Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
131
|
Posted - 2013.05.19 22:58:00 -
[1] - Quote
THE ROMAN GENERAL wrote:FOR SOME REASON, SOMEONE THOUGHT IT WOULD BE A GOOD IDEA FOR HAV TURRET DAMAGE TO EQUAL HANDHELD DAMAGE
With damage nerfd so much, why don't we look at the large blaster turret?
80GJ Scattered Ion Cannon: ~1072 DPS 150.1 HP 428.6 RPM
Duvolle Tactical Assault Rifle: ~1032 DPS 78.5 HP 789.5 RPM
That's before applying damage mods and skills, but keep in mind that Large Turrets only get a 15% bonus from skills, just like all handheld weapons do. The difference is that a HAV's damage mods slightly increase RoF, but only one can be reasonably equipped to an armor HAV, none to shield.
And BTW vehicle operators, do not think that the CPM will listen to you. A number of those on the current CPM asked CCP to replace the turret damage skills with something else, like faster turret rotation.
Uprising PG and vehicle stat concerns were brought to the attention of the CPM before Uprising was released, but the CPM responded by saying that vehicle damage skills were too high, and that was the CPM's main concern, not the survivability of the vehicles themselves.
I guess it makes sense...
|
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
176
|
Posted - 2013.05.19 23:02:00 -
[2] - Quote
I'm able to land about 11 headshots per second... but 13? no wai bro
but it is true that tac needs a beastly rof nerf. |
Ulysses Knapse
DUST University Ivy League
378
|
Posted - 2013.05.19 23:54:00 -
[3] - Quote
CharCharOdell wrote:THE ROMAN GENERAL wrote:FOR SOME REASON, SOMEONE THOUGHT IT WOULD BE A GOOD IDEA FOR HAV TURRET DAMAGE TO EQUAL HANDHELD DAMAGE
With damage nerfd so much, why don't we look at the large blaster turret?
80GJ Scattered Ion Cannon: ~1072 DPS 150.1 HP 428.6 RPM
Duvolle Tactical Assault Rifle: ~1032 DPS 78.5 HP 789.5 RPM
That's before applying damage mods and skills, but keep in mind that Large Turrets only get a 15% bonus from skills, just like all handheld weapons do. The difference is that a HAV's damage mods slightly increase RoF, but only one can be reasonably equipped to an armor HAV, none to shield.
And BTW vehicle operators, do not think that the CPM will listen to you. A number of those on the current CPM asked CCP to replace the turret damage skills with something else, like faster turret rotation.
Uprising PG and vehicle stat concerns were brought to the attention of the CPM before Uprising was released, but the CPM responded by saying that vehicle damage skills were too high, and that was the CPM's main concern, not the survivability of the vehicles themselves. I guess it makes sense... 1. Recoil: 80GJ Blasters do not have it. 2. Rate of Fire: Tactical Assault Rifles are semi-automatic. Trying to get an actual rate of fire that high won't work. 3. Durability: Dropsuits have poor tanking capability, and HAVs are nearly immune to most handheld weapons. 4. Range: The 80GJ Blasters have noticeably better effective range, even without taking recoil into account. 5. Anti-Vehicle: Assault Rifles are not this.
That being said, we all know that the Tactical Assault Rifle is overpowered. |
ladwar
Dead Six Initiative Lokun Listamenn
438
|
Posted - 2013.05.19 23:57:00 -
[4] - Quote
Ulysses Knapse wrote:CharCharOdell wrote:THE ROMAN GENERAL wrote:FOR SOME REASON, SOMEONE THOUGHT IT WOULD BE A GOOD IDEA FOR HAV TURRET DAMAGE TO EQUAL HANDHELD DAMAGE
With damage nerfd so much, why don't we look at the large blaster turret?
80GJ Scattered Ion Cannon: ~1072 DPS 150.1 HP 428.6 RPM
Duvolle Tactical Assault Rifle: ~1032 DPS 78.5 HP 789.5 RPM
That's before applying damage mods and skills, but keep in mind that Large Turrets only get a 15% bonus from skills, just like all handheld weapons do. The difference is that a HAV's damage mods slightly increase RoF, but only one can be reasonably equipped to an armor HAV, none to shield.
And BTW vehicle operators, do not think that the CPM will listen to you. A number of those on the current CPM asked CCP to replace the turret damage skills with something else, like faster turret rotation.
Uprising PG and vehicle stat concerns were brought to the attention of the CPM before Uprising was released, but the CPM responded by saying that vehicle damage skills were too high, and that was the CPM's main concern, not the survivability of the vehicles themselves. I guess it makes sense... 1. Recoil: 80GJ Blasters do not have it. 2. Rate of Fire: Tactical Assault Rifles are semi-automatic. Trying to get an actual rate of fire that high won't work. 3. Durability: Dropsuits have poor tanking capability, and HAVs are nearly immune to most handheld weapons. 4. Range: The 80GJ Blasters have noticeably better effective range, even without taking recoil into account. 5. Anti-Vehicle: Assault Rifles are not this. That being said, we all know that the Tactical Assault Rifle is overpowered. btw they used the 15% bonus which is now a 5% max bonus so the numbers for the ion cannon is even lower. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
133
|
Posted - 2013.05.19 23:59:00 -
[5] - Quote
So can we nerf the tac ar yet? |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
66
|
Posted - 2013.05.20 00:10:00 -
[6] - Quote
Ulysses Knapse wrote:CharCharOdell wrote:THE ROMAN GENERAL wrote:FOR SOME REASON, SOMEONE THOUGHT IT WOULD BE A GOOD IDEA FOR HAV TURRET DAMAGE TO EQUAL HANDHELD DAMAGE
With damage nerfd so much, why don't we look at the large blaster turret?
80GJ Scattered Ion Cannon: ~1072 DPS 150.1 HP 428.6 RPM
Duvolle Tactical Assault Rifle: ~1032 DPS 78.5 HP 789.5 RPM
That's before applying damage mods and skills, but keep in mind that Large Turrets only get a 15% bonus from skills, just like all handheld weapons do. The difference is that a HAV's damage mods slightly increase RoF, but only one can be reasonably equipped to an armor HAV, none to shield.
And BTW vehicle operators, do not think that the CPM will listen to you. A number of those on the current CPM asked CCP to replace the turret damage skills with something else, like faster turret rotation.
Uprising PG and vehicle stat concerns were brought to the attention of the CPM before Uprising was released, but the CPM responded by saying that vehicle damage skills were too high, and that was the CPM's main concern, not the survivability of the vehicles themselves. I guess it makes sense... 1. Recoil: 80GJ Blasters do not have it. 2. Rate of Fire: Tactical Assault Rifles are semi-automatic. Trying to get an actual rate of fire that high won't work. 3. Durability: Dropsuits have poor tanking capability, and HAVs are nearly immune to most handheld weapons. 4. Range: The 80GJ Blasters have noticeably better effective range, even without taking recoil into account. 5. Anti-Vehicle: Assault Rifles are not this. That being said, we all know that the Tactical Assault Rifle is overpowered.
1. Recoil: 80GJ Blasters do not have it. It's on a big bloddy tank what would you expect ?? 2. Rate of Fire: Tactical Assault Rifles are semi-automatic. Trying to get an actual rate of fire that high won't work. Ths thing called modded controllers or a mouse with some kind of autoclick software. 3. Durability: Dropsuits have poor tanking capability, and HAVs are nearly immune to most handheld weapons. mmmmm sooo those hacked AV grenades do not exist in your world ?? And ever tried running a heavy with a tac duvoll ?? (or a caldari logi !!) 4. Range: The 80GJ Blasters have noticeably better effective range, even without taking recoil into account. It's a bloddy tank what do you expect !! That tac AR got like somewhat near the same optimal as a blaster and here we are compairing a giant turret on a big mobile armored vehicle and a little rifle I don't think ranges should be near each other. 5. Anti-Vehicle: Assault Rifles are not this. Ohh wtf you now also want to be able to blow up vehicles with your AR well that's great we might as well make the new tac AR now shooting explosive ammunition which is great against any kind of armor even tank armor.
But yeah sorry for joking above is just total joking. In a more serous manor there shouldn't much recoil on a tank turret (there is some but it's not much so absolutely no recoil is wrong) and a weapon being held in your hands should never have somewhat the same range as a turret. The AR's play style is closer range lot of damage so that tac AR is just stomping on the future use of the rail rifle. I donno what kind of range that one should get to counter the tac AR same range as a sniper ?? |
ladwar
Dead Six Initiative Lokun Listamenn
438
|
Posted - 2013.05.20 00:10:00 -
[7] - Quote
when the most powerful turret gets out dps a handheld rifle its bad and to add to that the rifle is easy to fit while the turret is really difficult and cost way more in everything. its clear it needs a nerf bad. |
Ulysses Knapse
DUST University Ivy League
379
|
Posted - 2013.05.20 00:53:00 -
[8] - Quote
Den-tredje Baron wrote:But yeah sorry for joking above is just total joking. Good to know you are taking this seriously.
Den-tredje Baron wrote:In a more serous manor there shouldn't much recoil on a tank turret (there is some but it's not much so absolutely no recoil is wrong) and a weapon being held in your hands should never have somewhat the same range as a turret. You make it sound like I support making handheld weapons superior to tank turrets. I don't. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
135
|
Posted - 2013.05.20 01:22:00 -
[9] - Quote
For the sake of making tanks less of a joke, and every other handheld weapon in this game not becoming obsolete and therefore killing the variety, CCP, nerf this weapon bc it is the definition of OP. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |