Cross Atu
Conspiratus Immortalis League of Infamy
952
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Posted - 2013.05.12 23:31:00 -
[1] - Quote
Iron Wolf Saber wrote:Hey Guys just a heads up.
It has been brought to the CPM's attention that there are concerns over the Tactical Assault Rifle. After some discussing the CPM believes that its best for the community to describe the nature of the Tactical Assault Rifle and we would really like to hear from all of you on the weapon.
This includes both Operators of Tactical Assault Rifle and the Targets of Tactical Assault Rifle.
So leave your thoughts from any point of view on the weapon we will check back on it.
The purpose of this is not to talk balance but to give feedback to CCP in a compact easy to find place before CCP gets the chance to do anything to it. Research if you will. So comment about what you think of the rifle honest from your point of view, and focus on what you really think of it and far less about trying to balance it. You should also include all environmental concerns involving the gun such as bad aiming, uprising woes and control issues that may be a factor in this gun sticking out too far verses most other weapons.
If you need to, include outside variables such as other ARs, suits, weapons, or scenarios involving the TAR. The TAR under Uprising out performs the parameters of any given battlefield role. It has extensive range, high alpha, an uncapped RoF and kick insufficient to prevent landing 3-4 body shots at range (the number needed to kill the majority of fits out there if the TAR user is tacking 2-4 damage mods).
Since Uprising I have numerous times witnessed the TAR win fights with the LR at extended range. I have also seen the TAR dominate the shotgun in CQC, for example killing a scout suit (from full HP) so quickly that the TAR user has time to turn 90 degrees and kill the flanking scout (without strafing or other evasive action) before the scout is able to fire a second shotgun blast.
The TAR is also increasingly common within matches of every game type to the point where it is fairly common place to see entire squads running nothing else and taking the top spots for kills by a fair margin. Thus far within the Uprising build the only two tactics I've seen reliably break the field control of 4+ TAR users over a given area is either A) concentrated sniper fire or B) heavy vehicle use (not as in HAVs alone, but rather heavy use of vehicles).
The simple problem is that the TAR within current context can do too many things too well. It has no battlefield role because it can reliably preform in most battlefield roles to the point where its use is diminishing game diversity as more and more players migrate into it's use (and this even with the current constraints of the new Uprising SP costs).
0.02 ISK Cross
PS ~ To be clear while the TAR has problems on its own it is really the TAR + excessively stacked damage mods/lack of proper stacking penalty on damage mods, that results in the major problems so when conveying feedback to CCP be sure the problem with mods is highlighted. |