Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cat Merc
BetaMax. CRONOS.
1121
|
Posted - 2013.05.28 19:30:00 -
[1] - Quote
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
BetaMax. CRONOS.
1121
|
Posted - 2013.05.28 19:33:00 -
[2] - Quote
3 likes this quickly? Did I just make a proper thread? IMPOSSIBRU |
Jaden HGhar
The Unholy Legion of Darkstar DARKSTAR ARMY
14
|
Posted - 2013.05.28 19:33:00 -
[3] - Quote
+1 This is the best balance suggestion I have heard for the TAC
|
Jin Robot
Foxhound Corporation General Tso's Alliance
650
|
Posted - 2013.05.28 19:40:00 -
[4] - Quote
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. |
Your Absolut End
SVER True Blood Unclaimed.
70
|
Posted - 2013.05.28 19:41:00 -
[5] - Quote
yeah this is really a good and fair solution for everybody, even if we have to brace our selfes from the FOTM-player's tears. This will really sort out the good players, and tac lovers ;) |
Cat Merc
BetaMax. CRONOS.
1123
|
Posted - 2013.05.28 19:42:00 -
[6] - Quote
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 |
Jin Robot
Foxhound Corporation General Tso's Alliance
650
|
Posted - 2013.05.28 19:43:00 -
[7] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1129
|
Posted - 2013.05.28 19:49:00 -
[8] - Quote
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 |
Stefan Stahl
Seituoda Taskforce Command Caldari State
93
|
Posted - 2013.05.28 19:52:00 -
[9] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1129
|
Posted - 2013.05.28 19:57:00 -
[10] - Quote
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
BetaMax. CRONOS.
1132
|
Posted - 2013.05.28 20:04:00 -
[11] - Quote
meow |
Cass Barr
Red Star. EoN.
78
|
Posted - 2013.05.28 20:12:00 -
[12] - Quote
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. |
stlcarlos989
SVER True Blood Unclaimed.
10
|
Posted - 2013.05.28 20:19:00 -
[13] - Quote
The TAC does need to be addressed, it makes the breach AR completely useless. The TAC does 20 more damage, it out ranges (which it should) by a mile, and it shoots faster. During closed beta they nerfed the breach AR to hell even though the assault AR (which few people used) outclassed it in every way except long range fights. |
Cat Merc
BetaMax. CRONOS.
1135
|
Posted - 2013.05.28 20:20:00 -
[14] - Quote
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. |
Bones McGavins
TacoCat Industries
264
|
Posted - 2013.05.28 20:23:00 -
[15] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1135
|
Posted - 2013.05.28 20:26:00 -
[16] - Quote
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
BetaMax. CRONOS.
1140
|
Posted - 2013.05.28 20:35:00 -
[17] - Quote
meow |
Mobius Wyvern
BetaMax. CRONOS.
1659
|
Posted - 2013.05.28 20:40:00 -
[18] - Quote
Damn good suggestion, Cat Merc. I hope CCP Remnant sees this one. +1
Actually, you should link it to him in IRC. |
Hel Zazaku
BetaMax. CRONOS.
18
|
Posted - 2013.05.28 20:41:00 -
[19] - Quote
I support this. |
Novawolf McDustingham The514th
Amarr Templars Amarr Empire
99
|
Posted - 2013.05.28 20:42:00 -
[20] - Quote
Don't underestimate the effect of increased bullet spread and less ammo in midrange and close quarters. Especially considering the speed drop you get while in ADS.
It kept the MK 14 Mod 0 from owning everything in MAG. |
|
Cass Barr
Red Star. EoN.
79
|
Posted - 2013.05.28 20:42:00 -
[21] - Quote
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. |
The Robot Devil
BetaMax. CRONOS.
305
|
Posted - 2013.05.28 20:47:00 -
[22] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1144
|
Posted - 2013.05.28 20:47:00 -
[23] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1144
|
Posted - 2013.05.28 20:48:00 -
[24] - Quote
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. |
Novawolf McDustingham The514th
Amarr Templars Amarr Empire
99
|
Posted - 2013.05.28 20:57:00 -
[25] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1151
|
Posted - 2013.05.28 21:08:00 -
[26] - Quote
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
BetaMax. CRONOS.
1153
|
Posted - 2013.05.28 21:22:00 -
[27] - Quote
I am a super kitten |
Cat Merc
BetaMax. CRONOS.
1156
|
Posted - 2013.05.28 21:41:00 -
[28] - Quote
rawr |
Crash Monster
Snipers Anonymous
413
|
Posted - 2013.05.28 22:05:00 -
[29] - Quote
CCP needs to drop the knee-jerk nerf bat and apply some more sophisticated/appropriate tweaks. It may take more effort but it beats the hell out of ruining someones fun every time they apply the nerf bat. |
ZDub 303
TeamPlayers EoN.
242
|
Posted - 2013.05.28 22:09:00 -
[30] - Quote
+1 Agreed. It shouldn't matter if the TAR doesn't 'feel right' when you spam it.
However, lower clip size plus a fix to ranges on all weapons may be enough to balance it.
Its impossible to comment on TAR balance until CCP Remnant implements the range fix. |
|
Cass Barr
Red Star. EoN.
81
|
Posted - 2013.05.28 22:14:00 -
[31] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1170
|
Posted - 2013.05.28 22:22:00 -
[32] - 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. |
Tony Calif
Seraphim Initiative. CRONOS.
2204
|
Posted - 2013.05.28 22:28:00 -
[33] - Quote
Easier and better fix would be...
Decrease damage by 33% Increase optimal 33% Reduce falloff 66%
TAR balanced. |
Cat Merc
BetaMax. CRONOS.
1173
|
Posted - 2013.05.28 22:48:00 -
[34] - 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. |
Chinduko
KILL-EM-QUICK RISE of LEGION
138
|
Posted - 2013.05.28 22:51:00 -
[35] - Quote
The TAC needs to have the same DMG as normal ARs, have the same magazine count, and have a slightly higher range than the iron sighted AR. The sight should be the only difference between the TAC and the iron sight ARs. |
BASSMEANT
ZionTCD Unclaimed.
270
|
Posted - 2013.05.28 23:05:00 -
[36] - Quote
all the garbage gamers gave him a thumbs up
that's a LOTTA garbage gamers.
codbois beggin for nerfs again... and again... and again...
Peace B |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
154
|
Posted - 2013.05.28 23:13:00 -
[37] - Quote
put it back to the old tac AR. then people with skill will still be good with it and everyone else will cry. |
Johnny Guilt
Algintal Core Gallente Federation
99
|
Posted - 2013.05.28 23:52:00 -
[38] - 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. which is why it's a good idea for bigger corss hairs and bullet spread for the tac,it should be good at mid-long range and suck at close range just as A regular Ar is short-mid range but sucks at long |
Catherine Archer
LUX AETERNA INT RUST415
22
|
Posted - 2013.05.29 00:50:00 -
[39] - Quote
Cat Merc wrote: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) ( 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.
Sounds great! You can put any delay between your shots in the macro, you know that, right? |
Mobius Wyvern
BetaMax. CRONOS.
1660
|
Posted - 2013.05.29 01:53:00 -
[40] - Quote
Catherine Archer wrote:Cat Merc wrote:3-4 shots a second keeps you accurate. 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 Sounds like stupidest idea ever. No offence, dude. Any delay can be put between shots in the macro, you know that, right? I've tested every single AR on the Market and to be honest here, I don't think TAR is actually the problem. Maps are. TAR is overused not because of it's output, but because it's the only viable option for this kind of game design. DUST provides big open maps and to be effective, you actually NEED something that works in mid-range AND CQC. It's just plain stupid to bring any other weapon to the battlefield. I personally still be using TAR after the nerf, even with smaller clip, as I'm reloading after each burst anyway and using hipfire like 5% of kills. And by the way, shooting moving pixels through ironsights is not how I imagine real life combat situation centuries from now. Check out modern military photos GÇö most of the weaponry is already equipped with scopes. It just makes sense. And by the way, there's no freeaking reason for the weapon with scope being less accurate hipfire, than the one without the scope, CCP. WTF is wrong with you? I'm a shotgun person myself, I love to get in close range and BAM GÇö +1. But, man, this doesn't work in this game. There should be a point for a weapon to be used. Not because it's OP or have the most DPS, but because it suits certain conditions. Sniper rifle is the perfect example GÇö it works well on some maps, on others it doesn't. So what I would like to see is more diverse combat options through better maps. I'd love to use shotgun if it would be like really powerful at point blank, and not some kid's gun. I'd love to use AR if proper aiming sight was at place. Not some century old method. Gameplay>reality 100% of the time. No exceptions. The fact that you said it's stupid to use any other gun is emblematic of the fact that they current stats on it are even more stupid. All the weapons in this game, and only one is considered worth using?
We're not looking for "realism". At most we're looking for verisimilitude, but even that is secondary to having a balanced weapon set that requires you to pick a weapon for a situation, NOT have one weapon that does all things and removes the need to use anything else and even punishes the people who do so.
At the end of the day, this is about fun, not realism. And getting **** on unless you use only one gun 100% of the time is just plain boring and moronic. |
|
Anansi Ansah
Forty-Nine Fedayeen Minmatar Republic
1
|
Posted - 2013.05.29 02:00:00 -
[41] - Quote
Halve the clip size and ammo capacity, and make the hip fire spread as big as a sniper rifle. Let it have the damage but make it only effective at a range. I'm a SG Scout, I got enough to worry about without a rifle being more effective in CQC than my weapon that's made for CQC. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
377
|
Posted - 2013.05.29 02:09:00 -
[42] - Quote
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.
On what standards does scrambler pistol have slow rof? It's power is high damage very fast rof but short range and especially small clip size. It goes like "PFIU-PFIU-PFIU-click" |
hgghyujh
Expert Intervention Caldari State
6
|
Posted - 2013.05.29 02:58:00 -
[43] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1186
|
Posted - 2013.05.29 04:17:00 -
[44] - Quote
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
BetaMax. CRONOS.
1186
|
Posted - 2013.05.29 04:20:00 -
[45] - 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) |
Catherine Archer
LUX AETERNA INT RUST415
22
|
Posted - 2013.05.29 04:47:00 -
[46] - Quote
Mobius Wyvern wrote:Gameplay>reality 100% of the time. No exceptions. The fact that you said it's stupid to use any other gun is emblematic of the fact that they current stats on it are even more stupid. All the weapons in this game, and only one is considered worth using?
We're not looking for "realism". At most we're looking for verisimilitude, but even that is secondary to having a balanced weapon set that requires you to pick a weapon for a situation, NOT have one weapon that does all things and removes the need to use anything else and even punishes the people who do so.
At the end of the day, this is about fun, not realism. And getting **** on unless you use only one gun 100% of the time is just plain boring and moronic.
I totally agree, mate. But you're missing the point, I'm trying to make. Other AR or Shotgun, for instance is more effective than TAR, like 3% of time. Not because of it's damage, but because of it's range and aiming ability. It's impossible to hit something with regular AR most of the time due to range to the target and ****** aiming capabilities of guns.
I'm saying, that it's an FPS, you need to ACTUALLY aim to hit, it takes skill. It's NOT about just numbers and DPS (otherwise people with more SP would dominate ALL the time), it's about experience as well. I consider Scrambler rifle great, for example, because it's very easy to hit with. It lacks distance, so i wouldn't run with it across map, I'd probably stay on defence and wait for close combat, but that's exactly what makes the game balanced GÇö variety of circumstances to utilize weapon capabilities. At this point, there's none. 90% of fights happening in mid to long range and TAR is the best for this job. Rarely someone goes CQC, because well, you'll be killed on approach.
And I totally agree on realism not being the goal, but it shouldn't be beyond any reason. I mean, ironsights is freaking stupid.
There's nothing wrong with TAR. Whiners gotta stop whining after being f***ed in the A by someone with TAR and KB/M+macro and start adjusting. |
Catherine Archer
LUX AETERNA INT RUST415
22
|
Posted - 2013.05.29 04:50:00 -
[47] - Quote
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.
Dude, never gonna happen. Why don't you go and buy modded controller? This would be a good way to balance things out. TBH, I don't approve using macros (turbo-controllers), but I'm going to use it while it's possible. |
Catherine Archer
LUX AETERNA INT RUST415
22
|
Posted - 2013.05.29 04:53:00 -
[48] - Quote
d |
Jathniel
G I A N T EoN.
384
|
Posted - 2013.05.29 08:04:00 -
[49] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
1190
|
Posted - 2013.05.29 11:19:00 -
[50] - Quote
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. |
|
Heidoukan
Forsaken Immortals Gentlemen's Agreement
10
|
Posted - 2013.05.29 12:10:00 -
[51] - Quote
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=2
Quote:
" 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.
" |
Cat Merc
BetaMax. CRONOS.
1192
|
Posted - 2013.05.29 12:15:00 -
[52] - Quote
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. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
386
|
Posted - 2013.05.29 19:00:00 -
[53] - Quote
Cat Merc wrote: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.
. . .
Sorry, it will fix everything.
The very tight hipfire really is the thing that makes autofire TAC AR such monster in CQC to short to mid ranges. And decent even in mid-long range as well.
You said yourself that you use scope in almost all sitations - sorry to say that you are using it 'wrong' or rather you are not maximising it. Try the hipfire for ranges up to 50m. Feel the accuracy, fast movement, fast reactibility and unhindered view.
If you are giving that much of it's power away and playing handicapped, your experience may not be the best to base future balancing of weapons on.
That might've been a bit harsh thing to say but the reason is that I totally agree with you the scoped in view being good, and also good balance-wise. There is a cost in using autofire while scoped making it okay or at least requiring ton of player skill.
In hipfire there is currently no cost, expect medium sized clip which does run out but not soon enough not to murder heavies for example. |
Kitten Empress
Ametat Security Amarr Empire
262
|
Posted - 2013.06.04 12:50:00 -
[54] - Quote
KEROSIINI-TERO wrote:Cat Merc wrote: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.
. . . Sorry, it will fix everything. The very tight hipfire really is the thing that makes autofire TAC AR such monster in CQC to short to mid ranges. And decent even in mid-long range as well. You said yourself that you use scope in almost all sitations - sorry to say that you are using it 'wrong' or rather you are not maximising it. Try the hipfire for ranges up to 50m. Feel the accuracy, fast movement, fast reactibility and unhindered view. If you are giving that much of it's power away and playing handicapped, your experience may not be the best to base future balancing of weapons on. That might've been a bit harsh thing to say but the reason is that I totally agree with you the scoped in view being good, and also good balance-wise. There is a cost in using autofire while scoped making it okay or at least requiring ton of player skill. In hipfire there is currently no cost, expect medium sized clip which does run out but not soon enough not to murder heavies for example. I don't usually scope in at CQC, as I know it isn't as effective. HOWEVER, I tested it to see if CCP's fix will do anything, and NOPE, its still amazingly effective even scoped in at CQC, all thanks to its crazy DPS. |
RedBleach LeSanglant
PFB Pink Fluffy Bunnies
295
|
Posted - 2013.06.04 20:35:00 -
[55] - Quote
OP. Good call, another good post on bringing balance to the game. |
|
|
|
Pages: 1 2 :: [one page] |