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RINON114
B.S.A.A.
150
|
Posted - 2013.05.13 02:35:00 -
[91] - Quote
The damage equation is easy:
The GLU-5's damage should become the Duvolle's and the GLU-5 should take a tiny damage nerf of maybe 2 or 3 points.
Nerf the RoF to the same as the breach and we're done. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
790
|
Posted - 2013.05.13 03:18:00 -
[92] - Quote
Jathniel wrote:(With recent changes, it seems CCP is listening again. In that case, I will participate again.)
Not much needs to be done with the Tactical. It's been my weapon of choice since I've dropped the sniper rifle.
Here are points on refining the Tactical:
- I can confirm that modded controllers are NOT an issue for the Tactical AR. Tested using a "Steel Series 3GC PC Gaming Controller" which, as of Uprising, is fully compatible with Dust514. Turbo function enabled on R1. There was no significant increase to RoF when in ADS, and recoil was severe enough to totally discourage automatic use. However, there was a noticeable increase in RoF when hip-firing. The same applies for modded mouse inputs using a CronusX device... recoil is too high for the mouse to mitigate.
- Clip size and ammo capacity is disproportionately higher than other weapons. Therefore I recommend keeping the clip size for both Tactical assault rifles at 24 rounds, and cutting maximum ammo down to 120 rounds. 24 rounds in a clip with 4 clips on standby. 30 rounds in a clip and 300 rounds(10 clips!) on standby for the Duvolle Tactical AR is TOO high. (The weapons range and dps is too high to maintain such sustained fire.)
- Recommend increasing hipfire spread by 50% to discourage using the Tactical in CQC. I can simply sidestep, and hipfire a heavy or shotgun user without consequence.
Range and damage on the Tactical are fine. Recoil is well mitigated. Simply cut the number of rounds available to Tactical users, to reduce them running around the field with wreckless abandon. As a Tactical user, if I ran out of ammo as quickly on a Tac, as I do using a full-auto, I'd pick my engagements way more carefully. Furthermore, not everyone can use a Tactical. It's not the use-to-win weapon that the Chromosome AR was. Many people would get killed by a Tactical, but not have the skill to use it as well. This is a sign of a well balanced weapon. Listen to this man CCP! The underlined portion of the quote shows that Jathniel knows his weapons.
I'd like to hear your thoughts on the other AR variants, the shotgun, lasers, the MD, and the HMG too. |
lDocHollidayl
Imperfects Negative-Feedback
180
|
Posted - 2013.05.13 03:27:00 -
[93] - Quote
I can hit players 70 meters and out from the hip...a lot. No counter weapon. Laser can not punch back hard enough....or far enough. TAR and laser have the same range but TaR out dps by far. Seems it has been confirmed that the RoF can be improved with mouse and modded controllers. IMO hip fire accuracy is the issue...no one scopes in as it recoils too much. |
Mother Facker
Ill Omens EoN.
0
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Posted - 2013.05.13 03:52:00 -
[94] - Quote
I think the TAR should be left alone for now so we can see how it fairs against the single shot scrambler rifle. If it's still dominant and "OP" , I believe lowering its CQC effectiveness is the best course of action. Either push back its optimal range, or decrease its hipfire accuracy. Be careful not to nerf it too much and make it garbage. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
790
|
Posted - 2013.05.13 04:16:00 -
[95] - Quote
Mother Facker wrote:I think the TAR should be left alone for now so we can see how it fairs against the single shot scrambler rifle. If it's still dominant and "OP" , I believe lowering its CQC effectiveness is the best course of action. Either push back its optimal range, or decrease its hipfire accuracy. Be careful not to nerf it too much and make it garbage. Unfortunately when CCP swings the nerf bat, they aim at the knees and swing it until you have a permanent limp. Look at the HMG, missile turrets, lasers and the MD.
Edit: Battleships and titans in EVE too. |
Luis rules 1st
Valor Coalition RISE of LEGION
0
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Posted - 2013.05.13 05:44:00 -
[96] - Quote
Ok, to me, this weapon shouln't exist. At least not as an AR but as an SR (Scramble rifle). Get those cheating guys should be easy.
1.- Just seeing at ther fire pattern (Banning people with auto fire) 2.- Decreasing RoF 3.- Making it heat. If it heats more the shorter the weapon is fire, the auto fire is worth for nothing. 4.- This weapon could ble like a laser as well. Not being able to hit with 100% damage at close. There are many options to fix tacticals or just make a new weapon, but with some restrictions
I also used the weapon and is way OP. Simply cuz no weapons can match its range nor damage. Laser Rifle (LR) should outrange those short/mid weapons, since LR should be be mid-long weapon.
L8er! |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
798
|
Posted - 2013.05.13 05:49:00 -
[97] - Quote
Luis rules 1st wrote:Ok, to me, this weapon shouln't exist. At least not as an AR but as an SR (Scramble rifle). Get those cheating guys should be easy.
1.- Just seeing at ther fire pattern (Banning people with auto fire) 2.- Decreasing RoF 3.- Making it heat. If it heats more the shorter the weapon is fire, the auto fire is worth for nothing. 4.- This weapon could ble like a laser as well. Not being able to hit with 100% damage at close. There are many options to fix tacticals or just make a new weapon, but with some restrictions
I also used the weapon and is way OP. Simply cuz no weapons can match its range nor damage. Laser Rifle (LR) should outrange those short/mid weapons, since LR should be be mid-long weapon.
L8er! I like 2 and 4 but 1 is just not true. It has enough subtle kick to it that you can't auto fire with it. Having it overheat is kind of silly, I'd probably just go for a smaller clip size and lower ammo capacity to tame the damn thing. |
Doyle Reese
OSG Planetary Operations Covert Intervention
13
|
Posted - 2013.05.13 05:58:00 -
[98] - Quote
Right now, I'm not sure what the real problem is, but there definitely needs to be a cap of RoF. The dispersion from hipfire needs to go up especially at close ranges, a Tactical AR is an AR with its optimal range extended pretty much, both minimum range AND maximum range, so at close quarters there is no reason why it is as effective as it is now |
Hunter Junko
Bojo's School of the Trades
96
|
Posted - 2013.05.13 06:23:00 -
[99] - Quote
I feel like Tac-rifles should be a different rifle altogether, apart from the assault rifle family tree.
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Buster Friently
Rosen Association
414
|
Posted - 2013.05.13 06:27:00 -
[100] - Quote
Jathniel wrote:(With recent changes, it seems CCP is listening again. In that case, I will participate again.)
Not much needs to be done with the Tactical. It's been my weapon of choice since I've dropped the sniper rifle.
Here are points on refining the Tactical:
- I can confirm that modded controllers are NOT an issue for the Tactical AR. Tested using a "Steel Series 3GC PC Gaming Controller" which, as of Uprising, is fully compatible with Dust514. Turbo function enabled on R1. There was no significant increase to RoF when in ADS, and recoil was severe enough to totally discourage automatic use. However, there was a noticeable increase in RoF when hip-firing. The same applies for modded mouse inputs using a CronusX device... recoil is too high for the mouse to mitigate.
- Clip size and ammo capacity is disproportionately higher than other weapons. Therefore I recommend keeping the clip size for both Tactical assault rifles at 24 rounds, and cutting maximum ammo down to 120 rounds. 24 rounds in a clip with 4 clips on standby. 30 rounds in a clip and 300 rounds(10 clips!) on standby for the Duvolle Tactical AR is TOO high. (The weapons range and dps is too high to maintain such sustained fire.)
- Recommend increasing hipfire spread by 50% to discourage using the Tactical in CQC. I can simply sidestep, and hipfire a heavy or shotgun user without consequence.
Range and damage on the Tactical are fine. Recoil is well mitigated. Simply cut the number of rounds available to Tactical users, to reduce them running around the field with wreckless abandon. As a Tactical user, if I ran out of ammo as quickly on a Tac, as I do using a full-auto, I'd pick my engagements way more carefully. Furthermore, not everyone can use a Tactical. It's not the use-to-win weapon that the Chromosome AR was. Many people would get killed by a Tactical, but not have the skill to use it as well. This is a sign of a well balanced weapon.
And reduce the ROF.
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Far Fall
DUST University Ivy League
5
|
Posted - 2013.05.13 06:34:00 -
[101] - Quote
For me the main thing that makes it overpowered is that it works at all distances. It'd be more counterable if I could bob and weave and get close to the tac ar user and then they would be at a disadvantage, but this isn't the case. I use the rifle and know that when someone runs close to me I just hipfire with the tight spread and nearly zero recoil and kill them anyways. High damage little recoil at range makes it a specialty weapon. High damage little recoil with hip fire makes it the only weapon you should. Maybe the tac duvolles damage should be brought down to 65 ish. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
193
|
Posted - 2013.05.13 07:26:00 -
[102] - Quote
I'm in agreement with most about lowering the range and damage. The overheat possibility was appealing. The fact that it blows every other weapon out of the water is the problem. Nothing can compete with it at any distance. So there must be some penalty or counterbalance to fit it to the niche that it is supposed to fill.
Great ideas guys |
Draco Dustflier
Planetary Response Organisation
51
|
Posted - 2013.05.13 07:35:00 -
[103] - Quote
just delete it. let scrambler rifles take its place. |
Synthetic Perception
Venilen Eugenics Agency
5
|
Posted - 2013.05.13 07:45:00 -
[104] - Quote
Cosgar wrote:Luis rules 1st wrote:Ok, to me, this weapon shouln't exist. At least not as an AR but as an SR (Scramble rifle). Get those cheating guys should be easy.
1.- Just seeing at ther fire pattern (Banning people with auto fire) 2.- Decreasing RoF 3.- Making it heat. If it heats more the shorter the weapon is fire, the auto fire is worth for nothing. 4.- This weapon could ble like a laser as well. Not being able to hit with 100% damage at close. There are many options to fix tacticals or just make a new weapon, but with some restrictions
I also used the weapon and is way OP. Simply cuz no weapons can match its range nor damage. Laser Rifle (LR) should outrange those short/mid weapons, since LR should be be mid-long weapon.
L8er! I like 2 and 4 but 1 is just not true. It has enough subtle kick to it that you can't auto fire with it. Having it overheat is kind of silly, I'd probably just go for a smaller clip size and lower ammo capacity to tame the damn thing.
If you come across this thing "modded" you will know LOL trust me. Watch out for a guy named Akcinzol using one.
I quadruple tested (going back and letting him kill me) during a skirmish match just to make sure I wasn't hearing things. The sounds gives it away and is super easy to spot when they use it in CQC and you can also see them with your eyes. |
Hawkings Greenback
D3ath D3alers RISE of LEGION
30
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Posted - 2013.05.13 09:03:00 -
[105] - Quote
First off I am an AR user. I am by no means a slayer with the AR, I just like it over the other weapons at the moment.
Since the Uprising build for myself there has been numerous hit detection, aiming 'feel' & CQC issues with using the AR. I do realise that SP skills come into this, namely the bullet spread reduction ( name escapes my old brain ), I have not QQ'd about it on the forums ( just the occasional rage down the mic ) I have tried to adapt, I have tried to adjust my settings for the DS3. FFS I even tried the Move thingy ( god I hate that ). Nothing 'feels' right with the standard AR's
So I tried the other variants specifically the Duvolle TAC, Allotek Burst & Creodron. All for me perform favourably over the other AR's. There are blatantly obvious issues with the TAC from a gallente lore standpoint - range & damage, feels like it should be a calamari weapon.
BUT before that gets addressed CCP need ( for me ) to sort out what for me is hit detection, aiming, controller input delay otherwise they are not balancing in ideal conditions.
Besides the scrambler rifle & flaylock are on the way so I would want to see how they perform in match conditions. All the QQ going on atm is fightening & I believe by the end of the week there will be a lot more with the introduction of the new weapons. I am glad this thread is up & it is getting discussion.
tldr: CCP fix other stuff & get the game running well for everyone & then look at TAC's. My 0.02isk
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Jathniel
G I A N T EoN.
313
|
Posted - 2013.05.13 10:02:00 -
[106] - Quote
Ok. I'll put some numbers out, so CCP doesn't smash the weapon.
We need to be VERY careful when it comes to the Tactical Assault Rifle, because MANY of you were NOT here Pre-Chromosome when it was TRULY overpowered.
Some things have to be made clear: 1. You cannot cut the range on the Tactical AR. It's meant to be used at the current ranges. It's a precision and counter sniping weapon.
2. You cannot increase the kick on the Tactical AR. We did this pre-Chromosome, and broke the weapon for the entire build.
3. You cannot severely cut the damage. It's balanced to be more potent than a breach. It has to be. As a semi-auto weapon every shot needs to count. Those are the only 3 things you CAN'T nerf. The tactical has a function that it MUST fulfill.
The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand. These are my proposed numbers:
GLU-5 Tactical Assault Rifle Damage: 67 HP Rate of Fire: 620 RPM (compare with full auto Breach AR) down from 789.5 Accuracy Rating: 42.9 (similar hip fire spread to the Burst Scrambler Pistol) down from 56.1 Clip Size: 18 (reduction) down from 24 Max Ammo: 106 (reduction) down from 300
Duvolle Tactical Assault Rifle Damage: 70 HP Rate of Fire: 639 RPM (better than GLU-5, but still lowered) down from 789.5 Accuracy: 43.5 (exactly .6 higher than the GLU-5, as intended) down from 56.7 Clip Size: 18 (just like the GLU-5) Max Ammo: 106
So there you have it. A pair of Tactical Assault Rifles, BALANCED but not BROKEN.
References: - Accuracy Rating reference taken from hipfire for Burst Scrambler Pistol (it has very poor hip fire, and this should DRASTICALLY reduce its effectiveness in CQC, since that is the biggest issue here).
- Rate of Fire reference taken from Breach AR and PRO Scrambler Pistols RPMs (these are in the 500RPM range, but the Tac should be SLIGHTLY, just SLIGHTLY faster).
- Damage reference taken from pre-10% global damage buff (rounded lower).
- Ammo reference taken from nearly every other weapon in game (majority of weapons in the game have a max amount where 1 clip is equal to 1/4 to 1/6 of their maximum ammo).
For your consideration. |
Zarr Du'Kar
Pro Hic Immortalis RISE of LEGION
44
|
Posted - 2013.05.13 10:15:00 -
[107] - Quote
We have three types of AR's
Assaults - All around Breach - supposedly better/tighter hip fire Tacs - Longer range
The problem lies with the fact that the TACs even in CQC (hipfiring) is very viable. It is effective both long/mid range and CQC. That's where the problem lies. Why use a different gun when one gun can do it all.
TAC's advantage is its range and damage which is mitigated supposedly by the ROF and the fact that its a single shot rifle. It shouldnt be that viable in hipfire and CQC. Thats what the Breach is supposedly for and the Assault is the middle ground of the two guns.
Make their hipfire spread bigger and it would be more or less balance |
Kazio De Vihura
Rave Technologies Inc. C0VEN
21
|
Posted - 2013.05.13 10:21:00 -
[108] - Quote
This is only useful weapon at this moment. |
Sir Petersen
Valhalla Nord
129
|
Posted - 2013.05.13 10:41:00 -
[109] - Quote
The TAC AR is perfect the way it is and needs no change. A 77k weapon should obviously work. No serious AKer is ready to spend around 100k per round on a suit and a gun that shoots rubber ducks. |
Rei Shepard
Spectre II
256
|
Posted - 2013.05.13 10:49:00 -
[110] - Quote
I see allot of talk constantly about its ROF, but noone who uses it outside of a Modded controller can even get close to it.
Ty a clicker program and see what ROF your finger can produce, mine for instance sits at 95 Clicks per Minute, thats 1/10 the ROF of this weapon.
Add into that the Recoil and your sitting at a 75-80 ROF to aim it properly. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
810
|
Posted - 2013.05.13 11:18:00 -
[111] - Quote
Hunter Junko wrote:I feel like Tac-rifles should be a different rifle altogether, apart from the assault rifle family tree.
It fits better as a gauss rifle. It was like CCP made it an AR to see how it works out before making a Caldari weapon line and having to make 2 more variants. |
shade emry3
Conspiratus Immortalis League of Infamy
29
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Posted - 2013.05.13 11:32:00 -
[112] - 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.
Three words, best description
Automatic Sniper Rifle.. Geck on Steroids...
ok so I lied, six...
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Rei Shepard
Spectre II
257
|
Posted - 2013.05.13 13:19:00 -
[113] - Quote
shade emry3 wrote: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. Three words, best description Automatic Sniper Rifle.. Geck on Steroids... ok so I lied, six...
You should look up the word Automatic.
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mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
568
|
Posted - 2013.05.13 13:28:00 -
[114] - Quote
IMO, reduce ROF down to 300, reduce hipfire effectiveness, and leave everything else as it is. This would fix the weapon. Reducing the dmg, would ruin the guns function.
Youll see it effectiveness also go down when the other ARs get a slight range buff, and when dmg dropoff is gradual like inBF3, because other ARs will be able to spray a stream of bullets at the TAC user.... even if they are doing less dmg. |
LittleCuteBunny
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
14
|
Posted - 2013.05.13 13:34:00 -
[115] - Quote
They shouldn't be even thinking on balancng weapons when theere are more deeper problems in the game as previously stated,
What about the breach assault rifles, there is a so needed and called buff right there but nobosy listens.
If CPM plays the balance game with a broken game once the weapon is nerfed and the problems fixed it will go back to its useless state just like the prototype creodron assault rifle |
Cyn Bruin
Imperfects Negative-Feedback
912
|
Posted - 2013.05.13 13:38:00 -
[116] - Quote
Hit Detection and Aiming are bad atm, until thats fixed no reason to have a discussion on ranged weapons.
Stop nerfing weapons, start buffing weapons.
Think TAR is to powerful? Buff lasers a bit.
Quit using a hammer to fine tune your game CCP, make changes in small increments. |
semperfi1999
Internal Error. Negative-Feedback
437
|
Posted - 2013.05.13 13:47:00 -
[117] - Quote
Cyn Bruin wrote: Hit Detection and Aiming are bad atm, until thats fixed no reason to have a discussion on ranged weapons.
Stop nerfing weapons, start buffing weapons.
Think TAR is to powerful? Buff lasers a bit.
Quit using a hammer to fine tune your game CCP, make changes in small increments.
This here is true. The big issue with the TAC is not that its OP. Its actually well balanced (could probably remove the 10% buff all weapons just rcved recently). The main issue is that some other weapons were nerfed too much.
Last build lasers were undoubtedly OP and so they nerfed them.......too much. Lasers at least need to have their range increased. Lasers need to have the same range as the TAC and a broader effectiveness range (right now it think its 60-80 but if the TAC has a range of 100 then laser effectiveness should be 60-100).
Right now its wwwwaaaayyyyyy to early to talk about nerfing the TAC. We are about to see scrambler rifles drop and these rifles are supposed to have a higher base dmg than the TAC and a charge shot that at this time noone knows how much dmg it does (but could possibly OHK a militia suit). |
Fenrir Blackmore
Edimmu Warfighters Gallente Federation
0
|
Posted - 2013.05.13 14:49:00 -
[118] - Quote
I am new to the eve universe so I may not understand the lore with the weapons / factions as much as everyone else and what that entails. I have been using the Tac AR in this version of the game where as in the previous version it was not my favorite weapon. Reasons being recoil and never being able to get that last shot in before someone went into cover.
I have personally been destroyed by this weapon as it is accurate with a larger more powerful round. In which case in CQC it is very overpowered in hipfire as I have done it myself as a last ditch effort when looking down the site is useless.
The Tactical AR is doing what it is supposed to, except for its ability in CQC most notably firing from the hip. This rifle is a Designated Marksmen Rifle or a "Battle Rifle" which is designed to place accurate fire on enemies to suppress and put them behind cover so as your fellow team mates can push forward. This course of action is going very well as I am able to suppress or eliminate the enemy team while supporting my comrades.
The problems people seem to be having from what I have read are accuracy with other rifles and hit detection making other weapons in the game not as good of which I have noticed myself.
The problems not including server issues with other weapons or the skill tree is that this weapon is accurate firing from the hip. This is supposed to be a Battle Rifle which is not used for CQC make it act like one. Real life stuff "scary I know" M4 Carbine 14" barrel 5-8lbs depends on load out. = AR M14 EBR 18" barrel 10-12lbs depends on load out. = Tactical AR SCAR-H CQC 13" barrel 7.7lbs unloaded = Breach AR
So as in real life terms the M14 and the SCAR-H share the same 7.62x51mm Nato round yet they are set up to do to different jobs with which they both excel at. Sorry I am a Firearms enthusiast and a First Person Shooter fan.
Fix the hip fire accuracy and your maximum ammo capacity on your Tactical AR and your problems would be solved.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
744
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Posted - 2013.05.13 15:22:00 -
[119] - Quote
Fenrir Blackmore wrote:I am new to the eve universe so I may not understand the lore with the weapons / factions as much as everyone else and what that entails.
The ARs in game right now are short range plasma blasters, so if people have issues with the TacAR its because of that.
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
348
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Posted - 2013.05.13 15:40:00 -
[120] - Quote
Iron Wolf Saber wrote: . . So leave your thoughts from any point of view on the weapon we will check back on it. . .
RESPONSE TO FEEDBACK REQUEST. This is a copypaste from my post on other thread, apologies. Unlike usually I'm not 'soft' on my opinion on this, rather I STRONGLY URGE this to be the way to start fixing things and bring Balance to the Forc... Erm, Dust.
Background: TAC AR cannot be fixed by numbers alone. The issues are in handling mechanics which don't relate to numbers (other than programmer language numbers, that is).
The biggest thing wrong about TAC AR is negligible hip fire kick - and the ability to autofire because of it! Note that scoped view has strongish kick which limits autofire. Hipfire is the 'Thing' for TACs.
Currently TAC AR can be used: - at melee distance - hip with full autofire. - at short (about 3-15m) distance - hip with full autofire. - at medium (about 15-40m) distance - hip with full autofire. - at medium long (about 40-60m) distance - hip with full autofire while somewhat suffering from lack of proper sights OR scoped with bursts of 3-4 shots of autofire - at long (60+m) distance - scoped with bursts of 2-3 shots autofire
Of the above the short, medium are especially broken and TAC AR excels against it's intended role. Note these two are the most lethal distances in which most effective kills are made in Dust so these ranges should be emphasized while doing balancing. These are also the ones where autofire TACs have 'unfair' advantage. Honestly, TAC autofiring at hip is a monster.
Medium long is close to being balanced, there's healty competition with normal AR while TAC is somewhat advantageous currently.
Currently, long distance works nicely as it requires scoping and autofire has it's limitations due to kick. Limitations mean it takes a ton of skill to try to keep dot on target while autofiring. True, TAC AR is stronger at long range than any other AR, but that is what it's supposed to be.
Actually, scoped burst-autofiring TAC AR use feels very very much like firing a real assault rifle by hand and gives one of the greatest shooting experiences in video games.
It takes a decent amount of skill to hit while keeping the success of hitting rewarding! I even dare to say this shooting balance might be worth exporting to other rifles as well!
WHAT TO FIX: 1st: Fix = nerf hipfiring by giving it huge kick. This does two things: - Sets AR > TAC AR at short and medium distances, autofire or fingertrigger. If TAC is difficult to use and therefore poor compared to other rifles at those ranges things are good. - Breaks the short and medium distance usage as machine gun by autofiring (IMPORTANT!) This should be implemented ASAP to let testers (us) to see if there's need for another nerf!
2nd: Tune down the damage a bit. Probably the removal of recent +10% damage is enough. If there has to be some other nerf besides the first, then this done with a scalpel not nerfhammer.
3rd: This is a further option if autofire needs more controlling: even smaller clip size
TLDR; Nerf the short-medium range hipfire autofiring. Do this first. Careful with other nerfs/tunedowns before fixing that. TAC at scoped view (long range) is ok. |
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