote
Still disagree Jathniel.
All this suggestion does is make a sniper long + mid range and a Shotty/HMG guy mid + close range. It won't encourage people to branch out and use the specialization they "want to use" but can't because ARs are too powerful. It'll just add to the kill counts of CQC guys and Snipers. It takes fractions of seconds to switch weapons. Arguing that a HMG guy will be more helpless if he has to roll out his HMG after using his AR makes me laugh. I never seem to have trouble rolling out my scrambler when I use my Assault suit.
You can't use a SINGLE suit that almost nobody CHOOSES to use as the rubric for why this idea would absolutely work, no questions asked. You aren't asking for a Scout variation that can use an AR and another primary, either. You're asking for Assault and Heavy suits to be able to do it. You don't see how that is different and has massive potential to gum up every gear in the machinery of this game?
If you nerf full auto ARs and buff breach, burst and tactical ARs...then MAYBE. If you nuke the range on ARs (because they are blasters...or whatever excuse you want) you absolutely MUST shorten the range on HMGs, too. If HMGs can out range an AR...they obsolete them. In fact, ditto with SMGs too. Faster RoF and bigger clip but equal range and close damage? Obsolete AR. An Eq slot doesn't make up for doing candyass damage, either...
Still, lets just make every weapon able to to be put in a sidearm slot. Better yet, so people can specialize in two specialties, lets just add another weapons slot. That way everyone can use their specialty, an AR and a sidearm. Or two specialties (until someone complains that those two-specialty guys can't use an AR, too). Gimme a break. This whole idea smacks of "I wanna blow **** up with my Forge Gun but use an AR too."
I'm sticking with my original suggestion. Slowly tick down the range and damage of full auto ARs until they are more balanced.
In an attempt to "balance" ARs you forget a goddamn huge point, too. Not every suit has a sidearm slot. If you make every class but Logistics able to use what would amount to two "primary" strength weapons, you basically make every class except Logistics that much more powerful. Hey, maybe they could take off that pesky triage timer...then I can get 2500 WP with my Logi again... |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
42
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Posted - 2013.03.18 07:12:00 -
[37] - Quote
The problem I see here is a bit of a misinterpretation of what would provide a good dynamic balance.
People keep saying that specialists need something to be useful when they are out of their element. I say, why? It isn't ideal for a player to have a reliable alternative in almost all situations. A specialist should have to vie for the advantage of being in a situation that fits their niche, the balancing depends on there always being a very good chance that you will be in a situation that is very poorly suited to your niche. This is where being skillful and knowledgeable in your area is important and necessary for a deep and healthy balance. I run a CQC shotgun, and put no secondary on any of those shotgun fits. If I get beat by an AR at mid range, it's because I didn't play smart and let myself fall into a disadvantaged situation. I don't get my points with versatility, I get them by knowing my role and playing in such a way that maximizes my effectiveness. Giving everyone and AR removes the necessity of this process, and makes the metagame homogeneous and boring.
If everyone could have an AR along with a niche weapon, that completely throws off that balance. In this situation, everyone has the option to just swap to their all-purpose sidearm whenever things get rough. They may still have a disadvantage against AR specialists, but it completely removes the necessary balance between different niches and their need to be able to fully utilize them. |
TokeySmugBoat
Ill Omens
1
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Posted - 2013.03.18 07:35:00 -
[38] - Quote
Thrillhouse Van Houten wrote:Still disagree Jathniel.
All this suggestion does is make a sniper long + mid range and a Shotty/HMG guy mid + close range. It won't encourage people to branch out and use the specialization they "want to use" but can't because ARs are too powerful. It'll just add to the kill counts of CQC guys and Snipers. It takes fractions of seconds to switch weapons. Arguing that a HMG guy will be more helpless if he has to roll out his HMG after using his AR makes me laugh. I never seem to have trouble rolling out my scrambler when I use my Assault suit.
You can't use a SINGLE suit that almost nobody CHOOSES to use as the rubric for why this idea would absolutely work, no questions asked. You aren't asking for a Scout variation that can use an AR and another primary, either. You're asking for Assault and Heavy suits to be able to do it. You don't see how that is different and has massive potential to gum up every gear in the machinery of this game?
If you nerf full auto ARs and buff breach, burst and tactical ARs...then MAYBE. If you nuke the range on ARs (because they are blasters...or whatever excuse you want) you absolutely MUST shorten the range on HMGs, too. If HMGs can out range an AR...they obsolete them. In fact, ditto with SMGs too. Faster RoF and bigger clip but equal range and close damage? Obsolete AR. An Eq slot doesn't make up for doing candyass damage, either...
Still, lets just make every weapon able to to be put in a sidearm slot. Better yet, so people can specialize in two specialties, lets just add another weapons slot. That way everyone can use their specialty, an AR and a sidearm. Or two specialties (until someone complains that those two-specialty guys can't use an AR, too). Gimme a break. This whole idea smacks of "I wanna blow **** up with my Forge Gun but use an AR too."
I'm sticking with my original suggestion. Slowly tick down the range and damage of full auto ARs until they are more balanced.
In an attempt to "balance" ARs you forget a goddamn huge point, too. Not every suit has a sidearm slot. If you make every class but Logistics able to use what would amount to two "primary" strength weapons, you basically make every class except Logistics that much more powerful. Hey, maybe they could take off that pesky triage timer...then I can get 2500 WP with my Logi again...
We cold even take it further and just keep adding weapon slots. That way everyone would be able to carry every weapon for every situation and no one would have to have a weakness!
And stop making so much sense, you're going to cause this thread to come to an end... |
Jathniel
G I A N T
97
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Posted - 2013.03.18 08:22:00 -
[39] - Quote
Thrillhouse Van Houten wrote:Still disagree Jathniel.
All this suggestion does is make a sniper long + mid range and a Shotty/HMG guy mid + close range. It won't encourage people to branch out and use the specialization they "want to use" but can't because ARs are too powerful. It'll just add to the kill counts of CQC guys and Snipers. It takes fractions of seconds to switch weapons. Arguing that a HMG guy will be more helpless if he has to roll out his HMG after using his AR makes me laugh. I never seem to have trouble rolling out my scrambler when I use my Assault suit.
You can't use a SINGLE suit that almost nobody CHOOSES to use as the rubric for why this idea would absolutely work, no questions asked. You aren't asking for a Scout variation that can use an AR and another primary, either. You're asking for Assault and Heavy suits to be able to do it. You don't see how that is different and has massive potential to gum up every gear in the machinery of this game?
If you nerf full auto ARs and buff breach, burst and tactical ARs...then MAYBE. If you nuke the range on ARs (because they are blasters...or whatever excuse you want) you absolutely MUST shorten the range on HMGs, too. If HMGs can out range an AR...they obsolete them. In fact, ditto with SMGs too. Faster RoF and bigger clip but equal range and close damage? Obsolete AR. An Eq slot doesn't make up for doing candyass damage, either...
Still, lets just make every weapon able to to be put in a sidearm slot. Better yet, so people can specialize in two specialties, lets just add another weapons slot. That way everyone can use their specialty, an AR and a sidearm. Or two specialties (until someone complains that those two-specialty guys can't use an AR, too). Gimme a break. This whole idea smacks of "I wanna blow **** up with my Forge Gun but use an AR too."
I'm sticking with my original suggestion. Slowly tick down the range and damage of full auto ARs until they are more balanced.
In an attempt to "balance" ARs you forget a goddamn huge point, too. Not every suit has a sidearm slot. If you make every class but Logistics able to use what would amount to two "primary" strength weapons, you basically make every class except Logistics that much more powerful. Hey, maybe they could take off that pesky triage timer...then I can get 2500 WP with my Logi again...
You can't ignore the fact that non-snipers and non-heavies would be able to equip a niche weapon as well. I listed some situations in which assaults carrying niche weapons would have an additional capacity on the battlefield. They won't have to be dedicated anything. They lose nothing, and possibilities only open.
The reason for this proposal is because the AR will never be balanced. It's nice to see you are willing to see full-auto ARs take a hit, to become sidearms, while burst, breach, and Tac ARs be buffed. I actually encouraged this in an earlier post, so that assault specialists don't get bumped off or become obsolete.
HMGs currently have roughly comparable range to ARs now, but they are not nearly as precise, it takes time for their 'gears to align' and their accuracy to sharpen. SMGs on the other hand, are terribly weak against shields, even if they had comparable range, neither weapon has the precision and accuracy of the AR, past max effective range.
The guy using the forge gun, is at his most vulnerable while he is using it. He at least has a chance to fight with the AR. That's the point. It's silly to believe that niche players go to a match, and trololol around dominating everything. They have to play way harder, and way more cautiously just to be effective in a match... and once they are taking on someone who is their skill-level as an assault, GG. AR doesn't give people a fighting chance against niche, it hands niche players to them on a silver platter with how it currently works; that said, you'll never get people to agree to balancing the AR, they like that it works this way.
The only option left is to let everyone have an AR since the reasons for not balancing/nerfing it is: 1. It's a basic non-niche weapon that *everyone* can use.
You can't claim the Logi suit will somehow be left behind by this. It has more cpu/pg capacity then the others, and in the long run can equip 4 slots of every type, quite literally making it the be-all, do-all suit. cpu/pg penalties from equipping an AR sidearm would have no effect against it. So it's good that it has no sidearm slot. If it did, it would simply be the best overall suit in the game.
The simple point is, the AR is TOO good at shutting niches down. Niches are supposed to be something that people WANT to spec into and appreciate, not say, "well that sniper is weak and useless" or "once i spec out my assault, being heavy is a waste of time".
(We even see this problem with dropships and tanks and their various weapons. but thats going off on a tangent) Every niche role is always getting hit, to better serve the frontline guy. Just look at some of the threads opened earlier today. (Let's make snipers EVEN EASIER to detect. Let's make heavies EVEN EASIER to kill.)
I went the whole day today playing mostly a free fit assault, because it was far less a headache then sniping in Ambush. Proto-assaults everywhere, practically FORCED everyone I saw into an assault role. People saying "**** this. my niche role is useless here."
AR renders nearly everything else, useless... UNLESS, both weapon types can be carried. A specialty weapon, and a utility weapon.
You will NOT, EVER, succeed in getting the traits of the AR balanced, but you can create a form of artificial balance by enabling everyone to carry an AR. |
Jathniel
G I A N T
97
|
Posted - 2013.03.18 08:36:00 -
[40] - Quote
TokeySmugBoat wrote:Thrillhouse Van Houten wrote:Still disagree Jathniel.
All this suggestion does is make a sniper long + mid range and a Shotty/HMG guy mid + close range. It won't encourage people to branch out and use the specialization they "want to use" but can't because ARs are too powerful. It'll just add to the kill counts of CQC guys and Snipers. It takes fractions of seconds to switch weapons. Arguing that a HMG guy will be more helpless if he has to roll out his HMG after using his AR makes me laugh. I never seem to have trouble rolling out my scrambler when I use my Assault suit.
You can't use a SINGLE suit that almost nobody CHOOSES to use as the rubric for why this idea would absolutely work, no questions asked. You aren't asking for a Scout variation that can use an AR and another primary, either. You're asking for Assault and Heavy suits to be able to do it. You don't see how that is different and has massive potential to gum up every gear in the machinery of this game?
If you nerf full auto ARs and buff breach, burst and tactical ARs...then MAYBE. If you nuke the range on ARs (because they are blasters...or whatever excuse you want) you absolutely MUST shorten the range on HMGs, too. If HMGs can out range an AR...they obsolete them. In fact, ditto with SMGs too. Faster RoF and bigger clip but equal range and close damage? Obsolete AR. An Eq slot doesn't make up for doing candyass damage, either...
Still, lets just make every weapon able to to be put in a sidearm slot. Better yet, so people can specialize in two specialties, lets just add another weapons slot. That way everyone can use their specialty, an AR and a sidearm. Or two specialties (until someone complains that those two-specialty guys can't use an AR, too). Gimme a break. This whole idea smacks of "I wanna blow **** up with my Forge Gun but use an AR too."
I'm sticking with my original suggestion. Slowly tick down the range and damage of full auto ARs until they are more balanced.
In an attempt to "balance" ARs you forget a goddamn huge point, too. Not every suit has a sidearm slot. If you make every class but Logistics able to use what would amount to two "primary" strength weapons, you basically make every class except Logistics that much more powerful. Hey, maybe they could take off that pesky triage timer...then I can get 2500 WP with my Logi again... We cold even take it further and just keep adding weapon slots. That way everyone would be able to carry every weapon for every situation and no one would have to ever be out of their element! I was starting to consider this idea to be viable for a while, but you brought up some very obvious points that I hadn't considered. I think some tweaks or additions to the selection of sidearms could satisfy the requests of the players who support this.
It's a viable idea.
1 specialty weapon slot, 1 light weapon slot, and a sidearm slot, would turn the game into Mass Effect (not a bad thing). But doing that would "gum up the gears" of the game.
Full-auto ARs, reduced in power to be sidearms. OR the introduction of carbines (and other smaller weapon variants) as proposed by Vermaak Doe. |
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Kray Dytt
THE DOLLARS
25
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Posted - 2013.03.18 13:52:00 -
[41] - Quote
Jathniel wrote:The popular viewpoint seems to be that the assault rifle, as a utility weapon, should be able to beat every niche weapon hands down, whether or NOT it's beating that niche weapon in the niche weapon's element.
Niche roles find themselves in often frustrating circumstances once they are in mid-range situations, which is almost all the time.
Essentially, the assault rifle role has an easier time adapting offensively, than the niche roles, and I believe this is a problem. If the AR becomes a sidearm, then everyone will always be able adapt offensively and beat everyone. No more excuses. No more "your weapon is OP" this, "you coward" that. Everything will boil down to that particular player's style and skill, not what he is forced to find himself in.
Assaults can close range on snipers, and can increase range on CQCers, way too easily, depending on the skill and circumstances of the niche players.
And what tends to happen after that range adjustment? The niche player has next to no means of an *even* fight anymore.
We make the assault rifle a sidearm, as has been explored with the 'Black Eagle', and the niche players will at least have a better opportunity for an equal exchange when they are caught out of their element.
The same can be said for assault players, they can have a niche weapon on their main slot, and be somewhat prepared in case they are caught out of their element by a niche player. They see heavies, and can swap to their shot guns, then back to their ARs. While others who are dedicated counter-snipers, can attempt to make the counter snipe, then switch back to their AR.
There is little opportunity for equal firing exchange currently, and I think that's what's frustrating a lot of people... Hence why they start calling for weapon nerfs, or changes to the redline to prevent perceived "abuse".
People want an equal opportunity on the battlefield. Making Assault Rifles a sidearm, allows the weapon to serve everyone equally, as it was meant to.
EDIT: Potentially OP builds can be avoided if AR cpu costs are kept as is.
SECOND EDIT: After some discussion, and input. It would appear there is a growing consensus for this. In particular, side-arm carbine variants of current ARs. ARs that function like the current ones, that suffer a clip cost, of about 50% capacity.
Turning an AR into a sidearm for everyone to use to complement their niche build would defeat the purpose of niche builds I think. The AR is meant to be decent at (almost) everything, without being great at one thing.
Niche builds/weapons are meant to be great at a particular thing, offset by being not-so-great at one or more other things.
Allow people to combine the two and you basically have a build that's good at everything and great at one particular thing. Sure, if everyone can do this it's balanced, in a way. And yes, the AR would cost more CPU/PG than regular sidearms so you'd have to make some concessions in your loadout. But you'd still have the best of both worlds.
As an Assault player, I lose to HMG's and Shotguns when I get too close. I lose to Snipers if I'm not close enough or fail to spot them. But, when they are out of their element, I win. Now give them an AR, and it's either lose, or have an equal chance. That just doesn't make sense.
Sure, I could equip either a Sniper rifle or a Shotgun as well... but apart from not wanting too (as in, I prefer to play one role at a time), I think this would just diminish the relevance of weapon choices and specialisation.
Basically what your suggesting is people having 2 primary weapons. I don't think that's a good idea for a whole lot of reasons, but the most important reason is that it takes away the significance of niche roles. It would turn everyone in to an assault type with an added specialisation. Sidearms are, as I see it, an extra "emergency" weapon. Something to fall back on if you either run out of ammo or when your primary weapon simply doesn't suit the situation. Conceptually they are light weapons that don't burden you too much because you will hardly ever use them. But boy are you glad you have one when in a fight and out of ammo on your primary gun. Or when you're sniping and you see a red dot creeping up behind you.
Now, adding sidearm "variants" of AR's is something else. Basically, it's adding more types of sidearms. I'd support that, if they adhere to the sidearm concept. So a sidearm AR would have to be much smaller and lighter than a proper AR, which means it would probably have reduced range and accuracy as well as a smaller clip
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Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
48
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Posted - 2013.03.18 14:14:00 -
[42] - Quote
No |
Travi Zyg
G I A N T
40
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Posted - 2013.03.18 14:15:00 -
[43] - Quote
Jathniel wrote:Wojciak wrote:i think their should be a variant of the that could be a sidearm but making all ARs a sidearm is a little extreme. Full-auto assault rifles only? Then bump up the damage a pinch for the Burst and Tac? (pinch being 5-7 damage) People don't like using the burst as much, because it doesn't apply the same attack pressure as easily, even though it has their precious scope and a higher RoF. (this is what makes it a balanced weapon requiring skill, just like the Tac AR used to be). It has range, and suffers closer in, as it should. Bursts have MORE range, and you will decimate everyone, even heavies if you're truly accurate. The full auto ARs are the ones getting spammed. Rare to see truly sharp and excellent players using Bursts like Gorewrecks or Alloteks... Let everyone use the full-auto ARs, that way everyone will be able to fight if they find themselves in that circumstance warranting it, and leave the Bursts and Tacs as primaries for assaults that want to stand out as assault specialists (those are the ones that will keep their scopes.)
Jath, i love you dude, but just a few things: right now, the TACs are bad, straight up. And for me personally , i LOVEEEE the allotek burst, but its a bit expensive to run all the time for me atm. It currently costs more than my entire 70k b series fitting and the difference in performance really isnt worth more than double the ISK for just the weapon. Also, if your going to be an assault specialist, i dont think using a "niche, long range burst rifle" fits that specialization. Your assault , your on the front line...not sitting back bursting people at range. your in their face running and gunning and taking objs. and thats not something i feel comfortable doing with an allotek burst in hand, especially for the cost. |
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