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Vermaak Doe
SVER True Blood Unclaimed.
682
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Posted - 2013.04.07 00:24:00 -
[1] - Quote
Ulysses Knapse wrote:Disposable Meatbag wrote:AR does not need a nerf. It somehow outcompetes every other weapon in multiple ways. Not when that weapon is used in it's niche |
Vermaak Doe
SVER True Blood Unclaimed.
682
|
Posted - 2013.04.07 01:01:00 -
[2] - Quote
Jathniel wrote:Vermaak Doe wrote:Ulysses Knapse wrote:Disposable Meatbag wrote:AR does not need a nerf. It somehow outcompetes every other weapon in multiple ways. Not when that weapon is used in it's niche The full-auto ARs are the black sheep that the power hungry love. MLT Assault Rifle, Assault Rifle, GEK-38 Assault Rifle, and Duvolle Assault Rifle are the OP ones. (The Officer Assault Rifles can stay.) There is literally no other weapon or device in this game as imbalanced as those. People literally tell me, "there is nothing the TAR or Burst can do, that I can't do with the full-auto." and THAT is the problem, and the sign of imbalance. Niches be damned. Shoot, I say just wipe the full-auto variants completely, and make a fully-automatic firing mode for the Burst and Tactical variants, without changing their clip size. Keep kick for the Burst and Tac the same. OR Reduce the rate of fire to 500rpm, increase kick to the same as the Burst, and... reduce max effective range to 65-70m. That would be balanced. Try giving proof that it's unbalanced |
Vermaak Doe
SVER True Blood Unclaimed.
682
|
Posted - 2013.04.07 01:35:00 -
[3] - Quote
Vermaak Doe wrote:Jathniel wrote:Vermaak Doe wrote:Ulysses Knapse wrote:Disposable Meatbag wrote:AR does not need a nerf. It somehow outcompetes every other weapon in multiple ways. Not when that weapon is used in it's niche The full-auto ARs are the black sheep that the power hungry love. MLT Assault Rifle, Assault Rifle, GEK-38 Assault Rifle, and Duvolle Assault Rifle are the OP ones. (The Officer Assault Rifles can stay.) There is literally no other weapon or device in this game as imbalanced as those. People literally tell me, "there is nothing the TAR or Burst can do, that I can't do with the full-auto." and THAT is the problem, and the sign of imbalance. Niches be damned. Shoot, I say just wipe the full-auto variants completely, and make a fully-automatic firing mode for the Burst and Tactical variants, without changing their clip size. Keep kick for the Burst and Tac the same. OR Reduce the rate of fire to 500rpm, increase kick to the same as the Burst, and... reduce max effective range to 65-70m. That would be balanced. Try giving proof that it's unbalanced I get many kills from a Militia Assault Rifle when I use it with almost no experience and almost no allocated skillpoints.
I do the same with the militia sniper, scrambler, and shotgun. Your point? |
Vermaak Doe
SVER True Blood Unclaimed.
682
|
Posted - 2013.04.07 01:41:00 -
[4] - Quote
Jathniel wrote:Was going to say cut the RoF to 500rpm (or even 550). Because at the current 700+ the thing shoots faster than the Breach SMG. What good is a Breach SMG if the AR keeps working as it does? (Yet another example of the AR displacing the role of something else.) Then buff the Breach SMG to 700+rpm. (the regular SMG already have 1000rpm) Let the close range weapons have the close range advantage. But your example with the Militia is good enough. I'll find some threads if the request for "find proof that it's unbalanced" still stands. The AR was never supposed to have RPM that high to begin with. You want a good close range AR, the Breach AR is nasty, especially with damage mods. Just get rid of the kicking animation, it's not shooting fast enough for all that. In what case should a secondary out do a primary? It's pretty obvious that the sniper out does it as a precision weapon (which is it's role, look at the headshot bonus) and the shotty out does the nova knives as a close range killer. Why shouldn't the Ar follow the same pattern? |
Vermaak Doe
SVER True Blood Unclaimed.
683
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Posted - 2013.04.07 02:26:00 -
[5] - Quote
I've stacked enhanced damage mods on a gek and still didn't reach these instakill levels of damage. Besides against scouts (which are paper at every Ar tier) most suits take a decent amount of rounds before dying. However the recoil is too negligible starting at the half wat point of the mag. |
Vermaak Doe
SVER True Blood Unclaimed.
684
|
Posted - 2013.04.07 03:25:00 -
[6] - Quote
I just stated that the lack of recoil is a problem, as for the stacking I'll try it out |
Vermaak Doe
SVER True Blood Unclaimed.
684
|
Posted - 2013.04.07 04:12:00 -
[7] - Quote
Ulysses Knapse wrote:Vermaak Doe wrote:I just stated that the lack of recoil is a problem, as for the stacking I'll try it out Stacking is working as intended, no problems there. Its only a display bug. I wasn't suggesting it didn't, I just don't believe it becomes op |
Vermaak Doe
SVER True Blood Unclaimed.
684
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Posted - 2013.04.07 04:15:00 -
[8] - Quote
If every weapon gained noticeable range from sharpshooter how is that a problem? It's a tiny bonus which is how I know you're bsing about the range (4 to five isn't a big difference) |
Vermaak Doe
SVER True Blood Unclaimed.
685
|
Posted - 2013.04.07 08:09:00 -
[9] - Quote
loumanchew wrote:Vermaak Doe wrote:If every weapon gained noticeable range from sharpshooter how is that a problem? It's a tiny bonus which is how I know you're bsing about the range (4 to five isn't a big difference) 40% is a tiny bonus? Do you even read? |
Vermaak Doe
SVER True Blood Unclaimed.
686
|
Posted - 2013.04.07 22:21:00 -
[10] - Quote
Sleepy Zan wrote:Ulysses Knapse wrote: Assault Rifles versus... Sniper Rifles? There's no comparison at close range, only murder.
It makes me sad that no one has had fun times learning to CQC with a sniper yet. I told him about one of my cqb sniper experinces (headshot at smg range) |
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