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Exmaple Core
Hellstorm Inc League of Infamy
289
|
Posted - 2013.05.21 07:28:00 -
[1] - Quote
As you all know, this weapon is the go to weapon for noobs, casuals, ringers, hardcore players, CPMs, pubs, PC, ect. We all bickered about the weapon because its too powerful but there has been a lack of proper reasoning beyond bable. Heres my bable:
The Duvolle Tac has 78.5 damage, pretty fair amount, a proto blaster turrent, the ion cannon. does 136.5. about half as much damage, seems ligit. But if you have pro 3 (3% damage increase per level) 78.5 raises to 90.275. If you are in the caldari or mini assult you have lots of high slots (4 and 5 respectably). Slap on 4 damage mods and 90.275 raises to 121.675 damage per shot.
Pro 5 is VERY easy to do and will basically be manditory with the respec and reduction in SP cost. 4 damage mods is ligit if your doing some support gunning behind the scenes, if you disagree it is certainly used in pubs. So with how easy this will be to obtain for alot of players, PC demands this exploit. In conclusion, DUST's most common battlefeild weapon can do more damage than ANY non proto blaster turrent. If you want more sheilds then take off a damage mod or 2 and your doing as much damage as low grade advanced tank turrents.
Lets compare this fit to an Ion Cannon.
This AR does 121.675 damage, only 14.85 damage less than an Ion Cannon The Duvolle Tac has a 30 round clip wich is about equivilant in the volume of rounds of the ion cannon's coolent before it overheats. Both have 100% perfect accuracy Both can zoom The Tac does not have a small blast but the Ion Cannon does The rate of fire can be jus as bast as Ion Cannon with no damage/rof enhancer with a fast trigger (no skill required) Both are hybrid weapons (does 100% damage to both sheilds and armor)
So these are very simular weapons, both doing simular amounts of damage, rate of fire and "clip" size. If you really wanna, you can have a tank cannon in your hands. Choose your tank cannon and slap on the correct amount of damage mods, you have a blaster. The only diffrence is you can fit your Duvolle in tight spaces |
Exmaple Core
Hellstorm Inc League of Infamy
297
|
Posted - 2013.05.21 09:15:00 -
[2] - Quote
Nariec wrote:Stacking 4-5 damage mod might look good, but doing that decrease your chances of survival in the battlefield, and there is also a stacking penalty, the more mods of the same type you put, the less it becomes effective. If you see those players doing 20-30 kills per match, it's not because of stacking damage mods (unless their snipers), it's because they have 1 complex damage mod, 2-4 complex shield extender, (one shield regulator for Caldaris if they feel like it), and a plate repair. They focus on surviving against close up gunfights, TAR is good enough with just one damage mod.
Slaping on 2 to 4 damage mods on a suit is perfectly viable if you play it right. I sometimes run a standard assult caldari suit with a standard assult rifile and roll proto gear face with godly scores. Yes, it is because i am more skilled than the average blue berry but the point is, ANYTHING is effective in pubs and 95% of dust players do not play pc ( i will show the math if you think im kidding). They do not enjoy pubs, and skilled players can run these kinds of builds in PC. The TAC is more than overpowered and its MORE than a portable blaster weapon. At this point, It is an exploit |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:28:00 -
[3] - Quote
Gunner Nightingale wrote:Exmaple Core wrote:Nariec wrote:Stacking 4-5 damage mod might look good, but doing that decrease your chances of survival in the battlefield, and there is also a stacking penalty, the more mods of the same type you put, the less it becomes effective. If you see those players doing 20-30 kills per match, it's not because of stacking damage mods (unless their snipers), it's because they have 1 complex damage mod, 2-4 complex shield extender, (one shield regulator for Caldaris if they feel like it), and a plate repair. They focus on surviving against close up gunfights, TAR is good enough with just one damage mod. Slaping on 2 to 4 damage mods on a suit is perfectly viable if you play it right. I sometimes run a standard assult caldari suit with a standard assult rifile and roll proto gear face with godly scores. Yes, it is because i am more skilled than the average blue berry but the point is, ANYTHING is effective in pubs and 95% of dust players do not play pc ( i will show the math if you think im kidding). They do not enjoy pubs, and skilled players can run these kinds of builds in PC. The TAC is more than overpowered and its MORE than a portable blaster weapon. At this point, It is an exploit QQ some more an exploit gtfo you still have to land your shots and in this regard the ROF of the blasters out DPS the rifles. You might have convinced me on a slight ROF reduction and a wider dispersion so hipfire wastn't as easy to use to get kills but honestly maple you just come off like a whiny child along with the rest of the TAR is OP crowd. The AR is a precision weapon so of course its DPS potential is amazing but you have to hit your shots and make them count. Stacking damage mods is about risk reward. You reference 5 high slot suits which one minimatar assault or the caldari logi becuse the minimatar suit struggles on the CPU/PG end of things to create its balance. So oh the caldari logi you mean the suit that almost all agree needs to lose its role bonus(some argue a low slot; i dont the role bonus is suffficient enough to bring it back in line). Well now you have whats known as a confounding variable. You cant measure the TAR on its own if its being used in conjuction with an unbalanced suit. So yea throwing numbers at me doesnt do anything for me, next time try context and you may be able to convince me.
All i got from that is im a brat and you refuse to let actual math prove well, proof to you. Basically 1+1 does not = 2 to you, you disbelive my math magic. Being recently banned from the forums i dont intend to do so again so im kindly going to report you for personal attacks. And prolly respec into assult TAC rifile and get a 25 kd like regnuym and protoman for using AR TAC assult. No disrespec to them, they are great players |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:37:00 -
[4] - Quote
Rei Shepard wrote:Quote:So these are very simular weapons, both doing simular amounts of damage, rate of fire and "clip" size. If you really wanna, you can have a tank cannon in your hands. Choose your tank cannon and slap on the correct amount of damage mods, you have a blaster. The only diffrence is you can fit your Duvolle in tight spaces The diffrence is that you can one shot infantry, but Tac infantry can only scratch your paint. I can see why Infantry whines about it, i don't get why tankers need to whine about it ?
Tanks do not need to whine about it, it does like 7% efficiency rate against vehicals lol like you said its all about infaintry |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:42:00 -
[5] - Quote
meri jin wrote:Gunner Nightingale wrote:Exmaple Core wrote:Nariec wrote:Stacking 4-5 damage mod might look good, but doing that decrease your chances of survival in the battlefield, and there is also a stacking penalty, the more mods of the same type you put, the less it becomes effective. If you see those players doing 20-30 kills per match, it's not because of stacking damage mods (unless their snipers), it's because they have 1 complex damage mod, 2-4 complex shield extender, (one shield regulator for Caldaris if they feel like it), and a plate repair. They focus on surviving against close up gunfights, TAR is good enough with just one damage mod. Slaping on 2 to 4 damage mods on a suit is perfectly viable if you play it right. I sometimes run a standard assult caldari suit with a standard assult rifile and roll proto gear face with godly scores. Yes, it is because i am more skilled than the average blue berry but the point is, ANYTHING is effective in pubs and 95% of dust players do not play pc ( i will show the math if you think im kidding). They do not enjoy pubs, and skilled players can run these kinds of builds in PC. The TAC is more than overpowered and its MORE than a portable blaster weapon. At this point, It is an exploit QQ some more an exploit gtfo you still have to land your shots and in this regard the ROF of the blasters out DPS the rifles. You might have convinced me on a slight ROF reduction and a wider dispersion so hipfire wastn't as easy to use to get kills but honestly maple you just come off like a whiny child along with the rest of the TAR is OP crowd. The AR is a precision weapon so of course its DPS potential is amazing but you have to hit your shots and make them count. Stacking damage mods is about risk reward. You reference 5 high slot suits which one minimatar assault or the caldari logi becuse the minimatar suit struggles on the CPU/PG end of things to create its balance. So oh the caldari logi you mean the suit that almost all agree needs to lose its role bonus(some argue a low slot; i dont the role bonus is suffficient enough to bring it back in line). Well now you have whats known as a confounding variable. You cant measure the TAR on its own if its being used in conjuction with an unbalanced suit. So yea throwing numbers at me doesnt do anything for me, next time try context and you may be able to convince me. A +100 to you Sir. And the AR is very expensiv. I can use it, but I don't do it allways, loosing one hurts me alot! Damagemods? omfg! Areou insane? I'm using this thing in a "as mutch tank as possible" suit and i'm craping myself if it comes to a 1 on 1. Again, loosing this thing hurts a lot, and to be effectiv you first have to hit. And a have never sean a HAV with a AR mountet ...
lolol iknow its not an ar turrent the TAC is 14 points weaker. But yeah, a good portion of the open/closed beta players who were here for the release of the game have been playing for a very long stretch of months and get hits with their tac. And most of these players have around 10+ mill SP and recived 300+ mill isk in salvage returns. Alot of ppl do not have your promblem |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:47:00 -
[6] - Quote
Rei Shepard wrote:Exmaple Core wrote:Rei Shepard wrote:Quote:So these are very simular weapons, both doing simular amounts of damage, rate of fire and "clip" size. If you really wanna, you can have a tank cannon in your hands. Choose your tank cannon and slap on the correct amount of damage mods, you have a blaster. The only diffrence is you can fit your Duvolle in tight spaces The diffrence is that you can one shot infantry, but Tac infantry can only scratch your paint. I can see why Infantry whines about it, i don't get why tankers need to whine about it ? Tanks do not need to whine about it, it does like 7% efficiency rate against vehicals lol like you said its all about infaintry Then i dont see why you need to vs use the tank gun caliber damage to use in your post, they use the same metrics in damage applied, but one of them cant shoot at oranges, only apples. And while i agree the TAC needs to be balanced, comparing it to a tank turret is not the way to go. It certianly is the way to go, it clearly can do as much damage as a proto tank turrent. Its not an AV weapon so it will not kill tanks like a tank blaster will but it certainly preforms simularly to kill infaintry. I did not say it is exactly as effective as a tank blaster turrent but the facts are there and tons of ppl know how it works in game. If you like, i can spec an alt into proto assult with cpu enhancers damage mod D TAC and post up a video on how badly i would destroy in PC and pubs? |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:55:00 -
[7] - Quote
RedRebelCork wrote:Exmaple Core wrote:
The Duvolle Tac has 78.5 damage, pretty fair amount, a proto blaster turrent, the ion cannon. does 136.5. about half as much damage, seems ligit. But if you have pro 5 (3% damage increase per level) 78.5 raises to 90.275. If you are in the caldari or mini assult you have lots of high slots (4 and 5 respectably). Slap on 4 damage mods and 90.275 raises to 121.675 damage per shot.
Stacking penalties apply to the complex damage mods. 4 of them will net you 29.96% damage increase not 40%. http://wiki.dust514.info/index.php?title=Stacking_Penalties okay lets do the math with this instead. Throw on 4 damage mods and the stacking penalties are reduced from 40% to 29.96%.
Lets add profficentcy 5 to both of them. 4 damage mods (no stack penalty) + 15% pro = +55% damage wich turns D tac into 121.675 4 damage mods (with stacking penalty) + 15% pro = + 44.96% wich turns D tac into 113.7936
Okay that makes a diffrence of 7.8814. Soo its equivilant ADV blaster tank turrent per shot... getting better |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:56:00 -
[8] - Quote
NIKIA BETHUNE wrote:Just so u know as a expert ar user I think a regular ar is better than a tac..... Ill let others figure it out :) (psst I know what I'm talking about) Dident say you dident nikia your awsume with ARs. Though this is all about math and practise |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 10:01:00 -
[9] - Quote
Mr Zitro wrote:Lol maple you can stack damage mods on tanks too, and if you use it right it has the highest DPS. Lol see how dumb that sounds?
Things a tank can do an AR can't, let's start with the most obvious, it has a lot of EHP compared to any suit. Lets not forget the infinite ammo like come on, do you even pay attention to this game or do you just find spent big you don't like and cry about it. When I cried about something I had legit complaints and understood how it was broken. Now lets move on from just throwing a tantrum maple and lets fix the other 99% of this game that is broken.
We are all well aware that the tank blaster turrent can do faaaar more damage because you can add damage mods and skills on them too. Im simply throwing up the math and pointing out how simular they are and they are pretty simular. Wouldent you agree? As much as im not paying attention to the game your not paying attention to what everyone is talking about on this post. Its not about a tank being better than a dropsuit or having ammo diffrences its how simular the weapons are |
Exmaple Core
Hellstorm Inc League of Infamy
300
|
Posted - 2013.05.21 10:06:00 -
[10] - Quote
As zitro stated above you can add damage mods and skills to tanks so they can be made to do more damage. But this thing can be strikingly simular to some tanks damage output. Not a good tank, a gunlogi with a blaster and no damage mods
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Exmaple Core
Hellstorm Inc League of Infamy
300
|
Posted - 2013.05.21 10:09:00 -
[11] - Quote
RedRebelCork wrote:Exmaple Core wrote:RedRebelCork wrote:Exmaple Core wrote:
The Duvolle Tac has 78.5 damage, pretty fair amount, a proto blaster turrent, the ion cannon. does 136.5. about half as much damage, seems ligit. But if you have pro 5 (3% damage increase per level) 78.5 raises to 90.275. If you are in the caldari or mini assult you have lots of high slots (4 and 5 respectably). Slap on 4 damage mods and 90.275 raises to 121.675 damage per shot.
Stacking penalties apply to the complex damage mods. 4 of them will net you 29.96% damage increase not 40%. http://wiki.dust514.info/index.php?title=Stacking_Penalties okay lets do the math with this instead. Throw on 4 damage mods and the stacking penalties are reduced from 40% to 29.96%. Lets add profficentcy 5 to both of them. 4 damage mods (no stack penalty) + 15% pro = +55% damage wich turns D tac into 121.675 4 damage mods (with stacking penalty) + 15% pro = + 44.96% wich turns D tac into 113.7936 Okay that makes a diffrence of 7.8814. Soo its equivilant ADV blaster tank turrent per shot... getting better Not sure it works that way. I think (I could be wrong here though) that it works like this: Base Damage x Skills Bonus x Modifiers So in our case it would be: 78.5 * 1.15 * 1.2996 = 117 damage per shot Ethire way its there. Ethire 3 formulas |
Exmaple Core
Hellstorm Inc League of Infamy
300
|
Posted - 2013.05.21 10:16:00 -
[12] - Quote
Cosgar wrote:Hate to be the bearer of bad news Exmaple Core, but tank turrets just got ninja nerfed. I hope you don't have to redo your math because of this. More ppl are complaining how bad tanks are. nerf them... that really sucks, geuss the TAC AR really does compare huh |
Exmaple Core
Hellstorm Inc League of Infamy
301
|
Posted - 2013.05.21 10:39:00 -
[13] - Quote
The Black Jackal wrote:Exmaple Core wrote:RedRebelCork wrote:Exmaple Core wrote:
The Duvolle Tac has 78.5 damage, pretty fair amount, a proto blaster turrent, the ion cannon. does 136.5. about half as much damage, seems ligit. But if you have pro 5 (3% damage increase per level) 78.5 raises to 90.275. If you are in the caldari or mini assult you have lots of high slots (4 and 5 respectably). Slap on 4 damage mods and 90.275 raises to 121.675 damage per shot.
Stacking penalties apply to the complex damage mods. 4 of them will net you 29.96% damage increase not 40%. http://wiki.dust514.info/index.php?title=Stacking_Penalties okay lets do the math with this instead. Throw on 4 damage mods and the stacking penalties are reduced from 40% to 29.96%. Lets add profficentcy 5 to both of them. 4 damage mods (no stack penalty) + 15% pro = +55% damage wich turns D tac into 121.675 4 damage mods (with stacking penalty) + 15% pro = + 44.96% wich turns D tac into 113.7936 Okay that makes a diffrence of 7.8814. Soo its equivilant ADV blaster tank turrent per shot... getting better Try it with the Skills and Damage Mods applied to the Turret please. THEN compare. I stated above that the tank can have damage mods and skills of their own and then they will be further apart to compare. But if you put some damage mods on a standard and maby even adv blasters the D Tac will still have a pretty comparable damage output and all the other stats in the OP. And besides, alot of tankers dont use damage mods they use PG extenders because fitting a tank is hell atm |
Exmaple Core
Hellstorm Inc League of Infamy
302
|
Posted - 2013.05.21 10:54:00 -
[14] - Quote
Mr Zitro wrote:Exmaple Core wrote:Mr Zitro wrote:Lol maple you can stack damage mods on tanks too, and if you use it right it has the highest DPS. Lol see how dumb that sounds?
Things a tank can do an AR can't, let's start with the most obvious, it has a lot of EHP compared to any suit. Lets not forget the infinite ammo like come on, do you even pay attention to this game or do you just find spent big you don't like and cry about it. When I cried about something I had legit complaints and understood how it was broken. Now lets move on from just throwing a tantrum maple and lets fix the other 99% of this game that is broken. We are all well aware that the tank blaster turrent can do faaaar more damage because you can add damage mods and skills on them too. Im simply throwing up the math and pointing out how simular they are and they are pretty simular. Wouldent you agree? As much as im not paying attention to the game your not paying attention to what everyone is talking about on this post. Its not about a tank being better than a dropsuit or having ammo diffrences its how simular the weapons are They are not similar at all. This is what happens when people who don't use a class cry about what you can do with that said class/weapon. I'm pointing out how ignorant people choose to see only the things they want to and not the whole thing. Till you do that, all you are doing is throwing a tantrum like a 12 year old brat I was already called a brat! Darn geuss im a double bratt. Look at my math in the OP and do some math your self to prove they are not simular at all. And im using my indoor voice btw, like a well disciplined 12 year old |
Exmaple Core
Hellstorm Inc League of Infamy
302
|
Posted - 2013.05.21 11:10:00 -
[15] - Quote
RedRebelCork wrote:Something else to keep in mind. Assuming you use a Caldari ck.0 proto suit, you have 4 high slots for your damage mods. However without shields in those slots you're going to be fairly vulnerable to return fire. Sure you can take proto assaults down in 4-5 hits but they can probably do the same to you with your 330 basic EHP. Armour plates might give you an addition shot or two of survivability but a scrambler will mince you quickly, no? Yes but this still works in pubs because everyone you see in pubs is bad for some reason. And in some PC battles this is viable. Not saying alot lol but you could defend or take a district against a bad team with this and win or be veryyy cautious and play hard in serrious games, i bet i could pull it off and some other great players if we played as gay as we could with vantage points and squads. But srly this is about this being possible at all |
Exmaple Core
Hellstorm Inc League of Infamy
302
|
Posted - 2013.05.21 11:12:00 -
[16] - Quote
ANON Illuminati wrote:to be honest the weapon shouldnt be nerfed its the damage mods that are making the weapon this powerful. all ccp has to do is only let you use 1 damage mod per suit and this theory changes. its a tac rifle its going to be powerful. no offence to any of the greats in the game but seriously guys stop posting nerf this nerf that threads post like this is what screwed the build up in the first place. dont you people learn? I posted this as a heads up to warn ppl "hey, that squad of 4-6" ppl have weapons that do compareable damage to tank turrent, look out!" Never said nerf it :) |
Exmaple Core
Hellstorm Inc League of Infamy
324
|
Posted - 2013.05.21 23:16:00 -
[17] - Quote
Ignatius Crumwald wrote:Tac rifles should have a huge -75% accuracy penalty while hip firing, a 20-30% drop in ammo per magazine, and a 25% longer reload time.
They shouldn't be useless in close quarters, but they shoudn't be the all around go to weapon either.
Damage is fine, fire rate is fine. It just needs A Bit of risk added to the reward.
I dunno about all that, thats a very mean nerf lol. Itd be better to make small tweaks and balance it rather than under power it |
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