Rei Shepard
Spectre II
256
|
Posted - 2013.05.13 10:32:00 -
[1] - Quote
Jathniel wrote:(Getting involved with forums again, since CCP did some nice fixes yesterday... I'm happy that they were quick to fix things for a change.)
Here are some proposals to get the Tactical balanced for the upcoming update (in case the nerf hammer goes its way. lots of the guys calling for the nerf were NOT here pre-Chromosome when the Tac really was OP. in other words, they don't know what they're asking for.) So I really want input from Closed Beta people to help drive these numbers home, if you like them.
Repeat post, placed in solo thread for general views:
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 Rating: 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 since it has very poor hip fire accuracy (this should DRASTICALLY reduce the Tactical's 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, fast enough to respond to finger inputs, but not fast enough for modded inputs).
- 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).
Those are my numbers. For consideration by CCP, and the community.
I fear any numbers in excess of these will severely reduce the effectiveness of the weapon. I saw it break once, I don't want it to break again.
37 rounds from a Duvolle drops a 1200 HP heavy, that leaves 23 rounds left in the clip at optimal range. 18 rounds in a Tac Duvolle drops a 1200 HP, if i dont miss a single round at optimal range.
Basically the Stock Duvolle has 11 more Tac rounds worth inside it clips in case he misses.
Going by these basic numbers, you just broke the Tac again, Congratz. |
Rei Shepard
Spectre II
303
|
Posted - 2013.05.24 14:02:00 -
[2] - Quote
Jathniel wrote:Rei Shepard wrote:Jathniel wrote:(Getting involved with forums again, since CCP did some nice fixes yesterday... I'm happy that they were quick to fix things for a change.)
Here are some proposals to get the Tactical balanced for the upcoming update (in case the nerf hammer goes its way. lots of the guys calling for the nerf were NOT here pre-Chromosome when the Tac really was OP. in other words, they don't know what they're asking for.) So I really want input from Closed Beta people to help drive these numbers home, if you like them.
Repeat post, placed in solo thread for general views:
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 Rating: 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 since it has very poor hip fire accuracy (this should DRASTICALLY reduce the Tactical's 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, fast enough to respond to finger inputs, but not fast enough for modded inputs).
- 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).
Those are my numbers. For consideration by CCP, and the community.
I fear any numbers in excess of these will severely reduce the effectiveness of the weapon. I saw it break once, I don't want it to break again. 37 rounds from a Duvolle drops a 1200 HP heavy, that leaves 23 rounds left in the clip at optimal range. 18 rounds in a Tac Duvolle drops a 1200 HP, if i dont miss a single round at optimal range. Basically the Stock Duvolle has 11 more Tac rounds worth inside it clips in case he misses. Going by these basic numbers, you just broke the Tac again, Congratz. You just realized you're going to need to be accurate with a duvolle tactical, Congratz. Better not miss, genius. If you had an attention span long enough to realize the thread was intending to be a nerf buffer you'd spare me the sarcasm. There's growing antipathy against the Tactical. https://forums.dust514.com/default.aspx?g=posts&t=76001&find=unread
I dont use the tactical, i use the semi SCR and i am limited to 15-18 rounds with 20% damage reduction to the Amarr Heavy witch puts me at a pretty good value to discuss 18 rounds in that Tac.
24 rounds would be a better number then 18, take it from someone who overheats at 18 and while some heavies drop faster if i get there head, it can go both ways.
18 will see this weapon in disuse like the Laser Rifle.
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