Pages: [1] 2 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
92
|
Posted - 2013.03.20 02:25:00 -
[1] - Quote
Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP |
gbghg
L.O.T.I.S. Legacy Rising
711
|
Posted - 2013.03.20 02:32:00 -
[2] - Quote
*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
92
|
Posted - 2013.03.20 02:37:00 -
[3] - Quote
gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's
if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me |
XXfootnoteXX
DUST University Ivy League
137
|
Posted - 2013.03.20 02:39:00 -
[4] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me
So a guy in proto gear killed you and your surprised by this? |
Bojo The Mighty
Bojo's School of the Trades
621
|
Posted - 2013.03.20 02:44:00 -
[5] - Quote
The dead horse has risen to be beaten once more! |
Rusty Shallows
Creative Killers
16
|
Posted - 2013.03.20 02:47:00 -
[6] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me Are you sure he was alone? I tend to see people like that in groups of pricy suits.
Or maybe he was stacked to hell with Complex Damage mods. |
gbghg
L.O.T.I.S. Legacy Rising
711
|
Posted - 2013.03.20 02:47:00 -
[7] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me Thats not the AR that's the damage mods |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
93
|
Posted - 2013.03.20 02:49:00 -
[8] - Quote
gbghg wrote:Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me Thats not the AR that's the damage mods
Iff thats the case I'm going gek and damage mods, goin tank hunting |
Bojo The Mighty
Bojo's School of the Trades
621
|
Posted - 2013.03.20 02:53:00 -
[9] - Quote
Coleman Gray wrote: Iff thats the case I'm going gek and damage mods, goin tank hunting
Alright, one, you must be exaggerating because you said you have somewhere in the mid 900's in armor. Secondly, weapons have efficiency ratings, tank hunting with an AR will get you nowhere because of the ridiculously low efficiency rating it will have.
You aren't telling the truth is what I'm deriving, you're trolling. |
Ganton Kable
HoldSquare Reaper Dynamics
8
|
Posted - 2013.03.20 03:14:00 -
[10] - Quote
I've used an A Series logi suit with three complex damage mods and a Gek to EASILY drop heavies. It is funny to watch them freak out.. Just extremely expensive. |
|
The Infected One
SyNergy Gaming
164
|
Posted - 2013.03.20 03:41:00 -
[11] - Quote
Ok so I don't have the game screen in front of me right now so let's see if I can do this from memory. (Just base stats of the weapon, not counting proficiency and weaponry upgrades or damage mods)
Prototype AR does what, 34 damage per bullet, at roughly 750 rpm, that works out to 750/60=12.5 bullets/sec @ 34 damage each = 34x12.5=425 damage per sec. 34 damage per bullet x 60 in the mag = 2040 per mag. 60 sec / 12.5 bullets per sec = empty mag in 4.8 sec.
Standard HMG does 19 damage per bullet, fires at roughly 2000 rpm, that works out to 2000/60sec = 33.33333333333 (we will say 33.3) bullets/sec @ 19 damage per bullet = 19x33.3= 632.7 damage per sec. 19 damage x 450? in the mag (overheat if constant fire leaves about 120 left) so 330 = 6270 damage per full mag to overheat.
You claim that your suit has an EHP of 1053 and he's dropping you instantly, assuming he lands every shot it requires 1053 EHP / 425 damage per sec = 2.477 sec of sustained fire with 100% accuracy to kill your suit.
The standard HMG does 3.07x more damage per full sustained fire cycle than the prototype AR, and 1.4887x damage over the prototype AR per sec.
Inside each weapons optimal range, you are dead regardless if you can land every shot. The problem you are having is because of damage mods (which can be applied to both of these types of weapons I have listed)
How does the AR need a nerf?
Rethink your situation and how you got killed, learn from it, learn to counter it instead of just posting yet another stupid "Nerf X because it kills me in Y suit" thread.
TL;DR - READ IT BEFORE YOU MAKE ANOTHER STUPID POST PLEASE. Also, if there are any errors in actual game values of just the weapons before enhancements (skills or mods) keep in mind this is just from memory and not having any in game into in front of me. |
Chunky Munkey
Amarr Templars Amarr Empire
323
|
Posted - 2013.03.20 04:27:00 -
[12] - Quote
Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP
Learn punctuation first. |
Aeon Amadi
WarRavens
1097
|
Posted - 2013.03.20 05:18:00 -
[13] - Quote
The Infected One wrote:Ok so I don't have the game screen in front of me right now so let's see if I can do this from memory. (Just base stats of the weapon, not counting proficiency and weaponry upgrades or damage mods)
Prototype AR does what, 34 damage per bullet, at roughly 750 rpm, that works out to 750/60=12.5 bullets/sec @ 34 damage each = 34x12.5=425 damage per sec. 34 damage per bullet x 60 in the mag = 2040 per mag. 60 sec / 12.5 bullets per sec = empty mag in 4.8 sec.
Standard HMG does 19 damage per bullet, fires at roughly 2000 rpm, that works out to 2000/60sec = 33.33333333333 (we will say 33.3) bullets/sec @ 19 damage per bullet = 19x33.3= 632.7 damage per sec. 19 damage x 450? in the mag (overheat if constant fire leaves about 120 left) so 330 = 6270 damage per full mag to overheat.
You claim that your suit has an EHP of 1053 and he's dropping you instantly, assuming he lands every shot it requires 1053 EHP / 425 damage per sec = 2.477 sec of sustained fire with 100% accuracy to kill your suit.
The standard HMG does 3.07x more damage per full sustained fire cycle than the prototype AR, and 1.4887x damage over the prototype AR per sec.
Inside each weapons optimal range, you are dead regardless if you can land every shot. The problem you are having is because of damage mods (which can be applied to both of these types of weapons I have listed)
How does the AR need a nerf?
Rethink your situation and how you got killed, learn from it, learn to counter it instead of just posting yet another stupid "Nerf X because it kills me in Y suit" thread.
TL;DR - READ IT BEFORE YOU MAKE ANOTHER STUPID POST PLEASE. Also, if there are any errors in actual game values of just the weapons before enhancements (skills or mods) keep in mind this is just from memory and not having any in game into in front of me.
You forgot to take into account Weaponry (+3% damage per level) and Assault Rifle Proficiency (+2% damage per level) as well as the potential for damage mods (which if he has Weaponry 5, it's entirely plausible he's using them) and the fact that they have no stacking penalties.
Also, you need to understand that in Eve Online the value is added to the sum of the previous. 3% of 34 + 34 = 35.02 and adding an additional 3% equals 36.0706, not 35.36.
So, assuming all skills at level 5, the actual DPS (assuming 12.5 rounds per second with a 60 round magazine) is something like: 528.12732. That can kill anything in one second of continuous fire, and absolutely anything with two seconds of continuous fire.
The reason the AR works so drastically (and over-poweringly well) against the Heavy is because the Heavy cannot escape the rounds going down-range, and once you get to that point of specialization in Assault Rifles there's barely any recoil if any at all. Sure, he can spew out more than twice the rounds as the Assault Rifle and -technically- have a higher DPS, but there's a cone of fire that has to shrink inward before ALL of those rounds are going to hit.
With that in mind, the Assault Rifle wins almost all the time simply due to the fact that it's user is inevitably going to be more mobile, more accurate, more versatile and have a substantially tighter bullet spread.
The gun -is- over-powered in terms of a Shooter MMO, if only because it does everything amazingly well and has absolutely no drawbacks to using it. Near nothing as far as recoil, ranges exceeding 80m+, DPS being well over the amount to kill ANY dropsuit (even with prototype modules and level 5 skills) in less than half a magazine worth of fire and reload speed to boot. It's simply a weapon that has absolutely no competitor and nothing congruent in style.
So, yes, the HMG DOES do more DPS - but you forgot to take into account the most important variables: Tracking, Movement Speed and Bullet Spread.
Edit: By the way, the above number did not have ANY Damage Mods attached to it and there's a few corporations out there that have learned very early on to abuse the absolute **** out of this by stacking them to tack on 10% per module, with Prototype Assault suits giving them a maximum of 40%.
That's round about 773.24183 DPS - and that will absolute decimate ANYTHING with as little as a quarter of the magazine.
ANOTHER Edit: The only counter to an Assault Rifle is another Assault Rifle as it can be used by any dropsuit, is incredibly versatile (as previously stated) and it doesn't take hardly anything to kill the opposition. With ranges that can hit the same distance as Laser Rifles (who's skills are broken, btw - so you can't say it's over-powered if the damned skills don't even work on it) with the second highest DPS in the game, with the fourth highest magazine count in the game.
I previously had a thread stating that the range needed to be nerfed and like this thread it was met with stiff opposition with retorts like, "well, in real life assault rifles can hit out to 300-400 yards" but they never could clarify if those ranges were made on full-auto or not; or even with a rifle that doesn't have recoil once you get to level five Operation. |
Kray Dytt
THE DOLLARS
26
|
Posted - 2013.03.20 08:28:00 -
[14] - Quote
Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP
Depends entirely on a great number of factors... If it's prototype equipment in a damage fitting with a lot of SP invested in the weapon, and he's shooting you in the face at his optimal range... It's fine.
Also, "1 secon" is a rather difficult time span to accurately measure without using tools. If what you mean to say is "rather quickly", then sure.
I get killed "rather quickly" by lots of weapons... AR's, Shotguns, MD's, Laser Rifles, Sniper Rifles, HMG's... Should we just nerf them all?
Or, should we maybe accept that everything has it's strengths and weaknesses and this is how balance works?
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1223
|
Posted - 2013.03.20 08:53:00 -
[15] - Quote
Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP
Yeah right... Gek fires 42 HP (roughly) damage bullets. ROF is 750 RPM (roughly again) Even with two damagers and weaponry V : 54.6 * 750 / 60 = 680 DPS And that would imply all of the 10-12 bullets fired in a second land in target. Which is unlikely due to RBS.
Please, dont rant or QQ about something before doing the proper math to go with it. |
Kray Dytt
THE DOLLARS
26
|
Posted - 2013.03.20 08:55:00 -
[16] - Quote
Aeon Amadi wrote:
ANOTHER Edit: The only counter to an Assault Rifle is another Assault Rifle as it can be used by any dropsuit, is incredibly versatile (as previously stated) and it doesn't take hardly anything to kill the opposition. With ranges that can hit the same distance as Laser Rifles (who's skills are broken, btw - so you can't say it's over-powered if the damned skills don't even work on it) with the second highest DPS in the game, with the fourth highest magazine count in the game.
I previously had a thread stating that the range needed to be nerfed and like this thread it was met with stiff opposition with retorts like, "well, in real life assault rifles can hit out to 300-400 yards" but they never could clarify if those ranges were made on full-auto or not; or even with a rifle that doesn't have recoil once you get to level five Operation.
The assault rifle is the "jack of all trades", which means it functions well in almost all scenarios. Which is also the reason an assault rifle is the "standard" soldier weapon.
More specialised weapons are meant for more specialised tasks. Which means that when they go up against an AR outside of their comfort zone, they should be at a disadvantage.
There is only an issue when an AR actually beats (or equals) a specialised weapon in that weapons role. So, for instance, if you could snipe more efficiently with an AR than a Sniper rifle. Or mow down a cluster of reddots at short to medium range quicker than an HMG.Or destroy a tank faster than a Forge Gun. Etcetera, etcetera.
Now, I'm not saying that that is not the case (though I think it isn't all that bad overall, but there might be some specialised roles that an AR is slightly to good at). But simply saying AR's need to be nerfed in general is way to simplified. If anything, (some of) the specialised weapons need to be buffed in their respective role.
|
BlG MAMA
PLAYSTATION4
17
|
Posted - 2013.03.20 10:56:00 -
[17] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me were you filming his skill tree aswell? |
IG8T8
Carbon 7
0
|
Posted - 2013.03.20 10:57:00 -
[18] - Quote
Pandering to COD whiners has made this a AR game. Thats why everything else is disappearing.
Its comedy how fast you can burn a heavy with an exile AR. They went from most feared RUN AWAY guys to absolute cannon fodder. |
Aeon Amadi
WarRavens
1099
|
Posted - 2013.03.20 11:24:00 -
[19] - Quote
Kray Dytt wrote:Aeon Amadi wrote:
ANOTHER Edit: The only counter to an Assault Rifle is another Assault Rifle as it can be used by any dropsuit, is incredibly versatile (as previously stated) and it doesn't take hardly anything to kill the opposition. With ranges that can hit the same distance as Laser Rifles (who's skills are broken, btw - so you can't say it's over-powered if the damned skills don't even work on it) with the second highest DPS in the game, with the fourth highest magazine count in the game.
I previously had a thread stating that the range needed to be nerfed and like this thread it was met with stiff opposition with retorts like, "well, in real life assault rifles can hit out to 300-400 yards" but they never could clarify if those ranges were made on full-auto or not; or even with a rifle that doesn't have recoil once you get to level five Operation.
The assault rifle is the "jack of all trades", which means it functions well in almost all scenarios. Which is also the reason an assault rifle is the "standard" soldier weapon. More specialised weapons are meant for more specialised tasks. Which means that when they go up against an AR outside of their comfort zone, they should be at a disadvantage. There is only an issue when an AR actually beats (or equals) a specialised weapon in that weapons role. So, for instance, if you could snipe more efficiently with an AR than a Sniper rifle. Or mow down a cluster of reddots at short to medium range quicker than an HMG.Or destroy a tank faster than a Forge Gun. Etcetera, etcetera. Now, I'm not saying that that is not the case (though I think it isn't all that bad overall, but there might be some specialised roles that an AR is slightly to good at). But simply saying AR's need to be nerfed in general is way to simplified. If anything, (some of) the specialised weapons need to be buffed in their respective role.
Right, but that's what we're seeing currently. It's not uncommon for Assault Rifle users to take out Heavies before they themselves get killed and that's mostly due to the sheer damage output of the weapon. The HMG might have a higher RoF but what we're seeing is more damage landing on target from the Assault Rifle (direct stream versus cone of fire).
At low levels the HMG is king, but towards the higher tiers it's very common that the Assault Rifle will outright defeat the HMG at those ranges or even more.
I understand what you're saying, I do - the Assault Rifle is supposed to be a jack of all trades but at the moment it's more a King of all Trades in that it excels in every aspect.
If you want to get even more technical, the Assault Rifle has a headshot efficiency of 165% compared to the HMG's 140%. Even then, the HMG's efficiency (center mass) starts at 95%, so you're not even getting the full damage that you could be. By stark contrast, the Assault Rifle starts at 110% so you're already getting a bonus just for firing at the target in your effective range.
To make matters worse the HMG doesn't ever go above 95% from 0m - 40/50m, and only goes lower from there.
There are a LOT of factors that make the Assault Rifle King in this game and they're being blindly defended. People just say "stop the QQ" or simply state that it doesn't need to be fixed. Unfortunately, they are very very wrong. Recoil, as I've previously said, is non-existent. Cross that with damage mods (potentially) not taking stacking penalties and it's the obvious choice of weaponry for high tier games.
There can't be much specialization in a game where one weapon can essentially dominate 60% of the playing field. Sniper Rifles and Laser Rifles excel at long range, Shotguns excel at short range, the Assault Rifle on the other hand suffers no drawbacks from ranges except at extremely long range.
Some food for thought: http://symthic.com/bf3-weapon-charts
You'll notice that many of those weapons all have the same damage ratios and ranges, but suffer from varying degrees of recoil. Based on my usage of the Assault Rifle in Dust 514, I've honestly come to the determination that (at least when using ADS) the Recoil is purely animation based as most if not all of my shots will land on target if I have the sights lined up.
I can't say more than that. I've decided not to use them because it offers me more of a challenge not to, but I have looked into them in order to relay the information I'm providing. |
Kray Dytt
THE DOLLARS
27
|
Posted - 2013.03.20 12:41:00 -
[20] - Quote
Aeon Amadi wrote:Right, but that's what we're seeing currently. It's not uncommon for Assault Rifle users to take out Heavies before they themselves get killed and that's mostly due to the sheer damage output of the weapon. The HMG might have a higher RoF but what we're seeing is more damage landing on target from the Assault Rifle (direct stream versus cone of fire). At low levels the HMG is king, but towards the higher tiers it's very common that the Assault Rifle will outright defeat the HMG at those ranges or even more. I understand what you're saying, I do - the Assault Rifle is supposed to be a jack of all trades but at the moment it's more a King of all Trades in that it excels in every aspect. If you want to get even more technical, the Assault Rifle has a headshot efficiency of 165% compared to the HMG's 140%. Even then, the HMG's efficiency (center mass) starts at 95%, so you're not even getting the full damage that you could be. By stark contrast, the Assault Rifle starts at 110% so you're already getting a bonus just for firing at the target in your effective range. To make matters worse the HMG doesn't ever go above 95% from 0m - 40/50m, and only goes lower from there. There are a LOT of factors that make the Assault Rifle King in this game and they're being blindly defended. People just say "stop the QQ" or simply state that it doesn't need to be fixed. Unfortunately, they are very very wrong. Recoil, as I've previously said, is non-existent. Cross that with damage mods (potentially) not taking stacking penalties and it's the obvious choice of weaponry for high tier games. There can't be much specialization in a game where one weapon can essentially dominate 60% of the playing field. Sniper Rifles and Laser Rifles excel at long range, Shotguns excel at short range, the Assault Rifle on the other hand suffers no drawbacks from ranges except at extremely long range. Some food for thought: http://symthic.com/bf3-weapon-chartsYou'll notice that many of those weapons all have the same damage ratios and ranges, but suffer from varying degrees of recoil. Based on my usage of the Assault Rifle in Dust 514, I've honestly come to the determination that (at least when using ADS) the Recoil is purely animation based as most if not all of my shots will land on target if I have the sights lined up. I can't say more than that. I've decided not to use them because it offers me more of a challenge not to, but I have looked into them in order to relay the information I'm providing.
I don't disagree with you, in essence. As I said, the AR might well be a bit too good at some specific roles (or, the specialised weapon isn't good enough).
I don't know if it's quite as bad as you imply though...
When it comes to range, an AR has nothing on a Sniper Rifle. Sure, the effective range of the AR isn't small, so you can use it quite well to kill at a "relatively large" distance. But you can't use it to kill someone on the other side of the map. I guess the biggest issue here is probably map size. If maps aren't all that big, Sniper Rifles have less use by definition.
In CQC, the issue might be slightly bigger. But I'm not sure that's really preventable without having silly systems in place. I mean, if you are in my face and I have a fully automatic assault rifle, you're in trouble. A shotgun is still more effective due to requiring less precise aim as well as having more power per shot. I.e. aim in general direction, pull trigger (maybe twice), win. An HMG has other pro's and con's, but in my experience if I get into the path and range of a heavy wielding an HMG, he has a distinct advantage in that encounter.
Other more specialised roles are often so far from an AR in functionality it's hard to really compare them. MD's, Forge Guns... I really wouldn't know how to determine whether these are "balanced" or not in respect to an AR.
Again, I don't necessarily disagree with you. But, I think it is inevitable that the AR will be the most common weapon. I also think it is inevitable that it will be very good in most situations. It's the basis of the design of an Assault Rifle: A versatile weapon that performs well in most situations that a soldier might encounter. I think most real AR's actually even have a semi-auto, burst and full-auto function built in, which we need to use different AR's for in this game. Specialised weapons are meant for specialised tasks. They are usually not meant to go one-on-one with an AR. It also doesn't make sense to have many people using specialised weapons.
I don't necessarily like to make real-world comparisons, as this is a game and should be about good gameplay more than realism, but I feel it's hard not to in this case. Take a look at the wikipedia entry for "assault rifle". One thing jumps out at me: "Assault rifles are the standard service rifles in most modern armies." The entry explains at length why that is. Other weapons are used in armies, but the basic infantry will use AR's.
Sniper rifles have a very distinct role and are very useful. But you don't have an army full of snipers. Shotguns have their use as well in specific CQC situations as well as a panic defense weapon, but for general infantry work... not really. Submachine guns are usually used in tighter situations and versus unarmored opponents. In the military, they are mostly replaced by AR's.
The HMG as we have it in game is hard to compare to "real life" situations, since HMG's are usually mounted or at least stationary. Technically, the HMG should be superior in all aspects (barring the use for more precision that an AR would allow by single/burst shooting), and should be effective both against infantry as well as (light) vehicles. That's a lot to give to a class that also has very high survivability if it's all to be balanced with reduced mobility...
|
|
Aeon Amadi
WarRavens
1099
|
Posted - 2013.03.20 13:01:00 -
[21] - Quote
Kray Dytt wrote:I don't disagree with you, in essence. As I said, the AR might well be a bit too good at some specific roles (or, the specialised weapon isn't good enough). I don't know if it's quite as bad as you imply though... When it comes to range, an AR has nothing on a Sniper Rifle. Sure, the effective range of the AR isn't small, so you can use it quite well to kill at a "relatively large" distance. But you can't use it to kill someone on the other side of the map. I guess the biggest issue here is probably map size. If maps aren't all that big, Sniper Rifles have less use by definition. In CQC, the issue might be slightly bigger. But I'm not sure that's really preventable without having silly systems in place. I mean, if you are in my face and I have a fully automatic assault rifle, you're in trouble. A shotgun is still more effective due to requiring less precise aim as well as having more power per shot. I.e. aim in general direction, pull trigger (maybe twice), win. An HMG has other pro's and con's, but in my experience if I get into the path and range of a heavy wielding an HMG, he has a distinct advantage in that encounter. Other more specialised roles are often so far from an AR in functionality it's hard to really compare them. MD's, Forge Guns... I really wouldn't know how to determine whether these are "balanced" or not in respect to an AR. Again, I don't necessarily disagree with you. But, I think it is inevitable that the AR will be the most common weapon. I also think it is inevitable that it will be very good in most situations. It's the basis of the design of an Assault Rifle: A versatile weapon that performs well in most situations that a soldier might encounter. I think most real AR's actually even have a semi-auto, burst and full-auto function built in, which we need to use different AR's for in this game. Specialised weapons are meant for specialised tasks. They are usually not meant to go one-on-one with an AR. It also doesn't make sense to have many people using specialised weapons. I don't necessarily like to make real-world comparisons, as this is a game and should be about good gameplay more than realism, but I feel it's hard not to in this case. Take a look at the wikipedia entry for "assault rifle". One thing jumps out at me: "Assault rifles are the standard service rifles in most modern armies." The entry explains at length why that is. Other weapons are used in armies, but the basic infantry will use AR's. Sniper rifles have a very distinct role and are very useful. But you don't have an army full of snipers. Shotguns have their use as well in specific CQC situations as well as a panic defense weapon, but for general infantry work... not really. Submachine guns are usually used in tighter situations and versus unarmored opponents. In the military, they are mostly replaced by AR's. The HMG as we have it in game is hard to compare to "real life" situations, since HMG's are usually mounted or at least stationary. Technically, the HMG should be superior in all aspects (barring the use for more precision that an AR would allow by single/burst shooting), and should be effective both against infantry as well as (light) vehicles. That's a lot to give to a class that also has very high survivability if it's all to be balanced with reduced mobility...
I welcome real world examples to an extent.
A big big factor that a lot of people forget when using them in the defense of Assault Rifle is, as I previously stated, recoil. It's one thing to have reduced recoil per level but when you get to a certain point the bullets are all going to hit on target and the only thing that I've personally seen at the 80m+ range is that the weapon's efficiency goes down, not the accuracy.
Each bullet will hit near center mass of where the user is aiming and the only thing stopping those rounds from doing their full damage is due to the efficiency dropping at those ranges. I don't really feel this should be the case. It's one thing if it's a Tactical Assault Rifle, which is semi-automatic, but a gun firing nearly -13 rounds per second- is going to have some hellacious recoil.
There's a reason they teach you to fire in short, controlled bursts in the military. This game seems to have completely missed that logic. Just hold down the trigger and you're good to go.
Honestly, I don't care what happens but something has to happen to drop the Assault Rifle down a notch in order to inspire more specialization. It's pointless otherwise. Why use a weapon that only works from 40m+ (laser rifle) when I just use the weapon that can work at maximum efficiency and still cover the range? I like the shotgun but there's not much room for error and sometimes the gun will derp out and not register damage at all (ask some other users about this).
Recoil, Range, Damage, Bullet Spread... Dunno. It's just annoying seeing a stream of bullets flying out of the gun and knowing they're going exactly where they're being aimed at.
Also, it doesn't make any sense lore-wise being as it's Gallentean and almost certainly a blaster, which is supposed to have the shortest range when compared with similar weapons. Makes me think that if we have get a Heavy Blaster similar to an HMG that it's going to have shotgun range, while projectile assault rifles are going to be acing headshots at 150m+...... |
SponkSponkSponk
The Southern Legion
11
|
Posted - 2013.03.20 13:06:00 -
[22] - Quote
If you want to nerf the standard AR, reduce the magazine size to 48 rounds.
Keep the burst AR at 60 rounds, and you're done. |
Booby Tuesdays
THE DOLLARS
40
|
Posted - 2013.03.20 13:52:00 -
[23] - Quote
Coleman Gray wrote:gbghg wrote:Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me Thats not the AR that's the damage mods Iff thats the case I'm going gek and damage mods, goin tank hunting There are nowhere near enough of these players in the game... |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
56
|
Posted - 2013.03.20 14:52:00 -
[24] - Quote
Then get a tank. I usually kill 15 proto suits in a match. |
Kray Dytt
THE DOLLARS
27
|
Posted - 2013.03.20 14:53:00 -
[25] - Quote
Aeon Amadi wrote: I welcome real world examples to an extent.
A big big factor that a lot of people forget when using them in the defense of Assault Rifle is, as I previously stated, recoil. It's one thing to have reduced recoil per level but when you get to a certain point the bullets are all going to hit on target and the only thing that I've personally seen at the 80m+ range is that the weapon's efficiency goes down, not the accuracy.
Each bullet will hit near center mass of where the user is aiming and the only thing stopping those rounds from doing their full damage is due to the efficiency dropping at those ranges. I don't really feel this should be the case. It's one thing if it's a Tactical Assault Rifle, which is semi-automatic, but a gun firing nearly -13 rounds per second- is going to have some hellacious recoil.
There's a reason they teach you to fire in short, controlled bursts in the military. This game seems to have completely missed that logic. Just hold down the trigger and you're good to go.
Honestly, I don't care what happens but something has to happen to drop the Assault Rifle down a notch in order to inspire more specialization. It's pointless otherwise. Why use a weapon that only works from 40m+ (laser rifle) when I just use the weapon that can work at maximum efficiency and still cover the range? I like the shotgun but there's not much room for error and sometimes the gun will derp out and not register damage at all (ask some other users about this).
Recoil, Range, Damage, Bullet Spread... Dunno. It's just annoying seeing a stream of bullets flying out of the gun and knowing they're going exactly where they're being aimed at.
Also, it doesn't make any sense lore-wise being as it's Gallentean and almost certainly a blaster, which is supposed to have the shortest range when compared with similar weapons. Makes me think that if we have get a Heavy Blaster similar to an HMG that it's going to have shotgun range, while projectile assault rifles are going to be acing headshots at 150m+......
Fair points. I can see altering recoil as a good solution to better balance the AR. |
Beren Hurin
OMNI Endeavors
282
|
Posted - 2013.03.20 15:20:00 -
[26] - Quote
I've been seeing lots of guys kill people outside of scanner range. I feel like a GEK being fired should light up the shooter on the radar? What are everyone's thoughts? |
GeneralButtNaked
ZionTCD Legacy Rising
147
|
Posted - 2013.03.20 16:32:00 -
[27] - Quote
Beren Hurin wrote:I've been seeing lots of guys kill people outside of scanner range. I feel like a GEK being fired should light up the shooter on the radar? What are everyone's thoughts? +1 Any weapon fire should make you show up on the map.
As far as the AR goes, I agree with the reduction in clip size.
The other thing that needs to be added is more recoil, but more importantly, you have to change the mechanic that allows someone to roll off the trigger and get an immediate reset to zero values. |
Vermaak Doe
SVER True Blood Unclaimed.
570
|
Posted - 2013.03.20 16:39:00 -
[28] - Quote
Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov |
Rachoi
HavoK Core
35
|
Posted - 2013.03.20 16:43:00 -
[29] - Quote
Vermaak Doe wrote:Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov
yeah.. dont whine about that, its a friggin' projected energy laser at a high enough frequency to melt armor. if you're having issues with that, then learn to move fast between cover. the only time LR is dangerous to armor is near the emergency heat vent temp, and that takes over half a battery to do. and there is something to distort sight with the laser rifle, its a bunch of plasma vapors that come up in your face when you aim with it.
|
Mobius Wyvern
BetaMax. CRONOS.
1251
|
Posted - 2013.03.20 18:11:00 -
[30] - Quote
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. |
|
|
|
|
Pages: [1] 2 3 4 :: one page |
First page | Previous page | Next page | Last page |