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Iron Wolf Saber
Den of Swords
4044
|
Posted - 2013.05.11 16:07:00 -
[1] - Quote
Hey Guys just a heads up.
The CPM is discussing 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 back your thoughts on the weapon we will check back on it. |
Medic 1879
The Tritan Industries RISE of LEGION
279
|
Posted - 2013.05.11 16:09:00 -
[2] - Quote
Well I havent used it but the damage number looks high and maybe I have just run into skilled users but it seems to have a very low TTK. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
491
|
Posted - 2013.05.11 16:10:00 -
[3] - Quote
I don't use this weapon yet. I don't want to train assault rifles up that far, but I feel like I have to in order for the game to be any fun at all in its current state. When I get into a game where the other team is using tacticals, it becomes a game of whack-a-mole. If they're blobbed up the only thing that can counter them is more tacticals. It's essentially a sniper rifle without the drawbacks of the sniper rifle. |
ladwar
Dead Six Initiative Lokun Listamenn
362
|
Posted - 2013.05.11 16:15:00 -
[4] - Quote
its high RoF of is being abused by modded controller. so change the RoF simple, been saying it for a while. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
60
|
Posted - 2013.05.11 16:20:00 -
[5] - Quote
Kristoff Atruin wrote:I don't use this weapon yet. I don't want to train assault rifles up that far, but I feel like I have to in order for the game to be any fun at all in its current state. When I get into a game where the other team is using tacticals, it becomes a game of whack-a-mole. If they're blobbed up the only thing that can counter them is more tacticals. It's essentially a sniper rifle without the drawbacks of the sniper rifle. I can't identify any counter to TARs either. It simply has the upper hand and whichever blob brings more TARs wins any engagement, be it in ambush or skirmish. The other blob can only respond by evading the engagement and capping unprotected objectives.
That said, I'm looking forward to what the Scrambler Rifle does to the current situation. |
Django Quik
R.I.f.t Orion Empire
451
|
Posted - 2013.05.11 16:22:00 -
[6] - Quote
I don't use ARs but it seems that almost every time I get killed by an AR it is a tactical, whether the Duvolle or GLU variant.
There's definitely a problem whenever a single variant of a weapon is the only variant of that weapon type being used.
As for the complaints of people being able to fire just as fast even though it is a single shot weapon - it's simple; instead of relying on the limit being applied by people's ability to tap the button fast, limit the ROF artificially too. |
Belendur Balfour
Silver Gryphons Inc
1
|
Posted - 2013.05.11 16:50:00 -
[7] - Quote
First, I have not used the Tactical Assault Rifle in this build yet, I have however been killed by it afair amount. I keep hearing about modded controlers being a problem, however I wouold like a solution to that that would not penalize everyone else too if that is the problem. Second, the lack of a counter weapon. The Tactical Assault Rifle is a medium range weapon. The counter should be Laser Rifles, and maybe MD and other Tacticals. Fix sites on Lasers, and the damage so that it can do the same amount as the Tactical at the same ranges and that should help. And make the MD able to hit out a bit to keep everyone on their toes. |
Saoa Scum
Judge Mercenaries
7
|
Posted - 2013.05.11 17:05:00 -
[8] - Quote
I have been using the TAR quite a bit and i here is my opinion:
I prefer it in any situation cause its just that much better, in cqc i just keep hitting the button fast and aim "somewhat close" and they eventually die, i just need a couple of hits. At range i prefer it cause of the obviuos reasons... it shoots alot longer then anything else
Personally i think it needs to be looked at |
BL4CKST4R
WarRavens Orion Empire
47
|
Posted - 2013.05.11 17:09:00 -
[9] - Quote
I use the Tac because there are just to many people stacking Shield extenders on Caldari logis, with a regular assault rifle I might as well stand in front of them and walk away. The Tac damage is 100% required to take out these kids. |
Noc Tempre
Imperfects Negative-Feedback
1497
|
Posted - 2013.05.11 17:18:00 -
[10] - Quote
This isn't the damn CPM's job. You literally should be banned from having internal discussions about weapon balance. Do it as Ironwolf, sure. But not as CPM. |
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Iron Wolf Saber
Den of Swords
4049
|
Posted - 2013.05.11 17:20:00 -
[11] - Quote
Noc Tempre wrote:This isn't the damn CPM's job. You literally should be banned from having internal discussions about weapon balance. Do it as Ironwolf, sure. But not as CPM.
Cough* Single point feedback to show to CCP about the TAR instead of several dozen scrambled in 20 different forum sections.
Bottom line CPM is not trying to balance anything, CPM is trying to show CCP there is a need for balance. |
Malkai Inos
The Vanguardians Orion Empire
38
|
Posted - 2013.05.11 17:21:00 -
[12] - Quote
RoF needs to be changed to about what an average human can utlilize to break modded controllers. Also its range is only contested by the LR and Sniper right now wich limits the number of counters too much. It's nigh dominance might vanish once Scramblers are released. If not, shorten optimal and lenghten falloff accordingly to lower damage in extreme ranges.
Just checked blasters from EVE, they also have longer falloff than optimal. Free bonus for consistency. |
Noc Tempre
Imperfects Negative-Feedback
1497
|
Posted - 2013.05.11 17:27:00 -
[13] - Quote
Iron Wolf Saber wrote:Noc Tempre wrote:This isn't the damn CPM's job. You literally should be banned from having internal discussions about weapon balance. Do it as Ironwolf, sure. But not as CPM. Cough* Single point feedback to show to CCP about the TAR instead of several dozen scrambled in 20 different forum sections.
Not CPM's job. If CCP asked you to do this they have put you in the middle and you should refuse. If they want the feedback, they should make a sticky. If you want the feedback to talk about it in the meeting, you are supporting mission creep and abusing your position to make critical decisions behind closed doors. Weapon balance is never NDA material. If you feel this is something CCP *should* be making a thread over, but isn't, then you should be pressuring CCP, not stepping into their vacant role. |
Kairos Nitak
Planetary Response Organization
6
|
Posted - 2013.05.11 17:29:00 -
[14] - Quote
I was unaware of the "modded controller" problem until i read this post, so the TAC may need attention regarding that problem. But personally I have started using it recently and find it is a good option for medium range maps. It's not bad in CQ now either which was one of the main problems with it in the last build. But i wouldn't say I have an unfair advantage, I'm just getting a different type of kill than i did with the normal AR. Granted I've been using the GLU version not the Duvalle. It doesn't help that the normal AR has been nerfed in range and just "feels weird" compared to the last build so everyone it looking for a good alternative. I think its worth waiting for the AR buff this week to see if people are still complaining. (maybe they should skip the TAC rifle on the +10% damage buff) |
Reimus Klinsman
BetaMax. CRONOS.
327
|
Posted - 2013.05.11 17:31:00 -
[15] - Quote
With no skills to enhance AR Range, the TAC is to goto weapon for me. I feel like autofire has reigned supreme again.
To combat the use of autofire, it would be interesting to see how a variable ROF would work. ROF lowers over time. Say it starts at 500rpm and is cut in half with a second of consistent fire. Could that result in the autofire controllers missing shots, effectively reducing them to fire less frequently?
Also the client could simply record the pattern of shots being fired and if it finds a consistent pattern over a few hours or use, it could flag the person for banning, kicking, or some sort of reprimand.
Anyways, without people using Autofire, the only advantage the TAC has is its range which is enhanced by the fact that there are no skills to increase range. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
91
|
Posted - 2013.05.11 17:32:00 -
[16] - Quote
Currently, as it stands, the TAR is in a really good place for long range marksman engagements. It is currently overpowered, however for reasons not related to its raw damage.
The TAR is supposed to be a long range engagement weapon, meant to take pot shots at people from outside the normal engagement range to soften targets as they come in and to pick off stragglers trying to flee an engagement. It does these quite well, however its OPness comes from its current strength in CQC combat.
Also, its strength in range will be fixed when ranges are fixed. I know people are people who hate its range, but its only because Remnant hasn't fixed ranges yet. Everything in this game needs to see an effective range boost around 20%, including the TAR.
There are two primary reasons why its OP in CQC. The first being that hit detection for automatic weapons right now is balls. Honestly its like 10% of my bullets will actually land anymore at 10-20m engagements. I suspect this has a lot to do with the client-server desync issues currently plaguing mass drivers. The second reason being that it has an insane fire rate for mouse users and modded controller users. I was messing around last night and I can empty the GLU-5 in around 3s spamming the left click on my mouse, that's 8 shots per second. At CQC, I can realistically fire about 5x per second, and with two complex damage mods, im hitting around 500 dps in CQC with a duvolle tactical. Its quite high for a long range weapon.
LImiting the RoF to 2-3 shots per second would go a long way to reducing the CQC dps potential of this marksman rifle while not making it completely neutered.
It might also need a slight damage nerf, maybe reverting the 10% we got the other day. However, and damage nerfs need to be accompanied by lowering the recoil of the gun. Its currently very difficult to do anything with the tac at 80m+ engagements without high damage and low recoil.
I really really want to use the TAR normally, and in chromosome it was a laughable joke. My recommendations, as a long time semi-auto rifle user in fps games:
1. Reduce RoF down to 180 rounds per minute. 2. Reduce raw damage by 10%. 3. Reduce recoil by around 25%.
If you guys are having trouble finding a way to reduce RoF, consider moving the "Tactical Rifle" into a 'Caldari Hybrid Rifles" catagory and leaving the "Breach Rifle", "Burst Rifle", and "Assault Rifle" in the newly titled "Gallente Hybrid Rifles" catagory.
Then give Caldari rifles an overheat/jamming mechanic. Where the caldari rifles jam up if fired faster than the overheat mechanic allows, keep the RoF down to 3 shots per second.
CHR Operation would reduce jamming by 5%. CHR Sharpshooter would reduce recoil by 5%
Before CHR Passive: Meta 1 TAR could have an effective rate of 100 rpm Meta 3 TAR could have an effective rate of 125 rpm Meta 5 TAR could have an effective rate of 150 rpm
My thoughts, all I ask is please consider ways of making this gun useful without nerfing into the ground like you guys did in chromosome. |
Telcontar Dunedain
Imperfects Negative-Feedback
385
|
Posted - 2013.05.11 17:32:00 -
[17] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:This isn't the damn CPM's job. You literally should be banned from having internal discussions about weapon balance. Do it as Ironwolf, sure. But not as CPM. Cough* Single point feedback to show to CCP about the TAR instead of several dozen scrambled in 20 different forum sections. Not CPM's job. If CCP asked you to do this they have put you in the middle and you should refuse. If they want the feedback, they should make a sticky. If you want the feedback to talk about it in the meeting, you are supporting mission creep and abusing your position to make critical decisions behind closed doors. Weapon balance is never NDA material. If you feel this is something CCP *should* be making a thread over, but isn't, then you should be pressuring CCP, not stepping into their vacant role.
QFT |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
71
|
Posted - 2013.05.11 17:33:00 -
[18] - Quote
I've tried it, but i don't like it to much. But there must be a reason of why people started to use it so much, i think they miss sharpshooter and they love the high damage it deals. I agree with the high damage but it should have the same range of any assault rifle. I have a question, what means TTK? |
Medic 1879
The Tritan Industries RISE of LEGION
279
|
Posted - 2013.05.11 17:34:00 -
[19] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:This isn't the damn CPM's job. You literally should be banned from having internal discussions about weapon balance. Do it as Ironwolf, sure. But not as CPM. Cough* Single point feedback to show to CCP about the TAR instead of several dozen scrambled in 20 different forum sections. Not CPM's job. If CCP asked you to do this they have put you in the middle and you should refuse. If they want the feedback, they should make a sticky. If you want the feedback to talk about it in the meeting, you are supporting mission creep and abusing your position to make critical decisions behind closed doors. Weapon balance is never NDA material. If you feel this is something CCP *should* be making a thread over, but isn't, then you should be pressuring CCP, not stepping into their vacant role.
So he makes a thread to find out the opinions on something to try and help CCP and thats wrong? Yes CCP should be more talkative but if the CPM did nothing you can bet people would be calling for their heads. Damned if you do and damned if you dont. |
Iron Wolf Saber
Den of Swords
4049
|
Posted - 2013.05.11 17:37:00 -
[20] - Quote
Hey noc and telc, if you guys want CCP to nerf the Tac AR without any considerations to anything people have said here at all I would be all for it. :D |
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Noc Tempre
Imperfects Negative-Feedback
1498
|
Posted - 2013.05.11 17:39:00 -
[21] - Quote
Medic 1879 wrote:Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:This isn't the damn CPM's job. You literally should be banned from having internal discussions about weapon balance. Do it as Ironwolf, sure. But not as CPM. Cough* Single point feedback to show to CCP about the TAR instead of several dozen scrambled in 20 different forum sections. Not CPM's job. If CCP asked you to do this they have put you in the middle and you should refuse. If they want the feedback, they should make a sticky. If you want the feedback to talk about it in the meeting, you are supporting mission creep and abusing your position to make critical decisions behind closed doors. Weapon balance is never NDA material. If you feel this is something CCP *should* be making a thread over, but isn't, then you should be pressuring CCP, not stepping into their vacant role. So he makes a thread to find out the opinions on something to try and help CCP and thats wrong? Yes CCP should be more talkative but if the CPM did nothing you can bet people would be calling for their heads. Damned if you do and damned if you dont.
Doing it as a community member is okay. Doing it as a CPM is not. Through IRC he said the purpose is not to make a thread to leave for devs to peruse, it is to poll the community to astroturf his opinions where he plans to talk about it behind closed doors. I am NOT okay with "volunteers" unilaterally trying to influence the numbers of the game. Their purpose is a focus group for NDA materials such as 5 year roadmaps to make sure they have the right things prioritized. Even considering talking about minute details like "tac rifle balance" is downright asinine. |
XXfootnoteXX
DUST University Ivy League
262
|
Posted - 2013.05.11 17:41:00 -
[22] - Quote
ladwar wrote:its high RoF of is being abused by modded controller. so change the RoF simple, been saying it for a while.
+1
Everything else is perfect on it. |
Iron Wolf Saber
Den of Swords
4050
|
Posted - 2013.05.11 17:44:00 -
[23] - Quote
Noc Tempre wrote:Medic 1879 wrote:Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:This isn't the damn CPM's job. You literally should be banned from having internal discussions about weapon balance. Do it as Ironwolf, sure. But not as CPM. Cough* Single point feedback to show to CCP about the TAR instead of several dozen scrambled in 20 different forum sections. Not CPM's job. If CCP asked you to do this they have put you in the middle and you should refuse. If they want the feedback, they should make a sticky. If you want the feedback to talk about it in the meeting, you are supporting mission creep and abusing your position to make critical decisions behind closed doors. Weapon balance is never NDA material. If you feel this is something CCP *should* be making a thread over, but isn't, then you should be pressuring CCP, not stepping into their vacant role. So he makes a thread to find out the opinions on something to try and help CCP and thats wrong? Yes CCP should be more talkative but if the CPM did nothing you can bet people would be calling for their heads. Damned if you do and damned if you dont. Doing it as a community member is okay. Doing it as a CPM is not. Through IRC he said the purpose is not to make a thread to leave for devs to peruse, it is to poll the community to astroturf his opinions where he plans to talk about it behind closed doors. I am NOT okay with "volunteers" unilaterally trying to influence the numbers of the game. Their purpose is a focus group for NDA materials such as 5 year roadmaps to make sure they have the right things prioritized. Even considering talking about minute details like "tac rifle balance" is downright asinine.
Noc there comes a point where your feedback is more destructive and unhelpful, this is that time. I am just trying to help feed CCP the community's thoughts without doing so much massive work on my end. |
Noc Tempre
Imperfects Negative-Feedback
1498
|
Posted - 2013.05.11 17:46:00 -
[24] - Quote
Iron Wolf Saber wrote:
Noc there comes a point where your feedback is more destructive and unhelpful, this is that time. I am just trying to help feed CCP the community's thoughts without doing so much massive work on my end.
It is destructive to your goal of power creep. It is helpful to the long term health of this community for after your appointed term ends we still must live with the consequences of your actions. |
DudeMcGuy 06
L.O.T.I.S. RISE of LEGION
10
|
Posted - 2013.05.11 17:47:00 -
[25] - Quote
@Iron wolf Saber,
I've been using the GLU and Duvolle TAC AR for the last 3 days. In my opinion it is a bit OP. The stats of all the proto suits running around with it should make that clear as well. There are 3 reasons for this.
1. Higher damage than other AR's by a wide margin.
2. Higher Accuracy due to the scope and aiming issues in uprising (Which should be fixed soon from what I understand)
3. As many, many others have said the rate of fire is too high for a single shot rifle.
Since #2 is being addressed by CCP in other ways the scope and kick of the rifle should probably be left alone.
If you can Saber, please ask CCP why the Duvolle Tactical went from 49.4 damage per shot in chromosome to 71 per shot in uprising. Such a drastic increase in damage is the primary reason why the weapon is overpowered right now.
Then, if you can, ask them why the assault rifle with the highest damage also has the highest rate of fire. (No other weapon has this issue atm as far as I'm aware)
My solution would be to lower the rate of fire and lower the damage by 10-12%. But if the damage is going to stay the same then the RoF should be drastically reduced to match the DPS of the other variants.
Currently without the 10% damage bonus: Duvolle assault rifle = 12.5 rounds per second x 34.1 damage per round = ~426 damage per second. Duvolle tactical rifle = 13.15 RPS x 71 DPR = ~ 934 DPS.
Now granted it is hard to get close to the 789.5 RoF unless you have super fast fingers (or a modded controller), but even if the RoF is say 500, the DPS at 71 per shot is still ~591. Which is rather wide still compared to the 426 of the regular duvolle.
Then add in that to even use the duvolle TAC you must have AR proficiency 1, which gives an additional 3% damage...
I hope this helped. Thanks for reading. |
Iron Wolf Saber
Den of Swords
4050
|
Posted - 2013.05.11 17:55:00 -
[26] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:
Noc there comes a point where your feedback is more destructive and unhelpful, this is that time. I am just trying to help feed CCP the community's thoughts without doing so much massive work on my end.
It is destructive to your goal of power creep. It is helpful to the long term health of this community for after your appointed term ends we still must live with the consequences of your actions.
Fine then here's some homework, find me all the comments on uprising's TAR, you have until monday shanghai time.
I want extended feedback, comment banter, thread links, history of they players other types of issues involving the use of the weapon. |
Noc Tempre
Imperfects Negative-Feedback
1501
|
Posted - 2013.05.11 17:56:00 -
[27] - Quote
Iron Wolf Saber wrote:Hey noc and telc, if you guys want CCP to nerf the Tac AR without any considerations to anything people have said here at all I would be all for it. :D
Don't conflate addressing your misuse of the CPM seat with no care for the TAR. It is because I support every weapon that I don't want the CPM to try and filter which opinions get merit. Leave that to the game designers who are paid to do such things. |
Iron Wolf Saber
Den of Swords
4051
|
Posted - 2013.05.11 17:59:00 -
[28] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:Hey noc and telc, if you guys want CCP to nerf the Tac AR without any considerations to anything people have said here at all I would be all for it. :D Don't conflate addressing your misuse of the CPM seat with no care for the TAR. It is because I support every weapon that I don't want the CPM to try and filter which opinions get merit. Leave that to the game designers who are paid to do such things.
Stop off topic posting. Stop trying to silence the community. Stop trying to tell me how to do your job. |
matsumoto yuichi san
SVER True Blood Unclaimed.
2
|
Posted - 2013.05.11 18:00:00 -
[29] - Quote
in the note of the TAR the damage seems high,but it's the damage, + the high RoF + the range + the fact that it's piggybacking off of the normal AR skills
i mean this in the sense of, it has a nice HS multiplier, and more range than the laser, great / shot damage (easily to ~100)
yes aren't they supposed to be the same role of mid - longish range weapons ?
it just feels superior, + it has the benefit of all those sp also make you a greate normal AR or burst AR user
and all i got was lasers,
it's not that the damage is high, i think it is, but it's that it now when compared to every other weapon is a standout superior option,
great damage at any engagement range <100m with the only drawback being you have to tap you shots not hold the trigger
you can never balance weapons by stats alone, you have to look at performance in the field, and even when looking at numbers you have to be wholistic and look at relative performance compared to similar options |
Noc Tempre
Imperfects Negative-Feedback
1504
|
Posted - 2013.05.11 18:02:00 -
[30] - Quote
Iron Wolf Saber wrote:Noc Tempre wrote:Iron Wolf Saber wrote:
Noc there comes a point where your feedback is more destructive and unhelpful, this is that time. I am just trying to help feed CCP the community's thoughts without doing so much massive work on my end.
It is destructive to your goal of power creep. It is helpful to the long term health of this community for after your appointed term ends we still must live with the consequences of your actions. Fine then here's some homework, find me all the comments on uprising's TAR, you have until monday shanghai time. I want extended feedback, comment banter, thread links, history of they players other types of issues involving the use of the weapon.
That is an admiral thing for a community member to want to do. Would make a nice thread on the forums. Perhaps CCP should make one and sticky it? But doing it as research for YOU to take a "community consensus" into a private discussion with CCP is simply EVIL. It deprives the community and CCP of the direct customer-designer interaction. If CCP asked you to do this we will support you telling them "NO". If this is your own initiative, then you have to at least acknowledge that you are reaching for power you should not have. Yes you are doing good. Yes you have good intentions. But your term will end, and soon, and there is no guarantee the next person in your seat will share your integrity. |
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Noc Tempre
Imperfects Negative-Feedback
1504
|
Posted - 2013.05.11 18:03:00 -
[31] - Quote
Iron Wolf Saber wrote:Noc Tempre wrote:Iron Wolf Saber wrote:Hey noc and telc, if you guys want CCP to nerf the Tac AR without any considerations to anything people have said here at all I would be all for it. :D Don't conflate addressing your misuse of the CPM seat with no care for the TAR. It is because I support every weapon that I don't want the CPM to try and filter which opinions get merit. Leave that to the game designers who are paid to do such things. Stop off topic posting. Stop trying to silence the community. Stop trying to tell me how to do your job.
Not silencing the community. This thread would be 110% okay if it was a community thread. Instead YOU made it a CPM issue, and I must call you on it. |
Iron Wolf Saber
Den of Swords
4051
|
Posted - 2013.05.11 18:06:00 -
[32] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:Iron Wolf Saber wrote:Hey noc and telc, if you guys want CCP to nerf the Tac AR without any considerations to anything people have said here at all I would be all for it. :D Don't conflate addressing your misuse of the CPM seat with no care for the TAR. It is because I support every weapon that I don't want the CPM to try and filter which opinions get merit. Leave that to the game designers who are paid to do such things. Stop off topic posting. Stop trying to silence the community. Stop trying to tell me how to do your job. Not silencing the community. This thread would be 110% okay if it was a community thread. Instead YOU made it a CPM issue, and I must call you on it.
CPM = Community
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matsumoto yuichi san
SVER True Blood Unclaimed.
2
|
Posted - 2013.05.11 18:09:00 -
[33] - Quote
boy if you are going to fight over CPM tasks, not i am on IWS side here, PLEASE DO IT SOMEWHERE ELSE. as you are ruining the point of the thread of getting a reading on the performance of the TAR as viewed by users and targets as the OP states
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Tiel Syysch
Imperfects Negative-Feedback
770
|
Posted - 2013.05.11 18:17:00 -
[34] - Quote
Iron Wolf Saber wrote: Bottom line CPM is not trying to balance anything, CPM is trying to show CCP there is a need for balance.
The fact that you are trying to single out a weapon as needing balance is you trying to balance something. You may not be handing CCP numbers specifically, but you are calling for something to be done, and using your role as CPM to do that is frankly bullshit in my opinion. If CCP wants a thread, they are fully capable of making one themselves (see: all the stickies in general discussion and the SP cap thread from a while back).
For you to be leveraging your behind-closed-doors time with CCP to balance individual pieces of the game is unfair to others. Members of the CPM have already shown that they either don't play much or don't specialize broadly/deeply enough to have an understanding of how particular items work in which case I wouldn't trust them with being able to separate legitimate from biased feedback coming from the community, while other CPM members have shown a pervasive bias toward other members of the community and would gladly "ruin" items they felt would hurt people they didn't like, in which case the CPM being involved in any hidden balance discussions would be detrimental to the game for the sake of an individual's personal vendetta.
I'm all fine for you to be trying to gather info as a player, but to be using the CPM in the way you have only makes it look like these discussions are happening away from the community, and I am not a fan of the road this is going down. The CPM members, even collectively, are not equipped with the knowledge necessary to make legitimate calls for balance. |
Noc Tempre
Imperfects Negative-Feedback
1504
|
Posted - 2013.05.11 18:22:00 -
[35] - Quote
Tiel Syysch wrote:Iron Wolf Saber wrote: Bottom line CPM is not trying to balance anything, CPM is trying to show CCP there is a need for balance.
The fact that you are trying to single out a weapon as needing balance is you trying to balance something. You may not be handing CCP numbers specifically, but you are calling for something to be done, and using your role as CPM to do that is frankly bullshit in my opinion. If CCP wants a thread, they are fully capable of making one themselves (see: all the stickies in general discussion and the SP cap thread from a while back). For you to be leveraging your behind-closed-doors time with CCP to balance individual pieces of the game is unfair to others. Members of the CPM have already shown that they either don't play much or don't specialize broadly/deeply enough to have an understanding of how particular items work in which case I wouldn't trust them with being able to separate legitimate from biased feedback coming from the community, while other CPM members have shown a pervasive bias toward other members of the community and would gladly "ruin" items they felt would hurt people they didn't like, in which case the CPM being involved in any hidden balance discussions would be detrimental to the game for the sake of an individual's personal vendetta. I'm all fine for you to be trying to gather info as a player, but to be using the CPM in the way you have only makes it look like these discussions are happening away from the community, and I am not a fan of the road this is going down. The CPM members, even collectively, are not equipped with the knowledge necessary to make legitimate calls for balance.
Well said. CCP gave you a list of items to discuss. TAC AR was on it. We have your back when you tell them "Tough, CPM can't help you with that; make a sticky in feedback". Because honestly, you no one could do that task but CCP and you risk letting them turn you into scapegoats. |
Tiel Syysch
Imperfects Negative-Feedback
773
|
Posted - 2013.05.11 18:26:00 -
[36] - Quote
I'll post something on topic here:
Telcontar Dunedain wrote:I think its too early to discuss the TAR credibly.
I think it is too. With hit detection still being questionable, aiming messed up, and range all screwed up, flailing about with balance just because people found a gun that actually works during all the problems is a bad idea. |
Deluxe Edition
TeamPlayers EoN.
161
|
Posted - 2013.05.11 18:26:00 -
[37] - Quote
The rate of fire should be brought down to 450-500 RPM and get rid of the 10% damage buff they just gave it and it should be fine. |
I-X-I
Kinsho Swords Caldari State
4
|
Posted - 2013.05.11 18:28:00 -
[38] - Quote
As a Logistics player who is now painted a bright yellow these guns anger me.
With the recent "range" nerf these guns are the obvious choice. Plus the damge on some of them is rediculous!
I put my Logi to the side after running into squads of these things, it not worth playing Logi imo right now. |
Iron Wolf Saber
Den of Swords
4051
|
Posted - 2013.05.11 18:29:00 -
[39] - Quote
Tiel Syysch wrote:I'll post something on topic here: Telcontar Dunedain wrote:I think its too early to discuss the TAR credibly. I think it is too. With hit detection still being questionable, aiming messed up, and range all screwed up, flailing about with balance just because people found a gun that actually works during all the problems is a bad idea.
I agree this is why I was hesitant to support any MD changes right now outside of phsyically fixing the gun itself before going afte rthe numbers. There are large number of things from uprising too screwy right now.
However when commands like "Everyone train for TARs" start popping up from various groups there is a need for some concern.
Its not on CCP's mind, this is proactive thought farming right now. Ideas about it may change when things get fixed but its trying to find the tone of the weapon overall. |
Deluxe Edition
TeamPlayers EoN.
161
|
Posted - 2013.05.11 18:31:00 -
[40] - Quote
I-X-I wrote:As a Logistics player who is now painted a bright yellow these guns anger me.
With the recent "range" nerf these guns are the obvious choice. Plus the damge on some of them is rediculous!
I put my Logi to the side after running into squads of these things, it not worth playing Logi imo right now.
First off Logi suits are the best combat suits (medium suit wise), second this is an example of how not to give feedback. I don't see how a tac AR would keep you from wanting to heal, rez, and distribute ammo to people. I'm also curious what do you change into when you put your logi down? |
|
Noc Tempre
Imperfects Negative-Feedback
1506
|
Posted - 2013.05.11 18:32:00 -
[41] - Quote
This is something that CCP asked you to discuss that they were WRONG for asking you. Inform them the best way to get feedback is for them to make a sticky. There is nothing you can do if they aren't willing to take the right steps. Don't embrace power creep, and don't let CCP play a blame game. |
Deluxe Edition
TeamPlayers EoN.
161
|
Posted - 2013.05.11 18:36:00 -
[42] - Quote
Iron Wolf Saber wrote:Tiel Syysch wrote:I'll post something on topic here: Telcontar Dunedain wrote:I think its too early to discuss the TAR credibly. I think it is too. With hit detection still being questionable, aiming messed up, and range all screwed up, flailing about with balance just because people found a gun that actually works during all the problems is a bad idea. I agree this is why I was hesitant to support any MD changes right now outside of phsyically fixing the gun itself before going afte rthe numbers. There are large number of things from uprising too screwy right now. However when commands like "Everyone train for TARs" start popping up from various groups there is a need for some concern. Its not on CCP's mind, this is proactive thought farming right now. Ideas about it may change when things get fixed but its trying to find the tone of the weapon overall.
get used to you corp telling you what to train into. In the future I see many corps telling their players to go either shields or armor once we have shield transporting logi's. I also see corps telling players to use certain weapons depending on what the overall theme of the squad is. If you are running a blaster squad with short range AR's and sub machine guns the corp is well in the right to tell you to train into kenetic enhancers and cardiac regulators and to tell you to fit them on your suit. |
LittleCuteBunny
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
10
|
Posted - 2013.05.11 18:38:00 -
[43] - Quote
Modified Controller?
Even with a modified controller it wouldnGÇÖt make a great difference as you donGÇÖt spray and pray with the TAR, meaning that a use of such controller for use with a TAR would be so bad since the recoil will mess your shots so bad and you must time your shots to make the most of the TAR. In summary most of the times you end up shooting the gun at a lower fire rate than maximum of the gun. In any case a MACRO mouse would be even more efficient and easier to acquire than a modified controller. Bad argument.
So what are the real problems?
4. Damage Modifiers
The main issue is how damage mods stack, which is what makes it so appealing. If damage mods actually exhibited diminishing damage as more modifiers are stacked instead of the current compounding it will be a total different story
@ 1 Damage Modifier = (1.1) ^ 1 = 1.10 @ 2 Damage Modifier = (1.1) ^ 2 = 1.21 @ 3 Damage Modifier = (1.1) ^ 3 = 1.33 @ 4 Damage Modifier = (1.1) ^ 4 = 1.46 @ 5 Damage Modifier = (1.1) ^ 5 = 1.61
|
Tiel Syysch
Imperfects Negative-Feedback
776
|
Posted - 2013.05.11 18:39:00 -
[44] - Quote
Iron Wolf Saber wrote: However when commands like "Everyone train for TARs" start popping up from various groups there is a need for some concern.
You're right. Something is broken in that instance. However, when fundamental game mechanics, such as hit detection and a player's ability to aim, are in question, I think that's a better direction to look than to start messing with items that people "adapted" to in order to still play with all the problems.
Remember heavies and strafe speed being nerfed when we still had no lag compensation? You're repeating that right here with this thread. You're focusing on the items rather than the mechanics. |
Kharga Lum
Seraphim Initiative. CRONOS.
47
|
Posted - 2013.05.11 18:39:00 -
[45] - Quote
Created an alt account for this.
Spent all my SP to fit a Tac AR onto the militia starter Frontline suit. It's the starter minmatar suit, the only change is the Tac, everything else is Militia BPO's.
This one change alone has made me competitive. I can hid and ambush proto suits making for easy assisted kills and if they're stupid I'll kill them myself. The AR bullets are harder to source giving me more time-on-target before I'm spotted then a laser which instantly gives away your position. With such low SP it's not an easy kill but it does enough damage to make the target spin around a few times. Very effective disruption tool for so little investment.
I have another account who spec'd into laser as a ranged support weapon. Tac appears to outrange the laser and does max damage with every bullet at any range until it's max. The laser requires time to heat up where it can do a competitive amount of damage, or more, and then only at it's very edge of range. Not to mention overheating this weapon can kill you if your gun duel is a challenging one.
While I understand the merits and purpose of this weapon, in it's current state it is a better laser then the laser is.
Reducing the ROF and/or increasing disperson while hip-firing could work. This would give the more Assaulty version of the assault riffle more purpose.
I'm OK with the range of the Tac if the laser range is increased. Looking only at the Tac for "balance" would be a mistake. I think we should look at it's role among the AR weapon group and its roll among the medium-long range weapons group to suitable find it's place. |
I-X-I
Kinsho Swords Caldari State
4
|
Posted - 2013.05.11 18:43:00 -
[46] - Quote
Deluxe Edition wrote:I-X-I wrote:As a Logistics player who is now painted a bright yellow these guns anger me.
With the recent "range" nerf these guns are the obvious choice. Plus the damge on some of them is rediculous!
I put my Logi to the side after running into squads of these things, it not worth playing Logi imo right now. First off Logi suits are the best combat suits (medium suit wise), second this is an example of how not to give feedback. I don't see how a tac AR would keep you from wanting to heal, rez, and distribute ammo to people. I'm also curious what do you change into when you put your logi down?
LOL Thats the point! They are the best ASSAULT suite.. DUH! When you run them as Logi should they are weak ( I am in an Amar)
A Tac has the best range out there right now plus damage, given the fact that I am painted a bright as yellow I am the first to "go". My team cant defend because of the range. Half the time I never even see the person shooting, just the kill feed of the Duvoule Tac.
FYI I speced into Amar Logistics that suite gets 3 highs and 3 lows, others get 5 and 4. Plus my equipment slots are lowered all because I get a sidearm that is not needed.
I could survive if I ran my logi as an assault, thats not my point. I wanted to be logistics not assault.
I speced into LAV's because its obvious they are the best killing machine right now.
And who are you to say this is an example of how not to give feedback? Ever think your idea of what feedback should be is a bit scewed by your over inflated sense of self? LOL
|
I-X-I
Kinsho Swords Caldari State
4
|
Posted - 2013.05.11 18:46:00 -
[47] - Quote
Deluxe Edition wrote:I-X-I wrote:As a Logistics player who is now painted a bright yellow these guns anger me.
With the recent "range" nerf these guns are the obvious choice. Plus the damge on some of them is rediculous!
I put my Logi to the side after running into squads of these things, it not worth playing Logi imo right now. First off Logi suits are the best combat suits (medium suit wise), second this is an example of how not to give feedback. I don't see how a tac AR would keep you from wanting to heal, rez, and distribute ammo to people. I'm also curious what do you change into when you put your logi down?
I bet you are one of the "Logi's" running around with the TAC and Caldari Logistics suite. You obviously have not tryed playing TRUE logistics in this build.
|
Iron Wolf Saber
Den of Swords
4053
|
Posted - 2013.05.11 18:50:00 -
[48] - Quote
Updated the OP to be more concise on the goal of this thread. |
I-X-I
Kinsho Swords Caldari State
4
|
Posted - 2013.05.11 18:57:00 -
[49] - Quote
Iron Wolf Saber wrote:Updated the OP to be more concise on the goal of this thread.
Thank you.
I felt my feedback was genuine because as a true Logi "trying" to run support these guns make it extrememly frustrating. |
Noc Tempre
Imperfects Negative-Feedback
1509
|
Posted - 2013.05.11 18:59:00 -
[50] - Quote
It's rather important to note the limitations of the CPM so both the community and CCP aren't disappointed. This is called "managing expectations" business 101 stuff. The CPM cannont be involved in individual weapon balance, and shame on CCP for making them feel they should be charged with leading the discussions on that.
Edit: As a compromise, since this thread now exists, CCP should sticky it. Meet the CPM halfway.
The TAC rifle is fine, the glitchy netcode and lack of rivals for the same role are causing more problems that no number change could fix. They could only break it by looking at the TAR in isolation. |
|
Malkai Inos
The Vanguardians Orion Empire
38
|
Posted - 2013.05.11 19:11:00 -
[51] - Quote
Kharga Lum wrote:I'm OK with the range of the Tac if the laser range is increased. Looking only at the Tac for "balance" would be a mistake. I think we should look at it's role among the AR weapon group and its roll among the medium-long range weapons group to suitable find it's place.
I'm run a almost vanilla MLT medic myself and switching to the GLU tac just today made my killcount (not just K/D) skyrocket after an hour of adaptation. I quickly started to take advantage of the higher range and stopped dying to all but the most accurate of ARs. Heavies suddenly became free kills and even lasers don't make me run to cover very often. So i can confirm you first paragraphs.
This gun simply doesn't feel like a blaster in relative terms.
CCP needs to be very carefull with increasing ranges as to not break the non tac AR variants against scramblers and especially rail ARs should they arrive. I'd rather have the tac keep the better part of its damage but in turn lose some effective range. No gallente weapon bar a possible sniper should be fully effective at ranges beyond medium.
|
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
94
|
Posted - 2013.05.11 21:10:00 -
[52] - Quote
Agree with all of the other posts here.
You can't balance weapons in this game until ranges and hit detection have been fixed. We also need the new weapons to balance against as well.
So for now, fix range and hit detection, then lets come back and reevaluated the TAC AR. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
13
|
Posted - 2013.05.11 21:34:00 -
[53] - Quote
Belendur Balfour wrote:First, I have not used the Tactical Assault Rifle in this build yet, I have however been killed by it afair amount. I keep hearing about modded controlers being a problem, however I wouold like a solution to that that would not penalize everyone else too if that is the problem. Second, the lack of a counter weapon. The Tactical Assault Rifle is a medium range weapon. The counter should be Laser Rifles, and maybe MD and other Tacticals. Fix sites on Lasers, and the damage so that it can do the same amount as the Tactical at the same ranges and that should help. And make the MD able to hit out a bit to keep everyone on their toes.
Think this guy hits the nail on the head. At the moment the only real counter are snipers who see them or Forge Gun players blasting at range.
I agree with most that they should definitely have a reduce ROF, though not some really low number but obviously lower than full auto rifles. Also though the recoil is quite high and only reduces when kneeling so it is skill and proper play to use them. Players with good gun game are just feasting now.
shaman oga wrote:I've tried it, but i don't like it to much. But there must be a reason of why people started to use it so much, i think they miss sharpshooter and they love the high damage it deals. I agree with the high damage but it should have the same range of any assault rifle. I have a question, what means TTK?
I believe it is Time To Kill but not a pro at this stuff |
xxMemphis
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.05.11 22:03:00 -
[54] - Quote
The TAR is getting out of hand....the damage is on the high side when paired with damage mods it is very OP...the fact that a user can fire nearly as fast as a burst fire gun (do to hit detection all guns should be used as burst fire), and it has more range than anything except a sniper rifle....it is basically the handicap version of no-scoping...like someone said a few guys charge you hit the trigger as fast as you can somewhat hip fire aim....land 4-5 shots and you have killed 2 of them....meanwhile they must hit you 10-15 times. Not sure of the solution....ROF, dmg, increase the range across the board on the others. I could be wrong but shouldn't the range be the same just the accuracy better? Fully auto m16 shoots as far as if you fire it single shot right? (Again not a gun guru but that seems right) |
Iron Wolf Saber
Den of Swords
4056
|
Posted - 2013.05.11 22:05:00 -
[55] - Quote
Daxxis KANNAH wrote:Belendur Balfour wrote:First, I have not used the Tactical Assault Rifle in this build yet, I have however been killed by it afair amount. I keep hearing about modded controlers being a problem, however I wouold like a solution to that that would not penalize everyone else too if that is the problem. Second, the lack of a counter weapon. The Tactical Assault Rifle is a medium range weapon. The counter should be Laser Rifles, and maybe MD and other Tacticals. Fix sites on Lasers, and the damage so that it can do the same amount as the Tactical at the same ranges and that should help. And make the MD able to hit out a bit to keep everyone on their toes. Think this guy hits the nail on the head. At the moment the only real counter are snipers who see them or Forge Gun players blasting at range. I agree with most that they should definitely have a reduce ROF, though not some really low number but obviously lower than full auto rifles. Also though the recoil is quite high and only reduces when kneeling so it is skill and proper play to use them. Players with good gun game are just feasting now. shaman oga wrote:I've tried it, but i don't like it to much. But there must be a reason of why people started to use it so much, i think they miss sharpshooter and they love the high damage it deals. I agree with the high damage but it should have the same range of any assault rifle. I have a question, what means TTK? I believe it is Time To Kill but not a pro at this stuff
It is Time to Kill its a good measurement to see how overpowered a weapon is however most people use it for 1v1 stats typically measure it in 1 v 8 targets (surrounded) stats. |
DudeMcGuy 06
L.O.T.I.S. RISE of LEGION
12
|
Posted - 2013.05.12 01:32:00 -
[56] - Quote
Bump to keep this on the first page and absorb the TAC topics into one. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
700
|
Posted - 2013.05.12 01:44:00 -
[57] - Quote
First and foremost the entire AR line didn't need the blanket 10% damage buff They could have been fine with a 5% and no boost to the TAR. That's why we're here now discussing the TAR because outside of making it less effective in CQC, hip fire, or a smaller clip size, it's perfect as is for the skill ceiling and recoil to counter modded controllers and mice. The 10% boost pushed it over the line and damage mod stackers are using it as a semi automatic sniper rifle with a free stackable complex damage mod.
With that said, I came across a thread a couple of days ago and been spreading the word ever since. So I ask, what if they did this instead? (Please direct all +1s 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.
TL:DR (plus my own personal opinion) Nuke the TAR from the AR line temporarily because it makes the class to versatile than it should be and to add more incentive to use the burst, change the damage properties to 100/100% to shields/armor, make it slightly less effective in CQC or hip firing, give it its own skill tree with 2 more variants with differing ROF or bursts per trigger pull, and rename it the Caldari Gauss Rifle.
|
Yoma Carrim
Situation Normal all fraked up
3
|
Posted - 2013.05.12 01:46:00 -
[58] - Quote
Nurf the Damage. Nurff the Damage. Nurff the Damage. < all im hearing out of this thread (okey not realy but its what the majority is saying)
Nuff the fricken hipfire its to darn tight for a single shot battle rifle. The TAR should have good ADS accuracy, BAD hipfire, Low bullet count in each clip, and high Damage. Nurfing the hipfire should counter the OP perseption at close range. The problem isn't the guns damage is too high its that the Damage can be aplied so Consistenly at close range where it was never ment to engadge effectivly. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
702
|
Posted - 2013.05.12 01:46:00 -
[59] - Quote
All this is assuming we're going to get another SP reset because of the borked up skill trees and bugged or misleading skills. |
Sete Clifton
PSU GHOST SYNDICATE
129
|
Posted - 2013.05.12 01:58:00 -
[60] - Quote
In my opinion it should be a high damage, low rate of fire gun meant for medium to long range encounters. To do this, I suggest these general changes:
-Increase damage (around 90) -Decrease rate of fire (120-150) -Maybe lower clip size a little (around 15?) |
|
RINON114
B.S.A.A.
148
|
Posted - 2013.05.12 02:34:00 -
[61] - Quote
Sete Clifton wrote:In my opinion it should be a high damage, low rate of fire gun meant for medium to long range encounters. To do this, I suggest these general changes:
-Increase damage (around 90) -Decrease rate of fire (120-150) -Maybe lower clip size a little (around 15?) OH my goodness this was literally EXACTLY what I was going to say. Rate of fire should be a little less than the breach with higher damage of course.
I did some maths:
Standard AR 32.5 damage (I think) x 60 (bullets in a clip) = 1950
Using this result I believe the tactical AR should have a damage of 130 (1950++15 bullets in the clip). Obviously rate of fire should come into it and if the tac AR has a rate of fire of 500 where the standard is 600 then the TAR is going to win on DPS. If someone else could figure that out before I get a chance then that would be great.
|
XXfootnoteXX
DUST University Ivy League
262
|
Posted - 2013.05.12 02:35:00 -
[62] - Quote
Sete Clifton wrote:In my opinion it should be a high damage, low rate of fire gun meant for medium to long range encounters. To do this, I suggest these general changes:
-Increase damage (around 90) -Decrease rate of fire (120-150) -Maybe lower clip size a little (around 15?)
I could get behind this. The gun performs like it should if a nerf should happen, it should focus on the DPS.
I honestly think we just need to buff other weapons so they can preform. |
RINON114
B.S.A.A.
148
|
Posted - 2013.05.12 02:47:00 -
[63] - Quote
XXfootnoteXX wrote:Sete Clifton wrote:In my opinion it should be a high damage, low rate of fire gun meant for medium to long range encounters. To do this, I suggest these general changes:
-Increase damage (around 90) -Decrease rate of fire (120-150) -Maybe lower clip size a little (around 15?) I could get behind this. The gun performs like it should if a nerf should happen, it should focus on the DPS. I honestly think we just need to buff other weapons so they can preform. I hope DPS for you means damage GÇ£per shotGÇ¥ and not GÇ£per secondGÇ¥. The TAR needs to have incredible damage but be almost useless in CQC, lowering the clip size should be enough. |
Disturbingly Bored
Universal Allies Inc.
214
|
Posted - 2013.05.12 03:07:00 -
[64] - Quote
LittleCuteBunny wrote: 4. Damage Modifiers
The main issue is how damage mods stack, which is what makes it so appealing. If damage mods actually exhibited diminishing damage as more modifiers are stacked instead of the current compounding it will be a total different story
@ 1 Damage Modifier = (1.1) ^ 1 = 1.10 @ 2 Damage Modifier = (1.1) ^ 2 = 1.21 @ 3 Damage Modifier = (1.1) ^ 3 = 1.33 @ 4 Damage Modifier = (1.1) ^ 4 = 1.46 @ 5 Damage Modifier = (1.1) ^ 5 = 1.61
Just so we're all clear:
Damage Modifiers have a stacking penalty, and have had a stacking penalty for some time. It's been proven experimentally on the forums multiple times, I just don't have the thread links at hand.
The fitting screen remains inaccurate for some reason. I don't know why CCP hasn't bothered to fix it since it's a perpetual source of confusion. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
707
|
Posted - 2013.05.12 03:13:00 -
[65] - Quote
Disturbingly Bored wrote:LittleCuteBunny wrote: 4. Damage Modifiers
The main issue is how damage mods stack, which is what makes it so appealing. If damage mods actually exhibited diminishing damage as more modifiers are stacked instead of the current compounding it will be a total different story
@ 1 Damage Modifier = (1.1) ^ 1 = 1.10 @ 2 Damage Modifier = (1.1) ^ 2 = 1.21 @ 3 Damage Modifier = (1.1) ^ 3 = 1.33 @ 4 Damage Modifier = (1.1) ^ 4 = 1.46 @ 5 Damage Modifier = (1.1) ^ 5 = 1.61
Just so we're all clear: Damage Modifiers have a stacking penalty, and have had a stacking penalty for some time. It's been proven experimentally on the forums multiple times, I just don't have the thread links at hand. The fitting screen remains inaccurate for some reason. I don't know why CCP hasn't bothered to fix it since it's a perpetual source of confusion. Just had a separate thought that could resolve the problem with the TAR or any other weapon in the future that will be considered OP. Why not just raise the CPU/PG fitting requirements on the damage mods? People abuse the hell out of them and let's face it, 4-5 damage mods will make anything OP. |
Disturbingly Bored
Universal Allies Inc.
214
|
Posted - 2013.05.12 03:20:00 -
[66] - Quote
Cosgar wrote:Just had a separate thought that could resolve the problem with the TAR or any other weapon in the future that will be considered OP. Why not just raise the CPU/PG fitting requirements on the damage mods? People abuse the hell out of them and let's face it, 4-5 damage mods will make anything OP.
Because then damage mods would be completely useless compared to shield extenders.
Honestly, shield extender fits on anything but Heavy were already better than damage mod fits in Chromosome. (I've posted the math at length to prove this before.) For Uprising, shield extenders got a skill that makes them up to 10% more effective.
Damage Mods are just fine by comparison, and the only thing keeping this from being Shield Extender 514 is Flux Grenades. |
Sete Clifton
PSU GHOST SYNDICATE
129
|
Posted - 2013.05.12 03:21:00 -
[67] - Quote
Cosgar wrote:Disturbingly Bored wrote:LittleCuteBunny wrote: 4. Damage Modifiers
The main issue is how damage mods stack, which is what makes it so appealing. If damage mods actually exhibited diminishing damage as more modifiers are stacked instead of the current compounding it will be a total different story
@ 1 Damage Modifier = (1.1) ^ 1 = 1.10 @ 2 Damage Modifier = (1.1) ^ 2 = 1.21 @ 3 Damage Modifier = (1.1) ^ 3 = 1.33 @ 4 Damage Modifier = (1.1) ^ 4 = 1.46 @ 5 Damage Modifier = (1.1) ^ 5 = 1.61
Just so we're all clear: Damage Modifiers have a stacking penalty, and have had a stacking penalty for some time. It's been proven experimentally on the forums multiple times, I just don't have the thread links at hand. The fitting screen remains inaccurate for some reason. I don't know why CCP hasn't bothered to fix it since it's a perpetual source of confusion. Just had a separate thought that could resolve the problem with the TAR or any other weapon in the future that will be considered OP. Why not just raise the CPU/PG fitting requirements on the damage mods? People abuse the hell out of them and let's face it, 4-5 damage mods will make anything OP. Maybe it would be a better idea to introduce a third "medium" slot type and lower the number of high and low slots that suits get now (overall slot numbers would basically stay the same), and then spread out the modules accordingly. This way, you get just as many slots, but less room in each type. |
XXfootnoteXX
DUST University Ivy League
262
|
Posted - 2013.05.12 03:38:00 -
[68] - Quote
RINON114 wrote:XXfootnoteXX wrote:Sete Clifton wrote:In my opinion it should be a high damage, low rate of fire gun meant for medium to long range encounters. To do this, I suggest these general changes:
-Increase damage (around 90) -Decrease rate of fire (120-150) -Maybe lower clip size a little (around 15?) I could get behind this. The gun performs like it should if a nerf should happen, it should focus on the DPS. I honestly think we just need to buff other weapons so they can preform. I hope DPS for you means damage GÇ£per shotGÇ¥ and not GÇ£per secondGÇ¥. The TAR needs to have incredible damage but be almost useless in CQC, lowering the clip size should be enough.
Whoops. I meant to say rate of fire. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
709
|
Posted - 2013.05.12 03:40:00 -
[69] - Quote
Disturbingly Bored wrote:Cosgar wrote:Just had a separate thought that could resolve the problem with the TAR or any other weapon in the future that will be considered OP. Why not just raise the CPU/PG fitting requirements on the damage mods? People abuse the hell out of them and let's face it, 4-5 damage mods will make anything OP. Because then damage mods would be completely useless compared to shield extenders. Honestly, shield extender fits on anything but Heavy were already better than damage mod fits in Chromosome. (I've posted the math at length to prove this before.) For Uprising, shield extenders got a skill that makes them up to 10% more effective. Damage Mods are just fine by comparison, and the only thing keeping this from being Shield Extender 514 is Flux Grenades. Were you calculations before or after the recent +10% damage increase? |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
494
|
Posted - 2013.05.12 03:46:00 -
[70] - Quote
Ok, so I finally started using the TAR tonight and I can say with confidence that putting a hard limit on the rate of fire would do wonders to bring this weapon back into balance. Switching to the GLU with 3 enhanced damage mods took my kdr from below 1 every match to 4 or higher, but primarily because I was able to stay out of range of everyone. While scoped in I had a lot of difficulty putting out enough damage to kill someone with the GLU unless their suit was squishy, because of the kick on the distance and weak autoaim. I did put down a lot of damage though, and got a lot of assists using the gun at its max range to support other players who were closing in on the enemy. I think this was its intended role.
I also wasn't able to fire nearly as fast as most tactical users I've seen despite using a mouse and having a well practiced clicking finger. That said, I did best with this rifle when people were close enough for me to hip fire. I could just focus on clicking as fast as possible and let the autoaim take care of the rest. If the rate of fire given a hard limit that is perhaps a little slower than a diablo 3 player clicks the weapon would probably be pretty reasonable. |
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
709
|
Posted - 2013.05.12 03:55:00 -
[71] - Quote
Another idea would be to limit it's damage in mid/CQC range by significantly scaling its damage down the closer your target is inside your optimal range. That way in CQC, you're forced to have to use a sidearm. This would also be a somewhat helpful solution to the Logibee problem too since everyone is using the CaLogi as an assault+1 and they lack a sidearm. |
Gawen Eadan
Militaires-Sans-Frontieres
7
|
Posted - 2013.05.12 05:32:00 -
[72] - Quote
Tried it on an alt, and being a target of them, I can say its way too high powered.
I agree it should do more damage than the full auto's and at better ranges, very much so, but like many other comments here, it needs a rate of fire cap, or jamming mechanic, on the first page I saw mention of moving its role to the Caldari variants as it seems to fit that gun's firing mechanism better with the race and its purpose.
Damage should be reduced, currently the 24 bullets at nearly 80 damage on a douvolle is a stupid amount of damage that can wipe a heavy off the field with pin point accuracy, faster and farther than the heavy can reach. It should still have this advantage, but I've suggested before it should have its damage, on any variant, roughly 2x the damage of the full auto's. This ;eaves the proto sitting at a still comfortable to shoot and more so to be shot at 62, over its chromosone unfriendly 49 (almost 55 with the weaponry skill). This is still enough to put down a snug fit heavy, granted you don't miss a single shot, it also gives the softer suits another bullet worth of time to live in most fittings. |
Iron Wolf Saber
Den of Swords
4060
|
Posted - 2013.05.12 16:03:00 -
[73] - Quote
If you guys want to post links to what you said before about the TAR I will be fine with it.
Thanks in advanced. |
RECON BY FIRE
Internal Error. Negative-Feedback
147
|
Posted - 2013.05.12 16:23:00 -
[74] - Quote
The Laser should be a balancing factor against the lolTac, but unfortunately the lolTac (a short range blaster weapon) outranges the Laser. Extending Laser optimal would help keep it in check (as well as changing the horrid sighting system of the Laser). ROF of the lolTac also needs to be cut at least in half. Whether people are using modded controllers or not, being able to spam that many high damage rounds at that range is broken. Honestly Id say reduce the recoil of it by half, drop the ROF to around 200, keep damage the same, and make sure the Laser AT LEAST has the same range as it although it should outrange it. |
Iron Wolf Saber
Den of Swords
4067
|
Posted - 2013.05.12 21:15:00 -
[75] - Quote
Bumping again to keep relative. So far loving the varied feedback keep it coming. |
N1ck Comeau
Pro Hic Immortalis RISE of LEGION
352
|
Posted - 2013.05.12 21:17:00 -
[76] - Quote
Way to much damage it's time to kill is super quick |
mrunknown2u2
Ill Omens EoN.
0
|
Posted - 2013.05.12 21:17:00 -
[77] - Quote
Nerf another weapon and I'm gone |
White Mortadela
The Unholy Legion Of DarkStar DARKSTAR ARMY
10
|
Posted - 2013.05.12 21:34:00 -
[78] - Quote
the tactical ar doesnt need a nerf at this point, u do neeed skill to use it. but if nerfin has to go down either a 5% dmg reduction or a slight RoF reduction, but not both! |
Doshneil Antaro
SVER True Blood Unclaimed.
51
|
Posted - 2013.05.12 21:47:00 -
[79] - Quote
Sete Clifton wrote:In my opinion it should be a high damage, low rate of fire gun meant for medium to long range encounters. To do this, I suggest these general changes:
-Increase damage (around 90) -Decrease rate of fire (120-150) -Maybe lower clip size a little (around 15?) These plus ammo capacity. This weapon takes less ammo to kill, is more acurate than other ars, and round comsuption is the best as your not wasting 10 rnds to land 4-6, more like 9 out of 10 rds find the target. The other ar's need more ammo to do the same damge, but yet this gets the most. |
Vaux Karn
The Mercenary Collective
4
|
Posted - 2013.05.12 21:58:00 -
[80] - Quote
As an operator and target, my suggestion would be simply lower the rate of fire to the 150-200 region. Closer to 150 would also eliminate the need for any other modifications by limiting its viability in close quarters, but then again that may be too much. Regardless with an unmodded controller I can put off 4-5 shot per second and that is too high. Anyone who says I am wrong is cordially invited to stand on the recieving end of the searing hot, flesh melting plasma that spews forth from it, then come back here and see if they feel the same. |
|
White Mortadela
The Unholy Legion Of DarkStar DARKSTAR ARMY
10
|
Posted - 2013.05.12 22:01:00 -
[81] - Quote
Even with a good mouse the most u can fire is 4 rounds per s. |
Jathniel
G I A N T EoN.
312
|
Posted - 2013.05.12 23:04:00 -
[82] - Quote
(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 on standby for the Duvolle Tactical AR is too high. (The weapons range and dps is too high to maintain such sustained fire.)
- 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. |
Draco Dustflier
Planetary Response Organisation
50
|
Posted - 2013.05.12 23:09:00 -
[83] - Quote
slight damage increase and make it so you cannot fire again until the sight resets. 3 hit kills are ok if they take a second and a half |
Jathniel
G I A N T EoN.
312
|
Posted - 2013.05.12 23:12:00 -
[84] - Quote
(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.
Double post by accident. |
Phoenix Arakyd
Tronhadar Free Guard Minmatar Republic
82
|
Posted - 2013.05.12 23:31:00 -
[85] - Quote
ladwar wrote:its high RoF of is being abused by modded controller. so change the RoF simple, been saying it for a while.
proof? |
Cross Atu
Conspiratus Immortalis League of Infamy
952
|
Posted - 2013.05.12 23:31:00 -
[86] - 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. |
Baal Omniscient
L.O.T.I.S. RISE of LEGION
506
|
Posted - 2013.05.12 23:32:00 -
[87] - Quote
I used the Tac until it became a death cannon. I used it for a few matches after the damage bump, then laughed and put it away because it just makes things FAR too easy. I'll use the burst 'til that beast calms down a bit.
It's the damage and the ROF. Fix one and the other will be fine. |
Draco Dustflier
Planetary Response Organisation
50
|
Posted - 2013.05.12 23:56:00 -
[88] - Quote
White Mortadela wrote:Even with a good mouse the most u can fire is 4 rounds per s. i get 8 rps without a modded controller. third of a second delay, please. |
Charizard Zakalwe
Goonfeet
42
|
Posted - 2013.05.13 00:01:00 -
[89] - Quote
The TAR's (especially the duvolle one) do a crazy amount of damage with a seemingly unlimited rate of fire. It's ROF certainly needs to be capped as well as having it's range tied down to that of the regular AR's. It's extra 'range' should be represented by having a longer effective range than the regular range. Maybe. Also higher hipfire. While you can't use them ADS at close range, you don't really use regular AR's while ADS at close range, hipfire remains king. While you've got less ammunition to hipfire with, the hits that do land more than make up for it. |
Chilled Pill
Pro Hic Immortalis RISE of LEGION
62
|
Posted - 2013.05.13 00:08:00 -
[90] - Quote
Reduce damage to 69-70 for Duv Tac, give it worse dispersion at hip fire. Make it Scout only. Done. |
|
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
|
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
|
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.
|
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.
|
|
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
|
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
|
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. |
|
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
|
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...
|
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.
|
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
|
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
|
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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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
348
|
Posted - 2013.05.13 15:44:00 -
[121] - Quote
Sir Petersen wrote: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.
Isk price will not bring gameplay balance on the field. Sorry, that is the last way of affecting it (and real free market will handle it) |
Sparrow Darkly
Martyrdom Inc Insurance Fraud.
3
|
Posted - 2013.05.13 16:45:00 -
[122] - Quote
Drop rate of fire, but increase damage and drop recoil.
A lot of players may cry at this suggestion. I believe it to be a fair trade off that will ensure it can still be effective in battle at longer range (as it was intended), but wont be exploited by modded controllers or quite as effective at close quarters combat.
Problem solved, lets move onto other topics. |
RedRebelCork
Ahrendee Mercenaries
50
|
Posted - 2013.05.13 16:47:00 -
[123] - Quote
The Duvolle hits too hard, certainly needs it's damage looked at or else the RoF.
The others are ok in my opinion. Up the ranges on other ARs to compete. |
Luis rules 1st
Valor Coalition RISE of LEGION
2
|
Posted - 2013.05.13 18:04:00 -
[124] - Quote
Cosgar wrote: 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.
Not gonna say they have controls modified or anything I'm not even sure sure what I'm sure is that a guy at really close range shot me down with that thing in less than a sec I don't have any issue losing a battle, but he did it about five times, then I realized he actually was using duvolle tactical, but shooting faster than normal duvolle. Yup, you read right. FASTER! so he took my +400HP in less than a sec This is pretty easy to find out, since you hear the shots and that way you can realize if he's using a normal AR or tactical. I was using an Ishukone SMG, so the story shouldn't be like that. At least at close
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
351
|
Posted - 2013.05.14 04:19:00 -
[125] - Quote
As discussion about modded/'modded'/autofire controllers is elemental part of TAC AR discussion, here are my comments on them.
https://forums.dust514.com/default.aspx?g=posts&m=799659#post799659
TLDR; The thing people call 'modded' controllers are often modern input devices (controllers/mice). They are present day. Game designers job is to take autofiring devices into account and make sure no weapon is balanced assuming lazy fingers. |
wild wendigo
KILL-EM-QUICK RISE of LEGION
2
|
Posted - 2013.05.14 10:11:00 -
[126] - Quote
Mice with macros, rapidfire controller mods are what are causing it. Dropping the ROF will take care of both and add more hip-fire recoil too will help balance the thing. As it is the only real counter (without being able to get behind them) is to snipe them from greater range really. If you're lucky you might get one or two with a LAV but someone will eventually grenade you. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
31
|
Posted - 2013.05.14 21:08:00 -
[127] - Quote
Baal Omniscient wrote:I used the Tac until it became a death cannon. I used it for a few matches after the damage bump, then laughed and put it away because it just makes things FAR too easy. I'll use the burst 'til that beast calms down a bit.
It's the damage and the ROF. Fix one and the other will be fine.
I agree. As such, I think the Tac rifle's damage should be brought back to what it was before the buff, or perhaps only a 5% increase rather than the 10. RoF could be decreased slightly as well. Overall, I think it needs, if not anything else, a temporary nerf to get people away from the gun to simply help with numbers. Regardless, we can all agree this is without a doubt a problem. |
Iron Wolf Saber
Den of Swords
4117
|
Posted - 2013.05.15 18:20:00 -
[128] - Quote
quick bump. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
421
|
Posted - 2013.05.15 18:48:00 -
[129] - Quote
@KEROSIINI-TERO
I agree with the adjustment to hip-fire accuracy. I think this is the most important aspect of the TAR to adjust in order to differentiate it from the AR. As far as reducing damage and range I think its a mistake for the time being; the problem with the TAR is that its excellent at its optimal range, and all other ranges. If we nerf it too hard it will become useless like last build.
Just push its optimal range closer to its max range by gimping hip-fire and requiring ADS and we will have a healthy contender with the ScR that isn't outperforming in all situations. |
semperfi1999
Internal Error. Negative-Feedback
446
|
Posted - 2013.05.15 18:51:00 -
[130] - Quote
Honestly this weapon is balanced (could remove the 10% blanket buff all weapons rcv'ed) but there is no weapon to counter it. Laser needs to be buffed from being nerfed to the ground (I havent died from laser once in this new build). Max range on laser needs to be the same as the tact AR (might even argue a tad further) and the optimal range should be from 60 - max range. If you do this you will probably see (some) tact AR users coming in and complaining that the laser is pwning them at range.
Oh and lasers could also do with a change in sights to something similar to the scrambler.
Other than the issue that the tact can outrange any weapon other than the sniper the tact is balanced very well. If you try to shoot as fast as its RPM allows you wont hit squat after your first couple rounds. For those who say it is a monster in CQC. Apparently they have not met up with a good AR user as the reg AR will run circles around the tact in CQC. |
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Draco Cerberus
Hellstorm Inc League of Infamy
40
|
Posted - 2013.05.15 18:55:00 -
[131] - Quote
The TARs both have significant kick and need no nerf. Perhaps the skill of the player has more to do with the number of kills rather than the frequency in which a person can put bullets into someone. While using an TAR I generally get 3 shots into someone at range while they are moving. A close up target is significantly easier to hit and targets at extreme range are usually only one hit shots. None of this means that it is OP. How many of you also use Duvolles to mow down groups of noobs or use a MD to blow them to bits? We have new weapons on the market, how about some comparison to a top level Scrambler Rifle or Plasma Cannon? |
Jack McReady
DUST University Ivy League
221
|
Posted - 2013.05.15 19:13:00 -
[132] - Quote
semperfi1999 wrote:Honestly this weapon is balanced how many TAR threads do you plan to infestate with your denial?
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low genius
The Sound Of Freedom Renegade Alliance
96
|
Posted - 2013.05.15 19:45:00 -
[133] - Quote
the hipfire is very accurate for both the tac and the scrifle. |
DustMercsBlog
Galactic News Network
70
|
Posted - 2013.05.15 22:32:00 -
[134] - Quote
our TAC AR piece http://tinyurl.com/chvvs44 |
Vallud Eadesso
Subdreddit Test Alliance Please Ignore
120
|
Posted - 2013.05.15 22:37:00 -
[135] - Quote
I was going to write out a huge post to this, but honestly I can sum it up quickly and simply:
The Tactical AR has no hard counter. If you're an assault rifle user and have a Tac AR, you're clearly in a superior position than almost everyone else. You can shoot just as fast with practice, if you're using a mouse you're more accurate, and there is no doubt you out range everyone else.
I can't think of a way to address it, honestly. It's RoF needs a hard cap applies, it's damage value addressed and to be honest, when we get Caldari rifles, it needs removing. It just feels like one of their guns. |
Raze galder
Royal Uhlans Amarr Empire
36
|
Posted - 2013.05.15 23:16:00 -
[136] - Quote
You could make it so if u fire the gun too fast it jams kind of like the overheat mechanic for the scrambler rifle. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
482
|
Posted - 2013.05.16 00:39:00 -
[137] - Quote
I'm not sure what can be added that hasn't been said in the many threads on this gun.
ROF is too high (regardless of how players achieve it).
Hip-fire is too viable, making it a short and long range weapon. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
168
|
Posted - 2013.05.16 00:56:00 -
[138] - Quote
ladwar wrote:its high RoF of is being abused by modded controller. so change the RoF simple, been saying it for a while.
99% of my deaths since Uprising have been to a Tactical AR of some variety or another. I vote they be made the Sci-Fi version of a bolt action rifle. |
Kekklian Noobatronic
Goonfeet
22
|
Posted - 2013.05.16 09:37:00 -
[139] - Quote
- Drop the RoF to 120-180 RPM. That's 2-3 rounds/second.
- Increase hip fire kick drastically
- Modify damage falloff in mid range. It's enhanced range shouldn't give it as drastic an increase in mid-range/long range damage as it has now.
Damage is fine. It's on-par with the Scram Rifle, but the scram rifle has Overheating, Feedback damage, and a much lower effective range.
Price shouldn't even come in to the equation. Saying a 100k gun should 'perform' is stupid. My Imperial Scrambler Rifle costst 100k, and it doesent perform like the TAC. |
Aeon Amadi
WarRavens
1330
|
Posted - 2013.05.16 10:03:00 -
[140] - Quote
Honestly, I feel the 'modded controller' argument is an absolute joke and in many cases I've achieved a very fast rate of fire just by maintaining a cool, calm and collected (right) panicked trigger finger.
Now, you can't really maintain a good shot through the scope but any shooter worth his salt can line up the scope on the target and control his fire intervals to land the shots. Recoil won't do jack about that and it's honestly just fine where it is considering the skill requirement just to use the thing is already heavily reducing the high recoil.
What I will say is this:
Pros:
High damage - It was okay during May 6 - 14 but when the 10% weapon buff kicked in to shorten combat length it upset the balance pretty hard. Before that buff, shield/armor could take the damage if the person was smart in their maneuvering. Since then, it's just been wrecking people before they can even react to where the fire is coming from.
High Range - Now, I caught onto this long before anyone else and can proudly say that I was using this weapon while others were still bitching about the Vanilla AR's range. I could safely fire from a good distance and a lot of my kills were from players who were used to the Sharpshooter skill attempting to fire, only to have their rounds disappear infront of my face. BS? Yes, but it was effective and it works for the weapon.
Magazine Capacity - 30 rounds is a bit much for the damage it puts out. This is not to say that the magazine should be reduced if the damage is reduced, nor is it an excuse to go ahead and reduce it if the recoil is increased. Fix one thing, not all of them - this is how weapons become broken.
Ammunition Control: Being a single shot weapon, it's hard to run out of ammo and that was a -BIG- issue when everyone was finding out that the nanohives were botched from the get go. Militia Nanohives wouldn't even bring back a single clip and standard ones weren't much better. Being as this weapon forces ammunition conservancy, it's listed here as a pro.
Cons:
Hip-Fire Dispersion: Most of my life saving moments were from using this weapon like mad and just mashing the trigger to put rounds downrange in CQC. Sometimes they die, sometimes I have to switch to the SMG. Either way, it's not reliable and usually takes a lot of rounds. This is fine, considering it's purpose.
..... That's about it.
Honestly, this weapon was fine before the 10% increase in damage. It's powerful in capable hands and practical in the new player's. Shave off a little damage, see what happens but let it go slowly....
And I swear to both CCP and the CPM, if there's some crazy ass numbers game like the Vehicle HP buffs (Starter LAVs are BS) I will quit this game. There is absolutely no reason for these drastic buffs/nerfs that are going into play as of late. Work slowly, and fine tune the numbers - stop just throwing out random percentages and hoping everything works out. You already made the Plasma Cannon DOA as an AV weapon.
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Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
47
|
Posted - 2013.05.16 10:41:00 -
[141] - Quote
As it is effectivly being used like the Tier 1 sniper with 4x on MAG, treat is as one. Reduce clip size to impose a penalty for spamming shots 10 in a clip should do. If you are using an accurate mid-long range weapon then you need to have accurate mid-long range shots. Not just spam the trigger in the general direction until enough bullets hit.
Then you can leave the fire rate and damage as is but at least they have to stop and reload so firing blindly into a group of red dots will result in less kills and the reload pause gives you chance to gain some ground. If they want to rinse and entire clip in 2 seconds let them.
Also CQC hipfire accuracy needs to be reduced accordingly, but a smaller clip size should also mitigate close quarters button mashing tactics. |
XeroTheBigBoss
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
300
|
Posted - 2013.05.16 10:45:00 -
[142] - Quote
I think it's fine and requires real aim to use. |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
47
|
Posted - 2013.05.16 10:50:00 -
[143] - Quote
XeroTheBigBoss wrote:I think it's fine and requires real aim to use. To use properly yes I agree, but with the amount of bullets available and the achievable RoF then not so much. If I choose to I can go the same with the GLU (And yes I know I am contributing to the problem here, I'll be the 1st to admit it... but to remain competitive.....................) I can just spam into a group and get easy(er) kills than with any other weapon.
I'm not suggesting a big nerf, just the incentive to use correctly. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1380
|
Posted - 2013.05.16 10:53:00 -
[144] - Quote
Kekklian Noobatronic wrote:- Drop the RoF to 120-180 RPM. That's 2-3 rounds/second.
- Increase hip fire kick drastically
- Modify damage falloff in mid range. It's enhanced range shouldn't give it as drastic an increase in mid-range/long range damage as it has now.
Damage is fine. It's on-par with the Scram Rifle, but the scram rifle has Overheating, Feedback damage, and a much lower effective range.
Price shouldn't even come in to the equation. Saying a 100k gun should 'perform' is stupid. My Imperial Scrambler Rifle costst 100k, and it doesent perform like the TAC.
I agree with you except for the falloff. If the weapon is tweaked so it becomes a pain to use at close range, then the job is done.
I would also add that recoil through ADS needs to be reduced to balance hip fire kick raise. At the moment, even at 60-70m there's no point in using the ADS compared to hip fire. |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
421
|
Posted - 2013.05.16 19:28:00 -
[145] - Quote
I have both used it and been on the horrible receiving end of it.
1. CCP need to put a limiter on it to counter 'Turbo Controllers' 2. Crosshair size needs to be increased, players should have to resort to a sidearm when engaging in CQC. 3. Either increase Scrambler Rifle Max/Optimal range, or decrease TAR Max/Optimal range so they're both on the same level, range-wise, also do the same with the Assault SCR and Basic AR.
Thats what I think needs changing. It shouldn't serve as an all purpose weapon (CQC, mid-range, long range) it should only fit into Mid-Long range combat. |
Knarf Black
Subdreddit Test Alliance Please Ignore
755
|
Posted - 2013.05.16 19:29:00 -
[146] - Quote
My biggest issue is how good it is in close combat. I'm quite adept at closing in on long range weapon users, but the Tac guys are nearly as dangerous in shotgun/SMG range as they are from overwatch positions. It's like they simultaneously have a sniper rifle and breach scrambler pistol.
Also 30 rounds in the clip seems excessive when they can drop most mercs in three to five shots. (They could probably OHK scouts with damage mods.)
Edit: What Solaire said. \o/ Praise the Sun! |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
5
|
Posted - 2013.05.17 02:42:00 -
[147] - Quote
The TAC-AR of Chromosome was perfect, in my opinion. I loved it and preferred it to the other AR variants, despite it being niche and less valued. It allowed me to easily tackle targets at long range while sacrificing most of my close range effectiveness, which is how the weapon should function. |
RoTTeN-1
Kang Lo Directorate Gallente Federation
3
|
Posted - 2013.05.17 03:48:00 -
[148] - Quote
Just tried all 3 proto assault rifles, Tac is fine takes some skill to use. Alo burst has the same scope on it but cant hit crap at any distance, Its useless. Same for the Duv assault. Fix the range and you will see less QQ. 65m max on an AR is a joke and has broken the game. I cant even get friends to play anymore. They would rather play old @ss MAG. |
bacon blaster
VENGEANCE FOR HIRE
34
|
Posted - 2013.05.17 04:51:00 -
[149] - Quote
The rof needs to be adressed. Because of skills and damage mods, I'm seeing people do something like 100 damage per shot. You combine this with modded controllers, the hi dps, and the giant range, and people are able to take out heavies in less than a second at something like 6 times the heavie's effective range (which is still about 10 meters. I run heavy, shut up) I know someone was using a tar instead of a normal ar when I'm dead almost as soon as I get shot. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1381
|
Posted - 2013.05.17 09:51:00 -
[150] - Quote
Okay, i have a video i would like feedback on : https://www.youtube.com/watch?v=ysf8x477c30
At 4:00, dude starts firing 3 different IRL weapons. one full auto and 2 semi-auto. Imo, the TAC AR should behave exactly like the third weapon. Roughly one shot per second. but a pretty steady aim when ADS. And obviously, using such a gun hip-firing wouldnt give good result. Guy doesnt try but it's kinda obvious.
To be more accurate, should be a mix of the second and third gun imo. |
|
Kesi Raae Kaae
Much Crying Old Experts
70
|
Posted - 2013.05.17 11:10:00 -
[151] - Quote
Real life comparisons from a CPM member
/o\ |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1381
|
Posted - 2013.05.17 11:18:00 -
[152] - Quote
Kesi Raae Kaae wrote:Real life comparisons from a CPM member
/o\
Lol Sometimes it can be usefull to take roots in reality. |
Iron Wolf Saber
Den of Swords
4263
|
Posted - 2013.05.17 20:08:00 -
[153] - Quote
Real Life is great for inspiration. |
semperfi1999
Internal Error. Negative-Feedback
453
|
Posted - 2013.05.17 20:26:00 -
[154] - Quote
I agree with Aeon....if anything is to be changed the first thing should be the 10% blanket dmg buff it rcv'ed with all of the other weapons. To use this weapon effectively you have to control your shots. I have yet to run into a single person who uses the tact with a modded controller. If there are in fact some who do then they probably do it just to troll ppl because there is no way it would be effective due to the recoil.
I am not sure why ppl are so hung up on trying to nerf the tact "because there is no counter" instead of buffing the laser rifle which is supposed to be good at range but is now a terrible weapon. If you change the sights, range, optimal range of the laser you will have a ready made weapon that would destroy the tact at range and I bet you if this change is made scrub tact players will get on the forums complaining that the laser is OP. |
THUNDERGROOVE
ZionTCD Unclaimed.
40
|
Posted - 2013.05.17 20:52:00 -
[155] - Quote
I guess it's not as bad as when they somehow released fully auto TARs back when there was a 'basic' version.
Still RoF is the issue and anyone who doesn't agree either uses it or pubstomps with friends who use it. It should be less than the breach with significantly more damage. |
Kharga Lum
Seraphim Initiative. CRONOS.
54
|
Posted - 2013.05.17 20:58:00 -
[156] - Quote
Kekklian Noobatronic wrote:- Drop the RoF to 120-180 RPM. That's 2-3 rounds/second.
- Increase hip fire kick drastically
- Modify damage falloff in mid range. It's enhanced range shouldn't give it as drastic an increase in mid-range/long range damage as it has now.
Damage is fine. It's on-par with the Scram Rifle, but the scram rifle has Overheating, Feedback damage, and a much lower effective range.
Price shouldn't even come in to the equation. Saying a 100k gun should 'perform' is stupid. My Imperial Scrambler Rifle costst 100k, and it doesent perform like the TAC.
^This
It's closest competitor is the scramble riffle which does not have a sharpshooter skill. The Tac can fire continuously until the clip is empty without damaging the user and has longer range. |
Nguruthos IX
Hellstorm Inc League of Infamy
518
|
Posted - 2013.05.17 21:05:00 -
[157] - Quote
ladwar wrote:its high RoF of is being abused by modded controller. so change the RoF simple, been saying it for a while.
It's not just modded controllers.
It's also this:
http://www.amazon.com/Eagle-Mouse-Keyboard-Converter-Playstation-3/dp/B0040UAYI4
"Eagles Eye" - allows to bind trigger to a mouse wheel. Scroll for max ROF. pew pew |
Bones McGavins
TacoCat Industries
192
|
Posted - 2013.05.17 21:11:00 -
[158] - Quote
I find the TAR to be the most fun weapon to use, I enjoy percision, single shot, skill weapons (i use scrambler pistols a ton and love them as well). Scrambler Rifles are fun too, so i no longer find the TAR NEEDS to exist.
However, I believe most of the problems with the TAR come from the bad aim in CQ. Where the TAR is supposed to be vulnerable, 80% of the player base (sometimes myself included) struggle to really keep up with targets. Therefore the TAR user simply has to strafe and put distance back between him and his enemy and take them out while doing so.
If a nerf occurs to TAR at CQ it needs a buff at mid/long range. Right now the big issue is that it can hipfire so well. If you remove that, I would say we need to reduce the recoil on ADS shots. |
CLONE117
Planetary Response Organization
10
|
Posted - 2013.05.17 21:56:00 -
[159] - Quote
laser rifle would have been a great counter to the tac ar if it had not been nerfed to uselessness..
std laser would have worked fine against it if it wasnt nerfed so bad... |
Baal Omniscient
L.O.T.I.S. RISE of LEGION
527
|
Posted - 2013.05.17 23:19:00 -
[160] - Quote
Bones McGavins wrote:I find the TAR to be the most fun weapon to use, I enjoy percision, single shot, skill weapons (i use scrambler pistols a ton and love them as well). Scrambler Rifles are fun too, so i no longer find the TAR NEEDS to exist.
However, I believe most of the problems with the TAR come from the bad aim in CQ. Where the TAR is supposed to be vulnerable, 80% of the player base (sometimes myself included) struggle to really keep up with targets. Therefore the TAR user simply has to strafe and put distance back between him and his enemy and take them out while doing so.
If a nerf occurs to TAR at CQ it needs a buff at mid/long range. Right now the big issue is that it can hipfire so well. If you remove that, I would say we need to reduce the recoil on ADS shots. Right... because people already have SO much trouble killing with the TAR at it's max range...
The last thing we need to do is to take an already OP weapon, hinder slightly it so that it has some drawback to it, then BUFF it's already OP long range capabilities.
The scrambler rifle overheats, has less range than the TAR, the basic SCR has almost the same PG req's as the proto TAR, you get weapon feedback damage if you fire it more than 14 times in rapid succession (not counting if you charged a shot first, then it's more like 4-5), has no sharpshooter skill, has a scope with no zoom, and even has a slower max ROF than the TAR. And the TAR? Has a slightly smaller clip, does slightly less damage to shields (though it still does 110% v shields) and has a tiny bit of recoil when ADS.
Draw backs need to be added to the TAR to make the two weapons more in line with each other, not add a drawback to the TAR and counter it with a further buff. The SCR is already pretty balanced among the other weapons in the game, so when the TAR outshines it by this much, things need to be fixed. |
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
175
|
Posted - 2013.05.17 23:56:00 -
[161] - Quote
THUNDERGROOVE wrote:I guess it's not as bad as when they somehow released fully auto TARs back when there was a 'basic' version.
Still RoF is the issue and anyone who doesn't agree either uses it or pubstomps with friends who use it. It should be less than the breach with significantly more damage.
Alaika Arbosa wrote:
99% of my deaths since Uprising have been to a Tactical AR of some variety or another. I vote they be made the Sci-Fi version of a bolt action rifle.
I've highlighted the perfect solution. Give it an animation and everything, make it a bolt-action DMR. Maybe give it nearly the same damage as a Breach AR of the same tier, laser accurate, but with something like a 4 second delay between shots where you are manually operating the bolt to discharge the old "casing" (since they aren't truly projectile weapons, I doubt they really have casings) and loading the next round into the chamber. Voila, Tac AR that isn't broken. |
Baal Omniscient
L.O.T.I.S. RISE of LEGION
528
|
Posted - 2013.05.18 00:12:00 -
[162] - Quote
Alaika Arbosa wrote:THUNDERGROOVE wrote:I guess it's not as bad as when they somehow released fully auto TARs back when there was a 'basic' version.
Still RoF is the issue and anyone who doesn't agree either uses it or pubstomps with friends who use it. It should be less than the breach with significantly more damage. Alaika Arbosa wrote:
99% of my deaths since Uprising have been to a Tactical AR of some variety or another. I vote they be made the Sci-Fi version of a bolt action rifle.
I've highlighted the perfect solution. Give it an animation and everything, make it a bolt-action DMR. Maybe give it nearly the same damage as a Breach AR of the same tier, laser accurate, but with something like a 4 second delay between shots where you are manually operating the bolt to discharge the old "casing" (since they aren't truly projectile weapons, I doubt they really have casings) and loading the next round into the chamber. Voila, Tac AR that isn't broken. 1 bullet every 4 seconds with only breach level damage? Now that's the other extreme, you would completely break the TAR by doing that. And after them being almost completely useless last build, I'd hate for them to be broken again.
A scout wouldn't even loose half of it's shields, and it's shields would be fully restored before you got your next shot off at that damage. Just to clarify. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
175
|
Posted - 2013.05.18 00:16:00 -
[163] - Quote
Baal Omniscient wrote:Alaika Arbosa wrote:THUNDERGROOVE wrote:I guess it's not as bad as when they somehow released fully auto TARs back when there was a 'basic' version.
Still RoF is the issue and anyone who doesn't agree either uses it or pubstomps with friends who use it. It should be less than the breach with significantly more damage. Alaika Arbosa wrote:
99% of my deaths since Uprising have been to a Tactical AR of some variety or another. I vote they be made the Sci-Fi version of a bolt action rifle.
I've highlighted the perfect solution. Give it an animation and everything, make it a bolt-action DMR. Maybe give it nearly the same damage as a Breach AR of the same tier, laser accurate, but with something like a 4 second delay between shots where you are manually operating the bolt to discharge the old "casing" (since they aren't truly projectile weapons, I doubt they really have casings) and loading the next round into the chamber. Voila, Tac AR that isn't broken. 1 bullet every 4 seconds with only breach level damage? Now that's the other extreme, you would completely break the TAR by doing that. And after them being almost completely useless last build, I'd hate for them to be broken again. A scout wouldn't even loose half of it's shields, and it's shields would be fully restored before you got your next shot off at that damage. Just to clarify.
Take note, I said "something like a 4 second delay", it was a suggestion. I trust you understand what I mean despite my bad choice in numbers. I really think it needs to be the DMR of Dust, not a Sniper Rifle, but an Assault Rifle that acts more like a Sniper Rifle than an Assault Rifle. |
GoD-NoVa
Imperfects Negative-Feedback
307
|
Posted - 2013.05.18 00:25:00 -
[164] - Quote
im not gonna sit here and convince these tards that the TAC is fine, just lower the RoF slightly since everyone cant figure out how to use any other gun against a TAC. my solution for CCP is to release the other weapons for each class and work them into their own niche |
Sontie
Ill Omens EoN.
320
|
Posted - 2013.05.18 08:11:00 -
[165] - Quote
A Duvolle AR kills me faster than a Duvolle TAC, unless the user is in the top5% in terms of aiming. AR is more useful in cqc out to short range than the tac. The tac shines at medium range.
I don't understand the problem.
The LR and the MD need a buff. |
Sontie
Ill Omens EoN.
320
|
Posted - 2013.05.18 08:13:00 -
[166] - Quote
To "balance" the TAR, a ROF decrease is all that is needed. maybe 450 RPM. To compensate, the TAC needs a hipfire buff to stand a chance in cqc with good dancing. |
Sontie
Ill Omens EoN.
320
|
Posted - 2013.05.18 08:13:00 -
[167] - Quote
The SCR needs a heat per round adjustment as well as a buff to the speed at which it bleeds heat. |
ladwar
Dead Six Initiative Lokun Listamenn
426
|
Posted - 2013.05.18 08:16:00 -
[168] - Quote
Sontie wrote:To "balance" the TAR, a ROF decrease is all that is needed. maybe 450 RPM. To compensate, the TAC needs a hipfire buff to stand a chance in cqc with good dancing. hm you been on the forums more then usual. but yes I agree RoF but it should atleast be even with the breach AR(400) or less but its up for CCP to see and do it as something need to happen to put back in balance. |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
60
|
Posted - 2013.05.18 09:57:00 -
[169] - Quote
Sontie wrote:To "balance" the TAR, a ROF decrease is all that is needed. maybe 450 RPM. To compensate, the TAC needs a hipfire buff to stand a chance in cqc with good dancing. I still think nerf the clip size a lot and hipfire would do the trick. For cqc a tac ar user should be switching to a sidearm anyway (unless you are logi assaulting) so hipfire should be bad. This way the RoF and damage doesn't need tweaking as the penalty will be frequent reloading. This would balance as it would force proper usage of the tac ar class of weapon. |
KingBabar
Seraphim Initiative. CRONOS.
583
|
Posted - 2013.05.18 09:58:00 -
[170] - Quote
ladwar wrote:its high RoF of is being abused by modded controller. so change the RoF simple, been saying it for a while.
|
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Whizawk
Omega Risk Control Services General Tso's Alliance
0
|
Posted - 2013.05.20 00:50:00 -
[171] - Quote
I seem to mostly have the problem with Duvolle and the GLU
In my opinion, either one of these options would keep the balance:
- Decrease RoF or decrease the damage. - Increase recoil so that the weapon delivers more of a kick causing the weapon to suffer from severe dispersion while rapid-firing. - Increase intensity of muzzle-flash so that players will have to suffer from poor visability while firing. - Decrease accuracy, especially whilst hip-firing and on the move. - Decrease magazine size so they get less shots off. - Increase the cost of the weapons both in purchase and CPU/PG to act as deterrent. |
Sorry Wrong Chat
Phantom Universe Task Force Orion Empire
2
|
Posted - 2013.05.21 17:46:00 -
[172] - Quote
The TAC AR is OP imho.
Using a modded controller helps to misuse the TAC AR.
In RL every gear has a minimum time gap before the next bullet can bet shot.
To avoid too fast shooting: design a minimum load time, similary to the charge time e.g. as a Charge Sniper Rifle uses it.
You as a designer can decide how fast a weapon may shoot in singleshot-modus per second.
You should consider that using a RL gear is a bit more complicated than pressing R1 or LMB.
Another solution could be to build up a reduction of the "Accuracy Rating" the faster it is used --> similary to a heat-build up
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
318
|
Posted - 2013.05.21 18:36:00 -
[173] - Quote
Supposedly the Minny Combat Rifle is basically like a "Burst" Rifle, and the Rail rifle is a bit like a Breach. I figure they could just remove the TAR altogether, and make the longer range slow-fire rifle a Rail thing. In the short term anyway, it let's them do some internal testing on that sort of damage setup and screw around with the balance suggestions people have been giving. Ideally balance doesn't go back and forth weekly. With more test time, you can unveil the "finished" version with the Caldari weapon type. |
Nariec
Carbon 7
18
|
Posted - 2013.05.21 19:11:00 -
[174] - Quote
This is my rifle, there are many like it, but this one is mine.
On a serious note, I do love the weapon, but when I went to YouTube and saw people use it, it was like a burst AR. I'm not sure if that guy was using a modded control, but I do think it was, I couldn't fire that fast, and the TAR is always my weapon of choice. I know that it has high recoil, but most players gets around it by tapping the fire button in controlled burst, but it shouldn't fire 3-6 rounds in 1 tap of the button. I say reduce its RoF a little bit or put something so people can't use moded controllers with it, so all this complains about TAR being OP can go away. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
32
|
Posted - 2013.05.24 00:48:00 -
[175] - Quote
It is my current understanding that racial weapon variants, as with the various AR's to be in DUST (i.e. blaster, projectile, laser, rail), relate to each other in the following way: Damage (From Least to Greatest): Rail --> Laser --> Projectile --> Blaster Range (From Least to Greatest): Blaster --> Projectile --> Laser --> Rail
CCP, if the relation between racial variants of a specific weapon class differ in DUST, I personally would like to know to help make sense of the current situation. Otherwise, if the relationships above are indeed supposed to be true in DUST as well, given equivalent models for each Racial AR, Rail rifles will end up with an effective range rivaling a sniper rifle which is simply ludicrous.
The TAC AR upsets the balance of everything else, and honestly, once the other racial AR's are released, I cannot foresee a logical reason for it to continue existing. Having each of the weapons line up in the manner thay do in the relationship above, and stay to true to that provides AR's for numerous different situations and play styles with each having a logical counter to the other.
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Raze galder
Royal Uhlans Amarr Empire
50
|
Posted - 2013.05.24 03:12:00 -
[176] - Quote
Why don't they just remove the tar and refund the so used for it |
Zyrus Amalomyn
Militaires-Sans-Frontieres
161
|
Posted - 2013.05.24 05:13:00 -
[177] - Quote
GoD-NoVa wrote:im not gonna sit here and convince these tards that the TAC is fine, just lower the RoF slightly since everyone cant figure out how to use any other gun against a TAC. my solution for CCP is to release the other weapons for each class and work them into their own niche
Only people who think the TAC is fine is those farming with it, and since you're an Imperfect...
Yeah, pretty sure no one here is caring for your arrogance. |
Dale Templar
Regime Of Shadow Marines Alpha Wolf Pack
4
|
Posted - 2013.05.24 05:20:00 -
[178] - Quote
Personally, it's fine the way it is but if you must...
Reduce RoF so people stop going on about modded controllers, but a reasonable person can still fire as fast as they pull the trigger.
Reduce clipsize to 15.
Everyone's happy.
But do NOT mess with the range, it's a DMR/M14/Battle Rifle basically, it's made for medium-long range. |
Soraya Xel
New Eden's Most Wanted Gentlemen's Agreement
75
|
Posted - 2013.05.24 05:22:00 -
[179] - Quote
I love the feel of the TAR. Assault rifles generally come in auto, burst, and single-shot versions, and the TAR delivers well on the single-shot AR.
That being said... it's OP. As a TAR user... like, for serious, few to no players pose a challenge to it, except for other TARs. Then we get in a TAR-off until someone dies. |
Jenova's Witness
Red and Silver Hand Amarr Empire
9
|
Posted - 2013.05.24 06:07:00 -
[180] - Quote
Soraya Xel wrote:I love the feel of the TAR. Assault rifles generally come in auto, burst, and single-shot versions, and the TAR delivers well on the single-shot AR.
That being said... it's OP. As a TAR user... like, for serious, few to no players pose a challenge to it, except for other TARs. Then we get in a TAR-off until someone dies. When people using an OP weapon say that it's OP, we have a serious problem. |
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Kaathe
DUST University Ivy League
59
|
Posted - 2013.05.24 06:15:00 -
[181] - Quote
I've been using the TAR since the invite only closed beta. And I've seen the ups and downs that this weapon has gone through. At first this weapon was a hidden gem. Barely anyone knew that this weapon existed... At least not until everyone had enough skill points to use it. The TAR was used as it was intended for, medium range engagement and anti-sniper (where the sniper was close enough to hit). It had full auto fire which caused a little abuse but it's reduced clip size prevented over abuse.
2nd build: TAR was fine. Or rather fixed since it had full auto instead of the single shots. Still being used as intended. No abuse, at least nothing that I've seen.
Chromosome: This is were the nerf shot it down. Unusable. No one had an option to counter snipers... Hence the red line sniping problem and other sniper issues.
Now: Back to where the 2nd was. Working as it was made for. But at this point it was open beta where more brains thought of ways to abuse the weapon... Because for some exploits is what they live for.
I am tired of how the TAR went up and down in strength. It's a great weapon to use. Probably the only one that is an expert at the range it covers. But that's the problem... It's the only one so far. It's too soon to request change when the SR just released.
Covering the weapon itself: this weapon is a bit fast for the range it covers. I thought it was slower and treated it as such. The damage is fair seeing that it covers a longer range and having a reduced clip size. In a sense I thought it was a stronger and longer range breach.
The TAR has been favored and hated, as should all weapons be. Waiting is what we need to do. Wait for other alternatives to be released.
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Soraya Xel
New Eden's Most Wanted Gentlemen's Agreement
75
|
Posted - 2013.05.24 07:15:00 -
[182] - Quote
Jenova's Witness wrote:Soraya Xel wrote:I love the feel of the TAR. Assault rifles generally come in auto, burst, and single-shot versions, and the TAR delivers well on the single-shot AR.
That being said... it's OP. As a TAR user... like, for serious, few to no players pose a challenge to it, except for other TARs. Then we get in a TAR-off until someone dies. When people using an OP weapon say that it's OP, we have a serious problem.
I think most people using the TAR realize it's OP. For many, it's probably why they're using it.
(I just usually either snipe or AR, and AR has been more satisfying this build. And I'm willing to call an OP gun OP.) |
Niccolo deLuce
Zumari Force Projection Caldari State
2
|
Posted - 2013.05.24 09:44:00 -
[183] - Quote
The problem wit the TAR is that it's exactly like a real life AR. There's a reason every army in the world uses roughly equivalent ones, and also a reason why almost no trained fighters use fully automatic fire. This is a game though. The ROF definitely needs to be dropped, it is currently higher than that of the full auto version. It does much more dmg, realistically fires almost as fast, suffers from less spread, and can shoot farther. There's no reason to not use them |
Kesi Raae Kaae
Much Crying Old Experts
79
|
Posted - 2013.05.24 09:56:00 -
[184] - Quote
You have a Shotgun and got the jump on me?
Too bad, I have a TAR and can spam the trigger and kill you before you kill me. |
Orion Vahid
Condotta Rouvenor Gallente Federation
6
|
Posted - 2013.05.24 10:44:00 -
[185] - Quote
Am I the only Heavy who wishes that they invested in TAC AR instead of HMG? |
Battle Android Trooper
Kameira Lodge Amarr Empire
5
|
Posted - 2013.05.24 11:00:00 -
[186] - Quote
Kesi Raae Kaae wrote:You have a Shotgun and got the jump on me?
Too bad, I have a TAR and can spam the trigger and kill you before you kill me.
+1
|
Imp Smash
On The Brink CRONOS.
109
|
Posted - 2013.05.24 11:35:00 -
[187] - Quote
I am of the opinion that the fire rate be reduced somewhat to between 400 and 500 rpm - and have the optimum (only the optimum) range reduced to match comparable rifles. I do not think max range or damage should be reduced.
OR
Reduce optimum range to be on par with comparable rifles and increase recoil moderately. Either will slow down the ridiculous firing and moderate the damage output without changing bullet damage. I do not think bullet damage should be dropped. Part of the TAR is to be able to score heavy damage fast with precise shots. |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
61
|
Posted - 2013.05.24 12:14:00 -
[188] - Quote
Dale Templar wrote:Personally, it's fine the way it is but if you must...
Reduce RoF so people stop going on about modded controllers, but a reasonable person can still fire as fast as they pull the trigger.
Reduce clipsize to 15.
Everyone's happy.
But do NOT mess with the range, it's a DMR/M14/Battle Rifle basically, it's made for medium-long range. This (Maybe a magazine of 10) plus a major hipfire nerf.
And before the TAR users QQ, switch to your sidearm for CQC, thats what it's for
I used my refunded dropsuit SP to try the DTAR last night before my respec. And yes my kills went up exponentially in only an ADV basic medium frame.
So yeah rocking one of these with a shield tanked Caldari Logi = GODMODE
No real skill required just spam the trigger and soak up the enemy bullets so you win by sustainability by default so maybe all the MLGPro crouchwalkers will have to start earning their kills again.. QQ moar |
Jenova's Witness
Red and Silver Hand Amarr Empire
16
|
Posted - 2013.05.24 12:54:00 -
[189] - Quote
Soraya Xel wrote:Jenova's Witness wrote:Soraya Xel wrote:I love the feel of the TAR. Assault rifles generally come in auto, burst, and single-shot versions, and the TAR delivers well on the single-shot AR.
That being said... it's OP. As a TAR user... like, for serious, few to no players pose a challenge to it, except for other TARs. Then we get in a TAR-off until someone dies. When people using an OP weapon say that it's OP, we have a serious problem. I think most people using the TAR realize it's OP. For many, it's probably why they're using it. (I just usually either snipe or AR, and AR has been more satisfying this build. And I'm willing to call an OP gun OP.) Realize or care? The people using it exclusively come in two flavors:
-They're tryhards that want to be the best at everything while terms like balance and tradeoffs are foreign to them. All that matters is winning to them, no matter if it ruins everyone else's fun. They probably used Viziams with stacked damage mods last build. -They're using the TAR because everyone else is using it. They'd probably use something else, but there's no other way. I cam't blame them, either. If I didn't throw all my SP into the HMG, I'd probably be using the TAR myself despite my utter hate of the AR class right now.
Devs go above and beyond to nerf the hell out of everything else, but why won't they touch their precious AR. One weapon isn't going to bring in FPS players. Weapon balance and good FPS mechanics will. Balance the damn weapons and stop CoDdling the AR. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
196
|
Posted - 2013.05.24 13:00:00 -
[190] - Quote
Scrubs use crutches like the TAR.
GOML, use CQC weapons exclusively.
|
|
Synthetic Surrogate
Venilen Eugenics Agency
62
|
Posted - 2013.05.24 13:01:00 -
[191] - Quote
Before my coming respec I decided to invest enough SP to get the GLU TAC so I could see what is what like.
I run a Min scout with 3 complex shield modules and I swear this thing has OHK me.
After using it (without any damage mods) the main thing I noticed was..
There does not appear to be any recoil what so ever.
I thought recoil was the biggest drawback to this gun?
Reading through the forums people were saying the recoil was sever and because of that it takes skill to use it.
Am I missing something?
Maybe the one I got didn't come with recoil. |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
61
|
Posted - 2013.05.24 13:20:00 -
[192] - Quote
Synthetic Surrogate wrote:I thought recoil was the biggest drawback to this gun? Reading through the forums people were saying the recoil was sever and because of that it takes skill to use it. Am I missing something? Maybe the one I got didn't come with recoil.
If you justify it in your head enough you can see the "recoil" its just like looking at the matrix |
Shotty GoBang
Pro Hic Immortalis RISE of LEGION
29
|
Posted - 2013.05.24 13:31:00 -
[193] - Quote
Kesi Raae Kaae wrote:You have a Shotgun and got the jump on me?
Too bad, I have a TAR and can spam the trigger and kill you before you kill me.
+1. You see, what happened was ...
https://forums.dust514.com/default.aspx?g=posts&m=840009#post840009 |
Rei Shepard
Spectre II
303
|
Posted - 2013.05.24 13:36:00 -
[194] - Quote
Cybus Trama'dol wrote:Synthetic Surrogate wrote:I thought recoil was the biggest drawback to this gun? Reading through the forums people were saying the recoil was sever and because of that it takes skill to use it. Am I missing something? Maybe the one I got didn't come with recoil. If you justify it in your head enough you can see the "recoil" its just like looking at the matrix
It has recoil, but not for anyone with a good aim. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
354
|
Posted - 2013.05.24 14:17:00 -
[195] - Quote
It's been about two weeks since this thread was started, I assume they've absorbed the impact of the TAR now (really just playing a few battles would probably do that as well). So, will we get feedback on our feedback? |
Jenova's Witness
Red and Silver Hand Amarr Empire
19
|
Posted - 2013.05.24 14:21:00 -
[196] - Quote
Zeylon Rho wrote:It's been about two weeks since this thread was started, I assume they've absorbed the impact of the TAR now (really just playing a few battles would probably do that as well). So, will we get feedback on our feedback? We'll get info on MTACS before we hear anything about this damn thing being sorted out. It's probably safe to assume the TAR will remain untouched like an 18 year old altar boy. |
Mads Katter
Nova Corps Marines Ishuk-Raata Enforcement Directive
18
|
Posted - 2013.05.24 20:01:00 -
[197] - Quote
I for one am getting tired of this "It's a moded controller. There is no way he can fire that fast and be so accurate" debate on the T ARs. I personally know quite a few Paintballers that CAN pull a trigger that fast and that accurate. Want Video Proof? How hard would it be to adapt that to a controller or Kb/M? Ever watch Pro Gamming tournaments and notice the way they play? Obviously not or this portion of the argument would be non-existent.
Now do I think the T AR is unbalanced? To a degree, yes, but I'm saving my critique of it until the rest of the Racial goodies come out (hopefully sooner than later). CCP should realize by now that without it all out and being used by the populace there is no true way to balance weapons or gear old or new. This is core stuff that SHOULD NOT be added in tri-monthly expansions unless the skill tree supports them (which it doesn't). Heavies and Lights and various weapons/vehicle classes will need to be able to respec their skills EVERY time new CORE content is introduced which is just not satisfactory.
TL;DR
If Paintballers and Pro Gamers can shoot that fast so can people in game without a "modded" controller.
There can be no real balance of the T AR, or any weapon, until we get the rest of the Racial goodies.
CCP we NEED our Racial Goodies Now (or at least by E-3 ) |
Synthetic Perception
Venilen Eugenics Agency
18
|
Posted - 2013.05.24 21:37:00 -
[198] - Quote
Cybus Trama'dol wrote:Synthetic Surrogate wrote:I thought recoil was the biggest drawback to this gun? Reading through the forums people were saying the recoil was sever and because of that it takes skill to use it. Am I missing something? Maybe the one I got didn't come with recoil. If you justify it in your head enough you can see the "recoil" its just like looking at the matrix
LOL +1 thanks for the laugh.
Suspension of disbelief.
In all seriousness I noticed something like that while using it. It was almost like the scope appeared to show recoil and "bounce" when I shot, however the little "dot" in the middle of the scope didn't seem to move.
Hard to explain without consulting Morpheus I guess. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
32
|
Posted - 2013.05.24 22:35:00 -
[199] - Quote
Cybus Trama'dol wrote:Synthetic Surrogate wrote:I thought recoil was the biggest drawback to this gun? Reading through the forums people were saying the recoil was sever and because of that it takes skill to use it. Am I missing something? Maybe the one I got didn't come with recoil. If you justify it in your head enough you can see the "recoil" its just like looking at the matrix
Always good to see one of our EYE brothers around the DUST forums o7 |
137H4RGIC
SVER True Blood Unclaimed.
75
|
Posted - 2013.05.24 22:38:00 -
[200] - Quote
@ OP:
As a steady Heavy, I think it's rediculously stupid that a Tac Duvolle can burn through 75% of my health in 1-2 seconds because people are getting modded controllers to fire the gun as fast as possible. Even when they are in my range, they're still a challenge. Most TAR users, I kill straight away, but I do think that when an enemy team is comprised of only TARs, there's something wrong with the mechanics of the weapon. |
|
iceyburnz
Crux Special Tasks Group Gallente Federation
482
|
Posted - 2013.05.24 22:40:00 -
[201] - Quote
I think the TAR is fine.
Its deadly at medium range. Laser rifles out range it.
Its pretty bad up close unless you get a lucky hit in. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
358
|
Posted - 2013.05.24 22:43:00 -
[202] - Quote
137H4RGIC wrote:@ OP:
As a steady Heavy, I think it's rediculously stupid that a Tac Duvolle can burn through 75% of my health in 1-2 seconds because people are getting modded controllers to fire the gun as fast as possible. Even when they are in my range, they're still a challenge. Most TAR users, I kill straight away, but I do think that when an enemy team is comprised of only TARs, there's something wrong with the mechanics of the weapon.
True. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
32
|
Posted - 2013.05.24 22:50:00 -
[203] - Quote
iceyburnz wrote:I think the TAR is fine.
Its deadly at medium range. Laser rifles out range it.
Its pretty bad up close unless you get a lucky hit in.
This statement is false, the TAR out-ranges the LR as is seen in the stats post-Uprising range stats here. |
Buster Friently
Rosen Association
527
|
Posted - 2013.05.24 23:03:00 -
[204] - Quote
ROF needs reduced at a bare minimum. Alternatively, keep the ROF but drop the damage per shot dramatically.
TAR also needs some kind of short range malus. Currently, it is too good over it's entire regime ove the competing weapons over the regime. |
Obodiah Garro
Tech Guard General Tso's Alliance
11
|
Posted - 2013.05.25 02:19:00 -
[205] - Quote
As a TAC user I believe the only fair and proper balance the weapon needs is a drop in its maximum ROF. If am correct most of the frustration around this weapon is the result of glass cannons running around melting people in CQC. All of the weapons attributes are needed in order to make it work as its intended role, i.e. marksmen rifle. Capping the ROF will/should dissuade the run and gun nuts whelping everybody while not even aiming, and abate the flood of tears everywhere. |
Matakage
WildCard Ninja Clan
170
|
Posted - 2013.05.25 02:22:00 -
[206] - Quote
[Feedback/Request] 3 Sensible Nerfs for the Tactical AR
As with any discussion regarding game balance, it's important to first agree on definitions, standards, ideals, or all of the above if necessary, so let's first define the role of the Tactical Assault rifle:
The distinguishing features of the Tactical Assault Rifle (TAR) include the dot sight, the optimal and maximum range, the damage, the firing type (semi-auto), the rate of fire, and the name itself. Even when you only consider that the TAR in comparison to the AR has a more precise aiming sight, longer range, and is single shot, it is safe to assume that the role of the TAR is precise single-shot placement at ranges including and extending beyond that of an AR.
Now that it's established what a TAR is supposed to do, corrections can be made based on deviations from this role -- especially deviations which replace the traditional roles of other weapon types. For the sake of brevity, I won't define the role of the Assault Rifle (AR), but will do so as needed. Also, my personal testing and experience is with the Tactical Duvolle AR, but there is no reason why these changes shouldn't apply to the GLU-5 as well. So first of all, this may or nay not surprise you, but here is the first baseline that should be established:
There should be no change in damage, optimal range, or maximum range. This is what most defines the TAR's role, thus it should not be changed.
What should be changed, however, directly relates to its defined role and the deviations from that role which replace the role of the regular AR. To put it more simply, wherever the TAR is "stepping on the toes" of the AR, or being more useful than the AR where it shouldn't be, this needs to be changed.
1. Reduced Rate of Fire In my personal experience with the gun I never thought of this as a problem, but upon further testing I realized how exploitable and contrary to the TAR role it really is. As listed in the weapon stats, the rate of fire (ROF) is 789, which is higher than the Duvolle AR's 750. This alone is perplexing, but understandable when you consider that it's a semi-auto gun. It's not full auto, so who cares what the ROF is? While it is difficult to achieve this speed with repeated tapping of the finger, the idea that the increased ROF is an odd but harmless statistic is completely thrown out the window when you introduce a controller with a turbo feature. Now the rate of fire is completely exploitable, causing the TAR to be far superior to the AR in close and medium-range combat. For comparison, I tried the Breach variant of ARs and found that its ROF of 400 seemed pretty acceptible for TAR. A little higher or lower may not be a huge deal, but definitely not more than 500. For those interested in some hard numbers behind this, I did a little math for comparison:
Duvolle AR: 37.4 DMG x 750 ROF = 28050 DMG per unit time Duvolle TAR: 78.5 DMG x 789.5 ROF = 61975 DMG per unit time Now, if you wanted to make the TAR's damage per unit time equal to the Duvolle AR, you would have to reduce the ROF to 357.3 (28050 / 78.5 = 357.3). This is why I believe that a ROF of 400, 420, or even 450 might still be appropriate. Keep in mind, the weapons are NOT equal. The TAR requires AR Proficiency I, so the DMG per unit time should be higher. Ultimately, however, the decision regarding ROF should not be made based on DMG per unit time, but rather an acceptible human limitation of button-pressing speed. In other words, the ideal ROF should try to match and not exceed the upper limit of a human's capacity to tap the trigger as quickly as possible.
However, this problem, regardless of rate of fire, is further compounded by the need for...
2. Increased bullet spread at hip fire. This is, I believe, the number one issue regarding the the TAR being over-powered. At first I tried to operate the gun as expected -- I set myself up for shots at medium-long range, capitalizing on my optimal range advantage. Soon I realized that at 20, 30, almost up to 40 meters I could tap the trigger as quickly as I could from hip-fire and still take down targets. Now, I estimate that it takes around 6-8 shots to kill someone when aiming center-mass with the TAR. The math, damage mods included, also supports this. Even with a restricted ROF of 400, these shots happen very quickly. With the current rate of fire, it's incredibly efficient. Simply put, hip-fire bullet spread of the TAR is way too tight, completely negating the role of the AR in close to medium range situations. So now we have to ask ourselves what is appropriate bullet-spread. Again, the role of the TAR is medium-long range encounters using the dot sight, and the role of the AR should surpass the TAR in close and medium range situations. Since I have no idea how to quantify bullet spread over different ranges, the best way to describe what is appropriate would be to give an situation and tweak the bullet spread mechanics based upon that. You are using the TAR and you want to find a different angle of attack. You rush forward, turn around a blind corner and an enemy is right there facing you, 10 meters away. It's far too close for the dot sight, so you tap the button as quickly as you can from hip fire. You kill the enemy, but take significant damage as well. I believe that the TAR should definitely be reliable from hip-fire in those "Oh crap!" 0-15 meter confrontations, but should be increasingly unreliable beyond that point. A player should feel like it's pointless to attempt hip-firing from 30 meters or beyond.
But again, even with a reduced rate of fire and increased bullet spread at hip fire, players will still likely play the odds and fire at opponents from 30 meters and beyond considering only 6 - 8 of those shots need to hit their mark. The reason for this gamble is because there needs to be... |
Matakage
WildCard Ninja Clan
170
|
Posted - 2013.05.25 02:22:00 -
[207] - Quote
3. Reduced clip size. Now, I know what you're thinking -- it's already 30. That's half the amount of the Duvolle AR clip size. But to that, I would ask this question: Q: How many enemies can you kill with a single clip of a Duvolle Assault Rifle? A:1, maybe 2, depending on their suit. Most of us AR users reload after each kill, and even between each couple bursts of fire. However, think of those times when you are very close to your opponent, face to face, strafing, and need to unload as much as you can while your crosshair remains on your opponent as much as possible. It takes most of a clip. You might kill 2 with a single clip, but you're certainly not killing 3. Okay, stop. Are you satisfied with my anecdotal evidence? Cuz I'm not. Here are the numbers:
600 EHP Enemy vs. Duvolle AR: 600 / ~40 DMG = 15 bullets...? Which takes how long? 750 bullets / 60 seconds = 15 bullets / x seconds --> (15x60)=750x --> 900/750=x --> x = 1.2 seconds This actually sounds about right. A second is a long time in battle. However, this assumes 100% accuracy, which nobody is with an AR. However, it's reasonable to assume that the accuracy in close quarters is much greater than a good statistical average of around 20%. Let's just say it takes about 1.5 seconds and about half a clip on a good day. Now, to accurately compare the TAR with the AR in terms of enemies killed per clip, one needs to consider the nature of the weapon. By being semi-auto rather than fully automatic, the TAR somewhat encourages bullet conservation; you can only pull the trigger so fast, and you're less likely to pull it when your crosshair is not on your target. This differs pretty greatly from AR behavior, where holding the trigger and sweeping over your target can be pretty effective at most ranges.
So with the AR, you always reload after a kill, because if you started firing at the second guy you'd probably have to reload before you killed them. The TAR, on the other hand, only needs 6 - 8 bullets to hit, so blowing through all 30 bullets from hipfire at medium range is a pretty good tactic, especially considering the firing rate and bullet-spread from hip.
TAR 30 clip size \ 7 bullets to kill (@ 100% accuracy) = 4.3 enemies killed AR 60 clip size \ 15 bullets to kill (@ 100% accuracy) = 4 enemies killed
Hey, did I just invalidate my own 'clip size' argument with math? You might think so, but now we must refer back to the role of the TAR and the first statement. I never had any problem with the range or damage of the TAR. But now you must ask yourself: Where is the anecdotal evidence for amount of kills per clip size, and how does that relate to the desired play style?
If we accept that 1-2 kills is suitable for an AR per clip size, then should we also accept that 1-2 kills is suitable for the TAR clip size? That's 15 bullets per clip, but I think 20 is more appropriate. When the TAR is used as intended, 20 bullets is enough to kill 2 targets before reloading. It is meant for precise shots, so 7/10 bullets hitting the mark is 70% accuracy. That sounds right for a tactical gun. Even with 50% accuracy, you're definitely getting 1 kill per clip. That's right on par with the AR. (Remember? You can kill 1 enemy, but probably not 2 before having to reload.) With a clip size of 30, you are encouraging hip-firing at medium range and giving an unncessary advantage to those using it correctly with the sights at long range.
To conclude, here are the 3 ways to nerf the TAR:
1. Reduced rate of fire so it cannot exceed the reasonable human extent of button-pressing speed. (ROF ~400) 2. Increased hip-fire bullet-spread so that an AR is by far a better option beyond 10-15 meters. 3. Reduced clip size to 20 to discourage rapid hip-firing and stay within 2 kills per clip size.
Thanks to all of you who read all of this! It took pretty much the whole day to make, so I appreciate it. I just want to see the TAR fulfilling its role as fairly as possible without making the AR role obsolete. I really hope my suggestions and evidence supporting those suggestions helps CCP apply changes as quickly as possible.
Sincerely, Matakage |
Obodiah Garro
Tech Guard General Tso's Alliance
11
|
Posted - 2013.05.25 02:25:00 -
[208] - Quote
Matakage wrote:TL/DR Reduce the ROF and dismiss my other ludicrous points
|
RINON114
B.S.A.A. General Tso's Alliance
171
|
Posted - 2013.05.25 03:27:00 -
[209] - Quote
Obodiah Garro wrote:Matakage wrote:TL/DR Reduce the ROF and dismiss my other ludicrous points SO. MUCH. THIS. |
Jenza's Pants
Kang Lo Directorate Gallente Federation
12
|
Posted - 2013.05.25 03:41:00 -
[210] - Quote
iceyburnz wrote:I think the TAR is fine.
Its deadly at medium range. Laser rifles out range it.
Its pretty bad up close unless you get a lucky hit in.
http://www.youtube.com/watch?v=zJ6ElktLoFY
Yes, useless up close. |
|
Furrow33
Edimmu Warfighters Gallente Federation
12
|
Posted - 2013.05.25 04:05:00 -
[211] - Quote
I wont lie. I use tac specifically because of its higher damage. Up close I get wiped out because I have trouble continuously pressing r1 and keeping sights on someone. |
Matakage
WildCard Ninja Clan
177
|
Posted - 2013.05.25 04:07:00 -
[212] - Quote
Obodiah Garro wrote:Matakage wrote:TL/DR Reduce the ROF and dismiss my other ludicrous points
I looked up TL;DR on the interweb and the definition was "I'm a slow reader."
Sorry to hear about that, by the way.
But actually, the ROF thing is a given. They're gonna change that no matter what because the point is too valid and other people have made it numerous times.
The real unique point that I was offering was the bullet-spread during hip fire. This is the most important thing to nerf, because it is what most over-shadows the unique role of the AR. The Tac AR should be better at longer ranges, and the AR should be better at close to medium ranges. This is not the case at the moment. The solution is increasing the bullet-spread during hip-fire. |
Matakage
WildCard Ninja Clan
177
|
Posted - 2013.05.25 04:08:00 -
[213] - Quote
Furrow33 wrote:I wont lie. I use tac specifically because of its higher damage. Up close I get wiped out because I have trouble continuously pressing r1 and keeping sights on someone. I'd say you're in the minority on that one. In my experience, the Tac AR absolutely demolishes at close range. |
Obodiah Garro
Tech Guard General Tso's Alliance
18
|
Posted - 2013.05.25 04:50:00 -
[214] - Quote
Matakage wrote:Obodiah Garro wrote:Matakage wrote:TL/DR Reduce the ROF and dismiss my other ludicrous points I looked up TL;DR on the interweb and the definition was "I'm a slow reader." Sorry to hear about that, by the way. But actually, the ROF thing is a given. They're gonna change that no matter what because the point is too valid and other people have made it numerous times. The real unique point that I was offering was the bullet-spread during hip fire. This is the most important thing to nerf, because it is what most over-shadows the unique role of the AR. The Tac AR should be better at longer ranges, and the AR should be better at close to medium ranges. This is not the case at the moment. The solution is increasing the bullet-spread during hip-fire.
I disagree completely with your bullet-spread opinion. Dispersion is fine, what makes the TAC lethal at close range is the brutal DPS, which is completely controlled via the ROF.
Increasing dispersion would not make that much difference in CQC assuming your on top of the target, it also has the potential to look ridiculous. A good gamer will simply just pull up his aim to compensate so its a mute point.
If you reduce the damage per shot then it cannot function as a marksmen rifle, thus completely removing its intended role.
Oh btw your definition was wrong, you should try and understand the concept before wailing on walls of text of nonsense. |
Matakage
WildCard Ninja Clan
180
|
Posted - 2013.05.25 05:11:00 -
[215] - Quote
Obodiah Garro wrote: I disagree completely with your bullet-spread opinion. Dispersion is fine, what makes the TAC lethal at close range is the brutal DPS, which is completely controlled via the ROF.
You can point your hip-fire crosshairs at targets and reliably kill them at medium range. This replaces the role of the AR, thus it should be changed. I'm confident the ROF thing will be fixed, as it's pretty obviously a problem.
Obodiah Garro wrote: Increasing dispersion would not make that much difference in CQC assuming your on top of the target, it also has the potential to look ridiculous. A good gamer will simply just pull up his aim to compensate so its a mute point.
I wish all your points were mute so I wouldn't have to bother responding to this nonsense. Increasing the dispersion does not make a difference in CQC, that's correct. I explicitly said that the TAR should be reliable from the 0-15 meter range. You must have missed that part. And yes, a good player could always use their dot sights in CQC. That's generally harder than firing from the hip, so that skill should be rewarded.
Obodiah Garro wrote: If you reduce the damage per shot then it cannot function as a marksmen rifle, thus completely removing its intended role.
Now I'm conviced you didn't read my post. The very first thing I mentioned in bold was that the damage, optimal range, and maximum range should not be changed.
Obodiah Garro wrote: Oh btw your definition was wrong, you should try and understand the concept before wailing on walls of text of nonsense.
As per debate etiquette, if the aforementioned definition cannot be agreed upon, then the argument shouldn't continue beyond that point. In other words, if you can't understand the implicit role of the Tactical AR based on its stats compared to other weapons, you're probably not equipped to participate in the conversation anyway. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
360
|
Posted - 2013.05.25 05:46:00 -
[216] - Quote
Seriously... two weeks later.. has the CPM brought this to CCP? Do we know what's going to happen? Is there any point in continuing to talk about it? |
Jenova's Witness
Red and Silver Hand Amarr Empire
24
|
Posted - 2013.05.25 09:16:00 -
[217] - Quote
I did some thinking on the entire AR line and came up with a solution that could fix a lot of the issues with the TAR and the entire AR weapon class:
We need racial variants of all the ARs!
The AR right now is way too versatile for a mid/short range, high DPS Gallente plasma weapon and because if this, it often winds up being be better choice out of all other weapons. From a lore standpoint, the SR, which uses laser pulses, should have superior range to the plasma rifle. Why this isn't the case since the SR has inferior DPS, still baffles me and ruins any incentive to even use the SR outside of pure novelty since the negatives vastly outweigh the positives compared to the AR.
Without a true long range Caldari rifle and mid/short range Minmatar rifle with their own bonuses to shield/armor to truly round out the entire AR class, the AR is more of a placeholder to all the different weapon classes, which in the end give the Gallente rifle all the strengths, but none of the weaknesses. |
Panther Alpha
WarRavens
286
|
Posted - 2013.05.25 10:37:00 -
[218] - Quote
Simple solution:
Remove the crosshair from the hip firing mode, and force people to use ONLY the scope ( The same as a Sniper Rifle ) |
Jenova's Witness
Red and Silver Hand Amarr Empire
27
|
Posted - 2013.05.25 10:43:00 -
[219] - Quote
Panther Alpha wrote:Simple solution:
Remove the crosshair from the hip firing mode, and force people to use ONLY the scope ( The same as a Sniper Rifle ) You sure about that? |
Panther Alpha
WarRavens
287
|
Posted - 2013.05.25 10:46:00 -
[220] - Quote
Jenova's Witness wrote:Panther Alpha wrote:Simple solution:
Remove the crosshair from the hip firing mode, and force people to use ONLY the scope ( The same as a Sniper Rifle ) You sure about that?
Why the hell the Sniper Rifle have a crosshair ? .... Remove that too!!! |
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Jathniel
G I A N T EoN.
377
|
Posted - 2013.05.25 11:32:00 -
[221] - Quote
I'm sure I've given some feedback here.
Issues with the TAR upon reading what people that get hit by it say:
- Too good at CQC - Too much damage - High RoF enables modded inputs - Ammo persistence
GLU-5 Tactical Assault Rifle Damage: 61 HP Rate of Fire: 450 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: 30 (increased) up from 24 Max Ammo: 180 (reduction) down from 300
Duvolle Tactical Assault Rifle Damage: 64.2 HP Rate of Fire: 450 RPM Accuracy Rating: 43.5 (exactly .6 higher than the GLU-5, as intended) down from 56.7 Clip Size: 30 Max Ammo: 180
These are some proposed numbers by me for the CPM, and the commnity to consider. Please make the comparisons that I reference before commenting on the numbers. Community-backed stats for the TAR will get it properly balanced.
These are not my original numbers. These are numbers after input from some members in the Dust community. If we can come to an agreement on numbers for the TAR, the CPM can present it to CCP when they next meet, if the topic comes up. |
Lichsmash RN
Quackery Labs Roid Addicts
1
|
Posted - 2013.05.26 00:51:00 -
[222] - Quote
my problem with the tac has less to do with the damage it does but its ability to dominate in CQC i run a sever bpo with a CRG shotgun when im just in pubs and I'm unable to to take them in cqc the fact is they can get off an untold number of shots off without a modded controller or mouse before i can fire a second shot. aside from the other shotgun issues (i liked them better mid chromosome) the tac needs a blind spot where it does less damage in CQC but maintains its punch at range. im fine with keeping the tac as a marksman's gun the game needs an good carbine and i relly don want the tac to be nerfed back to being useless
having only one weapon being used this heavily isn't healthy for the game we need more than new weapons to counter trhe tac line existing weapons should nopt continue to be obsolete. |
ETEREX
THE SKELETON CREW
28
|
Posted - 2013.05.26 09:59:00 -
[223] - Quote
I ran with Scramblers for a week with base skill and found they dropped targets quicker than my ARs even though I am fully specced in ARs. The scramblers also seem to have better hit detection for me as well. But they just aren't my style so I'm sticking with ARs and hoping the new models and ammo types come out soon. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
380
|
Posted - 2013.05.26 13:45:00 -
[224] - Quote
ARs in general are too good, and have too long of a range for "blaster" type weapons. The TAR in particular seems to outrange everything but Sniper Rifles, and it's supposedly representing "Blasters" which are one of the shortest range weapons in EVE.
Really, skilling into a single weapon type shouldn't give you a weapon that can dominate short-range, mid-range, and long-range for the price of one skill. It's beyond broken, and makes the other weapon types eccentricities for people that feel like crippling themselves. |
Scheneighnay McBob
Bojo's School of the Trades
1349
|
Posted - 2013.05.26 14:50:00 -
[225] - Quote
I believe that the tactical assault rifle should be used for "sniping" between assault rifle and sniper rifle range. I think it could use a smaller clip (probably 10 rounds), lower RoF, and higher damage per shot. |
J Lav
Opus Arcana Orion Empire
75
|
Posted - 2013.05.26 16:09:00 -
[226] - Quote
I've been killed by the Douvelle TAC more than anything in this game, however I think it is pretty close to where it should be. The only changes that need to happen are:
Decrease clip size to about 10-20, and decrease the ROF to ~650. |
Chinduko
KILL-EM-QUICK RISE of LEGION
119
|
Posted - 2013.05.26 17:16:00 -
[227] - Quote
It has the capability to be manually fired too fast and does too much damage. It has no hip fire recoil. With my heavy suit, the TAC AR is much more reliable at hip fire than the HMG at defense due to it's dmg and ROF. It has superb range with some scoping recoil but that is easily compensated for with slower firing which is still fast enough to be highly effective. The damage is so high, without dmg mods it only takes two to three shots to kill a militia scout.
The TAC should have the same dmg and full auto ROF as other ARs but with the tac scope. It should be a support weapon and not a killing machine. This would solve hip fire domination as it would perform as other ARs but would still allow better accuracy at longer ranges. The excellent damage of what it has now it was gives it dominance in CQC. Even if it had the the same hipfire as an AR but with the same 75+ damage, it would still dominate, even without pinpoint hipfire accuracy.
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Draco Cerberus
Purgatorium of the Damned League of Infamy
65
|
Posted - 2013.05.27 20:20:00 -
[228] - Quote
ladwar wrote:its high RoF of is being abused by modded controller. so change the RoF simple, been saying it for a while.
This is a common complaint, however true or untrue this is. It is a skill that even a novice can pick up. The PS3 factory controllers have a point where depressing the button and keeping your finger close to the activation position allows you to put out rapid bursts of gunfire just by moving you finger slightly. Many users of the TAC AR know this and use it to greatly increase their ROF just by using the simple mechanical procedure of a slight articulation of their finger. It greatly increases accuracy for all weapons and is a good skill to have in a FPS game.
That said I believe the weapon is perfectly balanced. It has range that the name implies and is harder to use close quarters without the above described skill. The weapon requires enough SP to use that it isn't able to be used by first day new players and has a small enough clip size that one must make accurate shots rather than spraying and praying. The damage is consistent with a High Caliber Low ROF Rifle available at modern gun shops. For instance, a 30-30 round does less damage than a .308 round and the .308 round will fly further when fired.
To compare it to an Assault rifle, which has auto fire and a larger clip as well as shorter range, the TAC is meant for use at range and as such has higher powered rounds than it's counterpart, the assault rifle. While the assault rifle has a high rate of fire similar to the tac ar, it's lower powered rounds are able to cycle through the chamber without overheating the barrel. If one were to modify the TAC AR to fire on an auto cycle, due to the high powered rounds, its user would find that the rifle would be uncontrollable, often spraying a target unintentionally and leading to many an overshot round. The kick from the higher powered rounds make the weapon more powerful, but also harder to control and only by using it in short controlled bursts is it an effective killing weapon.
Don't get me wrong, I am not saying that it is not an effective weapon, but so are Boundless HMGs. In fact the Duvolle Assault Rifle is also effective and when comparing a level 4 or level 5 weapon to Militia gear, any of the lv 4 and lv 5 weapons cut through militia gear like a hot knife through butter. |
low genius
The Sound Of Freedom Renegade Alliance
101
|
Posted - 2013.05.27 20:33:00 -
[229] - Quote
hipfire is far too accurate. refire time is far too low. |
Maken Tosch
DUST University Ivy League
2432
|
Posted - 2013.05.27 20:41:00 -
[230] - Quote
One of the primary things that can be done with eliminating the usefulness of modded controllers is something that the Halo series has been using quite effectively at least to address the problem.
The best course of action for CCP to take is to simply impose an Animation-based limiter on the rate of rife. The reason I specifically said "animation-based" is because it has the ability to render modded controllers absolutely useless without affecting players who don't even own a modded controller.
The way how an animation-based limiter works can best be described using the Covenant Carbine, the UNSC DMR or the Promethean Light Rifle as perfect examples. I have tested these three weapons in Halo using an Xbox 360 modded controller that enables me to shoot a weapon at a rate of 15 rounds per second. However, the Carbine, DMR, and Light Rifle are only able to fire as fast as their firing animation allows. To make sure we are on the same page here, I'm talking about the way how the weapons react visually when you pull the trigger, I'M NOT TALKING ABOUT THE HARD-CODED RoF stat. Because of this animation, these weapons are not able to fire any faster than about 2-3 shots per second which means that the X360 modded controller that I have might as well be just another standard controller.
If you want an example from Dust, the Nova Knives are just what you need to look at when it comes to animation-based limiters. I am unable to instant-attack any faster than about one slash per second (maybe one and the half). On top of that, there appears to be a certain amount of lag whenever I mash the R1 button too fast which results in the knives doing nothing for a brief second after the previous instant attack.
Again, contrary to just changing a number in the RoF of a weapon, animation-based limiters have the benefit nerfing all modded controllers to oblivion while leaving absolutely no ill side effects for users who don't use modded controllers. The problem with just changing a number in the RoF stat of a weapon is that it will adversely affect players who are not using modded controllers and therefore we will end up with more threads about how overly nerfed the TAR has become. |
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Zyrus Amalomyn
Militaires-Sans-Frontieres
166
|
Posted - 2013.05.27 21:02:00 -
[231] - Quote
Draco Cerberus wrote:
That said I believe the weapon is perfectly balanced..
Not been playing much for the last couple weeks, have you? |
Meeko Fent
Mercenary incorperated
23
|
Posted - 2013.05.27 21:04:00 -
[232] - Quote
The TAR is Filling a Role Filled be another Weapon, Plain and Simple. And it does the Role Better. The SCR Should Outperform the PRs (Plasma Rifles. There is another "Assault Rifle" in town and calling a weapon AR when there are 2 Leads to Confusion) in general at Range. The TAR has Filled its role in the Beta as allowing those who wanted to be a More Supportive Rifleman Be that. But with a new Weapon that was supposed to make the TAR obsolete, it needs to either be Removed or made into a Wimpy Variant for AR spec'd characters to be ale to use w/o burning SP into a weapon they Rarely Use.
SKIP TO HERE As a summary, because I don't expect any self respecting Person to read my Wall of text, The TAR was supposed to be Made Obsolete by the SCR, but instead makes its Successor Obsolete. |
Sleever 44
The Red Guards EoN.
3
|
Posted - 2013.05.27 23:18:00 -
[233] - Quote
Tac rifles are OP as it is,,,then you have these jerks with the modded controllers making the game unplayable.... I run a heavy Sentinel Proto in PC when we compete. And those freakin guns cut through my guy in seconds literally. 1500 HP total and its like im in a freaking militia fit. The whole point to being a heavy is that you can take more small arms fire than the reg. foot soldiers. The way it is now is very, VERY frustrating and not fun to play at all. If your not one of the jerks with a modded controller running the Duvolle Tac, or the Glu for that matter, then you just another merc getting cut down without a chance to even defend yourself. Just my opinion. If this has already been addressed by an admin i apologize, but something needs to be done. And it needs to be done soon i hope. |
Red Dot 24601-HA
S.e.V.e.N. Gentlemen's Agreement
81
|
Posted - 2013.05.28 00:15:00 -
[234] - Quote
I just started using the TAC AR a couple days ago to see why so many were using it. It is definitley powerful but it does take some skill to use. As for the modded controller issue, would increasing the recoil fix it? If the barrel rises and leaves its target by the third or fourth rapid shot wouldn't that fix it? Nothing else would have to be addressed. The damage and range make sense for the role the rifle is supposed to play. I hate to see nerfs being requesting as they always leave someone feeling screwed.
Increased recoil is my suggested answer. especially hipfire. |
Creedair Talor
The Phoenix Federation
6
|
Posted - 2013.05.28 01:32:00 -
[235] - Quote
Only issue i found is the range compared to scrambler rifle, lore wise it does not fully match and they outrange them by a good 10m without overheating they can pin you easy on the spot and you can not move closer at all. If the range where equal or just 1 m in favor of scrambler rifle it would be a fair shot between guys for using a single fire rifle. Lore wise scrambler rifle should be up there in the range but is not sadly. I have seen falloff effects of shots doing little damage at max range but have not had the same experience being fired at with tacticals. |
WyrmHero1945
SyNergy Gaming EoN.
328
|
Posted - 2013.05.28 02:22:00 -
[236] - Quote
Replace it with the Caldari Rail Rifle and put a small spool time between shots just like all railgun. Easiest fix. |
Arc-08
Knights Of Ender
6
|
Posted - 2013.05.28 02:46:00 -
[237] - Quote
I think CCP should continue to make it overpowered so that EVERYONE USES THEM, then nobody will ever use swarms or forge guns!!!! Then nobody can take out my dropship. or any vehicles, except when u get 6 people shooting down a starter LAV :P haha. |
Lichsmash RN
Quackery Labs Roid Addicts
2
|
Posted - 2013.05.28 18:33:00 -
[238] - Quote
i see a lot of talk about reducing the rate of fire on the two tac'
so that brings me to as a noob question isnt rate of fire irrelevant on a semi-auto weapon that fires as fast as you can pull the trigger reducing a stat made for full autos useless
wouldn't nerfing this change nothing? |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
63
|
Posted - 2013.05.29 11:29:00 -
[239] - Quote
Lichsmash RN wrote:i see a lot of talk about reducing the rate of fire on the two tac'
so that brings me to as a noob question isnt rate of fire irrelevant on a semi-auto weapon that fires as fast as you can pull the trigger reducing a stat made for full autos useless
wouldn't nerfing this change nothing? Exactly!!!
Reduce clip size and hipfire accuracy....
DONE. |
Jathniel
G I A N T EoN.
385
|
Posted - 2013.05.29 13:51:00 -
[240] - Quote
Cybus Trama'dol wrote:Lichsmash RN wrote:i see a lot of talk about reducing the rate of fire on the two tac'
so that brings me to as a noob question isnt rate of fire irrelevant on a semi-auto weapon that fires as fast as you can pull the trigger reducing a stat made for full autos useless
wouldn't nerfing this change nothing? Exactly!!! Reduce clip size and hipfire accuracy.... DONE.
The RoF can serve as a semi-auto cap similar to the function on scrambler pistols.
You probably can't humanly hit 700+ RPM with finger tapping. (unless you're one excited young lady...) |
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Detective Pritchard
Seykal Expeditionary Group Minmatar Republic
0
|
Posted - 2013.05.29 16:44:00 -
[241] - Quote
Very Very excited...lol Just fix it so they can't use modded controllers....then problem solved....now i have used the Duvolle Tac and Glu as well, and they are both very nice guns smooth to fire with a whole lotta pop! Maybe a little 2 strong but that wouldn't be a issue if the whole using modded controllers thing was taking care of. Honestly the more i recall using them they are very powerfull..probably 2 powerfull. If the modded controller rapid fire was fixed so they was no longer an issue then you could get an honest opinion on if they are overpowered or not. |
Jathniel
G I A N T EoN.
386
|
Posted - 2013.05.29 16:55:00 -
[242] - Quote
12 pages of rage and counting.
I think it's pretty obvious that the Tac needs a hip-fire spread increase to reduce potency at CQC. (folks that say that wont make a difference, have clearly never used a Burst Scrambler Pistol... try to hip fire that gun, and laugh at yourself when you barely hit anything).
It also needs a RoF decrease to mitigate these god-awful modded inputs i keep hearing about. (dropping rate of fire to about that of the scrambler pistol should be fine).
Those two things in the bare minimum, and it will be fine.
Now that the respec is out of the way, can we get a timetable on when these changes to the TacAR will be implemented? |
Draco Cerberus
Purgatorium of the Damned League of Infamy
68
|
Posted - 2013.05.29 23:44:00 -
[243] - Quote
Meeko Fent wrote:The TAR is Filling a Role Filled be another Weapon, Plain and Simple. And it does the Role Better. The SCR Should Outperform the PRs (Plasma Rifles. There is another "Assault Rifle" in town and calling a weapon AR when there are 2 Leads to Confusion) in general at Range. The TAR has Filled its role in the Beta as allowing those who wanted to be a More Supportive Rifleman Be that. But with a new Weapon that was supposed to make the TAR obsolete, it needs to either be Removed or made into a Wimpy Variant for AR spec'd characters to be ale to use w/o burning SP into a weapon they Rarely Use.
SKIP TO HERE As a summary, because I don't expect any self respecting Person to read my Wall of text, The TAR was supposed to be Made Obsolete by the SCR, but instead makes its Successor Obsolete.
Devs have said the Tac AR is currently filling the role that the new Combat Rifle is meant to fill. Not the SCR. If you all have such issues with a rifle that has range I can't wait to see what you all have to say when the Combat Rifles are introduced. |
Cross Atu
Conspiratus Immortalis
1029
|
Posted - 2013.05.30 00:10:00 -
[244] - Quote
I've posted on this subject several places so forgive me if I have a post swallowed in this threadnought which I've forgotten.
The tracking from the start of Uprising until present day I have seen the TAR consistently do the following.
- Destroy LAVs (note: have not seen this one since the LAV HP buff)
- Out dps LRs while in the LRs optimal range (note: I don't have specific fits to list because I've seen this a myriad of times in both skirmish and ambush)
- Kill shotgunners in CQC (note: this has been observed with shotgun users in the light and medium lines, I have not seen examples of a heavy frame shotgun user vs a TAR in CQC).
- Overkill/Instableed Mercs who began a firefight against the TAR with full shields and armor.
- Be used to kill a HAV (note: ok so this one is more of a fluke all HAVs in question were already on fire and only the killfeed actually thinks the TAR was what took out that HAV )
TAR spam is becoming more coming as the build progresses. The killfeeds in most matches I see are a tug of war between the TAR and everything else to see which one kills more that match. Under current conditions the TAR seems to be over preforming it's battlefield role.
0.02 ISK (as of May 29th 2013) Cross |
Rachoi
HavoK Core RISE of LEGION
81
|
Posted - 2013.05.30 00:13:00 -
[245] - Quote
my thoughts on this are.... damage and ROF drop. not big ones either, that's for sure, got to walk that one down properly, the damage should always stay atleast 15% more than the standard assault rifles, but should most definately not be so drasitic, or ninja, like they did with my poor MD. |
Drake435
Algintal Core Gallente Federation
51
|
Posted - 2013.05.30 03:04:00 -
[246] - Quote
Rachoi wrote:my thoughts on this are.... damage and ROF drop. not big ones either, that's for sure, got to walk that one down properly, the damage should always stay atleast 15% more than the standard assault rifles, but should most definately not be so drasitic, or ninja, like they did with my poor MD.
LOL No.
RoF decrease, hip-fire spread increase, and smaller clip size is fine enough.
Nerfing the damage is asking for too much. We don't want this to end up like the Breach AR do we?
(This is all coming from an avid AR user btw) |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
63
|
Posted - 2013.05.30 07:28:00 -
[247] - Quote
Detective Pritchard wrote:Very Very excited...lol Just fix it so they can't use modded controllers....then problem solved....now i have used the Duvolle Tac and Glu as well, and they are both very nice guns smooth to fire with a whole lotta pop! Maybe a little 2 strong but that wouldn't be a issue if the whole using modded controllers thing was taking care of. Honestly the more i recall using them they are very powerfull..probably 2 powerfull. If the modded controller rapid fire was fixed so they was no longer an issue then you could get an honest opinion on if they are overpowered or not. Modded Controllers = Unicorn S#!t
They aren't as common as you might think... Just people with fast fingers I for one with a mouse can get a ridiculous rate of fire from a GLU or a TAR. Its not that hard, try it!!
I'm not generally a TAC user but do break it out if I need to (more thesedays) if the reds are stacked with them. Even with a RoF of 200 RPM then thats still an average of 3 shots per second with with the Duv and no damage mods is the the region of 220 DPS which is enough to put most people down in 2-3 seconds.
What is needed is to leave the range and RoF alone, these are fine because they are consistent with the type of weapon. What they need to do instead is remove the "jack of all trades" role from it by severely reducing the clip size to slightly more than a sniper (say 10 rounds) and then increasing the hipfire spread (a lot).
This would bring balance as the need for frequent reloads would be the counter to the high RoF allowing those who are on the recieving end to either counter or to run away. It would also stop the TAR from dominating shotguns and SMGs in CQC and other weapons in close to midrange combat. |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
63
|
Posted - 2013.05.30 07:46:00 -
[248] - Quote
Making a bunch of sweeping changes overnight without batting an eye to player feedback for Uprising seemed to work so well, didn't it? All these hot fixes to other problems, and the elephant in the room gets ignored when they could have fixed it weeks ago. People would have QQed, but most of them would be the ones exploiting the weapon. Why this has gone on so long still baffles me because it's killing our community. Don't play it safe now after the fact CCP. You're doing a good job of ignoring our feedback by bringing back fuse locus grenades, right? |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
63
|
Posted - 2013.05.30 07:50:00 -
[249] - Quote
Cosgar's Alt wrote:Making a bunch of sweeping changes overnight without batting an eye to player feedback for Uprising seemed to work so well, didn't it? All these hot fixes to other problems, and the elephant in the room gets ignored when they could have fixed it weeks ago. People would have QQed, but most of them would be the ones exploiting the weapon. Why this has gone on so long still baffles me because it's killing our community. Don't play it safe now after the fact CCP. You're doing a good job of ignoring our feedback by bringing back fuse locus grenades, right? Follow this link. Hopefully its gonna get fixed soon (not Soon TM) |
Jacques Cayton II
BetaMax. CRONOS.
0
|
Posted - 2013.06.01 00:30:00 -
[250] - Quote
I'm a heavy and im running and i like the way the heavies are now, but the TAR completely obliterates me in cqc I'm supposed to own 30m or less but the TAR does far to much damage to fast. For example i got a friend to get 15m away and shoot me as fast ashe could with a TAR while i did the same with my boundless. Let's just say i died in 5 shots turns out he was only hip firing. Now i had 1200 hp in all and it took him 5 shots so you tell me is it really OP or does this mean heavies need more power because without that heavies are the weakest in 3 months when everyone uses them. |
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Draco Cerberus
Purgatorium of the Damned League of Infamy
77
|
Posted - 2013.06.01 14:41:00 -
[251] - Quote
I believe that the Tactical Assault Rifles are the only weapon that balances basic/logi/assault/heavy/scout suits. With this weapon everyone has the ability to kill a proto.
The way that characters are rendered based on weapon range is one of the reasons why this is a good weapon. My render range is cut in half when I switch from a TAC to an Assault rifle. This is not a good thing and by far the biggest reason why I enjoy my TAC.
As for a reduction in accuracy in CQC, to me this is a cop out. If a Duvolle AR on full auto can't take out someone using a DUV TAC when in optimal then there is a player problem not a weapon problem. |
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