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Kleanur Guy
SyNergy Gaming EoN.
249
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Posted - 2013.05.21 09:10:00 -
[1] - Quote
In most FPS, the highest DPS weapons in the game are those that come with major drawbacks. High RoF, low accuracy, high DPS SMGs, long range, low RoF, large clip LMGs etc. Singleshot ARs are usually the strongest in almost all aspects, range, accuracy, damage, however are almost always lacking in clipsize, RoF and sometimes recoil. Obviously a very good player will make the best use of his clip, hitting every bullet, accompanied with a good trigger finger and accuracy. In Dust, the tac AR does the most damage at the highest range in a low range game. It's drawbacks are a much smaller clip and a bit more recoil. This was one of the previous reasons it was unusable, barely any bullets for the damage it does. My suggestion, lower the damage to around breach level, reduce its RoF to around 650 and bring its clip size to 35-45 that way, players who love to use singlefire weapons can use them while still being competetive and still slightly more rewarding than using the standard AR.
Maths: Duvolle AR - 37.51DMG, 750 RoF (12.5 bullets per second), 60 bullets = 468.875DPS, 2250.6DMG per clip Duvolle Tac AR (currently) - 78.76DMG, 789.5 RoF (13.16bps), 30 bullets = 1036.35DPS, 2362.8DMG per clip
There is no way it should beat the standard AR in both aspects this hard.
NEW: Duvolle Tac AR - 55.13DMG, 600 RoF(10bps), 40 bullets = 551.3DPS, 2205.2 DMG per clip. (Small range nerf/range buff to all other weapons).
This way, the Duvolle Tac has a slight DPS advantage to those who can use it properly, while still having a low RoF cap to prevent KB/M users/turbo controllers from abusing this, coupled with a lower damage per clip.
Now that the Tac fills the old breach variants shoes it needs a change. You can't hipfire across the map, that is for CQC however it has the lowest DPS out of all AR variants, so whats the point of bringing it in upclose if you are going to lose EVERY TIME. CQC weapons are often low DMG, high RoF and high DPS with tighter hipspread. Why does the breach AR have that if it isn't supposed to be a CQC weapon. Solutions, get rid of the Breach AR and make a new variant that is a CQC weapon with a tighter hipspread, or turn it in to a 'Heavy machine gun' (not the type this game calls) with a smaller clip and higher accuracy. I understand other weapons use the breach name so the first option is impossible. Since the RoF is much lower and can not be abused by KB/M users or modded controllers, it would be perfect to fill the old Tac ARs shoes.
OLD: Creodon Breach Assault Rifle - 56.32DMG, 400 RoF(6.66bps), 36 bullets = 375.466DPS, 2027.52DMG per clip
NeW: Creodon Breach Assault Rifle - 63.01DMG, 450 RoF (7.5bps), 36 bullets = 472.575DPS, 2268.36DMG per clip.
Low RoF, high damage, middle DPS, high accuracy with a very small clip. Obviously not ideal, but with the range on weapons in this game, this was how it has to be.
I think my maths is right.
This is a far better change than a pure damage nerf for the tactical AR, as it will probably make the gun useless again. With the changes to the damage and clipsize, the weapon damage can easily be nerfed without making it unusable it. This is also the type of singleshot weapon we are used to seeing in other games, giving it a new role, and creating oppurtunities for the Breach AR to see play.
Thoughts? |
Kleanur Guy
SyNergy Gaming EoN.
254
|
Posted - 2013.05.21 10:26:00 -
[2] - Quote
Nothing? Perhaps I should have posted this in general discussion... |
Rei Shepard
Spectre II
273
|
Posted - 2013.05.21 11:37:00 -
[3] - Quote
Kleanur Guy wrote:Nothing? Perhaps I should have posted this in general discussion...
Yep i had the same issue, good writeup about the SCR, people were posting in it left & right, then a DEV tought it was a good idea to move it to Feedback and the thread died shortly after.
Whenever you write up some proper stuff it gets moved here anyways, to die :/
Good write up and i agree, my thought on the Tac AR was a base of 60 ish, without doing math, so looking at the numbers it looks pretty good. |
semperfi1999
Internal Error. Negative-Feedback
454
|
Posted - 2013.05.21 12:44:00 -
[4] - 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. |
WeapondigitX V7
Planetary Response Organization
0
|
Posted - 2013.05.21 13:18:00 -
[5] - Quote
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. |
Kleanur Guy
SyNergy Gaming EoN.
255
|
Posted - 2013.05.21 13:52:00 -
[6] - Quote
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. |
semperfi1999
Internal Error. Negative-Feedback
454
|
Posted - 2013.05.21 14:00:00 -
[7] - 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). |
Kleanur Guy
SyNergy Gaming EoN.
255
|
Posted - 2013.05.21 14:29:00 -
[8] - Quote
semperfi1999 wrote: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).
My Gallente Logi spits on your scrambler rifle charged shot. Not to mention that is a 2 second charge, where this gun can effectively deal 1100DMG . I'm fine with the scrambler rifle being a bit stronger than the AR, it has it's benefits and its drawbacks, it's should always be a bit more powerful, because it has the overheat factor. If you want to go with that risk, you should be rewarded a bit, and besides, my proposed breach AR fills the Old tactical ARs shoes, sort of. Back to the Tac AR, the numbers don't lie. Now the gun doesn't have that INCREDIBLY MASSIVE DPS advantage over every single gun in the game, it can still out damage every other AR, if you can handle the recoil and hit all your bullets (as the people in your examples are doing), you will out DPS the other person and win. I'd prefer not to compare it to the scrambler rifle because they are rather different in their drawbacks. Higher damage (and higher damage to shields/lower to armor) for heat control, sort of like comparing the pistols, they both have drawbacks. I don't see how it will make it useless again as you are doing a considerable amount more DPS than the regular AR, and may even reload before them which you will need to take in to account. I always use singleshot weapons in FPS, I love the FAL in CoD and despite what many people think, the game is rather balanced (don't criticize me about that :P ).
Maths for a 10% reduce in damage (not exactly the numbers that they were before :/ ) Duvolle Tac AR: 70.884DMG, 789.5 RoF (13.16bps), 30rounds = 932.715DPS, 2126.52DMG per clip.
Still way stronger than it should be. |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.21 15:23:00 -
[9] - 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 |
Kleanur Guy
SyNergy Gaming EoN.
256
|
Posted - 2013.05.21 15:41:00 -
[10] - 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
When people are saying they are being killed in 1 second by Proto Duvolle Tac ARs, they aren't lying. It needs to be hit with a large damage nerf like this. This change still makes it king of the ARs in terms of DPS and range. People who truly like the gun like myself will still use it and those using it as FoTM will move on. If this version is a bit under/overpowered they can be adjusted accordingly.
Heavies are a completely different topic however. Perhaps some thoughts on the Breach AR? |
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Buster Friently
Rosen Association
473
|
Posted - 2013.05.21 15:49:00 -
[11] - Quote
Kleanur Guy wrote: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 When people are saying they are being killed in 1 second by Proto Duvolle Tac ARs, they aren't lying. It needs to be hit with a large damage nerf like this. This change still makes it king of the ARs in terms of DPS and range. People who truly like the gun like myself will still use it and those using it as FoTM will move on. If this version is a bit under/overpowered they can be adjusted accordingly. Heavies are a completely different topic however. Perhaps some thoughts on the Breach AR?
Exactly right. The problem with the TAR is that it is clearly a superior weapon. If I were to ask you "What gun should I use if I want to kill most effectively" The TAR would be the answer. Basically always. That's the problem. It's too good a weapon from it's max range of 120m down to 0. It needs a ROF nerf for sure. After that, perhaps a damage nerf, and/or some kind of malus at short ranges. It needs, in short, to not be the one weapon to rule them all, like it is now. |
semperfi1999
Internal Error. Negative-Feedback
454
|
Posted - 2013.05.21 16:29:00 -
[12] - 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. |
Rachoi
HavoK Core RISE of LEGION
61
|
Posted - 2013.05.21 16:50:00 -
[13] - Quote
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 |
Kleanur Guy
SyNergy Gaming EoN.
256
|
Posted - 2013.05.21 16:57:00 -
[14] - Quote
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. I still want the Breach AR to have more damage, to potentially make it viable.
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.
Better DPS and damage per clip than the standard but the damage and RoF is quite a bit lower than the original and 40 bullets is also nice. |
semperfi1999
Internal Error. Negative-Feedback
454
|
Posted - 2013.05.21 17:45:00 -
[15] - 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. |
Kleanur Guy
SyNergy Gaming EoN.
256
|
Posted - 2013.05.21 17:51:00 -
[16] - Quote
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. |
semperfi1999
Internal Error. Negative-Feedback
454
|
Posted - 2013.05.21 17:59:00 -
[17] - 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. |
Rachoi
HavoK Core RISE of LEGION
61
|
Posted - 2013.05.21 18:09:00 -
[18] - Quote
Breach has a rather uncouth amount of recoil to it, ment to not be ADS most of the time. while it makes sense to have a little trouble controlling it, with how it sounds it's like firing an AA12 on full auto.... totally impossible to control |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.24 10:18:00 -
[19] - 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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RedRebelCork
Ahrendee Mercenaries
89
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Posted - 2013.05.24 10:56:00 -
[20] - Quote
Hip fire accuracy is another problem. The TAR it soo accurate at close to mid range when fired from the hip, which takes away any advantage the full-auto ARs would be expected to have in that scenario.
I say this as an almost exlcusive TAR user. I'd rather they reasonably adjust it where needed than nerf it down to the gutter. |
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Raze galder
Royal Uhlans Amarr Empire
51
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Posted - 2013.05.24 12:19:00 -
[21] - Quote
What if the allowed a jam mechanic like how lasers and the like overheat if the gun fires too many shots it jams and u can't use it for a bit and you have to clear it |
Jenova's Witness
Red and Silver Hand Amarr Empire
15
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Posted - 2013.05.24 12:42:00 -
[22] - Quote
RedRebelCork wrote:Hip fire accuracy is another problem. The TAR is too accurate at close to mid range when fired from the hip, which takes away any advantage the full-auto ARs would be expected to have in that scenario.
I say this as an almost exlcusive TAR user. I'd rather they reasonably adjust it where needed than nerf it down to the gutter. When CCP nerfs something, they nerf the hell out of it. Ask any EVE player the last time they saw a battleship beat a cruiser. But, since the AR line is what they think is going to bring in the CoD/BF crowd, it's safe to assume we'll be seeing MTACS before the TAR or any AR for that matter gets touched. |
Jathniel
G I A N T EoN.
370
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Posted - 2013.05.24 12:57:00 -
[23] - Quote
In anticipation of a nerf to the Tactical ARs, I set out to produce new stats for them with some feedback from the community in this thread: https://forums.dust514.com/default.aspx?g=posts&t=76615&p=4
GLU-5 Tactical Assault Rifle Damage: 61 HP Rate of Fire: 450 RPM (compare with full auto Breach AR) down from 789.5 Accuracy Rating: 42.9 (similar hip fire spread to the Burst Scrambler Pistol) down from 56.1 Clip Size: 30 (increased) up from 24 Max Ammo: 180 (reduction) down from 300
Duvolle Tactical Assault Rifle Damage: 64.2 HP Rate of Fire: 450 RPM Accuracy Rating: 43.5 (exactly .6 higher than the GLU-5, as intended) down from 56.7 Clip Size: 30 Max Ammo: 180
These numbers tackle every major complaint about the gun, while keeping it's potency and operation intact. Complaints include: - Supremacy at CQC (solved by increasing base hip fire spread significantly) - Modded controller/mouse mitigation (solved by reducing RoF cap) - Damage (10% bonus removed, and then some, this will better balance effectiveness even if the weapon is damage modded) - Weapon persistence (max ammo reduced. it will run out of ammo proportionally equal to nearly every other weapon in game) |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.25 17:01:00 -
[24] - Quote
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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