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Cat Merc
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Posted - 2013.05.28 19:30:00 -
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Well, almost anything. The only time I use hip fire with the TAC AR is super close engagements. Anything else, and I use the scope. And believe me, its closer than you think, 7 meters in fact.
From 10 meters all the way to its maximum range, it just outdoes everything.
The ONLY WAY to fix it without breaking it, is having a limit on the fire rate. Take a note from Halo Reach and the DMR.
Its a high damage weapon, but it has a limited fire rate. 3-4 shots per second. For comparison, the normal AR does 12.5 shots a second. You could fire it faster, but the bloom kicks in and your weapon starts to be highly inaccurate. (Which doesn't happen in Dust, if you are aiming down sights your weapon will hit exactly where you aim)
-So I suggest copying it. -3-4 shots a second keeps you accurate. ^This puts it at 312 DPS without any damage mods and skills. ^For comparison, the normal AR does 420 DPS ^I think its fare considering the range you get, and the amount of spare ammo * damage per bullet you have. -If you go faster, up to 5-6 shots a second, it will be extremely hard to control and unlikely to hit anything, but still doable -at cloes range ^This puts it at 468, a bit above the auto AR.
Anything more than that would be impossible to do thanks to a fire rate cap. It will still be useable at close and close-medium range, but it won't be as effective as other weapons that are occupying this space.
If you're telling me that it breaks the weapon, let me ask you a question. At what range is the TAC AR supposed to be used? Another question. Can anything else hit you at that range? (Except the sniper) No?
Here is the thing. I'm using the GLU constantly, I see no reason to use other AR's. And I will still use it if the suggestion here is implemented. |
Cat Merc
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Posted - 2013.05.28 19:33:00 -
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3 likes this quickly? Did I just make a proper thread? IMPOSSIBRU |
Cat Merc
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Posted - 2013.05.28 19:42:00 -
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Jin Robot wrote:I see no need for any AR to have over 70 base dps. Thats seem to be the problem to me, with skills it has beastly dps. You mean 70 damage right? Because 70 DPS won't get you anywhere lol |
Cat Merc
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Posted - 2013.05.28 19:49:00 -
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Jin Robot wrote:Cat Merc wrote:Jin Robot wrote:I see no need for any AR to have over 70 base dps. Thats seem to be the problem to me, with skills it has beastly dps. You mean 70 damage right? Because 70 DPS won't get you anywhere lol You are correct, I meant damage. Good, because otherwise heavies would be invincible lol |
Cat Merc
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Posted - 2013.05.28 19:57:00 -
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Stefan Stahl wrote:I really wonder why CCP thinks they need to reinvent every game mechanic they encounter. This isn't the first time that there's a semi-automatic rifle in a competitive multiplayer game. Just look at how other games did it and go from there. Fewer time spent on design, better result, more time to come up with unique ideas that don't suck. I understand them. I have some friends who work in the gaming industry as developers. They are too busy actually making the game than watching what other games and developers do.
The only time they do watch is when: A. The community tells them to B. The suits tell them they need to "copy this and that" so they can make X amount of more money |
Cat Merc
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Posted - 2013.05.28 20:04:00 -
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meow |
Cat Merc
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Posted - 2013.05.28 20:20:00 -
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Cass Barr wrote:It's not like it's all that complicated. Frankly CCP shouldn't drastically increase hip fire spread, the gun still needs to work in CQC. Spread increase and a smaller mag is likely to just break it. Which is seems to be SOP around here.
It's not that hard. Range and DPS should have an inverse relationship, as do Alpha and DPS.
High range and high alpha? Lower DPS High range and higher DPS? Lower Alpha Low range in general should have higher DPS than high range, regardless of alpha. Shotguns have high alpha, AR and HMG have high dps, etc etc
TAR's should be able to shoot accurately at range and in CQC. It should pay for it's range with lower DPS. You won't balance it by trashing its CQC ability, you'll break it. And I'm not. As you can see, there is still the option to have almost the same DPS as the AR, in exchange for accuracy. If you shot 3-4 bullets a second, its still perfectly accurate. |
Cat Merc
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Posted - 2013.05.28 20:26:00 -
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Bones McGavins wrote:The easiest way to balance the TAR would be to give it stats closer to the breach scrambler pistol. Slow ROF, strong damage. Maybe not quite the damage of the breach, somewhere between the breach and current TAR but with the breach scrambler pistol ROF.
That would balance the gun pretty good. It would lower its DPS and force players to really be careful and skilled in CQ while allowing it to provide its intended role at range. There are many ways to fix it, but they all have the same end result. Limited DPS on the TAC AR. |
Cat Merc
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Posted - 2013.05.28 20:35:00 -
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meow |
Cat Merc
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Posted - 2013.05.28 20:47:00 -
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Cass Barr wrote:I wasn't referring to you, Cat. I was talking to CCP when I said "you", and I was referring to this: 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. I'll bet 5 million ISK they break it. I have 200+ million ISK. I'll bet 200+ million ISK they do. |
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Cat Merc
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Posted - 2013.05.28 20:48:00 -
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The Robot Devil wrote:The viziam out ranges the TAC, to me the range on the TAC should be pulled back some and the ROF dropped just a little. The TAC is OP in my eyes but only by a little bit. A rang buff on the entire LR line to make them reach about 10 meters more than the TAC at the standard level and a very small ROF drop in the TAC would probably be more fun than an AR range nerf. The TAC is supposed to have a big range. So no, no range nerf to the TAC AR, it will just break it. |
Cat Merc
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Posted - 2013.05.28 21:08:00 -
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Novawolf McDustingham The514th wrote:If the stated fixes don't do what they intend, then before they start adjusting the damage I would recommend that they instead increase the zoom a tad in order to re-enforce its place as a mid-long range weapon making ADS in at close range as iffy as it would be with any 2.5 ACOG. With my suggestion, it won't be really necessary. |
Cat Merc
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Posted - 2013.05.28 21:22:00 -
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I am a super kitten |
Cat Merc
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Posted - 2013.05.28 21:41:00 -
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rawr |
Cat Merc
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Posted - 2013.05.28 22:22:00 -
[15] - Quote
Cass Barr wrote:ADS'ing at close range is already a very bad idea, it lowers your move and strafe speed a lot. People who ADS at short range are easy targets. It's also easy for the opponent to strafe out of the scope since the turn speed is lowered as well. At extreme CQC. But the sheer damage output of the TAC combined with accuracy from zooming in just melts enemies before they can scartch you. I use it at 7m, and its very viable. In theory it shouldn't be, but I never died once doing it. |
Cat Merc
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Posted - 2013.05.28 22:48:00 -
[16] - Quote
Tony Calif wrote:Easier and better fix would be...
Decrease damage by 33% Increase optimal 33% Reduce falloff 66%
TAR balanced. Even with 33% less damage, its has more DPS than a duvolle AR. Fail. |
Cat Merc
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Posted - 2013.05.29 04:17:00 -
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hgghyujh wrote:no becuase it still doesn't fix turbo controllers which are the main problem with the gun. The TAC needs an over heat like the SR tho I would make it over heat to long jam not to burn. Ehhmm, this does fix turbo controllers. There will be a much lower ROF limit, and even if they maximize the ROF the kick would be impossible to control. |
Cat Merc
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Posted - 2013.05.29 04:20:00 -
[18] - Quote
Sigh at people. I'm using the GLU because it fits my playstyle, medium to long range striking and keeping my distance while still being closer than a sniper. The fixes suggested of reducing clip size and increasing hip fire spread won't fix a damn thing. They either won't do anything, or break the weapon, there is no middle ground with this thing. I suggested a fix that keeps the GLU a viable weapon, keeps it balanced with other weapons AND I would still use it because its not broken. The thing is, AR's are versatile weapons by nature. The TAC AR is just more specialized. I think it should keep the ability to keep up in CQC, but it won't be as effective as variants designed to work in that range. (The most DPS you can get with accurate fire is 312 DPS, without skills or damage mods) |
Cat Merc
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Posted - 2013.05.29 11:19:00 -
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Jathniel wrote:Nice OP.
But the tactical's functionality aiming down scope is exactly how it's meant to function.
A hip fire spread increase will make it significantly harder to use in CQC (which is the main issue). A rate of fire decrease, that is too dramatic, will put it at a disadvantage vs. other ARs (Burst-Standard) at range.
If the general DPS is the problem. You can hit the damage, OR you can hit the RoF. if you do BOTH, you need to be very moderate.
When I'm assaulting at CQC with it, I hip fire.
If the range for the tac is reduced to be inline with the other ARs, then it should not suffer a hip fire penalty.
You have to think of a caveat for everything you decide to rebalance.
The tac doesn't need to get nerfed, it just needs to be tweaked to do it's role without negating the roles of others. "If the general DPS is the problem. You can hit the damage, OR you can hit the RoF. if you do BOTH, you need to be very moderate." I'm not touching the damage. This weapon is supposed to be high alpha low DPS. Its currently high both, with DPS clocking in at 1000+ without any skills or damage mods.
All I want to change is the ROF, everything stays the same, and this weapon will be balanced. |
Cat Merc
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Posted - 2013.05.29 12:15:00 -
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Heidoukan wrote:Cat Merc and everyone else plz check out this thread for further information on Rifles (straight from CCP Remnant) https://forums.dust514.com/default.aspx?g=posts&t=81243&p=2Quote: " CCP Remnant - > Posted: 2013.05.28 02:48 | 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. " So what? It will either break the weapon, or it won't do a damn thing. There is no middle ground. That's why I made this post, note the title. |
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