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Aeon Amadi
WarRavens
1102
|
Posted - 2013.03.20 18:19:00 -
[31] - Quote
Rachoi wrote: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.
Lot of people make the crucial mistake of running -AWAY- from the Laser Rifle and directly into the optimal of the weapon. The more you run away from it, the more punishment you're asking for.
As I've stated previously, you can't ask to fix the Laser Rifle and you can't say it's overpowered. Why? The skills are broken. For a month myself and Zero Harpuia clamored for the reform of this because CCP didn't even acknowledge that the skills were, in fact, broken until just recently and apparently a fix is in the pipeline.
For all we know the weapon could be performing (currently) as though all skills are at level 5. For all we know, they could be performing as though all skills are level 0. Until we know, however, you can't say that the weapon is over-powered.
That, and I'll say this: The weapon is absolutely useless at <40/50m ranges. Cross that with the fact that it suffers from the same issue as the Assault Rifle (damage mods potentially not having stacking penalties) and you can get some amazing results from it if you know how to use it, but you better carry a sidearm because it's a very circumstantial weapon. |
Aeon Amadi
WarRavens
1102
|
Posted - 2013.03.20 18:21:00 -
[32] - 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.
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.
.... Lol. Second second. |
Severus Smith
ZionTCD Legacy Rising
184
|
Posted - 2013.03.20 18:37:00 -
[33] - 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 -
[34] - 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! |
Aeon Amadi
WarRavens
1103
|
Posted - 2013.03.20 18:49:00 -
[35] - Quote
Severus Smith wrote: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 Penalties3x 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.
To add on to what Severus is saying, we're talking about the coded recoil - not the animation. They had "increased" the recoil previously and the only thing it seemed to do was make the Tactical Assault Rifle (still using a scope) useless. I know this because it was the gun I had chosen to specialize in in the previous build and once the changes hit I could no longer use it as the recoil was too high to use it efficiently.
However, I can say with almost absolute certainty that the Assault Rifle (fully automatic) suffers more from Cosmetic Recoil in that the animation will show but the weapon doesn't actually have any notable recoil, returning to it's original position fast enough for the next shot to place. |
Aeon Amadi
WarRavens
1103
|
Posted - 2013.03.20 18:51:00 -
[36] - Quote
Severus Smith wrote: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 play ed 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!
Wholeheartedly agree, brother Started out as a Heavy then realized how terrible of a decision it was, moved to the Scout.
That and I sort of like the high intensity, no room for errors sort of play. |
Vin Mora
Sand Mercenary Corps Inc.
0
|
Posted - 2013.03.20 18:54:00 -
[37] - Quote
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. |
Aeon Amadi
WarRavens
1103
|
Posted - 2013.03.20 18:57:00 -
[38] - 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.
Disagree. This would impact players by forcing them to use a weapon that they may not be accustomed to and (very much in the same sense of what you're going through) force them to use a weapon they don't -want- to use. |
Vin Mora
Sand Mercenary Corps Inc.
0
|
Posted - 2013.03.20 19:05:00 -
[39] - Quote
Aeon Amadi wrote: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. Disagree. This would impact players by forcing them to use a weapon that they may not be accustomed to and (very much in the same sense of what you're going through) force them to use a weapon they don't -want- to use. Then maybe offer the AR variants at all levels? How about that? Something to switch it up.
Or maybe they can fix how grenades work which would also fix Mass Drivers.
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Severus Smith
ZionTCD Legacy Rising
185
|
Posted - 2013.03.20 19:12:00 -
[40] - 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. |
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Jathniel
G I A N T
100
|
Posted - 2013.03.20 19:23:00 -
[41] - Quote
I praise Aeon Amadi and others for valiantly making the case for balancing the Assault Rifle (yet again), but come on guys, we've been down this road before. All we did was lose the AR variant that we love the most.... the Tac. (A true precision weapon that required skill.)
As logical and backed by numbers as they may be, I doubt CCP agrees with the arguments. Their actions reveal this: -Tighter red zones overall were implemented in Ambush, to ensure everyone was within range of AR ( and dropships within range of AV).
- Scopes removed from the full-auto ARs made a superficial and temporary hit to overall AR accuracy. The "kick" and so-called "recoil" added takes a little over 3 seconds to appear, and is BARELY there when it does. (Come on, they knew this didn't change anything.)
If the ARs work as the devs intended, then surely they know that a fully spec'd assault with fully spec'd AR is the King of the battlefield. Niches be damned.
That's why I asked for ARs to become a sidearm, and Vermaak Doe asked for carbine sidearm variants. If the weapon can't be rebalanced, we should at least get access to it.
But I still stand by this OP and the arguments for rebalance presented. |
Aeon Amadi
WarRavens
1108
|
Posted - 2013.03.20 20:11:00 -
[42] - Quote
Jathniel wrote:I praise Aeon Amadi and others for valiantly making the case for balancing the Assault Rifle (yet again), but come on guys, we've been down this road before. All we did was lose the AR variant that we love the most.... the Tac. (A true precision weapon that required skill.)
As logical and backed by numbers as they may be, I doubt CCP agrees with the arguments. Their actions reveal this: -Tighter red zones overall were implemented in Ambush, to ensure everyone was within range of AR ( and dropships within range of AV).
- Scopes removed from the full-auto ARs made a superficial and temporary hit to overall AR accuracy. The "kick" and so-called "recoil" added takes a little over 3 seconds to appear, and is BARELY there when it does. (Come on, they knew this didn't change anything.)
If the ARs work as the devs intended, then surely they know that a fully spec'd assault with fully spec'd AR is the King of the battlefield. Niches be damned.
That's why I asked for ARs to become a sidearm, and Vermaak Doe asked for carbine sidearm variants. If the weapon can't be rebalanced, we should at least get access to it.
But I still stand by this OP and the arguments for rebalance presented.
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). |
Severus Smith
ZionTCD Legacy Rising
185
|
Posted - 2013.03.20 20:51:00 -
[43] - 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. |
Vermaak Doe
SVER True Blood Unclaimed.
575
|
Posted - 2013.03.20 23:12:00 -
[44] - Quote
Rachoi wrote: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. Problem is unlike the hmg it melts both it's target for a defense (shields) and what it should be doing less damage to (armor). Also I've used it for a long time, I'm pretty sure I've got an accurate critique on it. Also if that really distorts your aim you have brightness too high |
mikegunnz
Pink Fluffy Bounty Hunterz
453
|
Posted - 2013.03.20 23:46:00 -
[45] - Quote
Vermaak Doe wrote:Rachoi wrote: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. Problem is unlike the hmg it melts both it's target for a defense (shields) and what it should be doing less damage to (armor). Also I've used it for a long time, I'm pretty sure I've got an accurate critique on it. Also if that really distorts your aim you have brightness too high
100% agree. People had been whining about LR needed a nerf. I've always said it'd be fine if armor had like double the resistance to lasers that it has now. |
Aeon Amadi
WarRavens
1109
|
Posted - 2013.03.21 04:45:00 -
[46] - Quote
mikegunnz wrote:Vermaak Doe wrote:Rachoi wrote: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. Problem is unlike the hmg it melts both it's target for a defense (shields) and what it should be doing less damage to (armor). Also I've used it for a long time, I'm pretty sure I've got an accurate critique on it. Also if that really distorts your aim you have brightness too high 100% agree. People had been whining about LR needed a nerf. I've always said it'd be fine if armor had like double the resistance to lasers that it has now.
Quite the contrary, this is only acceptable in the case that there is a weapon of similar design which can work against armor in the same right. 90% efficiency against shields and 135% against armor, vice versa. There currently is no other weapon similar in design and thereby it's fine the way it is.
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Vermaak Doe
SVER True Blood Unclaimed.
581
|
Posted - 2013.03.21 04:57:00 -
[47] - Quote
Aeon Amadi wrote:mikegunnz wrote:Vermaak Doe wrote:Rachoi wrote: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. Problem is unlike the hmg it melts both it's target for a defense (shields) and what it should be doing less damage to (armor). Also I've used it for a long time, I'm pretty sure I've got an accurate critique on it. Also if that really distorts your aim you have brightness too high 100% agree. People had been whining about LR needed a nerf. I've always said it'd be fine if armor had like double the resistance to lasers that it has now. Quite the contrary, this is only acceptable in the case that there is a weapon of similar design which can work against armor in the same right. 90% efficiency against shields and 135% against armor, vice versa. There currently is no other weapon similar in design and thereby it's fine the way it is. So the smg, hmg, and mass driver are from my imagination? |
Meeko Fent
Kinsho Swords Caldari State
17
|
Posted - 2013.03.21 14:17:00 -
[48] - Quote
Kray Dytt wrote: 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.
Very good point, But the shotguns are very Effective in there role, I Used a Mil Shotty one day, got like 5 kills in one death. Sniper should be a Able to drop Scouts in one shot, but shouldn't have no spread when crouchd. Less spread when crouchd yes HMG should be somewhat of a beefy AR for the heavy
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Daedric Lothar
Onslaught Inc
5
|
Posted - 2013.03.21 14:40:00 -
[49] - Quote
Aeon Amadi wrote: .....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.....
I always thought of Heavies as a suppression platform, Assault clears a path to the next cover, heavy moves up and starts laying suppression for the Assault to move to the new cover. Heavy constantly laying down DPS whether there is something there to shoot or not. Make them keep their heads down.
In this case, of course a up close Assault will always win, they are supposed to be more mobile, accurate and versatile. They are the base runners. |
Aeon Amadi
WarRavens
1114
|
Posted - 2013.03.21 15:04:00 -
[50] - Quote
Vermaak Doe wrote: So the smg, hmg, and mass driver are from my imagination?
.... Not sure how the hell you compare the SMG/HMG and/or the Mass Driver to a Laser Rifle in terms of functionality and usage... Because that SMG can -totally- hit out to 80-100m, let me tell you...
Vermaak, I'm starting to think you're contradicting me for the sake of contradicting me, seriously.
Daedric Lothar wrote:Aeon Amadi wrote: .....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.....
I always thought of Heavies as a suppression platform, Assault clears a path to the next cover, heavy moves up and starts laying suppression for the Assault to move to the new cover. Heavy constantly laying down DPS whether there is something there to shoot or not. Make them keep their heads down. In this case, of course a up close Assault will always win, they are supposed to be more mobile, accurate and versatile. They are the base runners.
That should be the case, yes, but being as there's no features that support suppression the only thing that it actually does is affect the psychological aspect - which doesn't really work here.
The reason suppression works in real-life is because I know that if I stand up into a hail of bullets I'm going to die, and that all of the debates on the afterlife are about to get answered (at least for me). Knowing that I'm going to be okay immediately afterward, I can risk some recklessness and attempt to kill the enemy before they kill me.
Battlefield 3 did Suppression correctly by blurring your vision, making it harder to shoot. Hell, it even gave points if you put someone in suppression while another player killed them. If it's more difficult for you to shoot than you're going to want to get the hell out of dodge in order to make a better attempt to kill them later, so if we incorporated that then we'd even have more room to make the HMG less lethal as it would still be serving a purpose.
Otherwise... Well, it's just that - a death cannon, in the right hands.
Edit: If an Assault is winning up close (as you say, they will always win) then the HMG isn't fulfilling it's role appropriately in terms of it being a close-mid range weapon with superior firepower. Just goes to prove my point, actually. |
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Vermaak Doe
SVER True Blood Unclaimed.
594
|
Posted - 2013.03.21 15:17:00 -
[51] - Quote
(If I didn't misread what you said) you claimed that no other weapon worked against armor in a similar fashion when those weapons clearly do more damage to armor, while not out to the same range the mass driver deals more raw damage |
mikegunnz
Pink Fluffy Bounty Hunterz
454
|
Posted - 2013.03.21 15:23:00 -
[52] - Quote
Vermaak Doe wrote:(If I didn't misread what you said) you claimed that no other weapon worked against armor in a similar fashion when those weapons clearly do more damage to armor, while not out to the same range the mass driver deals more raw damage
+1
Amadi, you were suggesting that if the laser have a noticeable deficiency against armor, then there should be weapons that have a proficiency against armor. Vermaak was pointing out how the SMG, HMG, and MD already are proficient against armor. |
Aeon Amadi
WarRavens
1114
|
Posted - 2013.03.21 17:29:00 -
[53] - Quote
Wrong.
"Quite the contrary, this is only acceptable in the case that there is a weapon of similar design which can work against armor in the same right. "
Find me a weapon that does sufficient damage in the same weapon category, being a mid/long range weapon that fires a direct stream (similar to a Laser Rifle or Assault Rifle) that is accurate enough to engage at those differences. My statement has absolutely nothing to do with the amount of damage against armor or the amount of it's efficiency, only that there are no other weapons within the same engagement range that are effective against armor.
Edit: While we're at it, find the efficiency percentages against them. Weapons do different damages against Armor/Shields. The HMG I know for a fact does 95% damage against Shields, for instance.
Further Edit: Regardless this is off topic. This thread is about Assault Rifles and this is digressing from the point in case. If you really feel that it needs to be discussed, find a thread regarding it or make one. |
Snagman 313
Carbon 7
41
|
Posted - 2013.03.22 09:29:00 -
[54] - Quote
Only just seen this thread duno how I missed it.
I can see most of the points in this discussion have been raised and countered, however there are a couple of things I would like to make a point of.
Firstly it was earlier mentioned that the standard HMG does 19 damage per shot, this is incorrect it's 16 damage per shot (sorry but the HMG is my baby and I want it done justice).
Second I don't really think that the AR is op it's just that it does well in MOST (not all) situations (I don't use one but I'll readily admit it has more uses than my HMG, Assault FG or LR). Currently we are seeing the return of the Duvolle which is the best of the bunch from what I have seen. Simply it can be used effectively at close and medium range while with skills become very effective at long range. And that is part of the hurt for me as a specialised class because if I want to outgun an AR player I must get my HMG and move into 30-45m range for maximum efficiency while they can usually hit me from 60-75m with ease while still doing somewhere from 30-40 damage per shot. Obviously I can try to hit them at such a distance with my high sharpshooter skill but the damage is laughable at that range (might as well use foul language). So in such a case I would switch to my LR fit which give me the range back, however an AR user can then get up close and hip fire whereas the LR suffers badly at close range combat and you then go back to it's ability to be useful in MOST (not all) situations.
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.
My greatest concern about this topic was realised last night actually where I ran in a match and I was the ONLY player using something other than an AR (call bs if you want but thats what I saw), there where players in different suits, heavy type 2s and scout B series but they were all using advanced to proto AR's, why because in most of the maps we currently play on it is the best weapon for a quickly changing battle as it can offer almost HMG dps (20% less for a standard level weapon) in a package that can fire almost as far as and LR that can be used well in CQC. I don't blame the AR it does what it says on the tin, but I would just like to see more incentive to use the specialised weapons heck I'm thinking about using the AR just so I can stay in the game.
thoughs???
Snag |
Kray Dytt
THE DOLLARS
32
|
Posted - 2013.03.22 09:58:00 -
[55] - Quote
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.
Agreed, the difference should be bigger, i.e: specialised weapons should receive a buff in their area at the cost of effectiveness outside of their area.
Snagman 313 wrote: My greatest concern about this topic was realised last night actually where I ran in a match and I was the ONLY player using something other than an AR (call bs if you want but thats what I saw), there where players in different suits, heavy type 2s and scout B series but they were all using advanced to proto AR's, why because in most of the maps we currently play on it is the best weapon for a quickly changing battle as it can offer almost HMG dps (20% less for a standard level weapon) in a package that can fire almost as far as and LR that can be used well in CQC. I don't blame the AR it does what it says on the tin, but I would just like to see more incentive to use the specialised weapons heck I'm thinking about using the AR just so I can stay in the game.
I think this is largely due to the limited amount of game modes and maps. With more types of play and more (and especially larger) maps, I think specialised weapons will have much more use. |
semperfi1999
Internal Error. Negative-Feedback
374
|
Posted - 2013.03.22 13:37:00 -
[56] - Quote
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. |
NAV HIV
The Generals
164
|
Posted - 2013.03.22 13:42:00 -
[57] - 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.
+1 |
Kray Dytt
THE DOLLARS
33
|
Posted - 2013.03.22 13:44:00 -
[58] - Quote
semperfi1999 wrote: 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.
This is true. Apart from using manual burst-fire to combat recoil, I find myself often not using ADS because I need to see what I'm aiming at. Something about that feels a bit... off :)
Edit: Though CCP has revealed that the sights will be improved in the next build (when that build will be released though, no idea). |
Aeon Amadi
WarRavens
1115
|
Posted - 2013.03.22 14:04:00 -
[59] - Quote
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. |
LJG XX
Planetary Response Organisation Test Friends Please Ignore
3
|
Posted - 2013.03.22 14:32:00 -
[60] - 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 My type A assault, weaponry lvl5, assault rifle ops lvl5, sharpshooter lvl5, my gek with one damage mod, aim at head, heavy down, end of story... |
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