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Psychotic Shooter
Opus Arcana Orion Empire
52
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Posted - 2013.05.12 02:20:00 -
[1] - Quote
Ok so we have 3 types of assault rifles
1. Assault Rifle 2. Breach Assault Rifle 3. Tactile Assault Rifle
1. There all the same weapon and use the same round they just have different firing methods to suit your play style. 2. Why should they do different amounts of damage if they are the same weapon but have different firing styles.
PSYCHO |
Hana-Maru
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
66
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Posted - 2013.05.12 02:28:00 -
[2] - Quote
Tactical*
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
703
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Posted - 2013.05.12 02:30:00 -
[3] - Quote
You forgot the burst... |
RINON114
B.S.A.A.
148
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Posted - 2013.05.12 02:56:00 -
[4] - Quote
Psychotic Shooter wrote:Ok so we have 4 types of assault rifles 1. Assault Rifle 2. Breach Assault Rifle 3. Tactical Assault Rifle 4. Burst Assault Rifle 1. There all the same weapon and use the same round they just have different firing methods to suit your play style. 2. Why should they do different amounts of damage if they are the same weapon but have different firing styles. PSYCHO Because the tactical rifle expends more energy per shot resulting in higher damage? |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
273
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Posted - 2013.05.12 10:18:00 -
[5] - Quote
Only problem with tac ar is the stupidly high rof. With a modded controller it can fire as fast as a standard ar. Reduce the tac ar rof to 200 or so and the problem will disappear. |
Psychotic Shooter
Opus Arcana Orion Empire
54
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Posted - 2013.05.12 10:39:00 -
[6] - Quote
Good idea Martin0 Brancaleone keep them coming guys
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
740
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Posted - 2013.05.12 10:42:00 -
[7] - Quote
I say lower the ROF to that of the breach, and give it something to make it less effective in CQC. The hip fire spread is way too tight. |
Oxskull Duncarino
Shadow Company HQ
185
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Posted - 2013.05.12 12:03:00 -
[8] - Quote
Psychotic Shooter wrote:Ok so we have 4 types of assault rifles 1. Assault Rifle 2. Breach Assault Rifle 3. Tactical Assault Rifle 4. Burst Assault Rifle 1. There all the same weapon and use the same round they just have different firing methods to suit your play style. 2. Why should they do different amounts of damage if they are the same weapon but have different firing styles. PSYCHO Sorry bud but they don't fire the same bolt. That's the same as saying all modern day weapons that use cartridges fire the same calibre and have the same charge of propellant. A .22 short cartridge is not the same as a 20mm cartridge. The Gallente ARs simply use the same design constructing and propelling their bolts.
To compare to present day weapons:
1-The basic AR is like the M16. A medium cartridge full auto rifle with controllable recoil.
2-The Burst AR is like an AN 94 fired in its 2 round burst mode with a medium scope with little to no recoil.
3- The Breach is strange one. A large calibre low rate of fire with little recoil from the hip. Someone else can find a comparison. Maybe a carbine variants of a battle rifle. But these had alot of recoil. I don't know!
4- And everyone's favourite now, The Tac AR. This is like a battle rifle, and what I'd compare it to is the FN FAL. A large calibre, full length barrelled rifle used for engaging at range. The FN came in both automatic and semi automatic, but most customers bought the semi auto. The reason being was that on full auto the recoil made the weapon uncontrollable. I've fired it alot and it is not something that can be keep on target even trying to fire fast on semi auto. It's meant for controlled mid range engagements, and hits hard and accurately. This is what the Gallente Tac AR should be like. The damage is good but its recoil needs to be raised. Not as much as the last time it got nurfed, but close to it. Also drop it's RPM to either 180 or 240. |
Chilled Pill
Pro Hic Immortalis RISE of LEGION
58
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Posted - 2013.05.12 12:06:00 -
[9] - Quote
Make the Tac AR a scout only weapon. Glass cannon it up! |
CharCharOdell
Ametat Security Amarr Empire
10
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Posted - 2013.05.12 13:36:00 -
[10] - Quote
+1 |
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Chief-Shotty
Planetary Response Organization
1
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Posted - 2013.05.13 01:13:00 -
[11] - Quote
1.Assault Rifles is fine the way it is. (Hit detection at close range needs to be consistent but i think that has to do with coding/server and not the particular weapon)
2.Breach Rifles seem to be just fine. I am not a fan of the weapon because of the RoF both the high damage and slow rate of fire seem to balance each other out and the tighter hip fire still make it viable at close range. Although im not sure why range drops off so much versus an assault rifle.
3.Burst Rifles I was a huge fan of the burst rifles but now that they reduced the burst from 6 to 3 the killing potential has been cut severely. At range, the faster firing rate allowed good hit rates via RoF and leading moving targets wasn't hard as the burst allowed ample lead while still able to get shots on target before recoil effected you( which is a factor at range). At close range the burst RoF kept some decent killing potential along with more or less equal hip-fire performance, but burst guns are precision weapons so it wasn't as forgiving as a full auto assault. (An Even match to me). Unfortunately, with this update, despite good hits with it at range you can't really do enough damage, most targets shields would be hurt but, they would have plenty of time to dodge your burst before you could kill unless they were in the wide open. Close range you can't really do enough damage any fast moving player could easily strafe across 3 rounds with so much as a scratch
4.Tactical Rifles I believe they are definitely more useful now but the high damage output along with a high base firing rate just allows them to beast any target. The GLU Tactical has does 75Hp damage per bullet but put on a couple damage modifiers you can easily get the weapon up to or near 100HP damage. This combined with an extremely tight hip-fire makes these absolute beast at any range for any encounter. A decent trigger could easily spew out 4-6 rounds in a second. That equates to a damage potential of
75 x 2 complex Damage Modules (10% each) 75x 1.20 (20 percent) = 90 points of damage
90 damage/shot x 5 shots= 450HP (funny tip-- not even counting weapon proficiency bonuses folks or the fact you can find a suit with 3 or more high slots and jam as many complexes as you dare!!!)
450 points of damage within 3 or 4 seconds with good aim and trigger. That means even a heavy up-close wont survive no more than 4 or 5 seconds with base armor and shields. OP TO THE MAX. I think it needs to take a huge hip-fire and recoil penalty with that potential.
Bust and Tactical Rifle scopes........Horrible sights if they take off the green tint it would be just fine. The tint really take visual clarity and definition away from the target. Scopes should make easier target acquisition not harder. I like the design though. Would rather have a closer range optic for the burst like an EO-Tech for closer range potential but that's me |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
77
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Posted - 2013.05.13 01:38:00 -
[12] - Quote
-The faster you shoot a TAC the more Recoil it should have.
-Hip fire should have Nerfed and increase the bullet spread if the sight is not being used.
The real problem is that the TAC carries its mid-long range capacities to CQC. When a TACTICAL single shot assault rifle kills faster than a Sub machine gun and even some shotguns at close range something is wrong.
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Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
261
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Posted - 2013.05.13 01:57:00 -
[13] - Quote
TARs rock in CQC if dudes are rushing you. Aim for the crotch and the recoil will put your kill shot between his eyes. |
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