Snagman 313 wrote:
Rather than nerf the AR as was originally suggested I would prefer to see other weapons buffed in their specialised area, HMG's could get a higher ROF (which should increase heat buildup accordingly and muzzle climb as well) thus returning them to the close medium range red berry juicer that they should be IMO (you can even pull it's range back to 50m for all I care) and LRs could get a higher damage at near max range with a reduced close range damage maybe. And that would give you something more than hopes and dreams to try and spec into something other than ARs.
Snag
This was the argument used in the Eve Online forums when the Drake was on the chopping block for being over-powered (and it wasn't, but it's weaponry of choice was). Here was CCP Fozzie's response.
"
Why nerf things when you could buff things instead?
When we are balancing in a game like Eve we always need to be concious of the danger presented by power creep. In some games where the progression is tied to ever advancing gear stats power creep isn't a big issue as it is built into the whole premise of the game. In a sandbox like Eve player advancement is tied to individual freeform goals and we need to make sure that the tools available are both interesting and balanced. Any time we buff something in Eve, we are nerfing every other item in the game slightly by extension. In a case like this we believe that the best course of action is to adjust the Heavy Missiles downwards to achieve balance."semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue.
Okay, since you obviously skipped over my post on the Laser Rifle's I'll put it in underline so you can read it clearly.
Laser Rifles are not good for close combat, doing -less- damage as the target gets closer.
Laser Rifles have to be continuously fired in order to achieve their maximum efficiency.
Laser Rifles have heat-buildup and cooldown, and will even damage the user if overheated.
Laser Rifle skills are BROKEN and currently neither of the skills work in any degree, so you can't say nerf something that we don't know is working as intended.
Another thing you're completely forgetting when it comes to the HMG are these points:
HMG starts out at 95% efficiency, where as the AR starts at 110% efficiency. You're already getting a bonus to damage just by shooting at the target where as the HMG is getting reduced damage.
HMG has a MUCH larger bullet spread and takes time for the shots to start lining up from the shrinking retical. NOT ALL OF THOSE ROUNDS ARE LANDING.
HMG can't hit at 100m+
HMG has an eight second reload time.
And this part is important:
HMG is a -SPECIALIST- weapon, meaning that you are FORCED to go with the Heavy suit and take it's extreme reduction in mobility and lack an equipment slot - meaning you will never have the same versatility as any other suit (all of which can use the AR).
If you can find a way to counter every single one of those points then I might tip my hat to you, but as it stands your arguments are just in blind defense of the Assault Rifle - which honestly isn't surprising considering it's the staple weapon of your corporation and it's not exactly unknown that they like to stack the ever living **** out of damage mods.