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TheMarkOf22
Internal Error. Negative-Feedback
181
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Posted - 2013.05.21 11:36:00 -
[61] - Quote
Players not good with douv tac will continue to justify a nerf for it, I guess that's what happens when you can't compete.
Just know, a nerf will never make you a good player. |
Doc Noah
Algintal Core Gallente Federation
9
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Posted - 2013.05.21 11:40:00 -
[62] - Quote
Wonder if a squad of TAR users can take down a tank hmm.. |
ANON Illuminati
A.N.O.N.Y.M.O.U.S.
45
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Posted - 2013.05.21 11:45:00 -
[63] - Quote
i dont have an issue getting killed by a tack or kiling with one i barely use codewish because it cost real money and id rather have sp boosters then a codewish but i do use it when theres a whole team using it. do i complain? do i sit and do the math? do i rage quit? NO i play the game come out knowing i did my best and give a shot out to the person who killed me the most. theres really no need to point something out that you dont want to get nerfed it makes no sence to post it if you didnt want to get it nerfed tho.
use a mass driver flaylok tank use a codewish back if your a heavy your screwed because your just to slow to dodge but thats something a heavy would have to deal with \ he or she picked the class im sure they knew heavies were slow. chuck a shield grenade theres many ways to make the gun not effective other then nerfing things. and im not just saying this for this gun im saying it for all the nerf threads that flooded this forum.
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ANON Illuminati
A.N.O.N.Y.M.O.U.S.
45
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Posted - 2013.05.21 11:49:00 -
[64] - Quote
TheMarkOf22 wrote:Players not good with douv tac will continue to justify a nerf for it, I guess that's what happens when you can't compete.
Just know, a nerf will never make you a good player. fuqinA i think it takes skill to use a single shot gun in a close quarter death match where theres reds and blues flooding the objective. but then again i guess im a noob. its not like the tac ar has 1000 rounds in the clip *cough* machineguns |
Greasepalms
Ahrendee Mercenaries
120
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Posted - 2013.05.21 11:49:00 -
[65] - Quote
see I used the tac in Chromosome and while everyone said it was trash and had too much recoil, I actually found it a viable weapon. You had to counter the recoil with the right stick and take advantage of the camera sight to get those headshots. It took skill. Now, I can even tell when I'm killed by a tac without looking at the feed due to how abnormally fast that thing kills you.
I'd say nerf the damage output, but honestly I'd just remove it from the game at this point... the tac single handedly renders a handful of weapons obsolete as it stands. (I miss being cooked by viziams) |
ANON Illuminati
A.N.O.N.Y.M.O.U.S.
45
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Posted - 2013.05.21 12:00:00 -
[66] - Quote
Greasepalms wrote:see I used the tac in Chromosome and while everyone said it was trash and had too much recoil, I actually found it a viable weapon. You had to counter the recoil with the right stick and take advantage of the camera sight to get those headshots. It took skill. Now, I can even tell when I'm killed by a tac without looking at the feed due to how abnormally fast that thing kills you.
I'd say nerf the damage output, but honestly I'd just remove it from the game at this point... the tac single handedly renders a handful of weapons obsolete as it stands. (I miss being cooked by viziams)
once again the mouse and keyboard and or a modded controller makes this an issue not the gun not the power. also the damage mods but the gun is fine. it kicks when looking into a scope its harder to hit a moving target. so theres another thing to fix stop standing still. jump around do the macarena. use explode on contact grenades pleant of ways to counter it people just want stuff handed to them. |
Gunner Nightingale
Internal Error. Negative-Feedback
569
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Posted - 2013.05.21 12:51:00 -
[67] - Quote
Exmaple Core wrote: 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
You sir are correct,
Buff tanks.
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Cyn Bruin
Imperfects Negative-Feedback
947
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Posted - 2013.05.21 12:58:00 -
[68] - Quote
If youre going to nerf the Duvolle/GLU, then nerf the shotgun. I can see a TAC user coming, a TAC won't take me down with 1 shot. A shotgun will and you ususally don't see the user or hear the shot anymore.
Maple I can put up some numbers an call it math as well. Lots of different combinations you can use to tweak the numbers one way or another, math is funny that way.
Lets say they nerf the TAC, which weapon will everyone goto? Easy, Scrambler Rifle, then we will have a ton of people wanting that nerfed.
Instead of finding the OP weapon and calling for a nerf. Point it out and ask for a buff of all the other weapons. Sick of all the different weapons in this game (has alot that arent AR) being nerfed to **** when people cry OP. But noone asks for weapons to be buffed...
Tanks need a buff, all weapons need a 10% range increase just to see how that would affect medium range gunplay. As it stands now, if you don't use a TAC, you will get outranged.
Buff the range on other guns (not TAC) and you will see a big difference.
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Repe Susi
Rautaleijona Gentlemen's Agreement
423
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Posted - 2013.05.21 13:02:00 -
[69] - Quote
Cyn Bruin wrote: Buff the range on other guns (not TAC) and you will see a big difference.
I was ready to rage about your post but you saved it on the last sentence. However, I still feel (and many others) that the problem with TAC is not only the range. Buffing the range of other weapons is very good, but something still has to be done to TAC. Like recoil or dmg since they're too much. Well, recoil being too low but anyway.
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Paran Tadec
Imperfects Negative-Feedback
1048
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Posted - 2013.05.21 13:08:00 -
[70] - Quote
Cyn Bruin wrote: If youre going to nerf the Duvolle/GLU, then nerf the shotgun. I can see a TAC user coming, a TAC won't take me down with 1 shot. A shotgun will and you ususally don't see the user or hear the shot anymore.
Maple I can put up some numbers an call it math as well. Lots of different combinations you can use to tweak the numbers one way or another, math is funny that way.
Lets say they nerf the TAC, which weapon will everyone goto? Easy, Scrambler Rifle, then we will have a ton of people wanting that nerfed.
Instead of finding the OP weapon and calling for a nerf. Point it out and ask for a buff of all the other weapons. Sick of all the different weapons in this game (has alot that arent AR) being nerfed to **** when people cry OP. But noone asks for weapons to be buffed...
Tanks need a buff, all weapons need a 10% range increase just to see how that would affect medium range gunplay. As it stands now, if you don't use a TAC, you will get outranged.
Buff the range on other guns (not TAC) and you will see a big difference.
Tac and other rifles need a increase in hipfire dispersion. Perfect cqc weapon is duvolle tac ar. That makes no sense. |
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Gunner Nightingale
Internal Error. Negative-Feedback
569
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Posted - 2013.05.21 13:16:00 -
[71] - Quote
Okay nerds let me explain the concept of a confounding variable.
A hidden unseen variable that masks the true effect of the desired variable.
The caldari logi suit and damage mod stacking are 2 of these in your justification maple.
Moreover to all you spreadsheet my MATH is MATH(numbers don't lie crowd) out there let me explain this in simple terms
FPS =\= MAGIC THE GATHERING ; i dont't simply turn my card and magically do full DPS on an enemy, there is a difference between theoretical DPS and actual/realized DPS.
Moreover DPS is meaningless because it operations under the assumption of continued un-interrupted fire over a 60s interval and yet people forget to factor in the clips of weapons, as well as recoil, weapon accuracy vs user accuracy, and the fact that you simply aren't outputting all that damage at once.
See this is why we can't have nice things in Dust, a bunch of pseudo-intellectuals who come in and say oh look at my numbers they are MATH so they MUST be correct, WRONG numbers can lie if you are operating under crap assumptions which is exactly what DPS is in an FPS a crap assumption.
Im not going to waste my time lecturing people on p values and the difference between Type I and Type II errors with regards to the null hypothesis i simply don't have the patience or the time. Suffice to say if CCP is going to be monitoring the TAR (as they should all weapons) they best be monitoring the most successful teams in PC and the not so successful teams in PC and see if it is just TAR or if there are other variable at play too.
That said the ONLY real issue on TAR is its hipfire dispersion and it being far too easy to kill while hipfiring the weapon and possibly its ROF in conjuction with hipfire but its hard to isolate the 2 from each other which is why CCP needs to tweak one and leave the other before they tweak both; confounding variable this is how they work and you control for one to test the other that is what is known as multivariate analysis
Professor Nightingale out,
Class dismissed |
semperfi1999
Internal Error. Negative-Feedback
454
|
Posted - 2013.05.21 13:19:00 -
[72] - Quote
The only change that really needs to be made on this weapon is the removal of the 10% dmg buff that all weapons rcv'd. That was not needed for this weapon. Otherwise the weapon has plenty of drawbacks. Its ok in CQC but the reg AR is much better in CQC than the tact rifle. I understand most of you guys are upset because you liked the fact that last build the tact rifle was absolutely junk. Now they increased the dmg and lowered the recoil slightly such that it is a good choice again. Also another reason why you see it alot is because CCP nerfed all ranges.....which means the guns that have longer natural ranges will be in higher demand now. |
BL4CKST4R
WarRavens
59
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Posted - 2013.05.21 13:19:00 -
[73] - Quote
Exmaple Core wrote: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 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.
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
Nope that's not it! We just have the ability to miniaturize weapons, the reason we don't do it to tanks is because we cant make mini Mercs for mini Tanks. Also the AR is not truly hybrid it's actually 110/90. Oh and the build you've described is the Glass Cannon build which has been around since Day 1, actually it even exists/existed for Blaster cannons. |
WR3CK HAVOC
SVER True Blood Unclaimed.
25
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Posted - 2013.05.21 13:22:00 -
[74] - Quote
There is only one problem with the TAR.That is its rate of fire. The rate of fire combined with modded or auto fire controllers make it over powered close range. Unfortunately i believe it was ccp's intention to make the weapons effective at only certain ranges. That is why shotguns are useless and the range on all weapons suck. People think the TAR is overpowered because it kept its range and was intended to be single fire long range AR. That is fine but becomes too strong when used with auto fire controller at close ranges. |
BL4CKST4R
WarRavens
59
|
Posted - 2013.05.21 13:22:00 -
[75] - Quote
semperfi1999 wrote:The only change that really needs to be made on this weapon is the removal of the 10% dmg buff that all weapons rcv'd. That was not needed for this weapon. Otherwise the weapon has plenty of drawbacks. Its ok in CQC but the reg AR is much better in CQC than the tact rifle. I understand most of you guys are upset because you liked the fact that last build the tact rifle was absolutely junk. Now they increased the dmg and lowered the recoil slightly such that it is a good choice again. Also another reason why you see it alot is because CCP nerfed all ranges.....which means the guns that have longer natural ranges will be in higher demand now.
Not if you have a modded controller, actually there is nothing wrong with the TAC when it comes to stats, its just that there is no noticeable delay between shots so it is easily exploited by a rapid fire controller, the ROF should be reduced to fix it. |
Paran Tadec
Imperfects Negative-Feedback
1048
|
Posted - 2013.05.21 13:25:00 -
[76] - Quote
Gunner Nightingale wrote:
That said the ONLY real issue on TAR is its hipfire dispersion and it being far too easy to kill while hipfiring the weapon and possibly its ROF in conjuction with hipfire but its hard to isolate the 2 from each other which is why CCP needs to tweak one and leave the other before they tweak both; confounding variable this is how they work and you control for one to test the other that is what is known as multivariate analysis
Professor Nightingale out,
Class dismissed
https://forums.dust514.com/default.aspx?g=posts&t=80138&find=unread |
ladwar
Dead Six Initiative Lokun Listamenn
442
|
Posted - 2013.05.21 13:29:00 -
[77] - 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. turrets is 5% so the scattered ion cannon has per hit damage of 158 with RoF 428.6 (w/ skills applied) 113 with RoF 789.5(duv TAR w/ 4mods)
dps scattered ion 1128.6 duv TAR(w/ 4 mods) 1486.8 scattered ion(2mod) 1342.9 with 4 mods this time 1466.7 duv tav( w/o mods) 1187.8
so yea go off yourself this is using the strongest per hit turret in the game and it still loses with even amounts of damage mods. |
Thor Odinson42
Molon Labe. League of Infamy
267
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Posted - 2013.05.21 13:32:00 -
[78] - Quote
Just listened to a podcast (Podside) from the day of release.
CMD Wang was on there and he said something to the effect of remembering a few threads discussing the issues with the TAC. I'm not sure if they've commented on it anymore, but apparently they have no idea that there are modded controllers that are able to do this type of thing. When Zion TCD was discussing the issues with it, he seemed genuinely surprised that the weapon could be exploited.
Being that the issues are still there. I suggest flooding the feedback/requests section of the forums with more threads discussing the topic. From the way CMD Wang talked, he will listen if it's constructive. |
Carter Raynor
The Generals EoN.
0
|
Posted - 2013.05.21 13:41:00 -
[79] - Quote
As a player with only 800k sp, I specced directly into GLU TAC. With only one dmg mod and a shield extender with my caldari med c-1, I'm able to compete with full proto players. Not saying I want this weapon nerfed, but some other guns should be buffed a little in some areas.
If anything the duvolle just has too high a dmg jump over the GLU.
Technically if you throw that many dmg mods on most guns it will have a huge effect. The biggest factor we have a problem is the range, but shouldn't most weapons in the future be able to shoot further than 60m? The scrambler should be around 110m to balance out it's overheating, reward players from spamming the trigger with consistent long range shots. Idk just a thought.
And the best way to combat spamming the trigger (like the modded controllers do to those semi weapons), is to just throw in a lower rpm (call of duty figured this out when desert eagles in cod4 could be emptied in less than a second). |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
445
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Posted - 2013.05.21 13:52:00 -
[80] - Quote
Isn't it your first day back? Milking TAR users for tears already? |
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Nathan Daemon
DUST University Ivy League
1
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Posted - 2013.05.21 13:52:00 -
[81] - Quote
Gunner Nightingale wrote:Okay nerds let me explain the concept of a confounding variable.
A hidden unseen variable that masks the true effect of the desired variable.
The caldari logi suit and damage mod stacking are 2 of these in your justification maple.
Moreover to all you spreadsheet my MATH is MATH(numbers don't lie crowd) out there let me explain this in simple terms
FPS =\= MAGIC THE GATHERING ; i dont't simply turn my card and magically do full DPS on an enemy, there is a difference between theoretical DPS and actual/realized DPS.
Moreover DPS is meaningless because it operates under the assumption of continued un-interrupted fire over a 60s interval and yet people forget to factor in the clips of weapons, as well as recoil, weapon accuracy vs user accuracy, and the fact that you simply aren't outputting all that damage at once.
See this is why we can't have nice things in Dust, a bunch of pseudo-intellectuals who come in and say oh look at my numbers they are MATH so they MUST be correct, WRONG numbers can lie if you are operating under crap assumptions which is exactly what DPS is in an FPS a crap assumption.
Im not going to waste my time lecturing people on statistical analysis methodologies and sources of error, I simply don't have the patience or the time. Suffice to say if CCP is going to be monitoring the TAR (as they should all weapons) they best be monitoring the most successful teams in PC and the not so successful teams in PC and see if it is just TAR or if there are other variable at play too.
That said the ONLY real issue on TAR is its hipfire dispersion and it being far too easy to kill while hipfiring the weapon and possibly its ROF in conjuction with hipfire but its hard to isolate the 2 from each other which is why CCP needs to tweak one and leave the other before they tweak both; confounding variable this is how they work and you control for one to test the other that is what is known as multivariate analysis
Professor Nightingale out,
Class dismissed
If I wasn't already married, I'd be down on one knee right now. I... I think I love you dude.
Anyway, I LOVE how there hasn't been a SINGLE response to my original post, all the way back on page one. Lol Pathetic.
-Irish |
ladwar
Dead Six Initiative Lokun Listamenn
442
|
Posted - 2013.05.21 14:12:00 -
[82] - Quote
brown noser... |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
133
|
Posted - 2013.05.21 14:26:00 -
[83] - Quote
Exmaple Core wrote: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
OP, just stop. Please. Just don't put another single number down until you know how EvE/Dust maths works. From the start, right to here, your maths is wrong at every turn. Not trying to take away from your argument, but please just don't use numbers if you don't know how they work.
RedRebelCork is correct btw. |
Nathan Daemon
DUST University Ivy League
1
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Posted - 2013.05.21 14:39:00 -
[84] - Quote
ladwar wrote:brown noser...
You're... well, kinda stupid. This guy reinforced my original point. It's not brown nosing, HE agreed with ME. Do you HAVE to wear that helmet, or do you just wear it because your flavored bite guard attaches to the face protector?
-Irish |
General Hornet
Internal Error. Negative-Feedback
76
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Posted - 2013.05.21 14:49:00 -
[85] - Quote
Yea I get the point he is trying to make but his numbers pretty much killed all the credibility in the point he was trying to make. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
487
|
Posted - 2013.05.21 16:49:00 -
[86] - Quote
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. |
Jin Robot
Foxhound Corporation General Tso's Alliance
533
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Posted - 2013.05.21 17:02:00 -
[87] - Quote
I dont think AR should do 100+ damage per bullet, I dont care about the accuracy argument, it is not a SR. |
Bones McGavins
TacoCat Industries
226
|
Posted - 2013.05.21 17:08:00 -
[88] - Quote
EH, nerfing the TAR in CQ wont solve much. I think the TAR gets a lot of grief because its buff came alongside other mechanics which made other formerly "easy mode" weapons less so.
My reasoning is that the scrambler pistol was never considered OP before, and in CQ it is just the TAR with a massive headshot bonus.
Making the TAR less useful CQ will simply give rise to those same folks switching to scrambler pistols and head shotting you. The issue isnt that the TAR is awesome now, its that everyone else cant spray and pray their automatic ARs in CQ and hope to win.
Im all for a nerf to the TAR in CQ though, itll just make my scrambler that much more badass. |
ZiwZih
The Tritan Industries RISE of LEGION
153
|
Posted - 2013.05.21 18:07:00 -
[89] - Quote
Paran Tadec wrote:Gunner Nightingale wrote:
That said the ONLY real issue on TAR is its hipfire dispersion and it being far too easy to kill while hipfiring the weapon and possibly its ROF in conjuction with hipfire but its hard to isolate the 2 from each other which is why CCP needs to tweak one and leave the other before they tweak both; confounding variable this is how they work and you control for one to test the other that is what is known as multivariate analysis
Professor Nightingale out,
Class dismissed
https://forums.dust514.com/default.aspx?g=posts&t=80138&find=unread
^ The problem.
Also, Maple, you might want to apply to CCP, they also like to balance the game using their infamous math and data. They have done great job so far, haven't they?
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Nathan Daemon
DUST University Ivy League
1
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Posted - 2013.05.21 21:33:00 -
[90] - Quote
ZiwZih wrote:Paran Tadec wrote:Gunner Nightingale wrote:
That said the ONLY real issue on TAR is its hipfire dispersion and it being far too easy to kill while hipfiring the weapon and possibly its ROF in conjuction with hipfire but its hard to isolate the 2 from each other which is why CCP needs to tweak one and leave the other before they tweak both; confounding variable this is how they work and you control for one to test the other that is what is known as multivariate analysis
Professor Nightingale out,
Class dismissed
https://forums.dust514.com/default.aspx?g=posts&t=80138&find=unread ^ The problem. Also, Maple, you might want to apply to CCP, they also like to balance the game using their infamous math and data. They have done great job so far, haven't they?
OH NOES!! MATHS and SCIENCES?!?!
And I suppose that you'd rather CCP fine-tune their games with the well informed, omnipotent opinions of the incredibly intellectually superior individuals that populate their forums, who of course represent EVERY LAST DUST 514 player.
Sounds legit. Lets do it.
-Irish |
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