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D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.05.21 15:23:00 -
[1] - Quote
I don't think ARs should get that big a Nerf in damage. its accuracy at range should be Nerfed a bit. people like them. and proto gear should always be good. however, i think the hmg should have a massive range buff as its whole goal is to be antipersonnel. in addition most people can run away from a heavy, so having massive damage and range mean little against an agile opponent.
basically, no one should be able to charge a heavy with no cover and win out. using cover, and agility effectively yes you can take on a heavy solo, but one vs one no cover, heavy must win. case and point |
D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.05.24 10:18:00 -
[2] - Quote
WeapondigitX V7 wrote:The Tactical AR does need a damage nerf. I can kill proto heavies that are equipped with a proto HMG when I use the advanced tactical AR in a firefight with minimal cover (using a basic medium gallente frame with 3 basic armor modules and a complex shield module, I kill heavies without losing shields). The damage of the tactical AR should be decreased to 68 roughly but to balance that it should be given 8 or 9 extra bullets in the magazine size with a slight range advantage compared to the normal rapid fire AR. The tactical AR would also need to do much higher headshot damage to compensate for the lose in normal bullet damage to balance the weapon further. I still think the damage modifier for the tactical AR when getting headshots should be a larger number multiplying the damage of the tactical AR even without a damage nerf.
to be honest. as the description of the heavy suit is to be able to with stand small arms fire. no gun other than proto snipers and hmgs (which should be one shots to heavies if its a head shot, 2 to the body) should be able to take out a heavy in 1 clip. otherwise the moving slow, vs being able to tank means nothing.
i mean really, what is the point to having, a heavy suit and moving slow, if you it only takes 2-3 extra bullets to kill you. the tac AR should even with a full clip not missing a shot, still leave the heavy with at least 150 armor. even with, damage modifiers and the 15% for the skill in proficiency can be added.
a heavy basic has 400 shield/ 400 armor. for a total of 800 hp. so before you need to reload, if you dnt miss you should be doing 650 damage with 1 complex damage modifer and the 15% from proficiency. is this an over nerf? not exactly, in less than one clip the tac ding 650hp per clip can take out, any scout, logi or assualt (unless of course they are shiled tanking).
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D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.05.25 17:01:00 -
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Kleanur Guy wrote:Ok I understand where you are coming from now, but I think you underestimate the increased clipsize. The weapon isn't as volatile with this extra clipsize, the weapon can take absorb nerfs far better, and the buffs have a greater impact.
So I'm changing the OP to this: NEW: Duvolle Tac AR: 59.86DMG, 625 RoF(10.42bps), 40bullets = 623.54DPS, 2394.4DMG per clip.
there is something seriously wrong with this calculation why? the hmg does 19.8 (boundless) at 2000rpm. (19.8*2000)/60 = 660dps. therefore, your AR is just as powerful as a heavy machine gun, with half the reload spead and 6x the range.
in addition, the heavy suit (without mods) has 400/400 shield/armor. so in 2 seconds, with 20 bullets you've just killed a heavy. here is the OP, the hmg (the damage and range needs a buff) is balanced by the low mobility, turn speed, high reload, over heat, and several other factors.
the AR has agility, faster reload, its a hybrid weapon (HMG is armor only). so the duvolle will still be OP. |
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