|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Severus Smith
ZionTCD Legacy Rising
184
|
Posted - 2013.03.20 18:37:00 -
[1] - Quote
Mobius Wyvern wrote:Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP Again, Damage Mods without stacking penalties. The weapons are fine, its the Damage Mods. Not quite so. While yes, the stacking penalties are not being applied to Damage Mods at this time it really isn't much of a difference.
EVE-Wiki: Stacking Penalties
3x 10% damage modifiers with compound bonus: 33% 3x 10% damage modifiers with no penalty: 30% 3x 10% damage modifiers with stacking penalty: 26.4%
Difference: 5.6% / 2.6% depending on if its compound or not. That's roughly 25 DPS extra for the Duvolle. Not much.
Now 4x modifiers does get a bit broken. 44% compounded vs 29.9% with penalty. That's roughly 75 DPS extra for the Duvolle. But that requires a Proto VK.0 Logi or Proto VK.1 Assault / Logi to fit.
The real problem is the lack of recoil and the clip size as others have stated before. The AR can hit you at 80+ meters dead on with continuous automatic fire and put out near it's full DPS. And since it's so accurate excellent players can get a stream of headshots and just decimate. If there was spread or recoil at longer ranges then the AR would be better. Heck, keeping it's stats the same but having it get more inaccurate the longer you fired would probably stop most of the issues. That would line it up with reality, keep it as a versatile weapon, but ensue that it isn't the King of all Trades it is close to being today. |
Severus Smith
ZionTCD Legacy Rising
185
|
Posted - 2013.03.20 18:49:00 -
[2] - Quote
Aeon Amadi wrote:Please read my post(s). I understand that it's a wall of text but the Assault Rifles don't need Damage Mods to be overly lethal with just a few rounds.
500 Damage per Second will kill almost anything in this game, and that's not taking into account the innate bonus from weapon efficiency (110%) or headshot bonuses (165%). Heavies may survive the first second of fire but being as they can't move out of the bullet stream they almost inevitably will NOT survive the second second. Have to agree. I played a Type-A and VK.0 Heavy with 1000+ armor. I should fear the Laser Rifle and it's armor melting craziness or the Shotgun and its ability to blast me to shreds. But I actually fear the Assault Rifle and it's ability to seemingly hit me from anywhere, regardless of cover, with a stream of bullets that rips my armor to shreds in half a second with precision accuracy.
Needless to say I don't play Armor Heavies anymore. Losing a 100K Proto Heavy suit to a Duvolle in 1.3 seconds when I had 1000+ HP was infuriating. It very well could be me sucking, or it could be that there's a slight problem when I fear the jack of all trades weapon 50x more than the weapons specifically designed to counter my class (IE: LR and Shotgun).
Aeon Amadi wrote:.... Lol. Second second. Yay English! |
Severus Smith
ZionTCD Legacy Rising
185
|
Posted - 2013.03.20 19:12:00 -
[3] - Quote
Vin Mora wrote:I agree that the AR isn't 'OP' but it is definitely the Master of all Trades.
I have stopped using other weapons that I *WANT* to use (Mass Driver and Laser Rifle) because I die at least twice, if not three, times more often.
My suggestion would be to have only Advanced tier and higher grades of ARs be fully automatic. All others should be burst fire. This wouldn't fix the problem as it would still exist at Advanced and Proto levels. The problem is the long range and lack of recoil. It's the same thing people have been complaining about with the HMG. That is gets more accurate the longer you fire and has a supposedly "long" range. So everyone wants the range reduced. Do something similar with the AR; where it has a long range but becomes less accurate the longer you fire.
So you'd have the HMG as a close range, and increasingly accurate, spray of bullets. And the AR as a long range, but increasingly inaccurate, spray of bullets. The AR would still beat the HMG at range (as it should) and the HMG would beat the AR in CQC (as it should). It would also give the LR a strong position as the long range, and accurate, spray of photons albeit with no CQC ability. |
Severus Smith
ZionTCD Legacy Rising
185
|
Posted - 2013.03.20 20:51:00 -
[4] - Quote
Aeon Amadi wrote:I stated this, actually. The Tactical Assault Rifle needs it's recoil knocked down a notch, the Breach needs a damage increase and the Assault Rifle needs -something- done to it to even it out with all of the other variants.
The Burst I'm mixed about. Not sure why the hell it has a seven round burst but it's just as deadly as the regular Assault Rifle, only difference is the delay between shots at least allows you some breathing room to strafe in between the bullet streams (provided you lived through the first one). While I am sure I'll get trolled for this I really wish they followed the Human AR variants in Halo 4. They just seemed perfectly balanced to me.
Burst = SAW (Close Quarters) - Very High Automatic ROF (Rate of Fire) - Average DPB (Damage per bullet) - High recoil - Inaccurate (Large spread) - Shorter range
Assault = Assault Rifle (Versatility) - Average Automatic ROF - Average DPB - Average recoil - Accurate - Average range
Breach = Battle Rifle (Open areas) - 3 shot Burst - High DPB - Low Recoil - Accurate - Good range
Tactical = DMR (Marksman) - Single shot - Very High DPB - Negligible recoil - Extremely accurate - Very Good range
That would give each gun a use. Burst for handling CQC, Breach for open areas, Tactical for a long range marksman, Assault for versatility. |
|
|
|