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Jathniel
G I A N T EoN.
313
|
Posted - 2013.05.13 10:18:00 -
[1] - Quote
(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. |
Kleanur Guy
SyNergy Gaming EoN.
233
|
Posted - 2013.05.13 10:20:00 -
[2] - Quote
18x70 bullets gives me just enough to barely down most well fitted heavies o.O |
Arkena Wyrnspire
Turalyon Plus
299
|
Posted - 2013.05.13 10:21:00 -
[3] - Quote
So, yeah. You literally nerfed everything in these numbers. |
Jathniel
G I A N T EoN.
313
|
Posted - 2013.05.13 10:24:00 -
[4] - Quote
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. |
Jathniel
G I A N T EoN.
313
|
Posted - 2013.05.13 10:26:00 -
[5] - Quote
Kleanur Guy wrote:18x70 bullets gives me just enough to barely down most well fitted heavies o.O
Just enough, if you land every hit. Just like the full auto AR.
I spent the night doing these numbers. |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 10:30:00 -
[6] - Quote
One more bump before I hit the hay (@0630. x_x) |
Sir Petersen
Valhalla Nord
129
|
Posted - 2013.05.13 10:31:00 -
[7] - Quote
Jathniel wrote: The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand.
There is nothing wrong with the TAC AR as it is working just fine the way it is.
Running around with the Duvolle TAC AR costs over 100k ber go so of course this weapon should be good. Top of the line.
So the bottom line is that CCP do not have to do a damn thing about this weapon. Simple
|
Rei Shepard
Spectre II
256
|
Posted - 2013.05.13 10:32:00 -
[8] - 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. |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 10:34:00 -
[9] - Quote
Sir Petersen wrote:Jathniel wrote: The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand.
There is nothing wrong with the TAC AR as it is working just fine the way it is. Running around with the Duvolle TAC AR costs over 100k ber go so of course this weapon should be good. Top of the line. So the bottom line is that CCP do not have to do a damn thing about this weapon. Simple
This growing thread of rancor says otherwise:
https://forums.dust514.com/default.aspx?g=posts&t=76001&find=unread
My post is a defensive one, to protect the Tactical AR from over nerf. |
Sir Petersen
Valhalla Nord
129
|
Posted - 2013.05.13 10:39:00 -
[10] - Quote
Rei Shepard wrote:
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.
And this is why the Duvolle costs 47k while the TAC Duvolle costs 77k. What is it that you are not understanding kid?
Jathniel wrote:Sir Petersen wrote:Jathniel wrote: The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand.
There is nothing wrong with the TAC AR as it is working just fine the way it is. Running around with the Duvolle TAC AR costs over 100k ber go so of course this weapon should be good. Top of the line. So the bottom line is that CCP do not have to do a damn thing about this weapon. Simple This growing thread of rancor says otherwise: https://forums.dust514.com/default.aspx?g=posts&t=76001&find=unreadMy post is a defensive one, to protect the Tactical AR from over nerf. A growing thread with crybabies tells me nothing. lol what a joke! |
|
crazy space 1
Krullefor Organization Minmatar Republic
1111
|
Posted - 2013.05.13 10:39:00 -
[11] - Quote
Kleanur Guy wrote:18x70 bullets gives me just enough to barely down most well fitted heavies o.O then reload or get closer with a better AR |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 10:39:00 -
[12] - 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.
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 |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 10:41:00 -
[13] - Quote
Sir Petersen wrote:Rei Shepard wrote:
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.
And this is why the Duvolle costs 47k while the TAC Duvolle costs 77k. What is it that you are not understanding kid? Jathniel wrote:Sir Petersen wrote:Jathniel wrote: The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand.
There is nothing wrong with the TAC AR as it is working just fine the way it is. Running around with the Duvolle TAC AR costs over 100k ber go so of course this weapon should be good. Top of the line. So the bottom line is that CCP do not have to do a damn thing about this weapon. Simple This growing thread of rancor says otherwise: https://forums.dust514.com/default.aspx?g=posts&t=76001&find=unreadMy post is a defensive one, to protect the Tactical AR from over nerf. A growing thread with crybabies tells me nothing. lol what a joke!
The full-auto duvolle also doesn't have nearly the same optimal range. A trade off power vs. safety of range occurs. Get it?
Grow a brain larger than a walnut will you?!
It's these crybabies that broke the Tactical the first time around! |
Sir Petersen
Valhalla Nord
129
|
Posted - 2013.05.13 10:43:00 -
[14] - Quote
Jathniel wrote: Grow a brain larger than a walnut will you?
So you are angry now? Mad because of a video game so you start to hate on people who dont think the same as you?
Are you born to lose or is this new?
|
Tectonious Falcon
The Southern Legion RISE of LEGION
478
|
Posted - 2013.05.13 10:46:00 -
[15] - Quote
Why do people think price should be used as a way to balance things? |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 10:46:00 -
[16] - Quote
Sir Petersen wrote:Jathniel wrote: Grow a brain larger than a walnut will you?
So you are angry now? Mad because of a video game so you start to hate on people who dont think the same as you? Are you born to lose or is this new?
No I answered your post using the implied tone of your verbiage and word choice.
Stay on topic please. |
Llan Heindell
One-Armed Bandits Heretic Initiative
81
|
Posted - 2013.05.13 10:47:00 -
[17] - Quote
Sir Petersen wrote:Jathniel wrote: The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand.
There is nothing wrong with the TAC AR as it is working just fine the way it is. Running around with the Duvolle TAC AR costs over 100k ber go so of course this weapon should be good. Top of the line. So the bottom line is that CCP do not have to do a damn thing about this weapon. Simple
Translates as:
"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..."
@topic
The Duv has 78 base damage. It is too much damage for a weapon with a range advantage. I say 60 is enough. Since you can shoot people before they are able to shoot you back, you don't really need the damage advantage because you'll already be dealing damage from outside the danger zone.
Llan Heindell. |
Sir Petersen
Valhalla Nord
129
|
Posted - 2013.05.13 10:50:00 -
[18] - Quote
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. |
The Info Broker
Expert Intervention Caldari State
151
|
Posted - 2013.05.13 10:52:00 -
[19] - Quote
Tectonious Falcon wrote:Why do people think price should be used as a way to balance things?
I'd be cool with insane gear locked to pubs for 25x the standard price.
10k ehp heavy suit for 3mil isk. |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 10:55:00 -
[20] - 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.
The TAC AR is just fine the way it is and works just like a 77k weapon should.
If you read the OP, you'd realize you're wasting your time preaching to the choir.
CCP looks at numbers, and they want most of their players happy.
Again...
ISK price is irrelevant. |
|
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 10:58:00 -
[21] - Quote
Llan Heindell wrote:Sir Petersen wrote:Jathniel wrote: The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand.
There is nothing wrong with the TAC AR as it is working just fine the way it is. Running around with the Duvolle TAC AR costs over 100k ber go so of course this weapon should be good. Top of the line. So the bottom line is that CCP do not have to do a damn thing about this weapon. Simple Translates as: "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..." @topic The TAC Duv has 78 base damage. It is too much damage for a weapon with a range advantage. I say 60 is enough. Since you can shoot people before they are able to shoot you back, you don't really need the damage advantage because you'll already be dealing damage from outside the danger zone. Llan Heindell.
Actually Heindell, the damage is only that high because of the 10% global bonus. It was 71 on Uprising's first day.
I settled on the number I did, because you can't down a heavy with these numbers if you drop the damage any further. The reduced ammo capacity and clip size, will force us Tac users to be more tactical with our placements and target choices, while the damage will still allow it to down critical targets. |
Jack McReady
DUST University Ivy League
182
|
Posted - 2013.05.13 11:02:00 -
[22] - Quote
Sir Petersen wrote:Jathniel wrote: The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand.
There is nothing wrong with the TAC AR as it is working just fine the way it is. Running around with the Duvolle TAC AR costs over 100k ber go so of course this weapon should be good. Top of the line. So the bottom line is that CCP do not have to do a damn thing about this weapon. Simple sorry bro, there will be a TAR nerf for sure, deal with it |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 11:11:00 -
[23] - Quote
Jack McReady wrote:Sir Petersen wrote:Jathniel wrote: The 10% damage increase should be REMOVED for the Tactical Assault Rifles, their damage was just right beforehand.
There is nothing wrong with the TAC AR as it is working just fine the way it is. Running around with the Duvolle TAC AR costs over 100k ber go so of course this weapon should be good. Top of the line. So the bottom line is that CCP do not have to do a damn thing about this weapon. Simple sorry bro, there will be a TAR nerf for sure, deal with it
Forgive him. He clearly doesn't know that Iron Wolf Saber is one of the CPM members. lol
What do you think about the Tactical's numbers? I'd prefer anything that you guys think can really touch it up. Or any further adjustments. |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
19
|
Posted - 2013.05.13 11:16:00 -
[24] - Quote
106 ammo capacity? Hell no. It needs a rof decrease like you said and perhaps the 10% removed that's it. Also dislike your clip size reduction. 24 clip size for both would be nice |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 11:30:00 -
[25] - Quote
Commander Tuna wrote:106 ammo capacity? Hell no. It needs a rof decrease like you said and perhaps the 10% removed that's it. Also dislike your clip size reduction. 24 clip size for both would be nice
24 round clip for both is acceptable, but max ammo would only be allowed to bump up to 120 rounds.
The Tactical has a severe advantage when it comes to maximum ammo. The Duvy Tac is at a 30 round clip, and has a 300 round max. That's 10 clips. The Tactical is able to maintain hazardous fire on a point or group for extended periods of time with such a large ammo reserve, without need of nanohives.
There's pretty much no other weapon in the game that can make such a boast. 120 rounds would give a Tac AR user his starting magazine, and 4 extra clips... Just like everyone else.
The intention was to think of acceptable nerfs and balances, while not stopping the gun from functioning as it does.
I can go for a 24 round clip for both, but the max ammo has to come down.
EDIT: Maybe you can do 144 rounds. |
Panther Alpha
WarRavens Orion Empire
187
|
Posted - 2013.05.13 11:31:00 -
[26] - Quote
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... |
Llan Heindell
One-Armed Bandits Heretic Initiative
83
|
Posted - 2013.05.13 11:32:00 -
[27] - Quote
I think i've heard like a thousand people saying that they are top players in this game.
Anyways. Problem does not lie there, the real problem is, you can almost hit as much as an Tac Sniper Rifle if you set damage mods.
I agree with the "tactical positions" and the idea to take out critical targets. The problem is, as things are now, you can't do much if you ain't a Tac AR user. The fact that you need a sniper rifle to fire back at them is kinda stupid. So I'm in favor of damage reduction in exchange for the already long range it has.
Llan Heindell. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1370
|
Posted - 2013.05.13 11:34:00 -
[28] - Quote
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. |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 11:37:00 -
[29] - Quote
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. |
Jathniel
G I A N T EoN.
314
|
Posted - 2013.05.13 11:42:00 -
[30] - Quote
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...
What do you think the RoF should be at precisely? |
|
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.
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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. |
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Jathniel
G I A N T EoN.
325
|
Posted - 2013.05.13 21:15:00 -
[61] - Quote
KEROSIINI-TERO wrote:@OP: . . .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. . . 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. . .
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.
The hip fire thing is the absolute biggest issue right now. Everything you address, I believe my numbers accomplish. Please review my listed references.
- Accuracy Rating was taken from the Burst Scrambler Pistol, this would make the hip fire accuracy atrocious, as it needs to be. Feel free to worsen it a little if you want.
- Damage was toned down by 10% with my numbers, then rounded to the lowest 1. (If damage is reduced much further, you won't be able to down high defense targets (proto-shield tanks, Heavies), with one magazine. With these numbers, you'll be able to take down all but the absolute toughest heavies with one mag.
- I also agree with the reduced clip size, that's why I kept my original numbers up. A small clip forces a user to be more accurate, just like with the tactical sniper rifle.
- I estimated the lower 600 RPM range as an ideal cap for the Tactical AR (i had no weapon in the 600RPM range to reference). This prevents it from being as fast as the full-auto ARs, even IF someone used modded inputs, but enables it to retain smooth semi-auto response from finger taps. I placed it to be faster than the proto scramblers because the scrambler pistols do not respond to my hand inputs as I would like. As a caveat, the reduced accuracy rating taken from the burst scrambler pistol WILL without fail mitigate this RoF, and prevent hip fire abuse.
I don't think missing with the hard-code is needed for the tactical. Just keep adjusting its hardpoints.
I was up late doing all the limited testing I could.
I really wish we had access to the test server for proper testing.
Happy Violentime wrote: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.
Yes, but in the context of the game "single-shot" = "semi-automatic".
The terms in real life work as: Single Shot/Bolt Action/Manual = each round is manually loaded and fired one a time. Automatic = weapon automatically loads and fires rounds when the trigger is held. Semi-Automatic = weapon automatically loads every round, but only fires 1 (or however predetermined number of rounds) when the trigger is held.
The Tactical in Dust is coded reflects characteristics of a semi-auto weapon, and this was intended. A 400RPM cap would diminish this. The RoF I proposed is supposed to mitigate modded inputs ONLY. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
125
|
Posted - 2013.05.13 21:24:00 -
[62] - Quote
You do realize that 600 RPM is still 10 shots per second? thats a hell of a lot faster than I can click.
Most people, even hip firing, wont notice anything until its lower than about 240 RPM.
Keep the damage, Lower RoF to around 140 for the GLU and 150 for the Duvolle Tac. Then fix range on everything else, and you'd probably find that, while it still works in CQC, its gonna suck for it.
At 150 RPM you're looking at 2.5 shots per second. That actually doesn't sound bad to me.
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Jathniel
G I A N T EoN.
325
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Posted - 2013.05.13 21:34:00 -
[63] - Quote
ZDub 303 wrote:You do realize that 600 RPM is still 10 shots per second? thats a hell of a lot faster than I can click.
Most people, even hip firing, wont notice anything until its lower than about 240 RPM.
Keep the damage, Lower RoF to around 140 for the GLU and 150 for the Duvolle Tac. Then fix range on everything else, and you'd probably find that, while it still works in CQC, its gonna suck for it.
At 150 RPM you're looking at 2.5 shots per second. That actually doesn't sound bad to me.
That's extremely low RoF for an AR. Granted that WILL decisively solve the CQC problem BUT...!
You'll need to bump up damage dramatically to compensate, probably to around 95-120 HP range. (NOTE: Tactical Sniper Rifle is at 100 RPM... you're approaching sniper territory dangerously close with a RoF drop that severe.) At this point, you're not an AR anymore... You're turning into a sniper rifle.
The 600RPM is mitigated by the greatly reduced Burst Scrambler Pistol accuracy rating.
10 taps per second isn't a bad mitigation. There are people that can do 15 taps per second, just google it.
Some players also hit R1 using their pointer and middle fingers. I'm trying to think of everyone here. |
Bones McGavins
TacoCat Industries
166
|
Posted - 2013.05.13 21:34:00 -
[64] - Quote
There is a fine line here, because you dont want to nerf the gun in CQ to the point of it being unusable. I think at range right now it is good as is. CQ its a bit OP but it shouldnt be the case where "CQ you lose to any other AR"
If you're going to nerf it CQ, there needs to be a tradeoff or it will quickly go back to being used by nobody ever. Increased headshot damage would be acceptable.
In fact, I think the best solution is a pretty heafty damage decrease and a prett heafty headshot bonus increase. Decrease damage by like 30% and double the headshot bonus.
Also, is there anywhere that shows the actual ranges on guns? Cause im pretty sure the non TAC duvualle has pretty beastly range compared to the other ARs... |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
125
|
Posted - 2013.05.13 21:45:00 -
[65] - Quote
Jathniel wrote:ZDub 303 wrote:You do realize that 600 RPM is still 10 shots per second? thats a hell of a lot faster than I can click.
Most people, even hip firing, wont notice anything until its lower than about 240 RPM.
Keep the damage, Lower RoF to around 140 for the GLU and 150 for the Duvolle Tac. Then fix range on everything else, and you'd probably find that, while it still works in CQC, its gonna suck for it.
At 150 RPM you're looking at 2.5 shots per second. That actually doesn't sound bad to me.
That's extremely low RoF for an AR. Granted that WILL decisively solve the CQC problem BUT...! You'll need to bump up damage dramatically to compensate, probably to around 95-120 HP range.
Done, omg do it do it do it!!
Honestly, thats the point though right? Its lighter and smaller and has no sway... less problematic when strafing, yet it plays like a tactical sniper rifle.
Yep sounds good to me.
Otherwise whats the point? You can bring the RoF down to 400 and I still wont notice. I can realistically hip fire about 5 times per second and still actually stay on target in CQC. So until you take the RoF down to under 180 I will continue to beast mode it in CQC and im sure most everyone else will too.
You could also kill the accuracy but that kills the spirit of the weapon imo... So in CQC its just spray and pray and hope you dont run out of ammo with **** accuracy? Its a gun that screams bullet efficiency to me, not dead on headshots when ADS and lulz I cant hit anything when hipfiring.
Esp if you're gonna drop its ammo capacity down to 5 clips or whatever the Reg AR is. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
125
|
Posted - 2013.05.13 21:46:00 -
[66] - Quote
Bones McGavins wrote:There is a fine line here, because you dont want to nerf the gun in CQ to the point of it being unusable. I think at range right now it is good as is. CQ its a bit OP but it shouldnt be the case where "CQ you lose to any other AR"
If you're going to nerf it CQ, there needs to be a tradeoff or it will quickly go back to being used by nobody ever. Increased headshot damage would be acceptable.
In fact, I think the best solution is a pretty heafty damage decrease and a prett heafty headshot bonus increase. Decrease damage by like 30% and double the headshot bonus.
Also, is there anywhere that shows the actual ranges on guns? Cause im pretty sure the non TAC duvualle has pretty beastly range compared to the other ARs...
CCP doesnt list info on ranges... no idea why. |
Bones McGavins
TacoCat Industries
166
|
Posted - 2013.05.13 22:03:00 -
[67] - Quote
I think when it comes to the TAR CQ you have to compare it to the scrambler pistol. Because at that range, it pretty much functions similarly.
(pre 10% bonus stats) Scrambler Pistol: Damage 72, ROF: 400.0 RPM Breach SP: Damage: 115.2, ROF: 133.3 GLU: Damge 68.4 ROF: 789.5
Keep in mind I am also comparing META 1 pistols to a META 4 AR...
But yeah, nobody uses the breach scrambler pistols, they are a novelty item. So if you get the ROF anywhere NEAR 133.3 you will effectively kill the TAR. Obviously there is some room between the current TAR and that. Perhaps the current scrambler rate is a good compremise. The TAR would have a range and clip advantage over the scrambler, but the scrambler would have a slight damage and BIG headshot bonus over it.
Then if you want, add a breach tactical that fires 120+ damage shots at a rate closer to that breach pistol. But either way, up close the TAR should feel like a scrambler pistol without the massive headshot. Otherwise you solve very ltitle from its nerf because skilled folks will just swap to the scrambler in CQ and still own folks relying on pray and spray AR. |
Luk Manag
of Terror
5
|
Posted - 2013.05.13 22:12:00 -
[68] - Quote
From what I can tell, CCP's basic solution for hip-firing the sniper rifle is some insane random spread, as in, the bullet goes out in front of you somewhere, but definitely not close to the center target, and so only lucky wild shots will land. I wouldn't call it an elegant solution, but it essentially breaks no-scoping with the 'wrong' weapon type. |
Jathniel
G I A N T EoN.
325
|
Posted - 2013.05.13 22:34:00 -
[69] - Quote
Luk Manag wrote:From what I can tell, CCP's basic solution for hip-firing the sniper rifle is some insane random spread, as in, the bullet goes out in front of you somewhere, but definitely not close to the center target, and so only lucky wild shots will land. I wouldn't call it an elegant solution, but it essentially breaks no-scoping with the 'wrong' weapon type.
BURST-SCRAMBLER-PISTOL hip fire spread. Unless you ADS with that gun, its very hard to hit anything reliably. Even people 10 meters in front of you.
That's why I used its Accuracy Rating in these numbers. I encourage everyone that can, to hip fire one of these, and see if they set a good mark for hip fire accuracy for the Tac AR.
Tell me what you think.
After consideration, the RoF will likely have to come down into the 500 RPM range (like the proto scrambler pistols). |
Jathniel
G I A N T EoN.
330
|
Posted - 2013.05.16 09:07:00 -
[70] - Quote
New proposed values after reading the thread.
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 (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: 30 Max Ammo: 180
In case a nerf is in the works, is this acceptable to folks in the community? |
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Garrett Blacknova
Codex Troopers
3036
|
Posted - 2013.05.16 09:22:00 -
[71] - Quote
I think the numbers here are pretty good. |
Jathniel
G I A N T EoN.
332
|
Posted - 2013.05.16 09:28:00 -
[72] - Quote
Thanks. I'm going to keep this bumped, and if enough people approve, I'll present it to some CPM guys. Maybe they will be able to throw these numbers at whoever is in charge of nerfing, for a final approval. |
Jathniel
G I A N T EoN.
370
|
Posted - 2013.05.24 13:01:00 -
[73] - Quote
Would like more opinions on these numbers.
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 |
Jin Robot
Foxhound Corporation General Tso's Alliance
612
|
Posted - 2013.05.24 13:35:00 -
[74] - 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. Lets see how well you do without OP TAC. You have just solidified the point against you. 77k isk =/= justified OPness |
Jathniel
G I A N T EoN.
371
|
Posted - 2013.05.24 13:51:00 -
[75] - Quote
Please Jin, ignore the trolls. I don't want the thread to get derailed. >.<
Would like more opinions on these numbers.
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 |
Jin Robot
Foxhound Corporation General Tso's Alliance
612
|
Posted - 2013.05.24 14:01:00 -
[76] - Quote
Jathniel wrote:Please Jin, ignore the trolls. I don't want the thread to get derailed. >.<
Would like more opinions on these numbers.
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 sorry forgot to apply my patented "Troll-be-gone" spray. I agree we dont want to go from OP to UP, but something must be done. |
Rei Shepard
Spectre II
303
|
Posted - 2013.05.24 14:02:00 -
[77] - 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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Jathniel
G I A N T EoN.
373
|
Posted - 2013.05.25 09:07:00 -
[78] - Quote
Rei Shepard wrote: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.
Granted. Sorry. I'll have to change the numbers on the opening post. These are the current numbers.
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 |
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