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Exmaple Core
Hellstorm Inc League of Infamy
324
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Posted - 2013.05.21 23:16:00 -
[91] - 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 |
DOZERSMOUSE
Seituoda Taskforce Command Caldari State
0
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Posted - 2013.05.21 23:27:00 -
[92] - Quote
so why is everyone using it "claiming to have skill" when they know its OP? |
jace silencerww
D3M3NT3D M1NDZ Orion Empire
0
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Posted - 2013.05.22 14:10:00 -
[93] - Quote
lol the tactical should not fire faster than a full auto assault rifle. that is a fact. slow their fire rate by half like the the breach. the range is fine and the damage is fine but no way they so fire that fast. cut the fire rate to half. 350 to 400 like the breach. |
Jin Robot
Foxhound Corporation General Tso's Alliance
547
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Posted - 2013.05.22 14:44:00 -
[94] - Quote
doesnt matter Duv TAC will kill you in 1 to 2 secs. no chance to react. 4 bullets you are dead. honestly, if they dont balance this it i would be surprised. |
Altina McAlterson
Not Guilty EoN.
528
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Posted - 2013.05.22 15:52:00 -
[95] - Quote
They need to just remove the TAR and make their lives that much easier. Buff the range on the other AR's a little bit and move on to something else. |
UK-Shots
Internal Error. Negative-Feedback
89
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Posted - 2013.05.22 15:59:00 -
[96] - Quote
putting on 5 damage mods leaves you with hardly any health. you would be dying so easy all the time. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
240
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Posted - 2013.05.22 17:28:00 -
[97] - Quote
TAR=Adv Blaster! What?! That is just wrong my friends. I do like some of the opinions about adjusting clip size, hip fire accuracy, rof, a recoil, etc. All things that should be looked at for sure - but implementation is another unique problem. To tweak it over time will only result in more tears on the forums for every adjustment a single mass adjustment that over nerfs it - makes it unusable - or under nerfs it is not acceptable either though it would result in just a single month long complaining period (demands for sp refunds, etc.) Difficult problem, but the OP - and subsequent math aids - certainly pointed out the issue. |
SALH
RISE OF THE EMPIRE The Superpowers
1
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Posted - 2013.05.26 17:16:00 -
[98] - Quote
Cosgar wrote:I knew the whole AR line out DPSes every weapon in the game, but this is kind of excessive. That damn thing needs to be nerfed. yeah or either limit the damage boosters to only certain guns. i been getting blasted by whole teams with this weapon. some guns you shouldn't be able to use damege boost at all. |
Vaux Karn
The Mercenary Collective
8
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Posted - 2013.05.26 23:46:00 -
[99] - Quote
I would like to point out one problem with this thread...all math is based on assumed and highly improbable variables. First, rate of fire, a legitimate number for unmodded/unprogramable controller/mouse would actually top out at maybe 350-400 if the user drank a gallon of Red Bull. This changes the numbers quite a bit for legitimate players not using controller input method exploits. Second, with the "glass cannon" build over the "tank" build, it is important to apply the potential EHP values as for both players as well as the potential DPS values of the other players weapon (this is not even factoring the unknowable variables such as reaction time, range, individual accuracy, etc.) if there is to be any attempt at determining balance. Third, comparing to a tank turret (not unknowable, just ignored variable) is just falicacy, as was pointed out: different efectiveness when used vs vehicles, unlimited ammo, possible variables to over heat, and more as turrets do not follow the same rules as handheld.
This all said, how much do you cry when you get forge gunned, shot gunned, scrambler pistol head shotted, murder taxied, or anything else capable of a one hit kill (which they are all capable of doing damage mod free, which tac ar is not)?
Oh my god...it gets so complicated for that |
XeroTheBigBoss
TeamPlayers EoN.
365
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Posted - 2013.05.26 23:47:00 -
[100] - 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
So are shotguns.... and nova knives. |
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Delirium Inferno
Edoras Corporation
447
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Posted - 2013.05.27 00:06:00 -
[101] - Quote
Started reading but stopped when he didn't realize how stacking mods work. Has anyone pointed this out? They are compounded, not added. Try testing it out with a stat you can track like CPU.
So I get his logic. 15% + 4 mods of 10%, that's 55%. And 78.5 * 1.55 = 121.67
How stacking mods actually works is compounded. So first the 15% bonus from the skill.
78.5 * 1.15 = 90.275
Then you add the module to that new number
90.275 * 1.10 = 99.3025
Then another module, but with stacking penalty.
99.3025 * (1 + 0.10 * 0.87) = 107.94
A third would get you
107.94 * (1 + 0.10 * 0.57) = 114.1
And the fourth would get you
114.1 * (1 + 0.10 * 0.28) = 117.3
Still end up pretty close to the proposed 121.67, but only because the stacking penalties. If there were no stacking penalties for damage mods it would be
78.5 * 1.15 * (1.1)^4 = 132.17 |
Khal V'Rani
Nephilim Initiative
98
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Posted - 2013.05.27 03:58:00 -
[102] - Quote
So I've read every post in this thread (except those being posted while I write this), my question is this: Are all varients of the assault rifle line supposedly using the same ammunition? Because that's where the difference in base damage would come from. I am aware that there are different charges available for the same caliber which would cause a slight variable in damage. Now, I know this is all sci-fi so the same caliber fired by powder might cause less damage compared to it being fired by, say, a rail system. I'm just trying to figure out if the problem with the TacAR might be fixed if/when they implement different types of ammunition. A 5.56 does the same amount of damage whether it's fired by a 22 inch barrel or a 10 inch barrel. The only difference is the accuracy at distance. Sometimes it's me being stupid. Sometimes it's dumb luck on their part. Sometimes it's skill of the user. All I know is there is ALOT of people using it.
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CrotchGrab 360
Better Hide R Die D.E.F.I.A.N.C.E
76
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Posted - 2013.05.27 15:21:00 -
[103] - Quote
bumping this as it STILL does NOT have a dev comment............. |
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