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VicBoss
Militaires-Sans-Frontieres
227
|
Posted - 2013.05.11 01:10:00 -
[1] - Quote
So Tacs at one point in time used to be OP if anyone remembers. Then they received the magical unknown called recoil. Then the OPness went away. Now a couple of things happened in Uprising that doubled the effectiveness of tacs. First off sharpshooter was removed. Now weapons actually fit their range profiles. Prior a normal assault rifle with sharpshooter easily made the Tac obsolete due to the normal Assault rifle having relatively the same range, and had little kick and so nobody used the Tac, but just normal AR's at range. in Uprising now Tacs are necessarily due to their extended range which is not extendable by skills. Now the Tac is useful. That is the first thing that was a bonus for the tac, and IMO was enough to make it a viable weapon.
The second thing that happened is the damage bonus. It makes sense that if it was unusable in last build that it needs a damage buff to make it usable. However due to the range actually mattering the damage buff became too much, and instead of being just a viable weapon, it is now borderline OP to put it very nicely. Not to mention the fire rate.
Solutions.
1 Nerf the range. Stupid that is what makes the weapon worth it
2 Nerf the damage. obviously this is what i think would work
3 Nerf the fire rate. Not bad but it still has ridiculous stopping power
4 Add more recoil. This would just make the weapon a CQC hip fire weapon then. Not the point of the weapon
Anyway a combo of 2 and 3 are probably a good route to go. What does you guys think? |
Thor Odinson42
Planetary Response Organization
195
|
Posted - 2013.05.11 01:31:00 -
[2] - Quote
VicBoss wrote:So Tacs at one point in time used to be OP if anyone remembers. Then they received the magical unknown called recoil. Then the OPness went away. Now a couple of things happened in Uprising that doubled the effectiveness of tacs. First off sharpshooter was removed. Now weapons actually fit their range profiles. Prior a normal assault rifle with sharpshooter easily made the Tac obsolete due to the normal Assault rifle having relatively the same range, and had little kick and so nobody used the Tac, but just normal AR's at range. in Uprising now Tacs are necessarily due to their extended range which is not extendable by skills. Now the Tac is useful. That is the first thing that was a bonus for the tac, and IMO was enough to make it a viable weapon.
The second thing that happened is the damage bonus. It makes sense that if it was unusable in last build that it needs a damage buff to make it usable. However due to the range actually mattering the damage buff became too much, and instead of being just a viable weapon, it is now borderline OP to put it very nicely. Not to mention the fire rate.
Solutions.
1 Nerf the range. Stupid that is what makes the weapon worth it
2 Nerf the damage. obviously this is what i think would work
3 Nerf the fire rate. Not bad but it still has ridiculous stopping power
4 Add more recoil. This would just make the weapon a CQC hip fire weapon then. Not the point of the weapon
Anyway a combo of 2 and 3 are probably a good route to go. What does you guys think? It used to be single shot, is it not anymore? I just assumed everybody using it was cheating with a modded controller |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
640
|
Posted - 2013.05.11 01:35:00 -
[3] - Quote
I'll just leave this here: (please direct all +1's to Talos Alomar)
Talos Alomar wrote:I've never been quiet on my dislike of the Tac AR, but it fills a niche that many people love - the marksman. It's no sniper rifle, but it's able to take out reds at a great distance. The problem with the Tac AR is that it is still freaking amazing at CQC, and any failings that it might have are easily covered by making another fit with the same tier of the AR as it is governed by the exact same skill.
There is no trade off to skilling up the AR. You'll have a guaranteed great weapon at all ranges for the price of one skill. No other weapon is able to do that, and makes choices in what you want to do that much more limited.
This problem is then compounded by the Gallente Assault suit, which lets you fit high tier weapons without sacrificing any tank or damage output. This suit also is an armor tanker which is strong against lasers, the only weapon that can compete with the Tac AR for dealing damage at that range.
This puts all those small little advantages in the hands of the Tac AR, coming together to form the new OP (I hate that term too. please keep reading) weapon.
There does need to be a weapon to fill that role, It just shouldn't be in that skill tree.
My recommended course of action would be just to take the Tac AR out of the game. No nerfs to the point of being unplayable, just freaking nuke it and replace it with a new sniper rifle variant with a 25 round magazine and a decent rate of fire while extending the range slightly on the Gallente AR, ideally it's optimal should end where the LR starts. (possibly meaning bringing the LR's optimal in a little bit. but that's another thread)
This would accomplish a few things, namely it would give sniper rifle users the role of the designated marksman again. I can count on one hand how many times I've been shot by a sniper, let alone killed this build. Throw them a bone FFS. Less weapon diversity is the last thing this game needs.
secondly, it would balance out the roles of the various suits a little better. a low capacity weapon would put the Caldari assault in the running for owning the mid-long range game again with the suit specialty (reload bonus, for the uninformed), while letting the laser keep up with that role as it would be able to burn through Caldari shields (though the new variant would outrange the LR by a 10-20 meters), letting the designated marksman decide whether or not to close in and have a weapon that is still formidable in cqc though it doesn't fill that role as well as the AR or HMG.
As far as skill bonuses go, the new variant would still get helped by the sniper rifle op bonus of reduced sway as the rail rifle would have have to get settled in for a moment to balance having a longer range.
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VicBoss
Militaires-Sans-Frontieres
228
|
Posted - 2013.05.11 01:54:00 -
[4] - Quote
Cosgar wrote:I'll just leave this here: (please direct all +1's to Talos Alomar)Talos Alomar wrote:I've never been quiet on my dislike of the Tac AR, but it fills a niche that many people love - the marksman. It's no sniper rifle, but it's able to take out reds at a great distance. The problem with the Tac AR is that it is still freaking amazing at CQC, and any failings that it might have are easily covered by making another fit with the same tier of the AR as it is governed by the exact same skill.
There is no trade off to skilling up the AR. You'll have a guaranteed great weapon at all ranges for the price of one skill. No other weapon is able to do that, and makes choices in what you want to do that much more limited.
This problem is then compounded by the Gallente Assault suit, which lets you fit high tier weapons without sacrificing any tank or damage output. This suit also is an armor tanker which is strong against lasers, the only weapon that can compete with the Tac AR for dealing damage at that range.
This puts all those small little advantages in the hands of the Tac AR, coming together to form the new OP (I hate that term too. please keep reading) weapon.
There does need to be a weapon to fill that role, It just shouldn't be in that skill tree.
My recommended course of action would be just to take the Tac AR out of the game. No nerfs to the point of being unplayable, just freaking nuke it and replace it with a new sniper rifle variant with a 25 round magazine and a decent rate of fire while extending the range slightly on the Gallente AR, ideally it's optimal should end where the LR starts. (possibly meaning bringing the LR's optimal in a little bit. but that's another thread)
This would accomplish a few things, namely it would give sniper rifle users the role of the designated marksman again. I can count on one hand how many times I've been shot by a sniper, let alone killed this build. Throw them a bone FFS. Less weapon diversity is the last thing this game needs.
secondly, it would balance out the roles of the various suits a little better. a low capacity weapon would put the Caldari assault in the running for owning the mid-long range game again with the suit specialty (reload bonus, for the uninformed), while letting the laser keep up with that role as it would be able to burn through Caldari shields (though the new variant would outrange the LR by a 10-20 meters), letting the designated marksman decide whether or not to close in and have a weapon that is still formidable in cqc though it doesn't fill that role as well as the AR or HMG.
As far as skill bonuses go, the new variant would still get helped by the sniper rifle op bonus of reduced sway as the rail rifle would have have to get settled in for a moment to balance having a longer range.
I think the Tac AR is salvageable, so this is where our ideas differ. It is not inherently a bad weapon and it just needs to be tweaked, not nuked.
The Gallente suit tac combo beating lazer rifles is a good example of a suit counter. If the gallente AR tac did not exist what beyond snipers and other lazer rifles could counter it? Nothing. That is good game building to counter a dominating suit.
However the problem with the tac is that they can put out more effective damage than vehicle turrets. The problem is not that they counter lazers with a great fit, but that they counter and kill EVERYTHING. |
Icy Xenosmilus
Eyniletti Rangers Minmatar Republic
182
|
Posted - 2013.05.11 01:55:00 -
[5] - Quote
It's the only good gun you silly ****. |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
581
|
Posted - 2013.05.11 01:58:00 -
[6] - Quote
A drop in damage would be enough, IMO. |
Scramble Scrub
Osmon Surveillance Caldari State
169
|
Posted - 2013.05.11 01:59:00 -
[7] - Quote
How's about adding another gun to counter it? |
Kleanur Guy
SyNergy Gaming EoN.
222
|
Posted - 2013.05.11 02:03:00 -
[8] - Quote
Thor Odinson42 wrote:VicBoss wrote:So Tacs at one point in time used to be OP if anyone remembers. Then they received the magical unknown called recoil. Then the OPness went away. Now a couple of things happened in Uprising that doubled the effectiveness of tacs. First off sharpshooter was removed. Now weapons actually fit their range profiles. Prior a normal assault rifle with sharpshooter easily made the Tac obsolete due to the normal Assault rifle having relatively the same range, and had little kick and so nobody used the Tac, but just normal AR's at range. in Uprising now Tacs are necessarily due to their extended range which is not extendable by skills. Now the Tac is useful. That is the first thing that was a bonus for the tac, and IMO was enough to make it a viable weapon.
The second thing that happened is the damage bonus. It makes sense that if it was unusable in last build that it needs a damage buff to make it usable. However due to the range actually mattering the damage buff became too much, and instead of being just a viable weapon, it is now borderline OP to put it very nicely. Not to mention the fire rate.
Solutions.
1 Nerf the range. Stupid that is what makes the weapon worth it
2 Nerf the damage. obviously this is what i think would work
3 Nerf the fire rate. Not bad but it still has ridiculous stopping power
4 Add more recoil. This would just make the weapon a CQC hip fire weapon then. Not the point of the weapon
Anyway a combo of 2 and 3 are probably a good route to go. What does you guys think? It used to be single shot, is it not anymore? I just assumed everybody using it was cheating with a modded controller
It is actually rather easy to hit the maximum RoF even with someone who doesn't have such a good trigger finger. |
Johnny Guilt
Algintal Core Gallente Federation
71
|
Posted - 2013.05.11 02:03:00 -
[9] - Quote
lower the fire rate but keep the range and damge,problem solved
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Muramasa Armads
Defensores Doctrina
9
|
Posted - 2013.05.11 02:30:00 -
[10] - Quote
I have gone up against the Tactical Assault Rifles and it hasn't been a fun experience. The power on those rifles is incredible. My last match today, we went up against an enemy team where half of them were using Tactical Assault Rifles and it was a miserable game. It was very frustrating because the enemy team wasn't really skilled, but the Tactical Assault Rifles allowed them to deal crippling damage from any range. I would get so many hits with my Exile Assault Rifle, but the Duvolle Tactical AR outgunned me almost every time. All they had to do was get a couple of head shots and my shields were gone instantly. ItGÇÖs frightening to think of how much damage Tactical ARGÇÖs could do if a player had Assault Rifle Proficiency level 5 and four complex light damage mods. The worst part is when you have two Duvolle Tactical Rifles shooting you because that kind of focus fire can kill anyone instantly. Ironically the Duvolle Tactical Assault Rifle was an issue a two builds ago and it looks like it has comeback with a vengeance. Watch out when these Tactical Rifle users get flay lock pistols to shoot people with at close range. That combination is going to be lethal. |
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pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
161
|
Posted - 2013.05.11 02:43:00 -
[11] - Quote
Tac ARs dont bother me when im in my tank . Just sayin |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
646
|
Posted - 2013.05.11 03:00:00 -
[12] - Quote
VicBoss wrote:I think the Tac AR is salvageable, so this is where our ideas differ. It is not inherently a bad weapon and it just needs to be tweaked, not nuked.
The Gallente suit tac combo beating lazer rifles is a good example of a suit counter. If the gallente AR tac did not exist what beyond snipers and other lazer rifles could counter it? Nothing. That is good game building to counter a dominating suit.
However the problem with the tac is that they can put out more effective damage than vehicle turrets. The problem is not that they counter lazers with a great fit, but that they counter and kill EVERYTHING. I don't think it's a bad weapon either, just misplaced. The AR is supposed to be the jack of all trades, master of none. Thanks to SS in Chrome, the standard was better than everything else in the line. Now in Uprising, the TAR has gone back to being everything else in the line again and makes the one AR that you should be using if you want range, the burst, useless. Also, it doesn't go well with the high damage short/mid range Gallente style, it's out of place. Think about this too, why is the AR the only weapon class that has 4 different variation of their weapons. I think they added the TAR to test out the Gauss Rifle before adding it in. It's a good weapon, fun to use and aside from making it less effective hip firing and a lower ROF, it's perfect... for the Caldari. Moving to the Caldari rifle line, making the damage 100/100 to shields and armor and crap in CQC or hip firing just makes sense. AR is versatile, but it's too versatile with the TAR available. But none of the cryhard assaults want to understand counter play, they just want to be the best at everything. |
Thor Odinson42
Planetary Response Organization
196
|
Posted - 2013.05.11 03:02:00 -
[13] - Quote
So somebody can hit the fire button 10x a second while aiming?
I'd give money to see that.
Seriously. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
741
|
Posted - 2013.05.11 03:09:00 -
[14] - Quote
Thor Odinson42 wrote:So somebody can hit the fire button 10x a second while aiming?
I'd give money to see that.
Seriously.
You can with the mouse. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
83
|
Posted - 2013.05.11 03:13:00 -
[15] - Quote
You can easily click 10x a second with a mouse, which is what most people are using to achieve that kind of fire rate, not modded controllers.
Nerfing damage and leaving the recoil as is will kill its ability at range, not do much for it in CQC.
Lowering the RoF is the best way to help lower is CQC efficacy while still making it viable at range.
Increasing the range of ALL weapons (tac included) is desperately needed. Once the range of all weapons is around 15-20% more than it is now, the TAC will not be as OP as it looks, as most other guns will be better suited for the ideal 80m engagement range in this game and at 100-120m the TAC will be impossible to spam and hit its target.
The TAC is OP at range because every other weapon in this game is falling short of the ideal engagement range in this game of around 80m or so, where the TAC is currently shining.
Its pwning in CQC cause its fire rate is too high.
The raw damage will actually need to stay really high if its going to be worth a damn at 100m, otherwise it will end up just like it was in chromosome, a sad joke. It does need a DPS reduction, but by reducing the 'per second' part, and not the 'damage'.
This is just coming from someone who really wants the tac to be viable once they've fixed ranges. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
741
|
Posted - 2013.05.11 03:14:00 -
[16] - Quote
double post |
Kushmir Nadian
Valor Coalition RISE of LEGION
211
|
Posted - 2013.05.11 03:17:00 -
[17] - Quote
Johnny Guilt wrote:lower the fire rate but keep the range and damage,problem solved
Agree with this.
The damage does seem a bit high (I thought the 71 damage for the Duvolle was fine) but the real prpblem is it shoots faster than a fully automatic weapon when its supposed to be single shot.
The fire rate needs to come way, way down. |
SERPENT-Adamapple
Holdfast Syndicate Amarr Empire
19
|
Posted - 2013.05.11 03:34:00 -
[18] - Quote
Wait until the other rifle variants come out, nerf/buff galore... |
Elrick Mercer
Internal Error. Negative-Feedback
19
|
Posted - 2013.05.11 03:37:00 -
[19] - Quote
Just do away with the burst, tack variants and give the AR a select fire switch! |
Schalac 17
Murderz for hire
103
|
Posted - 2013.05.11 03:50:00 -
[20] - Quote
I saw this a mile away, yet people laughed at me in chromozone when I said TAR is going to be the next big gun. |
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Sontie
Ill Omens EoN.
287
|
Posted - 2013.05.11 12:09:00 -
[21] - Quote
I'd be down for a 10-15% ROF nerf
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Llan Heindell
One-Armed Bandits Heretic Initiative
78
|
Posted - 2013.05.11 12:51:00 -
[22] - Quote
Well...
The trade off on the TAC AR variant is wrong. That's the problem. It should trade damage for range, the same way the Breach AR trades RoF for damage. Me and some friends were actually doing the math. It's possible to achieve around 140 damage with the TAC AR. That's almost a TAC Sniper damage. It's just stupid to be able to deal that much damage with an AR.
The weapon should get a major damage reduction, and keep it's range. I would suggest around 50 base damage. That would make it equal to the Breach AR, but the difference is the range. That would make the weapon more of a playstyle choice.
The weapon as it is now, destroys any chance to fight back, you can't do anything to kill someone with a TAC AR, because you have no range with a AR and the LR is too weak to counter de TAC AR. Your only chance would be, getting a sniper rifle. lol
Anyone that have fought in a battle against an enemy team where half it's members were using TAC Duv ARs will understand exactly what I'm talking about here.
tl:dr TAC AR range is enough to be a viable weapon, remove the high damage from it. Make it around 50 base damage.
Live long and prosper. Llan Heindell. |
VicBoss
Militaires-Sans-Frontieres
230
|
Posted - 2013.05.11 20:50:00 -
[23] - Quote
Llan Heindell wrote:Well...
The trade off on the TAC AR variant is wrong. That's the problem. It should trade damage for range, the same way the Breach AR trades RoF for damage. Me and some friends were actually doing the math. It's possible to achieve around 140 damage with the TAC AR. That's almost a TAC Sniper damage. It's just stupid to be able to deal that much damage with an AR.
The weapon should get a major damage reduction, and keep it's range. I would suggest around 50 base damage. That would make it equal to the Breach AR, but the difference is the range. That would make the weapon more of a playstyle choice.
The weapon as it is now, destroys any chance to fight back, you can't do anything to kill someone with a TAC AR, because you have no range with a AR and the LR is too weak to counter de TAC AR. Your only chance would be, getting a sniper rifle. lol
Anyone that have fought in a battle against an enemy team where half it's members were using TAC Duv ARs will understand exactly what I'm talking about here.
tl:dr TAC AR range is enough to be a viable weapon, remove the high damage from it. Make it around 50 base damage.
Live long and prosper. Llan Heindell.
if you reduced the damage to 50 then the clip size should be increased |
Deluxe Edition
TeamPlayers EoN.
162
|
Posted - 2013.05.11 22:24:00 -
[24] - Quote
Llan Heindell wrote:Well...
The trade off on the TAC AR variant is wrong. That's the problem. It should trade damage for range, the same way the Breach AR trades RoF for damage. Me and some friends were actually doing the math. It's possible to achieve around 140 damage with the TAC AR. That's almost a TAC Sniper damage. It's just stupid to be able to deal that much damage with an AR.
The weapon should get a major damage reduction, and keep it's range. I would suggest around 50 base damage. That would make it equal to the Breach AR, but the difference is the range. That would make the weapon more of a playstyle choice.
The weapon as it is now, destroys any chance to fight back, you can't do anything to kill someone with a TAC AR, because you have no range with a AR and the LR is too weak to counter de TAC AR. Your only chance would be, getting a sniper rifle. lol
Anyone that have fought in a battle against an enemy team where half it's members were using TAC Duv ARs will understand exactly what I'm talking about here.
tl:dr TAC AR range is enough to be a viable weapon, remove the high damage from it. Make it around 50 base damage.
Live long and prosper. Llan Heindell.
The only way to crank out 140 would be to fill all 5 caladari high slots with dmg modifiers. And even then I think you forgot to incorporate the deminishing returns on dmg modifiers. So I must respectfully say you don't know what your talking about.
use this... http://dust514.wikia.com/wiki/Stacking_Penalty |
Deluxe Edition
TeamPlayers EoN.
162
|
Posted - 2013.05.11 22:26:00 -
[25] - Quote
ZDub 303 wrote:You can easily click 10x a second with a mouse, which is what most people are using to achieve that kind of fire rate, not modded controllers.
Nerfing damage and leaving the recoil as is will kill its ability at range, not do much for it in CQC.
Lowering the RoF is the best way to help lower is CQC efficacy while still making it viable at range.
Increasing the range of ALL weapons (tac included) is desperately needed. Once the range of all weapons is around 15-20% more than it is now, the TAC will not be as OP as it looks, as most other guns will be better suited for the ideal 80m engagement range in this game and at 100-120m the TAC will be impossible to spam and hit its target.
The TAC is OP at range because every other weapon in this game is falling short of the ideal engagement range in this game of around 80m or so, where the TAC is currently shining.
Its pwning in CQC cause its fire rate is too high.
The raw damage will actually need to stay really high if its going to be worth a damn at 100m, otherwise it will end up just like it was in chromosome, a sad joke. It does need a DPS reduction, but by reducing the 'per second' part, and not the 'damage'.
This is just coming from someone who really wants the tac to be viable once they've fixed ranges.
+1
|
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
319
|
Posted - 2013.05.11 23:18:00 -
[26] - Quote
Llan Heindell wrote:Well...
The trade off on the TAC AR variant is wrong. That's the problem. It should trade damage for range, the same way the Breach AR trades RoF for damage. Me and some friends were actually doing the math. It's possible to achieve around 140 damage with the TAC AR. That's almost a TAC Sniper damage. It's just stupid to be able to deal that much damage with an AR.
The weapon should get a major damage reduction, and keep it's range. I would suggest around 50 base damage. That would make it equal to the Breach AR, but the difference is the range. That would make the weapon more of a playstyle choice.
The weapon as it is now, destroys any chance to fight back, you can't do anything to kill someone with a TAC AR, because you have no range with a AR and the LR is too weak to counter de TAC AR. Your only chance would be, getting a sniper rifle. lol
Anyone that have fought in a battle against an enemy team where half it's members were using TAC Duv ARs will understand exactly what I'm talking about here.
tl:dr TAC AR range is enough to be a viable weapon, remove the high damage from it. Make it around 50 base damage.
Live long and prosper. Llan Heindell.
Yes lets reduce the dmg down to the point where it wont kill fast enough before people get to cover. The only real thing the TAC might need is a ROF reduction but ill wait till they actually fix all the other weapon ranges, take care of the hard cap on ranges, and the single shot scrambler rifle is also available.
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VicBoss
Militaires-Sans-Frontieres
231
|
Posted - 2013.05.12 02:37:00 -
[27] - Quote
Deluxe Edition wrote:[quote=Llan Heindell]Well... The only way to crank out 140 would be to fill all 5 caladari high slots with dmg modifiers. And even then I think you forgot to incorporate the deminishing returns on dmg modifiers. So I must respectfully say you don't know what your talking about. use this... http://dust514.wikia.com/wiki/Stacking_Penalty
CCP as far as my knowledge and fitting use myself has shown the diminishing returns do not work on damage modifiers. |
Murph's Meatshield
D3ath D3alers RISE of LEGION
1
|
Posted - 2013.05.12 02:48:00 -
[28] - Quote
First, a little about what type of player I am. I ran roughly a 2.0 KDR in the previous builds using a GEK, and had somewhere around a 2.5 KDR in MAG, so I'm not terrible at aiming, but definitely not good. For instance, against good players I generally hover around a 1.0.
I started using the GLU TAC today and that thing is god mode, I can only imagine how insane the Duvolle is. It definitely needs to be nerfed; damage down 10% and make it useless in CQC (somewhat like the LR). The only reason I think it's OP now is how easy it is to hipfire with the beast in close quarters, it's literally a rapid fire shotty. Nerfing the ROF or the damage more than 10% would render the weapon obsolete as it's purpose is medium-long range engagements. |
Rurouni Kenshin
Mannar Focused Warfare Gallente Federation
5
|
Posted - 2013.05.12 02:49:00 -
[29] - Quote
Talos Alomar wrote:Thor Odinson42 wrote:So somebody can hit the fire button 10x a second while aiming?
I'd give money to see that.
Seriously. You can with the mouse.
Wtf. Wiseass answers.
Yes you can but you'd have to focus on pressing not aiming and playing. Not to mention the cramps.
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