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Thread Statistics | Show CCP posts - 6 post(s) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3966
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Posted - 2013.05.24 04:59:00 -
[1] - Quote
*All stats are prototype level* *Ranges found here*
[Comparison] Scrambler rifle Damage per shot: 79.2 Maximum DPS (with modded controller): 931.79 DPS if 5 shots fired per second: Damage before stopping (overheat reload): When I shoot to overheat the fastest, I can fire 15 shots before overheating which is 1188 damage, and the magazine contains 3564 damage, so 1188-3564 Maximum range: 87 Effective range: 1-48
Tactical assault rifle Damage per shot: 78.5 Maximum DPS (with modded controller): 1032.93 DPS if 5 shots fired per second: 392.5 Damage before stopping (reload): 2355 Maximum range: 100 Effective range: 1-65 I don't know how much damage the charge shot does exactly, but in the 2 seconds it takes to fully charge, a tactical AR can deal over 2,000 damage (with modded controller), or 792 damage if 5 shots are fired per second.
Out of these long range single fire rifles, the tactical AR beats the scrambler rifle in maximum range, in effective range, damage per second. The overheat mechanic severely limits the amount of damage it can dish out, and the only way to avoid overheat is to sacrifice shot frequency which means even less DPS. The tactical AR is extremely deadly at both extreme ranges (exceeding the laser), and at close range. The scrambler rifle by comparison suffers from very steep damage dropoff (charge shots sometimes only take out shields at long ranges), and it is just plain useless for CQC because of the overheating.
Why is the tactical which has superior range also better at CQC? Why is the scrambler rifle terrible for CQC despite its inferior range?
[Solution] All assault rifles including the tactical are blasters, which are suppose to be short range by comparison to other weapon types. Laser weapons are suppose to be long range. With this in mind, I think it would be a good idea to nerf the range of the tactical, and buff the range of the the scrambler. A scope with similar zoom as the tactical would be nice as well (though keep the current sight for the assault scrambler). A modest reduction in scrambler rifle heat build up would also be nice.
[Other] Limit all single fire rifles to 420 RPM (7 shots per second) to prevent abuse by modded controllers. No one can do 700 RPM anyway without modded controllers, so its pointless to have it so high.
The scrambler rifle operations skill bonus is useless for the assault scrambler rifle since it doesn't have charge.
The Amarr assault bonus is useless for the assault scrambler rifle since it never overheats anyway, you can empty out a magazine and not overheat.
Thank you for reading. |
Jenova's Witness
Red and Silver Hand Amarr Empire
9
|
Posted - 2013.05.24 05:47:00 -
[2] - Quote
Heated or phased plasma shouldn't out range photon laser pulses. The weapon physics in Dust are embarrassing enough to make Tony Gonzales add footnotes to Templar One. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
20
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Posted - 2013.05.24 06:30:00 -
[3] - Quote
I fully support reducing the range of not just the TAR, but all of the Gallente Assault Rifles a bit. Our weapons should reign supreme in close quarters combat, with the Assault Rifles rounding out our potential into longer range options. The TAR should keep a range advantage over the other rifles, though I will agree modded controllers are a bit of a problem.
The Caldari Assault rifles should have greater range than the Gallente Plasma ARs at the cost of some reduced damage output.
Lasers should have really good range with okay DPS. |
137H4RGIC
SVER True Blood Unclaimed.
68
|
Posted - 2013.05.24 07:09:00 -
[4] - Quote
It is kind of silly to say that ARs should reign supreme when a Heavy is involved. HMGs are the king of CQB, followed by shotguns.
Only now do I finally understand why ARs have a 60m range, and heavies have 30. Still though, in open maps, heavies are just downright useless. They're immobile, and rangeless. I have been picked off by TARs at 60m quite often, and it's irritating because if I close the distance, they'll only do more damage. Thus, my only option is to run and find cover as soon as I can. And hope, he doesn't Sight camp me until more buddies have arrived. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3969
|
Posted - 2013.05.24 11:10:00 -
[5] - Quote
137H4RGIC wrote:It is kind of silly to say that ARs should reign supreme when a Heavy is involved. HMGs are the king of CQB, followed by shotguns.
Only now do I finally understand why ARs have a 60m range, and heavies have 30. Still though, in open maps, heavies are just downright useless. They're immobile, and rangeless. I have been picked off by TARs at 60m quite often, and it's irritating because if I close the distance, they'll only do more damage. Thus, my only option is to run and find cover as soon as I can. And hope, he doesn't Sight camp me until more buddies have arrived. This has nothing to do with the heavy or the HMG, and I agree the HMG needs more range, but that is not the point of this thread at all. This thread is balancing the Amarr and Gallente racial rifles (scrambler rifle and assault rifle). |
Imp Smash
On The Brink CRONOS.
109
|
Posted - 2013.05.24 11:29:00 -
[6] - Quote
Kagehoshi.../signed |
Rei Shepard
Spectre II
300
|
Posted - 2013.05.24 11:37:00 -
[7] - Quote
Good post, agree with it i use the Imperial SCR and also have access to the TAC theres nothing the Imperial can do that the TAC cant do better. While keeping it murder for use in cqc while with the SCR, how many times i have not been there "guy on 1 mm of health killing me as my SCR overheats" with the tac i would have 15 more rounds to slug into him. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
358
|
Posted - 2013.05.24 22:40:00 -
[8] - Quote
I got the impression when uprising came out that they didn't want people to die as quickly as they had in chromosome, which makes sense for a more strategic shooter I think. An armored/shielded suit probably shouldn't die like unarmored person would.
Unfortunately, the TAR seems to have that "Insta-death" gun thing going. I hope they've read some of these comparison threads. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
30
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Posted - 2013.05.24 23:35:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote:
[Solution] All assault rifles including the tactical are blasters, which are suppose to be short range by comparison to other weapon types. Laser weapons are suppose to be long range. With this in mind, I think it would be a good idea to nerf the range of the tactical, and buff the range of the the scrambler. A scope with similar zoom as the tactical would be nice as well (though keep the current sight for the assault scrambler).A modest reduction in scrambler rifle heat build up would also be greatly helpful.
I got to the underlined part and just had to post this.
NO! NONONONONONONONO!
The only way I could see them improving the SR sight is by reducing the amount of gold/yellow tint. I don't wan't no increased zoom! |
Arx Ardashir
Bragian Order Amarr Empire
24
|
Posted - 2013.05.24 23:49:00 -
[10] - Quote
TARs can keep their range, but they should have to be using iron-based ammo to do so, meaning a lot less damage. The fact that there isn't the overheat mechanic (despite shooting plasma, which is heat given physical form almost) to balance out the RoF means that they shouldn't be doing similar damage to the SR at range. |
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Val'herik Dorn
SyNergy Gaming EoN.
599
|
Posted - 2013.05.25 01:07:00 -
[11] - Quote
The scrambler is actually a pulse laser.
In eve every weapon system has a long range and short range equivalent.
Short Blasters Autocannons Pulse lasers Assault missiles (I think not a fan of missiles)
Long Rail guns Artillery Beam lasers Torps
The range difference between the two is pretty incredible...
Right now the tac ar and the scrambler (both short range) have basically the highest range in the game. Doesnt fit the lore...
In my opinion the tac should be removed and replaced by the caldari ar which will be a rail gun. Low rof but high alpha.
The charge scr should be made a beam laser while the assault variant is made a true pulse laser with its own skill set.
But who knows only time will tell what CCP has planned. |
Shijima Kuraimaru
WarRavens
204
|
Posted - 2013.05.25 02:05:00 -
[12] - Quote
Val'herik Dorn wrote:The scrambler is actually a pulse laser.
In eve every weapon system has a long range and short range equivalent.
Short Blasters Autocannons Pulse lasers Assault missiles (I think not a fan of missiles)
Long Rail guns Artillery Beam lasers Torps
The range difference between the two is pretty incredible...
Right now the tac ar and the scrambler (both short range) have basically the highest range in the game. Doesnt fit the lore...
In my opinion the tac should be removed and replaced by the caldari ar which will be a rail gun. Low rof but high alpha.
The charge scr should be made a beam laser while the assault variant is made a true pulse laser with its own skill set.
But who knows only time will tell what CCP has planned.
Torps are not long range. Take it from someone who flies a Stealth Bomber.
Short range missiles are the rockets. The long range missiles are cruise missiles. |
Arx Ardashir
Bragian Order Amarr Empire
24
|
Posted - 2013.05.25 03:16:00 -
[13] - Quote
Missiles are a whole 'nother beast because each size has a different name.
Small: Rockets (S), Light Missiles (L) Medium: Heavy Assault Missiles (S), Heavy Missiles (L) Large: Torpedoes (S), Cruise Missiles (L)
But I don't think the Scrambler Rifle's ranged needs to be nerfed just because it's a pulse. The only "true" long range variant of the EVE weapons are the Sniper Rifle and Forge Gun, rail weapons, and they far outrange the Scrambler Rifle (as they should).
Beam weapons (except the poor, broken Laser Rifle), Missiles (possibly, since they're all just called "missiles" in game), and Artillery weapons aren't in DUST yet.
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Matakage
WildCard Ninja Clan
174
|
Posted - 2013.05.25 03:27:00 -
[14] - Quote
Hey, you should look over my thread if you get the chance. We have similar ideas on things, especially the rate of fire on tactical rifles, which I also said should be limited to around 420 DPS.
https://forums.dust514.com/default.aspx?g=posts&t=81570&find=unread |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
360
|
Posted - 2013.05.25 05:52:00 -
[15] - Quote
Pulse Lasers are MEDIUM range in Eve, not short range. There's about a 4 to 1 difference in range between pulse and plasma ranges. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
377
|
Posted - 2013.05.26 06:08:00 -
[16] - Quote
Arx Ardashir wrote:TARs can keep their range, but they should have to be using iron-based ammo to do so, meaning a lot less damage. The fact that there isn't the overheat mechanic (despite shooting plasma, which is heat given physical form almost) to balance out the RoF means that they shouldn't be doing similar damage to the SR at range.
Blasters aren't railguns though. That sort of thing should be saved for the Caldari Rifle. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3990
|
Posted - 2013.05.26 16:40:00 -
[17] - Quote
Holy crap, actually overheated an assault scrambler rifle, took a lot of shooting and reloading. It still almost never happens, which makes the Amarr assault bonus almost useless. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4025
|
Posted - 2013.05.27 14:37:00 -
[18] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=81967&find=unread This would also be nice |
Scheneighnay McBob
Bojo's School of the Trades
1365
|
Posted - 2013.05.27 15:18:00 -
[19] - Quote
I haven't used a scrambler rifle yet, but I want to. People never seem to factor in charge damage and headshot damage. |
Jathniel
G I A N T EoN.
383
|
Posted - 2013.05.27 15:30:00 -
[20] - Quote
+1
I agree with this post.
But I disagree with the heat build-up reduction request.
That heat build-up is KEY in maintaining the weapon's balance. If you remove that, and give it the other buffs, you're asking for QQ troubles. Right now, no one complains about getting downed by a Scrambler. I've gotten quite good at managing the heat on both the standard and assault variants. SCR and SCAR users just need to adjust their management.
When the Heat meter says you can't keep attacking, then you simply need to pull back and cooldown. Don't move in for the assault unless you are 100% confident you can down your target without over heating.
Otherwise, the OP is spot on. |
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Jathniel
G I A N T EoN.
383
|
Posted - 2013.05.27 15:31:00 -
[21] - Quote
KAGEHOSHI Horned Wolf wrote:Holy crap, actually overheated an assault scrambler rifle, took a lot of shooting and reloading. It still almost never happens, which makes the Amarr assault bonus almost useless.
Another good observation. The Assault variant fires 72 rounds. The heat doesn't bother you unless you actually try to volley all 72 rounds, which is just being greedy.
The heat really is just fine for the scramblers in general. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4028
|
Posted - 2013.05.27 15:54:00 -
[22] - Quote
Scheneighnay McBob wrote:I haven't used a scrambler rifle yet, but I want to. People never seem to factor in charge damage and headshot damage. There isn't a big headshot multiplier like the scrambler pistol, and I did factor in the charge. The time it takes to charge, a tac rifle user could do over 700 damage (over 2000 if using modded controller).
Jathniel wrote:+1
I agree with this post.
But I disagree with the heat build-up reduction request.
That heat build-up is KEY in maintaining the weapon's balance. If you remove that, and give it the other buffs, you're asking for QQ troubles. Right now, no one complains about getting downed by a Scrambler. I've gotten quite good at managing the heat on both the standard and assault variants. SCR and SCAR users just need to adjust their management.
When the Heat meter says you can't keep attacking, then you simply need to pull back and cooldown. Don't move in for the assault unless you are 100% confident you can down your target without overheating.
Otherwise, the OP is spot on. The fact that no one complained about a weapon being OP doesn't mean it its balanced since it could mean the weapon is just underpowered. Example: Nova knives before Uprising. The heat buildup reduction I am asking for is pretty small, I'm not asking to be able to empty out an entire magazine. A standard AR can deal 2040 damage without stopping, while a prototype scrambler can overheat before 1,200 (even lower for some). Sure players can pace their shots better to avoid overheat, but that seriously reduces the DPS which means the player is forced to either sacrifice their DPS to a level where they can't be competitive with ARs, or they have to sacrifice their ability to keep outputting damage which leave them defenseless; either sacrifice puts the player at a grave disadvantage, and what isn't sacrificed pales in comparison to the ARs'. |
PADDEHATPIGEN
BurgezzE.T.F
22
|
Posted - 2013.05.27 16:51:00 -
[23] - Quote
AR users also have to spend almost a mill. Extra SP to get all AR skills to level 5. It's the ONLY weapon that has the sharpshooter skill. It's the ONLY weapon that has 5 sub skills.
ALL other weapons only have 4 sub skills and you save a mill. SP by training SR insted of AR but you want them to have the same stats.
Are AR users not supose to get a little bit extra for spending an extra mill. SP on there weapon ? |
Talos Alomar
Subdreddit Test Alliance Please Ignore
819
|
Posted - 2013.05.27 17:13:00 -
[24] - Quote
PADDEHATPIGEN wrote:AR users also have to spend almost a mill. Extra SP to get all AR skills to level 5. It's the ONLY weapon that has the sharpshooter skill. It's the ONLY weapon that has 5 sub skills.
ALL other weapons only have 4 sub skills and you save a mill. SP by training SR insted of AR but you want them to have the same stats.
Are AR users not supose to get a little bit extra for spending an extra mill. SP on there weapon ?
It shouldn't have those skills. why should the AR get extra boosts to performance? |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
41
|
Posted - 2013.05.27 17:18:00 -
[25] - Quote
PADDEHATPIGEN wrote:AR users also have to spend almost a mill. Extra SP to get all AR skills to level 5. It's the ONLY weapon that has the sharpshooter skill. It's the ONLY weapon that has 5 sub skills.
ALL other weapons only have 4 sub skills and you save a mill. SP by training SR insted of AR but you want them to have the same stats.
Are AR users not supose to get a little bit extra for spending an extra mill. SP on there weapon ? SMGs have those skills too. |
Meeko Fent
Mercenary incorperated
23
|
Posted - 2013.05.27 20:05:00 -
[26] - Quote
Scrambler Rifle- Longer Range then PR ( Plasma rifle, Im tired of calling a Race Specific weapon a Weapon Type), Less Range then LR. Lower Damage Then PR as it is a Long range weapon so it can Balance in Close, Greater damage then LR
There are mah suggestions for the 3 Rifles Range Postions. PR- Shredder at Close Range SCR-Mid Range Battle Rifle LR- Firefight Skirting Assist Hound
The Sniper I keep Out of this because the Sniper Rifle Is Mainly for Dealing with Stragglers running from Cover to Cover, Or Killing Enemies that are keeping your Buddies Pinned Down |
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CCP Remnant
C C P C C P Alliance
180
|
Posted - 2013.05.28 02:48:00 -
[27] - Quote
We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. |
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Severance Pay
Purgatorium of the Damned League of Infamy
255
|
Posted - 2013.05.28 02:58:00 -
[28] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback? |
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CCP Remnant
C C P C C P Alliance
180
|
Posted - 2013.05.28 03:09:00 -
[29] - Quote
Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4034
|
Posted - 2013.05.28 03:15:00 -
[30] - Quote
CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. You could create a separate Dust client for testing and let a few of us in on select days. MAG did that like a year after its released to let some players test out stuff that was coming in the MAG 2.0 patch. |
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CCP Remnant
C C P C C P Alliance
180
|
Posted - 2013.05.28 03:22:00 -
[31] - Quote
KAGEHOSHI Horned Wolf wrote: You could create a separate Dust client for testing and let a few of us in on select days. MAG did that like a year after its released to let some players test out stuff that was coming in the MAG 2.0 patch.
I think the issue is more related to setting up/running/maintaining a separate server though I'm far from the right person to ask. I'll poke some people though and find out how feasible something like this could be. |
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Malkai Inos
The Vanguardians Orion Empire
162
|
Posted - 2013.05.28 03:29:00 -
[32] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. Are there any plans to add racial equivalents of the LR? The way i see it there's a Pulse Laser of sorts (Scrambler Rifle) And a Beam Laser (LR) that could both be considered ARs.
This concept could be directly adopted for Minmatar with a low range high RoF (probably the announced one) and higher range low RoF artillery-ish gun (LMG of sorts).
Now rails and blasters are considered high range/ low range variants of the hybrid class but even they are divided into subclasses (e.g. Railguns with 425mm and dual 250mm versions of large railguns).
Is something like this beeing considered/planned? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4034
|
Posted - 2013.05.28 03:29:00 -
[33] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote: You could create a separate Dust client for testing and let a few of us in on select days. MAG did that like a year after its released to let some players test out stuff that was coming in the MAG 2.0 patch.
I think the issue is more related to setting up/running/maintaining a separate server though I'm far from the right person to ask. I'll poke some people though and find out how feasible something like this could be. Alright, please tell us if it turns out to be feasible or likely to be done in the future |
Telcontar Dunedain
Imperfects Negative-Feedback
425
|
Posted - 2013.05.28 04:39:00 -
[34] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
Thanks. This is the post I've been asking for in IRC since fanfest.
I have some concerns with rifles in general being huge skill tree differences as you switch between the equivalent of the breach/burst/tactical as you say. But thank you for explaining where you were going.
The current combination of unclear AR situation + respecs is just ugly.
Kind of rude to expect us to hold SP for the combat rifle isn't it?
Good post though, thanks. |
Sebrone Jamleux
Namtar Elite Gallente Federation
15
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Posted - 2013.05.28 04:39:00 -
[35] - Quote
EVElopedia wrote:Beam lasers have a shorter optimal range than their hybrid railgun counterparts, but do, as a whole, more damage. Advanced coolant technologies allow beam lasers to keep firing for a long time without overheating. The heaviest lasers, battleship-class tachyon beam lasers, are regarded by many as brutally devastating sniper weapons (although their range is limited) and are often used in fleet sieges.
Pulse lasers have better range than blasters, hybrid weapon from the same class, but do considerably less damage. Anyway, pulse lasers are in favor among skilled pilots because they provide good damage/range ratio. By contrast with beam turrets, pulses fire rapidly several times in a cycle.
If you really want to make them like EVE then they have to get less damage than the TAR. In decreasing order ARs and SRs should have such damage outputs then: Breach AR Basic AR Assault SR Burst AR Tac AR Basic SR |
Etero Narciss
Seraphim Initiative. CRONOS.
142
|
Posted - 2013.05.28 04:45:00 -
[36] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. I have a question about the bolded part:
So when the remaining two do release, will the two relevant Assault variants be removed? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
413
|
Posted - 2013.05.28 04:47:00 -
[37] - Quote
Well... they removed all the type-2 suit variants from the market with uprising... |
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CCP Remnant
C C P C C P Alliance
190
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Posted - 2013.05.28 04:54:00 -
[38] - Quote
Sebrone Jamleux wrote:EVElopedia wrote:Beam lasers have a shorter optimal range than their hybrid railgun counterparts, but do, as a whole, more damage. Advanced coolant technologies allow beam lasers to keep firing for a long time without overheating. The heaviest lasers, battleship-class tachyon beam lasers, are regarded by many as brutally devastating sniper weapons (although their range is limited) and are often used in fleet sieges.
Pulse lasers have better range than blasters, hybrid weapon from the same class, but do considerably less damage. Anyway, pulse lasers are in favor among skilled pilots because they provide good damage/range ratio. By contrast with beam turrets, pulses fire rapidly several times in a cycle. If you really want to make them like EVE then they have to get less damage than the TAR. In decreasing order ARs and SRs should have such damage outputs then: Breach AR Basic AR Assault SR Burst AR Tac AR Basic SR
EVE informs our design, but it does not dictate it. |
|
Sebrone Jamleux
Namtar Elite Gallente Federation
16
|
Posted - 2013.05.28 04:55:00 -
[39] - Quote
CCP Remnant wrote:KAGEHOSHI Horned Wolf wrote: You could create a separate Dust client for testing and let a few of us in on select days. MAG did that like a year after its released to let some players test out stuff that was coming in the MAG 2.0 patch.
I think the issue is more related to setting up/running/maintaining a separate server though I'm far from the right person to ask. I'll poke some people though and find out how feasible something like this could be.
You could do that simply on Sisi. It is always online as far as I know. |
SponkSponkSponk
The Southern Legion RISE of LEGION
18
|
Posted - 2013.05.28 04:55:00 -
[40] - Quote
CCP Remnant wrote:weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
If you don't reduce the ROF of the TAR sharply (i.e. from 789 RPM to about 400) then it's still pointless. If your controller can shoot 13 bullets per second @ 50 damage per shot, it doesn't matter what the hip fire spread is; you're still going to carve people up. |
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Moonracer2000
Subdreddit Test Alliance Please Ignore
504
|
Posted - 2013.05.28 04:56:00 -
[41] - Quote
CCP Remnant wrote: ...and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second? |
|
CCP Remnant
C C P C C P Alliance
193
|
Posted - 2013.05.28 04:59:00 -
[42] - Quote
Etero Narciss wrote:CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. I have a question about the bolded part: So when the remaining two do release, will the two relevant Assault variants be removed?
They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. |
|
|
CCP Remnant
C C P C C P Alliance
193
|
Posted - 2013.05.28 05:06:00 -
[43] - Quote
Moonracer2000 wrote:CCP Remnant wrote: ...and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second?
Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen. |
|
Eggress
Villore Sec Ops Gallente Federation
10
|
Posted - 2013.05.28 05:07:00 -
[44] - Quote
Seems like that's rolling an awful lot of utility into one skill (Assault Rifle Operation)... |
Jenova's Witness
The Unholy Legion of Darkstar DARKSTAR ARMY
48
|
Posted - 2013.05.28 05:11:00 -
[45] - Quote
CCP Remnant wrote:Moonracer2000 wrote:CCP Remnant wrote: ...and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second? Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen. ROF and damage would probably be fine if you reduce the clip size and halve the ammo capacity. Starving the weapon would be a great way to force the user to choose their engagements carefully over simply button mashing to pray and spray. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
46
|
Posted - 2013.05.28 05:21:00 -
[46] - Quote
CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
So would each races standard version be the (arguably) most effective for that niche? (ie: Amarr Tactical > Gallente Tactical, Minmatar Burst > Caldari Burst) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4036
|
Posted - 2013.05.28 05:24:00 -
[47] - Quote
Etero Narciss wrote:CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. I have a question about the bolded part: So when the remaining two do release, will the two relevant Assault variants be removed? I would also like to know the answer to this |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4036
|
Posted - 2013.05.28 05:27:00 -
[48] - Quote
Ecshon Autorez wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
So would each races standard version be the (arguably) most effective for that niche? (ie: Amarr Tactical > Gallente Tactical, Minmatar Burst > Caldari Burst) The Amarr version of the tactical (scrambler rifle) is already here, and it pales in comparison to the Gallente tac rifle at the moment. I really hope the answer will be yes though after the rebalancing of the Gallente tac rifle and the scrambler, the racial versions of the variants need to be better than the existing AR versions. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4037
|
Posted - 2013.05.28 05:37:00 -
[49] - Quote
@ CCP Remnant: Any plans to lower the maximum rate of fire for the tactical nd scrambler rifle? The current ones aren't humanly possible without a modded controller. |
SponkSponkSponk
The Southern Legion RISE of LEGION
18
|
Posted - 2013.05.28 06:10:00 -
[50] - Quote
CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. |
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Jenova's Witness
The Unholy Legion of Darkstar DARKSTAR ARMY
51
|
Posted - 2013.05.28 06:16:00 -
[51] - Quote
SponkSponkSponk wrote:CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. Yeah, that does feel kind of off. I was thinking:
Burst = Minmatar Breach/Standard = Gallente Tactical = Caldari Standard/Tactical = Amarr |
NoxiousMentos
Royal Uhlans Amarr Empire
8
|
Posted - 2013.05.28 06:35:00 -
[52] - Quote
I hope these changes come kinda soon,won't be easy hanging on to sp after respec but with this it would be really dumb not to. |
Jenova's Witness
The Unholy Legion of Darkstar DARKSTAR ARMY
52
|
Posted - 2013.05.28 06:38:00 -
[53] - Quote
NoxiousMentos wrote:I hope these changes come kinda soon,won't be easy hanging on to sp after respec but with this it would be really dumb not to. This is probably what's holding back the respec. |
NoxiousMentos
Royal Uhlans Amarr Empire
8
|
Posted - 2013.05.28 06:41:00 -
[54] - Quote
Jenova's Witness wrote:NoxiousMentos wrote:I hope these changes come kinda soon,won't be easy hanging on to sp after respec but with this it would be really dumb not to. This is probably what's holding back the respec.
According to the post about todays downtime,they are starting now. |
WyrmHero1945
SyNergy Gaming EoN.
329
|
Posted - 2013.05.28 06:55:00 -
[55] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
Remnant, the TAR is the Caldari Rail Rifle. It's supposed to be because it has the greatest range of all rifles, even more optimal than a Laser Rifle. It will follow EVE railgun and beam lasers optimal ranges. If add a very very small spool time between each shot you'll make it balanced and anti-modded controller, also bad at CQC. It doesn't makes much sense than the CQC Breach AR would turn up as the Rail Rifle. Please consider this idea. :) |
Gilbatron
Free-Space-Ranger Nulli Secunda
92
|
Posted - 2013.05.28 07:00:00 -
[56] - Quote
is there going to be a respec for weapon class XX if a complementary weapon class YY gets introduced (respec for AR if the CR gets introduced ?) |
Ten-Sidhe
Osmon Surveillance Caldari State
490
|
Posted - 2013.05.28 07:39:00 -
[57] - Quote
i suggest adding overheat to the TAC ar.
The regular ar have animation showing them heating but it never reaches overheat. Rate of fire balanced at factory to prevent overheat maybe?
Over heat prevents spamming shots well on the scrambler, it could on the tac ar as well.
Lends it self to a great background reason for game balance feature too. "Overheat prevention feature is removed to allow it to fire at max cyclic rate (the rate higher then full auto variant). This combined with boosted power output (the raised damage per shot) give it a very real overheat risk to user." |
Etero Narciss
Seraphim Initiative. CRONOS.
143
|
Posted - 2013.05.28 08:41:00 -
[58] - Quote
Jenova's Witness wrote:SponkSponkSponk wrote:CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. Yeah, that does feel kind of off. I was thinking: Burst = Minmatar Breach/Standard = Gallente Tactical = Caldari Standard/Tactical = Amarr It's possible that CCP's intentions is to make the Rail Rifle fire like a Breach, but at TAC ranges. A steady stream of fire over long distances with a low enough recoil to not get you off target.
That's how I see it anyway. Otherwise it's just weird. |
Laurent Cazaderon
What The French CRONOS.
1429
|
Posted - 2013.05.28 08:44:00 -
[59] - Quote
Hey Remnant, thanks for the update !
If you want early feedback, could you give us the range you have in mind for each racial rifle once they're all added ? I really hope the gallente wont get a nerf or then it's gonna be a useless AR compared to the others. |
Laurent Cazaderon
What The French CRONOS.
1429
|
Posted - 2013.05.28 08:52:00 -
[60] - Quote
Etero Narciss wrote:Jenova's Witness wrote:SponkSponkSponk wrote:CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. Yeah, that does feel kind of off. I was thinking: Burst = Minmatar Breach/Standard = Gallente Tactical = Caldari Standard/Tactical = Amarr It's possible that CCP's intentions is to make the Rail Rifle fire like a Breach, but at TAC ranges. A steady stream of fire over long distances with a low enough recoil to not get you off target. That's how I see it anyway. Otherwise it's just weird.
The way i understand it, every racial rifles will have all variants guys : full auto, burst, breach and tatical. But every race will have its favorite type that's gonna outmatch the others in their own field of expertize.
Gallente, short range and DPS. Making their full auto variant the best choice for close fights. Minmatar. Overall balanced, decent range and accuracy. Less DPS (through lower rof perhaps) than gallente overall. Caldari. Higher Range, less DPS. Making the breach variant the logical choice to inflict pain from a distance Amarr. High DPS output through charged laser weapon. Way bigger dispersion and recoil than any other racial rifle
Overall, all the rifles need one main advantage and one main downside that will make one variant the most balanced choice for that specific rifle. |
|
Icedslayer
SVER True Blood Unclaimed.
83
|
Posted - 2013.05.28 09:29:00 -
[61] - Quote
So it took the DEV's 3 weeks to notice that 1 weapon broke any balance they we're going for. I called it day one that the TAC AR was the one thing in this build that sticks out like a sore thumb and that was when a small group of player we're using it. Now 90% of the user base is using it. i say take it out of the game until your re-balance it, hell you took away our isk hacked AV, but kept a broken weapon
Honestly i refused to play this game and post anymore videos (sorry no more free advertising for you) until you guys at least acknowledged the TAC AR as being a problem.
My Suggestion for a possible fix:
-Keep damage, slightly increase recoil, decrease clip and Extremely cut the ROF to around 400 -Cut damage to slightly above breach, slighly increase recoil, keep clip size and ROF would be 100 more than breach
Re-Skin this gun and give it to Snipers, this would make snipers more versatile on the Battlefield, aswell as break the mindset if i skill into AR operation i can do everything (long to CQC)
But hey iam Just a Scout that runs SMG's (both of which have received very little love by CCP). Guess i have to look at it this way: -Assualt Suits -Logi Suits -Assualt rifle All of these are probably the most purchased Arum items in the game (especially AR), So why **** off your money makers, |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
128
|
Posted - 2013.05.28 10:36:00 -
[62] - Quote
can we have the info about optimal range, shown in the stats? |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1400
|
Posted - 2013.05.28 11:25:00 -
[63] - Quote
Laurent Cazaderon wrote:Etero Narciss wrote:Jenova's Witness wrote:SponkSponkSponk wrote:CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. Yeah, that does feel kind of off. I was thinking: Burst = Minmatar Breach/Standard = Gallente Tactical = Caldari Standard/Tactical = Amarr It's possible that CCP's intentions is to make the Rail Rifle fire like a Breach, but at TAC ranges. A steady stream of fire over long distances with a low enough recoil to not get you off target. That's how I see it anyway. Otherwise it's just weird. The way i understand it, every racial rifles will have all variants guys : full auto, burst, breach and tatical. But every race will have its favorite type that's gonna outmatch the others in their own field of expertize. Gallente, short range and DPS. Making their full auto variant the best choice for close fights. Minmatar. Overall balanced, decent range and accuracy. Less DPS (through lower rof perhaps) than gallente overall. Caldari. Higher Range, less DPS. Making the breach variant the logical choice to inflict pain from a distance Amarr. High DPS output through charged laser weapon. Way bigger dispersion and recoil than any other racial rifle Overall, all the rifles need one main advantage and one main downside that will make one variant the most balanced choice for that specific rifle.
Still not sure how Lasers have recoil but sure.
I'd be -very careful- with the Gallente Assault Rifle. Being as they are Armor Tankers, might run into the same issue that we had in Eve Online for so long in that it's too hard to get close enough to apply that damage. I see no reason that the Gallente Assault should wind up being a Heavy Suit simply because the range of it's preferred weapon gets reduced to shoe-horn in another weapon for another race.
To that extent, if the Combat Rifle is very near to the Gallente Assault Rifle in terms of DPS application and range, having the fastest suit in the game may very make the weapon imbalanced when comparing the two. Damage application does not always equal a victory - but range always does. |
Zero Harpuia
WarRavens
493
|
Posted - 2013.05.28 14:29:00 -
[64] - Quote
Ah nice, another Minmatar weapon. I really want Combat Rifles to be decent, burst fire is best fire. |
Arkena Wyrnspire
Turalyon Plus
501
|
Posted - 2013.05.28 14:32:00 -
[65] - Quote
Laurent Cazaderon wrote:
If you want early feedback, could you give us the range you have in mind for each racial rifle once they're all added ? I really hope the gallente wont get a nerf or then it's gonna be a useless AR compared to the others.
Here's what I envision for the ranges of the rifles - a couple might seem high compared to what we have now, but we seriously need more range on this stuff.
Blaster Rifle (Gallente) - ~60m optimal Combat Rifle (Minmatar) - ~75m optimal Scrambler/Laser Rifle (Amarr) - ~90m optimal Rail Rifle (Caldari) - ~100m optimal
I've suggested some high ranges for a couple of the weapons, but as long as the damage is noticeably lower that shouldn't be a problem. And we seriously need more range. Sharpshooter removal was a good thing in some ways, but we have all these open maps, and we need range to use them properly. |
Ani X
United Pwnage Service RISE of LEGION
58
|
Posted - 2013.05.28 14:33:00 -
[66] - Quote
CCP Remnant wrote: Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen.
Speaking of shameless exploitation... does CCP plan any counter-measures (e.g. banning players who used modded controllers)?
This is really annoying especially in PCQ battles. I'm afraid that if CCP is not going to curtail such exploits very quickly and with draconian measures, this misbehavior may spread among the player base until PCQ becomes a total mockery.
I like the overheat idea some of the players suggested. |
Arkena Wyrnspire
Turalyon Plus
501
|
Posted - 2013.05.28 14:34:00 -
[67] - Quote
Ani X wrote:CCP Remnant wrote: Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen.
Speaking of shameless exploitation... does CCP plan any counter-measures (e.g. banning players who used modded controllers)? This is really annoying especially in PCQ battles. I'm afraid that if CCP is not going to curtail such exploits very quickly and with draconian measures, this misbehavior may spread among the player base until PCQ becomes a total mockery. I like the overheat idea some of the players suggested. As a countermeasure to using a modded controller with a TAR I would suggest a 'jamming' mechanic or some sort where if you fire it too many times in a second it locks up for a significant period of time. |
ZDub 303
TeamPlayers EoN.
235
|
Posted - 2013.05.28 14:39:00 -
[68] - Quote
Laurent Cazaderon wrote:The way i understand it, every racial rifles will have all variants guys : full auto, burst, breach and tatical. But every race will have its favorite type that's gonna outmatch the others in their own field of expertize.
Gallente, short range and DPS. Making their full auto variant the best choice for close fights. Minmatar. Overall balanced, decent range and accuracy. Less DPS (through lower rof perhaps) than gallente overall. Caldari. Higher Range, less DPS. Making the breach variant the logical choice to inflict pain from a distance Amarr. High DPS output through charged laser weapon. Way bigger dispersion and recoil than any other racial rifle
Overall, all the rifles need one main advantage and one main downside that will make one variant the most balanced choice for that specific rifle.
Breach variants are the shortest range ARs in the game. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
184
|
Posted - 2013.05.28 14:49:00 -
[69] - Quote
ZDub 303 wrote:Laurent Cazaderon wrote:The way i understand it, every racial rifles will have all variants guys : full auto, burst, breach and tatical. But every race will have its favorite type that's gonna outmatch the others in their own field of expertize.
Gallente, short range and DPS. Making their full auto variant the best choice for close fights. Minmatar. Overall balanced, decent range and accuracy. Less DPS (through lower rof perhaps) than gallente overall. Caldari. Higher Range, less DPS. Making the breach variant the logical choice to inflict pain from a distance Amarr. High DPS output through charged laser weapon. Way bigger dispersion and recoil than any other racial rifle
Overall, all the rifles need one main advantage and one main downside that will make one variant the most balanced choice for that specific rifle. Breach variants are the shortest range ARs in the game.
That is only because it is a Gallente version of a Caldari weapon. |
Maximus Stryker
Villore Sec Ops Gallente Federation
488
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Posted - 2013.05.28 14:56:00 -
[70] - Quote
CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. Please provide us with a nice looking (or average looking) spreedsheet of the spec of the weapons.
Please add the category of range of all weapons so we can get some solid comparisons...or with the "shooting range" that was talked about at fan fest...allow up to adjust how far the target is away so we can shoot at it at different ranges with different weapons and get a solid understanding of the weapons. Right now we are limited. Also for the shooting range, to get a true grasp, we need to be able to test the prototype versions of all weapons.
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Halador Osiris
Dead Six Initiative Lokun Listamenn
357
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Posted - 2013.05.28 15:06:00 -
[71] - Quote
Arkena Wyrnspire wrote:Laurent Cazaderon wrote:
If you want early feedback, could you give us the range you have in mind for each racial rifle once they're all added ? I really hope the gallente wont get a nerf or then it's gonna be a useless AR compared to the others.
Here's what I envision for the ranges of the rifles - a couple might seem high compared to what we have now, but we seriously need more range on this stuff. Blaster Rifle (Gallente) - ~60m optimal Combat Rifle (Minmatar) - ~75m optimal Scrambler/Laser Rifle (Amarr) - ~90m optimal Rail Rifle (Caldari) - ~100m optimal I've suggested some high ranges for a couple of the weapons, but as long as the damage is noticeably lower that shouldn't be a problem. And we seriously need more range. Sharpshooter removal was a good thing in some ways, but we have all these open maps, and we need range to use them properly. I get the feeling CCP won't make everything have more range than it does now. The Minmatar and Amarr tech will likely have around the range AR's have now (60-70m), the Gallente will likely have a shorter range (40m), and the Caldari tech will have longer range (90-100m). |
Reiki Jubo
Amarr Templars Amarr Empire
134
|
Posted - 2013.05.28 15:41:00 -
[72] - Quote
CCP Remnant wrote: weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
12 round clip FTW. More than fair. Be careful with over-nerfing the damage.
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Arkena Wyrnspire
Turalyon Plus
503
|
Posted - 2013.05.28 15:52:00 -
[73] - Quote
Halador Osiris wrote: I get the feeling CCP won't make everything have more range than it does now. The Minmatar and Amarr tech will likely have around the range AR's have now (60-70m), the Gallente will likely have a shorter range (40m), and the Caldari tech will have longer range (90-100m).
Why not? The maps are so large right now and nothing except snipers benefits from that really. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
126
|
Posted - 2013.05.28 16:10:00 -
[74] - Quote
CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier.
CB testers should get first joins |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
36
|
Posted - 2013.05.28 17:26:00 -
[75] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
THANK YOU SO MUCH for finally verifying the weapon relationships for me. Can we have a tentative schedule for when we can expect some of these changes and releases? |
RoTTeN-1
Kang Lo Directorate Gallente Federation
6
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Posted - 2013.05.28 19:51:00 -
[76] - Quote
CCP Remnant wrote: We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows: Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons I agree that a ARs range isnt as far as a sniper rifle, But what kind of ranges are we talking about? Currently DUV. AR is 65m, How far are you going to extened the range? 90m? 120m? 160m? All of wich falls well below the range on the sniper rifle. Please answer, this is very important to alot of players. |
RoundEy3
Condotta Rouvenor Gallente Federation
14
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Posted - 2013.05.28 20:01:00 -
[77] - Quote
Signed, Especially about changing the ROF to make modded controllers obsolete. Functional flaws and exploits should be a priority fix. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
36
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Posted - 2013.05.28 23:50:00 -
[78] - Quote
CCP Remnant wrote:
They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
I will assume that the Caldari "Breach" will still maintain that slow RoF with high damage, but sacrifice some of that damage relative to the Breach AR for the additional range. Is this accurate? |
Severance Pay
Purgatorium of the Damned League of Infamy
268
|
Posted - 2013.05.29 13:50:00 -
[79] - Quote
CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. Are you saying you do not have a way to test anything that is added? So we're gonna do this routine where you add stuff, it doesn't work, we cry, you add stuff to market, we cry hard, you announce fix, we cry less?
I am offering you a service that some guys charge $20 an hour to do, for free. Slide that client to me under the table, nobody needs to know. |
Meeko Fent
Mercenary incorperated
24
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Posted - 2013.05.29 14:00:00 -
[80] - Quote
CCP Remnant wrote: I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier.
Damit. What of those old Ancients of the Beta Testers or the like? do They have a hope of being able to test the weapons out before the Release to the General Populance |
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Zero Harpuia
WarRavens
496
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Posted - 2013.05.29 14:01:00 -
[81] - Quote
Severance Pay wrote:CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. Are you saying you do not have a way to test anything that is added? So we're gonna do this routine where you add stuff, it doesn't work, we cry, you add stuff to market, we cry hard, you announce fix, we cry less? I am offering you a service that some guys charge $20 an hour to do, for free. Slide that client to me under the table, nobody needs to know.
It isn't that he doesn't want your selfless assistance, it's that there isn't a lace to do any testing. They probably have a small server where they can run a single local game between the DEVs/testers and that's IT. There is no way for the greater populace to join ala SISI or TF2BETA. |
Severance Pay
Purgatorium of the Damned League of Infamy
268
|
Posted - 2013.05.29 15:10:00 -
[82] - Quote
I have a question that might be off-topic, what of other weapon balancing? The skill tree has questionable skills that effect weapons. For example, Plasma cannon operation reduces charge, but the charge is 0.6sec so the skill is pointless(I also believe it is broken, but since the difference is infinitecimal it is hard to guage). Another example is flaylock pistol optimization reduces PG, but by design the pistol uses no PG. There are other imbalances that do not make sense.
There is also the matter of misfiring weapons. Several complaints have been made about guns not shooting. If possible I would like this post forwarded to Wolfman. |
Thor McStrut
Intara Direct Action Caldari State
16
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Posted - 2013.05.29 15:33:00 -
[83] - Quote
Severance Pay wrote:I have a question that might be off-topic, what of other weapon balancing? The skill tree has questionable skills that effect weapons. For example, Plasma cannon operation reduces charge, but the charge is 0.6sec so the skill is pointless(I also believe it is broken, but since the difference is infinitecimal it is hard to guage). Another example is flaylock pistol optimization reduces PG, but by design the pistol uses no PG. There are other imbalances that do not make sense.
There is also the matter of misfiring weapons. Several complaints have been made about guns not shooting. If possible I would like this post forwarded to Wolfman.
This is an example of quickly implementing skills for uniformity, but no actual thought process of what said skills should be doing.
One thing I've noticed, is when quickly switching between weapons, often times the R1 button does not make the new weapon fire. You have to switch back and forth. This also happens to me occasionally when I choose my equipment. I'll select the nanohive, see it in my hands, press R1, watch the game quickly switch back to my MD(last weapon selected) fire off a shot, or reload if I'm already empty. If I've switched to my sidearm, it won't fire, and I have to switch back and forth with R2. I've actually lost a lot of clones by not being able to finish off my opponent first. |
SponkSponkSponk
The Southern Legion RISE of LEGION
22
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Posted - 2013.05.30 05:21:00 -
[84] - Quote
Updates to the TAR:
https://forums.dust514.com/default.aspx?g=posts&m=879616#post879616 |
Vespasian Andendare
Resheph Interstellar Strategy Gallente Federation
8
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Posted - 2013.05.30 17:38:00 -
[85] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. Should this be Rail Rifle, or do you actually mean that the Assault Rifle has longer range, but not enough to equal a sniper rifle?
Also, to make another point: this is all very confusing and equally frustrating. Confusing in that weapons have prefixes like Breach, Burst, Tactical and Assault but they'll be similar to other weapons that do the same function? I mean, what is a Burst Tactical Assault Rifle do? You guys gotta slim this down and make it somewhat more intuitive.
The frustrating part is that you are releasing the game--a game that you already "launched" on 5/14--in pieces, making skill decisions sketchy at best. I'm aggravated that I opted for the respec then used it based on the information at hand. I specced into Gallente and hybrids, since they'd provide the flexibility of long range (sniper), med range (AR) and short range (shotgun), yet now you're introducing new weapons and ultimately dropsuits and other items that will be affected by your piecemeal approach to game design.
I'm not complaining about FOTM weapons or anything like that. I am complaining that you're asking us to make sp decisions based on incomplete information. You guys should just provide us with the "grand vision" of all weapons, dropsuits and vehicles so that we can make informed decisions. I don't care that they're not complete or won't be complete for 6 months! I do care that you don't let us behind the curtain and release things piecemeal, making the whole experience very frustrating.
Either offer optional respecs for when you guys introduce a new "thing" until the base of the game is done, or create some market doodad that will let us do a respec on our own.
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xxharbiexx
Elements Of Death Elite
0
|
Posted - 2013.05.31 16:50:00 -
[86] - Quote
CCP Remnant wrote:Moonracer2000 wrote:CCP Remnant wrote: ...and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second? Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen.
Shameless exploitation is all I ask, i don't care (as much- because some level of exploitation will always happen) people using scrub enhancers to get on my level, but what I won't accept is someone using turbo boost and beating me solely because their cheating with technology. I can always out wit them, if at the very least they can only match human levels of deterial ability. |
EnIgMa99
Imperfects Negative-Feedback
393
|
Posted - 2013.06.03 18:27:00 -
[87] - Quote
CCP Remnant wrote: as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Assault Rifle (Hybrid - Plasma) - point blank Combat Rifle (Projectile - Autocannon) - point blank to 5 meters farther (about as far as you can throw a paper ball) Scrambler Rifle (Laser - Pulse) - paper ball throwing range Rail Rifle (Hybrid - Railgun) - about as far as you can throw a rock
[FIXED] |
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