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slypie11
Planetary Response Organisation
108
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Posted - 2013.04.06 13:28:00 -
[1] - Quote
Ulysses Knapse wrote:I agree that the assault rifle is overpowered. Niches be damned, assault rifle users say. Assault rifle users don't care about niches! They care about effectiveness! Where do you draw the line? The assault rifle just does too well against everything.
Assault Rifles versus...
Shotguns? Easily has more DPS at most ranges. HMGs? Easily has much more accuracy and damage at longer ranges. Sniper Rifles? There's no comparison at close range, only murder. Laser Rifles? Ditto. Mass Drivers? Far more reliable and predictable. Submachine Guns? Better range and damage. Scrambler Pistol? Doesn't require headshots to murder someone, and better range surprisingly. Forge Gun? Now you are just humoring me. I agree with you to an extent, but your examples are wrong
Shotguns:are meant for CQC HMG: meant for medium to close range Sniper rifles:MEANT for LONG RANGE COMBAT. Come on LR: ditto Mass Drivers: meant to force players to cover, then arc over, not direct confrontation Smg:secondary weapon Scrambler pistol:ditto Forge gun: it's an AV weapon for god's sake, why do you think I'm not shooting people with swarm launchers. But ARs do need a recoil buff and slightly less damage |
slypie11
Planetary Response Organisation
112
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Posted - 2013.04.06 19:25:00 -
[2] - Quote
Talos Alomar wrote:I'm tired of nerd threads. We just need more racial ARs with distinct strengths and weaknesses. Currently the Gallente AR has no real weaknesses, even more so with sharpshooter skills.
Once there is more variety in infantry weapons and they tweak the skill systems a bit the problem should be alleivated a bit.
Just to be clear, I think the problem is that it seems that most people use the same gun on the same suit (AR on the type 2 assault) because it's affective. It's also boring.
We need more variety, and we also need to shut the hell up as the game will be changed immensely next month. I think the reason most people go for assault and AR is because they're too scared to try anything else. I would try using MDs and LRs, but I don't want to spend my hard earned SP on something I may end up sucking with. |
slypie11
Planetary Response Organisation
114
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Posted - 2013.04.06 20:35:00 -
[3] - Quote
Jaric Kieranson wrote:slypie11 wrote:I think the reason most people go for assault and AR is because they're too scared to try anything else. I would try using MDs and LRs, but I don't want to spend my hard earned SP on something I may end up sucking with. It's still BETA, mate. Now is the best time to try different builds so when the game goes live, and skill are invariably reset, you can then spec into what you really want instead of just wondering forevermore. too late, already used all my sp |
slypie11
Planetary Response Organisation
114
|
Posted - 2013.04.07 01:02:00 -
[4] - 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. Giving tac and burst a full auto mode wouldn't make them burst and tac. Keep the RoF, just increase kick and reduce damage outside of effective range |
slypie11
Planetary Response Organisation
123
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Posted - 2013.04.07 18:54:00 -
[5] - Quote
Logi Bro wrote:I'm going to point out that most HMGs out-range my AR(maxed sharpshooters vs my lvl 3 sharpshooter), with better RPMs the only thing my AR does better than an HMG is damage per shot, plus the HMG gets more accurate with time, while my AR gets less accurate with time.
So by the logic that the AR is OP, the HMG is doubly OP. HMG definatly does not outrange ARs, and we usually die before the cone of fire can get reasonably small. Thats why I only use my HMG fit on small maps. |
slypie11
Planetary Response Organisation
123
|
Posted - 2013.04.07 19:00:00 -
[6] - Quote
Ulysses Knapse wrote:slypie11 wrote:Logi Bro wrote:I'm going to point out that most HMGs out-range my AR(maxed sharpshooters vs my lvl 3 sharpshooter), with better RPMs the only thing my AR does better than an HMG is damage per shot, plus the HMG gets more accurate with time, while my AR gets less accurate with time.
So by the logic that the AR is OP, the HMG is doubly OP. HMG definatly does not outrange ARs, and we usually die before the cone of fire can get reasonably small. Thats why I only use my HMG fit on small maps. HMGs can outrange ARs with maxed sharpshooter, but with equal sharpshooter AR definately outranges HMG. Either way, maximum range isn't everything. Accuracy is also important at longer ranges. HMGs are less accurate when they start firing, ARs are more accurate when they start firing. exactly. Of course HMGs have a longer EFFECTIVE range when they have sharpshooter, but they still can't hit anyting until the middle of the clip. |
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