Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1370
|
Posted - 2013.05.13 11:43:00 -
[31] - Quote
Jathniel wrote:Panther Alpha wrote:I was going to agree with you, to you say; removing the 10% boost weapon damage only from the Tactical...I don't think you thought that one thoroughly. The full 10% damage boost in ALL weapons, needs to be rollback to what it was to start with. Everyone seems to have their own personal agenda in this forums... Well, people are generally rolling much higher HP totals, and overall durability these days. I think CCP made a good call for the 10%. Sniper rifles actually hurt again for one. lol But I dont think the Tactical needed it. It basically punches as hard as a scrambler at excess 70m... that's a hell of a lot of power. The 10% puts the duvy tac at 78, and the glu-5 at 75... that's pretty high. Pre-10% they were working great. The 10% makes every weapon work, great, but no one was really fussing the tactical until after it was implemented. lol I admit to having an agenda: 'wanting to buffer the incoming hit to the tactical' lol because i really like using it.
Blame high ROF. With the lowered recoil (which is good) it once again allow people to use as a decent CQC weapon. If it had something like 350-400dish ROF, it would be what it's suppose to be. SOmething between an AR and a Snipe. At CQC you could still pull it off but it wouldnt be confortable. |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 11:45:00 -
[32] - Quote
Laurent Cazaderon wrote:Jathniel wrote:Panther Alpha wrote:I was going to agree with you, to you say; removing the 10% boost weapon damage only from the Tactical...I don't think you thought that one thoroughly. The full 10% damage boost in ALL weapons, needs to be rollback to what it was to start with. Everyone seems to have their own personal agenda in this forums... Well, people are generally rolling much higher HP totals, and overall durability these days. I think CCP made a good call for the 10%. Sniper rifles actually hurt again for one. lol But I dont think the Tactical needed it. It basically punches as hard as a scrambler at excess 70m... that's a hell of a lot of power. The 10% puts the duvy tac at 78, and the glu-5 at 75... that's pretty high. Pre-10% they were working great. The 10% makes every weapon work, great, but no one was really fussing the tactical until after it was implemented. lol I admit to having an agenda: 'wanting to buffer the incoming hit to the tactical' lol because i really like using it. Blame high ROF. With the lowered recoil (which is good) it once again allow people to use as a decent CQC weapon. If it had something like 350-400dish ROF, it would be what it's suppose to be. SOmething between an AR and a Snipe. At CQC you could still pull it off but it wouldnt be confortable.
Yeah, eyemakerwet was telling me... about that RoF would be more acceptable. Okay, i'll add an edit to the OP. |
Panther Alpha
WarRavens Orion Empire
188
|
Posted - 2013.05.13 11:46:00 -
[33] - Quote
Jathniel wrote:Panther Alpha wrote:I was going to agree with you, to you say; removing the 10% boost weapon damage only from the Tactical...I don't think you thought that one thoroughly. The full 10% damage boost in ALL weapons, needs to be rollback to what it was to start with. Everyone seems to have their own personal agenda in this forums... Well, people are generally rolling much higher HP totals, and overall durability these days. I think CCP made a good call for the 10%. Sniper rifles actually hurt again for one. lol But I dont think the Tactical needed it. It basically punches as hard as a scrambler at excess 70m... that's a hell of a lot of power. The 10% puts the duvy tac at 78, and the glu-5 at 75... that's pretty high. Pre-10% they were working great. The 10% makes every weapon work, great, but no one was really fussing the tactical until after it was implemented.
lol I admit to having an agenda: 'wanting to buffer the incoming hit to the tactical' lol because i really like using it.
Everyone started to complaint about the Tactical, AFTER the 10% boost..... coincidence ? I think not. |
Jack McReady
DUST University Ivy League
182
|
Posted - 2013.05.13 11:48:00 -
[34] - Quote
Panther Alpha wrote:Jathniel wrote:Panther Alpha wrote:I was going to agree with you, to you say; removing the 10% boost weapon damage only from the Tactical...I don't think you thought that one thoroughly. The full 10% damage boost in ALL weapons, needs to be rollback to what it was to start with. Everyone seems to have their own personal agenda in this forums... Well, people are generally rolling much higher HP totals, and overall durability these days. I think CCP made a good call for the 10%. Sniper rifles actually hurt again for one. lol But I dont think the Tactical needed it. It basically punches as hard as a scrambler at excess 70m... that's a hell of a lot of power. The 10% puts the duvy tac at 78, and the glu-5 at 75... that's pretty high. Pre-10% they were working great. The 10% makes every weapon work, great, but no one was really fussing the tactical until after it was implemented.
lol I admit to having an agenda: 'wanting to buffer the incoming hit to the tactical' lol because i really like using it. Everyone started to complaint about the Tactical, AFTER the 10% boost..... coincidence ? I think not. it was already complained about before, it just took a while to spread the word till everyone startet to use it. even if you take away the 10% bonus, it is till superior than the laser at the lasers optimal and superior than other AR at their optimal range.
the fix is actually simple, it needs a hard cap on ROF to prevent modded controller cheese and it should not be superior than laser at the lasers optimal and also not superior than the regular AR at their preferred range. it should be inferior at the lasers optimal range and at best on par with the regular AR at their preferred range. what the should get TAR is damage projection at higher ranges for more isk and not be superb at everything. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1370
|
Posted - 2013.05.13 11:49:00 -
[35] - Quote
Panther Alpha wrote:Jathniel wrote:Panther Alpha wrote:I was going to agree with you, to you say; removing the 10% boost weapon damage only from the Tactical...I don't think you thought that one thoroughly. The full 10% damage boost in ALL weapons, needs to be rollback to what it was to start with. Everyone seems to have their own personal agenda in this forums... Well, people are generally rolling much higher HP totals, and overall durability these days. I think CCP made a good call for the 10%. Sniper rifles actually hurt again for one. lol But I dont think the Tactical needed it. It basically punches as hard as a scrambler at excess 70m... that's a hell of a lot of power. The 10% puts the duvy tac at 78, and the glu-5 at 75... that's pretty high. Pre-10% they were working great. The 10% makes every weapon work, great, but no one was really fussing the tactical until after it was implemented.
lol I admit to having an agenda: 'wanting to buffer the incoming hit to the tactical' lol because i really like using it. Everyone started to complaint about the Tactical, AFTER the 10% boost..... coincidence ? I think not.
I was at the FF and after checking stats i immediatly used the TAC AR. And it didnt have that 10% bonus. It was just a matter of time before people notice, % tweak or not. |
Sir Petersen
Valhalla Nord
131
|
Posted - 2013.05.13 11:51:00 -
[36] - Quote
Panther Alpha wrote:[quote=Jathniel] Everyone started to complaint about the Tactical, AFTER the 10% boost..... coincidence ? I think not. Everyone? Not even close dude..
|
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 11:57:00 -
[37] - Quote
Clip size increased, max ammo increased, and RoF adjusted to OP from my previous numbers.
I really want us to propose a decent and balanced fix to the TAR. We can show this to the CPM, and have them run it by CCP.
I'm sorry, Laurent. I'm not comfortable going below 500 RPM... In fact, if the RPM goes that low, I'll have to increase the hip fire levels. People were complaining about it's CQC functionality. But if it shoot slow like the Breach, it will need to have hip fire like the Breach. There's no reason to reduce it's effectiveness in CQC if you kill the RPM that much. |
Jathniel
G I A N T EoN.
315
|
Posted - 2013.05.13 12:04:00 -
[38] - Quote
I'll post my old numbers along with the new numbers based on what you guys have told me so far, and you tell me which seems better. |
Jathniel
G I A N T EoN.
315
|
Posted - 2013.05.13 12:13:00 -
[39] - Quote
Ok. Both my old fixes, and the new fixes are up for you guys to critique. Going to knock off now. |
Jathniel
G I A N T EoN.
315
|
Posted - 2013.05.13 12:17:00 -
[40] - Quote
typos corrected |
|
Ydubbs81 RND
Ahrendee Mercenaries
1235
|
Posted - 2013.05.13 12:23:00 -
[41] - Quote
If it has to be nerfed, then I agree to remove the 10% damage buff from the weaponry skill. That should be the only nerf....no need to nerf clip size or ROF. Even if you are pounding R1 to the max, it isnt easy to track a moving target at a fast rof with the recoil that it has.
I am a TAR user |
Tech Ohm Eaven
L.O.T.I.S. RISE of LEGION
496
|
Posted - 2013.05.13 12:44:00 -
[42] - Quote
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.
10 % damage boost to all ARs? yep!! Complex damage mods doing 10% damage per mod? yep!!
LESS than "37" rounds needed. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1372
|
Posted - 2013.05.13 12:52:00 -
[43] - Quote
What you all seem to miss is that TAC AR aint supposed to be used with hip fire or under mid range... It's suppose to be half way between a classic AR and a classic Sniper Rifle.
Damage wise, it is Range wise, it is Clip Wise, it is Bullet per bullet shot, it is.
Hip fire wise, it's not at all. Way too accurate. And very easy to shoot quicker than a breach AR can by taping like a maniac at close range. (been there, done it the entire build before chromosome...)
TAC AR at close range should be a pain to use. And its ROF should be below the Breach variant. |
Ydubbs81 RND
Ahrendee Mercenaries
1235
|
Posted - 2013.05.13 13:12:00 -
[44] - Quote
Laurent Cazaderon wrote:What you all seem to miss is that TAC AR aint supposed to be used with hip fire or under mid range... It's suppose to be half way between a classic AR and a classic Sniper Rifle.
Damage wise, it is Range wise, it is Clip Wise, it is Bullet per bullet shot, it is.
Hip fire wise, it's not at all. Way too accurate. And very easy to shoot quicker than a breach AR can by taping like a maniac at close range. (been there, done it the entire build before chromosome...)
TAC AR at close range should be a pain to use. And its ROF should be below the Breach variant.
Have to disagree Caz....the TAR is an assault rifle and more importantly, it is a single shot assault rifle. Maybe the case for a low rof could be made for a tactical sniper rifle. But it is an assault rifle and should be used like any other. The difference is that it is single shot and for that fact, it should be more accurate than the others. How useful can an inaccurate single shot weapon be out there?
The TAR is only back up for discussion because people are using it now. People stop using it because of the high recoil ccp gave it. People are only using it now because of the 70hp damage per bullet it was given when introduced this build. Noone complained about the accuracy of hip fire of the TAR in chromosome. If the damage is nerfed, maybe less people will use it and the qq will halt. |
Jack McReady
DUST University Ivy League
183
|
Posted - 2013.05.13 13:14:00 -
[45] - Quote
Laurent Cazaderon wrote:What you all seem to miss is that TAC AR aint supposed to be used with hip fire or under mid range... It's suppose to be half way between a classic AR and a classic Sniper Rifle.
Damage wise, it is Range wise, it is Clip Wise, it is Bullet per bullet shot, it is.
Hip fire wise, it's not at all. Way too accurate. And very easy to shoot quicker than a breach AR can by taping like a maniac at close range. (been there, done it the entire build before chromosome...)
TAC AR at close range should be a pain to use. And its ROF should be below the Breach variant. damage wise it is not. slap on damage mods and you deal as much damage as the tactical sniper rifle but without any drawbacks of the sniper (sway, low clip size, low ROF)
the TAR is supposed to be able to project the damage farther out but not to deal more damage. |
Waruiko DUST
G I A N T EoN.
99
|
Posted - 2013.05.13 13:17:00 -
[46] - Quote
If you're looking for compromise on the tar I think there's a few ways to go about it. Here's my proposal.
Tar needs to do less upclose, but still have that sniper ar hybrid feel at range. Part is adjusting the rof. Part is adjusting stopping power. The best way to do this is to reward accuracy more by boosting the critical bonus on head shots while dropping general damage. This makes the gun as good if not better in a tactical role, but not the hip firing all range killdozer it is now. I'm not going to provide the numbers because I don't feel like I can speek on them without more research though I encourage you guys to put some up. I 2ill note though that if it did have a high crit bonus it wouldn't need as large a clip when used as intended. |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
568
|
Posted - 2013.05.13 13:19:00 -
[47] - Quote
The TAC AR is fine. The ROF should definitely be reduced to about 300-400. I'd even be ok with the hip-fire being nerfed a little.
However, that is it. Nothing else should be touched. |
Nazz'Dragg
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
11
|
Posted - 2013.05.13 13:21:00 -
[48] - Quote
Jathniel wrote:I'd rather not nerf the weapon at all.
But if it HAS to come under the hammer, I'm trying to put some numbers out, to retain a measure of effectiveness, while eliminating obvious abuses and imbalances.
I'm tired of CCP using a sword for the job of a scalpel.
Your right they shouldn't use a sword. No they should use a Claymore.
|
Sgt Buttscratch
G I A N T EoN.
45
|
Posted - 2013.05.13 14:59:00 -
[49] - Quote
I'd like to see hip fire have nasty recoil, each shot should kick hard, and accuracy will suffer, right now, its beyond a joke.
the rof would be fine if it wasn't for certain game control pads.
The damage needs dropping for sure tho.
My main issue with them is that I thought Uprising would seperate the sharpsshooter dependant, mostly skilless users from those who were actually skilled. Instead it unleashed a whole new skilless beast on the game, that for me is ruining it.
I actually think its the one thing thats a major flop in uprising, (caldari logi suits seemed OP, until i found the beauty of fx nades), but the TAR beats most guns at short range, and all from there on out. Easiest way to see it, if one gun is being used my the majority, its obviously in need of balance. |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
568
|
Posted - 2013.05.13 15:07:00 -
[50] - Quote
Sgt Buttscratch wrote:I'd like to see hip fire have nasty recoil, each shot should kick hard, and accuracy will suffer, right now, its beyond a joke.
the rof would be fine if it wasn't for certain game control pads.
The damage needs dropping for sure tho.
My main issue with them is that I thought Uprising would seperate the sharpsshooter dependant, mostly skilless users from those who were actually skilled. Instead it unleashed a whole new skilless beast on the game, that for me is ruining it.
I actually think its the one thing thats a major flop in uprising, (caldari logi suits seemed OP, until i found the beauty of fx nades), but the TAR beats most guns at short range, and all from there on out. Easiest way to see it, if one gun is being used my the majority, its obviously in need of balance.
You say the TAR beats most guns in allranges. I agree, this why the ROF should be the only thing changed. If ROF was 300, the TAR would actually be inferior in closer ranges, bc Gek/Duvolle would have a higher DPS. If you also touched the dmg, it would ruin the gun. |
|
Scramble Scrub
Osmon Surveillance Caldari State
184
|
Posted - 2013.05.13 15:12:00 -
[51] - Quote
Sir Petersen wrote:Llan Heindell wrote:
"I'm a terrible player, therefore I need this piece of equipment to make me powerful so I can kill people in 3 shots. Please, do not nerf this weapon or else I'll be terrible again..."
Llan Heindell.
Another lil hater with nothing to say? I am actually one of the best players in this game topping the list in 8 out of 10 games. You can challenge me any day of the week for ISK if you think any differently. Again.. The TAC AR is just fine the way it is and works just like a 77k weapon should. Whoa, you can top the score board in a pub game? That's almost impossible to do! |
Sgt Buttscratch
G I A N T EoN.
45
|
Posted - 2013.05.13 15:18:00 -
[52] - Quote
mikegunnz wrote:
You say the TAR beats most guns in allranges. I agree, this why the ROF should be the only thing changed. If ROF was 300, the TAR would actually be inferior in closer ranges, bc Gek/Duvolle would have a higher DPS. If you also touched the dmg, it would ruin the gun.
not really, the use of the weapon, banks on accuracy over range, base damage down, well placed shots, damage raises. The Idea is a closer ranged sniper, can support frontline assault from more natural positions, rather than hidng.
If they dropped RoF, dmg and hip fire accuracy, but dropped kick while in scope it would work fine. I don't mean significantly drop the dmg, but they hit very hard right now, the gun has actually killed lazers |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
348
|
Posted - 2013.05.13 15:19:00 -
[53] - Quote
@OP: 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).
I totally agree with Caz above: The biggest thing wrong about TAC AR is negligble hip fire kick - and the ability to autofire because of it! Niote 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. |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
14
|
Posted - 2013.05.13 15:30:00 -
[54] - Quote
KEROSIINI-TERO wrote:@OP: 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).
I totally agree with Caz above: The biggest thing wrong about TAC AR is negligble hip fire kick - and the ability to autofire because of it! Niote 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. I like your thinking. This would go a long way to bring this gun under control. IF I can get close I might stand a chance of putting some of them down. Just need enough bullets to chew through shield\amour and enough frames that a CQC doesn't turn into a powerpoint presentation on how to die.
As it stands i think its all I've seen in the kill feed recently and sometimes it would seem 3 mercs on 1 clip in less than a couple of seconds is not that difficult. I know there ar some good shooters out there but that seems a bit fishy to me. |
Sgt Buttscratch
G I A N T EoN.
45
|
Posted - 2013.05.13 15:49:00 -
[55] - Quote
maybe if you only had AR/ AR proficiency, your TAR would have the stats Jath posted in the OP. But then one of the small tier skills after AR, would be tactical, buffing gun back to where it is (adding dmg,clip size and recoil per level, minus hip fire acc and some rof).
This way those who skilled into being a support tactical AR player would be rewarded, but the scrubs who only use it because it is what it is right now, would have a lesser version, that in more balanced in general play.
|
Bones McGavins
TacoCat Industries
164
|
Posted - 2013.05.13 15:59:00 -
[56] - Quote
Again, we should wait for the scrambler rifles to be released before crying for a nerf on the TAR. I think a lot of TAR users were just skilled players clammoring for a viable percision, skill weapon. The Scrambler Rifle also fills that need. Though, id be very OK with reduced damage for increased headshot. Give me a scrambler pistol with 24 clip size and better range? Yeah...that would get the nerf cries out instantly. |
Rogatien Merc
Ill Omens EoN.
37
|
Posted - 2013.05.13 16:53:00 -
[57] - Quote
Laurent Cazaderon wrote:What you all seem to miss is that TAC AR aint supposed to be used with hip fire or under mid range... It's suppose to be half way between a classic AR and a classic Sniper Rifle.
Damage wise, it is Range wise, it is Clip Wise, it is Bullet per bullet shot, it is.
Hip fire wise, it's not at all. Way too accurate. And very easy to shoot quicker than a breach AR can by taping like a maniac at close range. (been there, done it the entire build before chromosome...)
TAC AR at close range should be a pain to use. And its ROF should be below the Breach variant. Basically this... but agree we can't nerf the ROF too much. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
118
|
Posted - 2013.05.13 18:25:00 -
[58] - Quote
With those proposed damage and clip numbers it better have almost no recoil when ADS or its not really gonna be worth firing.
Its quite tough to actually kill at 80m still if the target is moving at all, and as soon as that first shot is off everyone is sprinting for cover.
RoF Decrease for sure
And if a Damage Decrease is necessary, we need a recoil decrease to accompany it. |
Happy Violentime
OMFGZOMBIESRUN
59
|
Posted - 2013.05.13 18:58:00 -
[59] - Quote
Jathniel wrote:Laurent Cazaderon wrote:The only tweak the TAC AR needs is regarding its ROF.
It should have less ROF than the breach variant.
=> The higher the damage output per bullet, the lower the ROF. I take your point, but if it goes too low, you wont be able to down critical targets at critical moments. The RoF recommendation was simply to prevent modded input.... Because under 400RPM is very slow, and not semi-auto friendly...
You do realise its described as a Medium Damage, Single-Shot weapon?
So yes, just drop the ROF to 400 and let's see from there, if it makes the weapon useless then raise it until its right? But better to play with one attribute than all of them - the only issue then would be CQC, but if you get used to the idea that its a bit like a LR and that's it's not meant to be used for CQC it becomes a non-issue.
|
Happy Violentime
OMFGZOMBIESRUN
59
|
Posted - 2013.05.13 19:09:00 -
[60] - Quote
Cybus Trama'dol wrote: As it stands i think its all I've seen in the kill feed recently and sometimes it would seem 3 mercs on 1 clip in less than a couple of seconds is not that difficult. I know there ar some good shooters out there but that seems a bit fishy to me.
Whilst some people may be using rapid fire controllers - it could just simply be that the tac user put 3 single shots into 3 already 'damaged' mercs. |
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |