Pages: 1 2 3 4 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
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 |
Kira Lannister
Hellstorm Inc League of Infamy
910
|
Posted - 2013.05.21 07:30:00 -
[2] - Quote
Do you see this ccp?
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1062
|
Posted - 2013.05.21 07:33:00 -
[3] - Quote
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. |
Kekklian Noobatronic
Goonfeet
28
|
Posted - 2013.05.21 07:38:00 -
[4] - Quote
The funny/worst part is, we've had absolutely 0 acknowledgement from CCP re: the TAC. No 'Working as inteded', no 'Broken weapon, we know', no 'We've got higher priorities'.. Nothing.
That's what stings the most. If they had plans to fix it, they should say it. Don't get me wrong - Dust DEV's Best Devs - but it seems that the actual devs of the game are the ones making the posts. No department dedicated to the forums. So if the devs are busy(which im about 100% sure they are), they cant really interact with us forum trolls.
It's a vicious cycle. :( |
Aeon Amadi
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
1357
|
Posted - 2013.05.21 07:41:00 -
[5] - Quote
Kekklian Noobatronic wrote:The funny/worst part is, we've had absolutely 0 acknowledgement from CCP re: the TAC. No 'Working as inteded', no 'Broken weapon, we know', no 'We've got higher priorities'.. Nothing.
That's what stings the most. If they had plans to fix it, they should say it. Don't get me wrong - Dust DEV's Best Devs - but it seems that the actual devs of the game are the ones making the posts. No department dedicated to the forums. So if the devs are busy(which im about 100% sure they are), they cant really interact with us forum trolls.
It's a vicious cycle. :(
CPMs fault. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1063
|
Posted - 2013.05.21 07:44:00 -
[6] - Quote
Aeon Amadi wrote:Kekklian Noobatronic wrote:The funny/worst part is, we've had absolutely 0 acknowledgement from CCP re: the TAC. No 'Working as inteded', no 'Broken weapon, we know', no 'We've got higher priorities'.. Nothing.
That's what stings the most. If they had plans to fix it, they should say it. Don't get me wrong - Dust DEV's Best Devs - but it seems that the actual devs of the game are the ones making the posts. No department dedicated to the forums. So if the devs are busy(which im about 100% sure they are), they cant really interact with us forum trolls.
It's a vicious cycle. :( CPMs fault. More like CCP's fault for adding that 10% damage bonus to the only weapon class in the game that didn't take a severe nerf in uprising. The TAR and the other ARs were perfectly fine before the increase, but look at them now. |
Nariec
Carbon 7
17
|
Posted - 2013.05.21 07:49:00 -
[7] - Quote
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. |
Nathan Daemon
DUST University Ivy League
0
|
Posted - 2013.05.21 07:49:00 -
[8] - Quote
As a dedicated assault player with only 4.5 million SP, I use the GEK something or other advanced assault rifle, with an advanced Caldari assault suit. I run all middle of the line mods, and I believe that I am an average skilled FPS player.
I POOP all over most of these fools who are running around with the rifle y'all are whining about. Honestly, take a note from Halo's plabook- jump. Gator your opponent (zig zag, for those who are unfamiliar with the term), run forward and back while jumping. Changing distance to the target while moving parallel to your adversary will jack up his aim, and force him to much more actively track you. I say this to reinforce my next point...
The balance of the Duvoll is the cute little excuse for a magazine that it has. My advanced rifle has a 60 round mag. The Duvoll has half of that. With my middle of the line gear, he has to hit me with almost every shot, or else my shields start repping and he can't kill me. If I get in a potshot or two while be unloads his glass cannon, I knock down 25% of his shields and wait for him to run out of ammo. Now I've got around 30-40 rounds left while be has to reload. It really isn't tough.
I'm coming from a perspective where I HAVE NO OTHER OPTION but to go toe to toe with joe ******* and his Duvoll, equipped with my John smith everyman's average joe gear with much more limited range, and I'm winning. Often. The Duvoll doesn't need to be nerfed. You all need to QQ and step up your game.
-Irish |
Vexen Krios
The Tritan Industries RISE of LEGION
26
|
Posted - 2013.05.21 07:50:00 -
[9] - Quote
I'm going to have to agree here I'm not one for math but maples numbers are usually correct. If you get lucky N nail all headshots with it and even a heavy with more than a 1000 total health will go down in just a few shots. We wanted it nerfed last build for this reason last time. Hell I see more tacts than I do shotties or heavies! |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
158
|
Posted - 2013.05.21 08:09:00 -
[10] - Quote
To make a real life comparison, it's like saying that a .50 (what the large blaster represents) is the same as a .556 (what assault rifles are). CCP, you NEED to nerf this thing. If you're nerfing tanks bc we kill too many people, then this thing needs a double nerf bc NO tank can cause the amount of pain this can bc it can go ANYWHERE. |
|
Repe Susi
Rautaleijona Gentlemen's Agreement
416
|
Posted - 2013.05.21 08:22:00 -
[11] - Quote
CharCharOdell wrote:To make a real life comparison, it's like saying that a .50 (what the large blaster represents) is the same as a .556 (what assault rifles are). CCP, you NEED to nerf this thing. If you're nerfing tanks bc we kill too many people, then this thing needs a double nerf bc NO tank can cause the amount of pain this can bc it can go ANYWHERE.
What I don't understand is why CCP does not tone TAC's down (dmg/rof/range) bit by bit, finding balance that way?
Why all so HUGE changes which lead to inevitable imbalance?
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1065
|
Posted - 2013.05.21 08:30:00 -
[12] - Quote
Repe Susi wrote:CharCharOdell wrote:To make a real life comparison, it's like saying that a .50 (what the large blaster represents) is the same as a .556 (what assault rifles are). CCP, you NEED to nerf this thing. If you're nerfing tanks bc we kill too many people, then this thing needs a double nerf bc NO tank can cause the amount of pain this can bc it can go ANYWHERE. What I don't understand is why CCP does not tone TAC's down (dmg/rof/range) bit by bit, finding balance that way? Why all so HUGE changes which lead to inevitable imbalance? Trying to appeal to the CoD/BF crowd? |
SERPENT-Adamapple
Royal Uhlans Amarr Empire
44
|
Posted - 2013.05.21 08:56:00 -
[13] - Quote
Cosgar wrote:Repe Susi wrote:CharCharOdell wrote:To make a real life comparison, it's like saying that a .50 (what the large blaster represents) is the same as a .556 (what assault rifles are). CCP, you NEED to nerf this thing. If you're nerfing tanks bc we kill too many people, then this thing needs a double nerf bc NO tank can cause the amount of pain this can bc it can go ANYWHERE. What I don't understand is why CCP does not tone TAC's down (dmg/rof/range) bit by bit, finding balance that way? Why all so HUGE changes which lead to inevitable imbalance? Trying to appeal to the CoD/BF crowd?
Another moron that thinks those games have 1 weapon in the game almost everyone uses, when in actuality those games have weapon variety. It's this community CCP is appealing to, not any other that cried buff, nerf, buff. Players from "COD/BF" that are coming in droves are seeing the imbalance. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
481
|
Posted - 2013.05.21 08:56:00 -
[14] - Quote
I don't want to come off as insulting, but there seems to be no rhyme or reason to the changes they make. I feel like there is very little, I don't know, I guess the word is "vision" for the the way the game should fit together in terms of balance.
HMG's, heavies, and scouts get repeatedly punched in the D!@k all throughout the beta, but then, BAM! TAC-Rifles.
When you make a game that tries to make everyone happy, you will make no one happy. "Sandbox" and "player choice" are the operative buzz words that get used behind the scenes in games that get balanced poorly like this, but people forget what makes a good sandbox game good isn't all the stuff you can do, but the stuff you can't do - the rules, the back bone of the game.
Without any rules or backbone this game is doomed to be nothing but a flavor of the month weapon slop fest. When they finally fix the balance issue with the Tac, there will be so many requests for respecs that they'll put the option in the market. Then specialization will simply be non-existant, the player base will just be chasing the flavor of the month Ice cream truck.
The potential for deep strategy and decisions on specialization that actually matter is there, but it's almost completely negated by bad balance. There's very little true specialization, which is good because there's very little evidence that the will to balance those specializations against one another even exists.
So why even have a Heavy class Or a scout class, or even an assault class? Why not just give everyone Logistics suits with tac-ARs and let them pew-pew at one another in space while other players who still insist on speccing a different weapon, holding out hope that someday everything will make sense, try to catch those shots in their mouths for SP?
Oh...
|
Gunner Nightingale
Internal Error. Negative-Feedback
566
|
Posted - 2013.05.21 09:07:00 -
[15] - Quote
Whoa i can blow up tanks with a TAR who knew
Scrambler rifles and SMG user here so yea come at me bro about my TAR abuse. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1065
|
Posted - 2013.05.21 09:10:00 -
[16] - Quote
SERPENT-Adamapple wrote:Cosgar wrote:Repe Susi wrote:CharCharOdell wrote:To make a real life comparison, it's like saying that a .50 (what the large blaster represents) is the same as a .556 (what assault rifles are). CCP, you NEED to nerf this thing. If you're nerfing tanks bc we kill too many people, then this thing needs a double nerf bc NO tank can cause the amount of pain this can bc it can go ANYWHERE. What I don't understand is why CCP does not tone TAC's down (dmg/rof/range) bit by bit, finding balance that way? Why all so HUGE changes which lead to inevitable imbalance? Trying to appeal to the CoD/BF crowd? Another moron that thinks those games have 1 weapon in the game almost everyone uses, when in actuality those games have weapon variety. It's this community CCP is appealing to, not any other that cried buff, nerf, buff. Players from "COD/BF" that are coming in droves are seeing the imbalance. Don't be silly, CoD/BF players care more about racking up kills than balance. That's why the TAR will probably never be touched, let alone the entire AR line. |
Exmaple Core
Hellstorm Inc League of Infamy
297
|
Posted - 2013.05.21 09:15:00 -
[17] - 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 |
SERPENT-Adamapple
Royal Uhlans Amarr Empire
44
|
Posted - 2013.05.21 09:17:00 -
[18] - Quote
Cosgar wrote:SERPENT-Adamapple wrote:Cosgar wrote:Repe Susi wrote:CharCharOdell wrote:To make a real life comparison, it's like saying that a .50 (what the large blaster represents) is the same as a .556 (what assault rifles are). CCP, you NEED to nerf this thing. If you're nerfing tanks bc we kill too many people, then this thing needs a double nerf bc NO tank can cause the amount of pain this can bc it can go ANYWHERE. What I don't understand is why CCP does not tone TAC's down (dmg/rof/range) bit by bit, finding balance that way? Why all so HUGE changes which lead to inevitable imbalance? Trying to appeal to the CoD/BF crowd? Another moron that thinks those games have 1 weapon in the game almost everyone uses, when in actuality those games have weapon variety. It's this community CCP is appealing to, not any other that cried buff, nerf, buff. Players from "COD/BF" that are coming in droves are seeing the imbalance. Don't be silly, CoD/BF players care more about racking up kills than balance. That's why the TAR will probably never be touched, let alone the entire AR line.
Your being silly if you think any of those 2 games have 1 weapon 90% of the community uses. I stated those gamed have balance in their weapons. Who gives a **** what they care about. Don't try to derail the points I'm trying to make. It just makes you look more dum. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1065
|
Posted - 2013.05.21 09:21:00 -
[19] - Quote
SERPENT-Adamapple wrote:Your being silly if you think any of those 2 games have 1 weapon 90% of the community uses. I stated those gamed have balance in their weapons. Who gives a **** what they care about. Don't try to derail the points I'm trying to make. It just makes you look more dum. Riiight, like 90% of the people in CoD don't use SMGs...
Only person looking silly is you. I made a smart ass comment and you got all butthurt. You on Activision's payroll or something? |
Gunner Nightingale
Internal Error. Negative-Feedback
566
|
Posted - 2013.05.21 09:23:00 -
[20] - Quote
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. |
|
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:28:00 -
[21] - 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 |
Rei Shepard
Spectre II
272
|
Posted - 2013.05.21 09:34:00 -
[22] - Quote
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 ?
|
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:37:00 -
[23] - 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 |
meri jin
Algintal Core Gallente Federation
28
|
Posted - 2013.05.21 09:38:00 -
[24] - 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.
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 ... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1065
|
Posted - 2013.05.21 09:40:00 -
[25] - Quote
ITT: People that probably used Viziams last build blatantly ignoring facts. |
Rei Shepard
Spectre II
273
|
Posted - 2013.05.21 09:41:00 -
[26] - Quote
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. |
Vexen Krios
The Tritan Industries RISE of LEGION
28
|
Posted - 2013.05.21 09:42:00 -
[27] - Quote
Please, the only ppl that say the tac rifle isn't OP are the ppl who use them. Hell,even some who do use it say its OP. If that's the case we all need to pick up a tac rifle an join the crowd. You can't compete with a tac with any other weapon due to range and damage. A gek can't touch a tac user at a distance your toast 80% of the time because you can't close the gap. Even if th pu manage to his tac using buddy will finish you off with the same gun. Please if anyone thinks the weapon isn't OP your simply ignorant and tryin to save your precious exploit " I win " button. |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:42:00 -
[28] - 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 |
RedRebelCork
Ahrendee Mercenaries
70
|
Posted - 2013.05.21 09:43:00 -
[29] - Quote
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 |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:47:00 -
[30] - 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? |
|
NIKIA BETHUNE
Ill Omens EoN.
195
|
Posted - 2013.05.21 09:50:00 -
[31] - Quote
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) |
meri jin
Algintal Core Gallente Federation
28
|
Posted - 2013.05.21 09:53:00 -
[32] - 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)
*Meri Jin is curious... |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 09:55:00 -
[33] - 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 -
[34] - 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 |
Mr Zitro
Imperfects Negative-Feedback
572
|
Posted - 2013.05.21 09:57:00 -
[35] - Quote
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. |
Exmaple Core
Hellstorm Inc League of Infamy
299
|
Posted - 2013.05.21 10:01:00 -
[36] - 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 |
Rei Shepard
Spectre II
273
|
Posted - 2013.05.21 10:02:00 -
[37] - Quote
Exmaple Core wrote: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?
Maybe, but i have yet to get one shot from a Tac, where ive been one shot multiple times from tank turrets.
Ive played with the TAC myself and have 1m sp into blaster AR, with 1 level in SS but i have a fully maxed out SCR tree, i kill allot more each time i pick up the TAC regardless of terrain.
And while i can one shot a good deal of people with the charge shot on the SCR and get 2-3 headshots a match, the extra scope zoom on the tac makes each game 5-8 headshot kills.
Quickscope & Dragshots are the main source of kills with it, ive tried 3 damage mods, but never thought the gun needed more damage.
Like i said, it needs to be toned down, i am not sure how, if you lower its ROF to say 400 it won't change anything, change damage down and it might not be usefull anymore.
Less Range & a bit more recoil but then again, we all know recoil means nothing in the hands of someone who can shoot properly.
But it is definatly not inline with the Imperial Scrambler, thats for sure.
|
RedRebelCork
Ahrendee Mercenaries
70
|
Posted - 2013.05.21 10:02:00 -
[38] - Quote
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 |
NIKIA BETHUNE
Ill Omens EoN.
195
|
Posted - 2013.05.21 10:04:00 -
[39] - Quote
Exmaple Core wrote: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 And I agree with ur data I didn't read it because it isn't what I'm referring to.... Right now the community thinks a hot head dummy... If I told u..... People might rethink their opinion of me and we can't. Have that can we? :)
To my fellow ar users if u are using a tac and using it to ur advantage.... The way it is now.... Stop if u can't get what I'm saying I feel sorry for u. And the data confirms why I have stop using and relying on a tac. Ask the enemies I have killed in PC if I have used a tac.....
Smart people will now read between the lines and realize nikia may not be as dumb as they thought....... But if u don't get what I'm saying can't help dummy:) |
SERPENT-Adamapple
Royal Uhlans Amarr Empire
44
|
Posted - 2013.05.21 10:06:00 -
[40] - Quote
Cosgar wrote:SERPENT-Adamapple wrote:Your being silly if you think any of those 2 games have 1 weapon 90% of the community uses. I stated those gamed have balance in their weapons. Who gives a **** what they care about. Don't try to derail the points I'm trying to make. It just makes you look more dum. Riiight, like 90% of the people in CoD don't use SMGs... Only person looking silly is you. I made a smart ass comment and you got all butthurt. You on Activision's payroll or something?
Well then keep your anal comments to yourself. Was it like that with SMG's when COD first came out? No. Besides I hate COD anyway. Yes, a lot of people do play with a common gun in COD(SMG) or BF3(M-16), but I don't see this in the killfeed:
(Insert name) glu-5 tac AR (insert name) ()duvolle tac AR() ()duvolle tac AR() ()glu-5 tac AR() ()duvolle tac AR() ()EXO-5 MD()
And that's every match. Your too immature for thinking that I'm on activisions payroll, thinking your useless comments make me butthurt. Grow up(mentally).
|
|
Exmaple Core
Hellstorm Inc League of Infamy
300
|
Posted - 2013.05.21 10:06:00 -
[41] - 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
|
Exmaple Core
Hellstorm Inc League of Infamy
300
|
Posted - 2013.05.21 10:09:00 -
[42] - 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 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1065
|
Posted - 2013.05.21 10:11:00 -
[43] - Quote
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. |
Exmaple Core
Hellstorm Inc League of Infamy
300
|
Posted - 2013.05.21 10:16:00 -
[44] - 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 |
The Black Jackal
The Southern Legion RISE of LEGION
448
|
Posted - 2013.05.21 10:36:00 -
[45] - Quote
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. |
Exmaple Core
Hellstorm Inc League of Infamy
301
|
Posted - 2013.05.21 10:39:00 -
[46] - 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 |
Mr Zitro
Imperfects Negative-Feedback
572
|
Posted - 2013.05.21 10:50:00 -
[47] - Quote
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 |
Exmaple Core
Hellstorm Inc League of Infamy
302
|
Posted - 2013.05.21 10:54:00 -
[48] - 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 |
Aoena Rays
Bragian Order Amarr Empire
41
|
Posted - 2013.05.21 11:01:00 -
[49] - Quote
Kekklian Noobatronic wrote:The funny/worst part is, we've had absolutely 0 acknowledgement from CCP re: the TAC. No 'Working as inteded', no 'Broken weapon, we know', no 'We've got higher priorities'.. Nothing.
That's what stings the most. If they had plans to fix it, they should say it. Don't get me wrong - Dust DEV's Best Devs - but it seems that the actual devs of the game are the ones making the posts. No department dedicated to the forums. So if the devs are busy(which im about 100% sure they are), they cant really interact with us forum trolls.
It's a vicious cycle. :( https://forums.dust514.com/default.aspx?g=posts&m=813255#post813255
[FEEDBACK] Tactical Assault Rifle GÇô its balance and modded controllers: https://forums.dust514.com/default.aspx?g=posts&t=76001&find=unread Update: We are monitoring TAR actively, and will get modded controllers to investigate this further and will apply some tweaks to it.
Herp derp they are going to do something to it probably in a hotfix.
Some people are just too blind to read. |
crazy space 1
Krullefor Organization Minmatar Republic
1216
|
Posted - 2013.05.21 11:01:00 -
[50] - Quote
Gunner Nightingale wrote:Whoa i can blow up tanks with a TAR who knew Scrambler rifles and SMG user here so yea come at me bro about my TAR abuse. Omg one clip can mov down a LAV . Over 3000 damGe lol |
|
crazy space 1
Krullefor Organization Minmatar Republic
1216
|
Posted - 2013.05.21 11:04:00 -
[51] - Quote
I have an idea. Have TAC s deal less damage if they fired faster. Have a sort of coll down but the gun doesn't over heat it deals reduced damaged. It deals bug damage if you hit with the 1sr shot, but it shouldnt do more damage than a forge gun to tanks lol |
RedRebelCork
Ahrendee Mercenaries
70
|
Posted - 2013.05.21 11:06:00 -
[52] - Quote
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? |
ANON Illuminati
A.N.O.N.Y.M.O.U.S.
45
|
Posted - 2013.05.21 11:08:00 -
[53] - Quote
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? |
Exmaple Core
Hellstorm Inc League of Infamy
302
|
Posted - 2013.05.21 11:10:00 -
[54] - 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 -
[55] - 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 :) |
Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
83
|
Posted - 2013.05.21 11:22:00 -
[56] - Quote
Meanwhile CCP turns a blind eye and continues to let this be a problem. |
CrotchGrab 360
Better Hide R Die D.E.F.I.A.N.C.E
67
|
Posted - 2013.05.21 11:22:00 -
[57] - Quote
i honestly have very little hope for weapons ever being balanced in this game, I reckon one thing will always be OP and another UP. |
RedRebelCork
Ahrendee Mercenaries
70
|
Posted - 2013.05.21 11:25:00 -
[58] - Quote
Exmaple Core wrote: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
Yes, the gap in pub games can be a bit annoying but I think that is partially working as designed. Perhaps there should be a mechanic where people have to pre-select their fits before entering battle and the match-maker can try to get set them against equivalent ISK fits?
I play pub games with a BPO dropsuit and a GLU-5 TAR normally. It's annoying when you run into a proto fit and nearly take him down but his extra EHP and DPS win the fight for him. I save that kind of gear for corp battles where losing 100-150k~ ISK per clone is worth it if you win the battle. Some people have a lot more ISK sloshing in their wallets than I do though... |
TheMarkOf22
Internal Error. Negative-Feedback
180
|
Posted - 2013.05.21 11:33:00 -
[59] - 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
Your only comparing the bullet not the clip and also some guns only list the damage from one bullet if multiple bullets are included in one shot, not to mention blasters have infinite ammo
This also can apply to your shotgun dummy |
ANON Illuminati
A.N.O.N.Y.M.O.U.S.
45
|
Posted - 2013.05.21 11:33:00 -
[60] - Quote
Exmaple Core wrote: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 :)
i know but im reading all of the post and people are like nerf nerf but do you guys realize that the mess ups ccp has done is because they listen to the community that one day says this needs a buff and then it gets the buff then its omg it op please nerf nerf nerf i mean sh!t theres plenty of other REAL issues with the game that never got fixed LAG, GETTING STUCK ON ROCKS and all people do is complain about whats on the nerf list. be real man eventually the game will crumble just enjoy it as is you win some you lose some. |
|
TheMarkOf22
Internal Error. Negative-Feedback
181
|
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
|
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
|
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.
|
ANON Illuminati
A.N.O.N.Y.M.O.U.S.
45
|
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
|
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
|
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
|
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.
|
Cyn Bruin
Imperfects Negative-Feedback
947
|
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.
|
Repe Susi
Rautaleijona Gentlemen's Agreement
423
|
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.
|
Paran Tadec
Imperfects Negative-Feedback
1048
|
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. |
|
Gunner Nightingale
Internal Error. Negative-Feedback
569
|
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
|
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
|
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
|
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
|
Posted - 2013.05.21 13:52:00 -
[80] - Quote
Isn't it your first day back? Milking TAR users for tears already? |
|
Nathan Daemon
DUST University Ivy League
1
|
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
|
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
|
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
|
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?
|
Nathan Daemon
DUST University Ivy League
1
|
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 |
|
Exmaple Core
Hellstorm Inc League of Infamy
324
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|
Delirium Inferno
Edoras Corporation
447
|
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
|
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.
|
CrotchGrab 360
Better Hide R Die D.E.F.I.A.N.C.E
76
|
Posted - 2013.05.27 15:21:00 -
[103] - Quote
bumping this as it STILL does NOT have a dev comment............. |
|
|
|
Pages: 1 2 3 4 :: [one page] |