|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
![semperfi1999 semperfi1999](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
semperfi1999
Internal Error. Negative-Feedback
454
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.05.21 12:44:00 -
[1] - Quote
You main problem is if you do this then you will need to completely overhaul the balance on the new scrambler. Personally I think the tact is fine but if any changes are to be made it needs to lose the 10% dmg increase that all weapons rcv'd and maybe a slight reduction in ROF. Frankly every single video I have seen of ppl using the so called "modded controllers " (which is not so nearly widespread as propaganda would suggest) shows that by and large those players have a much more difficult time hitting with their rounds than I do (and I dont use a modded controller). Alot of the videos show that those players have really high DPS on the wall. |
![semperfi1999 semperfi1999](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
semperfi1999
Internal Error. Negative-Feedback
454
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.05.21 14:00:00 -
[2] - Quote
Kleanur Guy wrote:semperfi1999 wrote:You main problem is if you do this then you will need to completely overhaul the balance on the new scrambler. Personally I think the tact is fine but if any changes are to be made it needs to lose the 10% dmg increase that all weapons rcv'd and maybe a slight reduction in ROF. Frankly every single video I have seen of ppl using the so called "modded controllers " (which is not so nearly widespread as propaganda would suggest) shows that by and large those players have a much more difficult time hitting with their rounds than I do (and I dont use a modded controller). Alot of the videos show that those players have really high DPS on the wall. If you have played in previous builds, damage nerfs often make this gun useless, only time it becomes useful if it is clearly overpowered or it becomes full auto :P. With the reduction in damage and RoF, and the increase in clip size, the gun has a new role. Any nerfs given to this version of the gun will not make it useless, because of its naturally higher DPS, players with good trigger fingers will use it due to this. They previously couldn't due to the low clip size, causing any nerf to damage be an overnerf causing the gun to again be useless. @weapondigit If you read the OP I reduced the damage by far more than just to 68, and did increase the clip size. I backed this up with math to show it was balanced, perhaps a bit too overpowered however damage reductions would still find the gun having its uses as opposed to other builds. Due to the weapon having naturally higher recoil, an increase to the headshot multiplier would be silly.
Um......not sure if you read what I wrote or if you are agreeing with what I said. Right now I actually only removed the 10% blanket buff that all weapons rcv'd. This is alot less of a nerf to dmg then your proposed changed. Actually in the build before chromosome there were only select few ppl who used the Tact because they knew how to aim. Most ppl stuck with the reg AR however the ppl who used the tact were so good that ppl were crying nerf because when they pulled up the tact they could to perform the same feats. This was back when the tact did even less dmg than what you were proposing but it had pinpoint accuracy with no recoil. Increasing the clip size on this weapon wont mean anything. If you nerf the dmg to the amount you have mentioned the gun will once again be worthless because the scrambler would be miles better (especially with its charge feature than can OHK any suit with 600 EHP if you HS them). |
![semperfi1999 semperfi1999](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
semperfi1999
Internal Error. Negative-Feedback
454
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.05.21 16:29:00 -
[3] - Quote
D legendary hero wrote: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
HMG bullets are supposed to travel further at lower efficiency ratings and CCP noted they are working on that. However they do not need an optimal range increase. The reason this weapon was broken in the past 2 builds was because of the extreme range they could obtain through the SS skill.
That being said if the proposed changes are made the tact will once again fade away to oblivion. Noone will use it if you dont get good dmg when you actually hit someone with it. And DPS really means squat. The DPS of the flaylocks are crazy good. But I have yet to find someone using them with any skill so it doesnt seem like its OP. Its kinda funny that the reason this gun is balanced well is because ppl cant hit anything. |
![semperfi1999 semperfi1999](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
semperfi1999
Internal Error. Negative-Feedback
454
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.05.21 17:45:00 -
[4] - Quote
Rachoi wrote:i say drop the Tac Ar damage ATLEAST 10%, or reduce the damned range. it isnt just about the damage output, the amount of range it has over just about all other weapons is ridiculous, because most people that went all in with the tacs can fire farther than most anyone else, aside from snipers
I would be ok with this heck....even a slight range decrease would be ok...
In reality the biggest problem as you mentioned is nothing else has the range and the laser rifle should have at minimum the same range as the tact rifle. Laser should also have its optimal from 60-100 (100 being max range of the tact). If you do this then the laser rifle will roflstomp the tact at range and you will probably see complainers come onto the forums to complain about the laser. |
![semperfi1999 semperfi1999](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
semperfi1999
Internal Error. Negative-Feedback
454
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.05.21 17:59:00 -
[5] - Quote
Kleanur Guy wrote:semperfi1999 wrote:Rachoi wrote:i say drop the Tac Ar damage ATLEAST 10%, or reduce the damned range. it isnt just about the damage output, the amount of range it has over just about all other weapons is ridiculous, because most people that went all in with the tacs can fire farther than most anyone else, aside from snipers I would be ok with this heck....even a slight range decrease would be ok... In reality the biggest problem as you mentioned is nothing else has the range and the laser rifle should have at minimum the same range as the tact rifle. Laser should also have its optimal from 60-100 (100 being max range of the tact). If you do this then the laser rifle will roflstomp the tact at range and you will probably see complainers come onto the forums to complain about the laser. This was a major thing I thought I put in the OP but I didn't. I know the Tac AR is a hot topic, but what about the suggested buff to the Breach AR? Creodon Breach Assault Rifle - 56.32DMG, 475 RoF (7.92bps), 54 bullets = 446.054DPS, 3041.28DMG per clip. This is how other breach weapons are (except the stupid shotgun) which are higher damage per clip. Low RoF, high damage, lower DPS, high accuracy with a decent sized clip. Even though this weapon has lower DPS than an AR, you have added hipfire accuracy, so if you are both strafing with hipfire, you will be more accurate. Also when the firefight hits its middle-end stage, and he reloads, you will still be shooting.
TBH although the breach is better than it has ever been since I started playing its still a difficult weapon to use. Every time you fire the gun the screen starts shaking. Its really weird and has strange handling. As long as the screen shakes like it does now it will be pretty much useless because its difficult to aim on anything when you screen look like it has been put on vibrate. |
|
|
|