|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
122
|
Posted - 2013.05.31 11:46:00 -
[1] - Quote
I'll just leave this here. (please direct all +1s to Exmaple Core)
Exmaple Core wrote:As you all know, this weapon is the go to weapon for noobs, casuals, ringers, hardcore players, CPMs, pubs, PC, ect. We all bickered about the weapon because its too powerful but there has been a lack of proper reasoning beyond bable. Heres my bable:
The Duvolle Tac has 78.5 damage, pretty fair amount, a proto blaster turrent, the ion cannon. does 136.5. about half as much damage, seems ligit. But if you have pro 5 (3% damage increase per level) 78.5 raises to 90.275. If you are in the caldari or mini assult you have lots of high slots (4 and 5 respectably). Slap on 4 damage mods and 90.275 raises to 121.675 damage per shot.
Pro 5 is VERY easy to do and will basically be manditory with the respec and reduction in SP cost. 4 damage mods is ligit if your doing some support gunning behind the scenes, if you disagree it is certainly used in pubs. So with how easy this will be to obtain for alot of players, PC demands this exploit. In conclusion, DUST's most common battlefeild weapon can do more damage than ANY non proto blaster turrent. If you want more sheilds then take off a damage mod or 2 and your doing as much damage as low grade advanced tank turrents.
Lets compare this fit to an Ion Cannon.
This AR does 121.675 damage, only 14.85 damage less than an Ion Cannon The Duvolle Tac has a 30 round clip wich is about equivilant in the volume of rounds of the ion cannon's coolent before it overheats. Both have 100% perfect accuracy Both can zoom The Tac does not have a small blast but the Ion Cannon does The rate of fire can be jus as bast as Ion Cannon with no damage/rof enhancer with a fast trigger (no skill required) Both are hybrid weapons (does 100% damage to both sheilds and armor)
So these are very simular weapons, both doing simular amounts of damage, rate of fire and "clip" size. If you really wanna, you can have a tank cannon in your hands. Choose your tank cannon and slap on the correct amount of damage mods, you have a blaster. The only diffrence is you can fit your Duvolle in tight spaces
|
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
125
|
Posted - 2013.05.31 12:08:00 -
[2] - Quote
Jathniel wrote:
Ignoring the fact that the tactical doesn't blow up tanks, and there are a myriad other weapons that are far more potent against infantry than a tank's blasters, i'll get back on topic.
Dust is a squad-based game, yes. How that's supposed to translate into one's weapon not being potent, I don't know. 1v1 combat is something that happens often in pub matches, and often in CQC. The efficiency that the tactical has is quite inspiring as to how fast CQC should be. You can't look at a FPS game, that has guys running in circles around each other emptying their clips and not dying, and call that balance.
That is stupid. I tried to warn about that in the thread I linked to. It wasn't addressed, and was called out in the IGN review, and it won't be the last time that reviewers and people alike see that.
I was trying to draw attention to a broken mechanic, and used the tactical as a reference of potency.
You're totally ignoring the fact that the TAR diminishes any incentive to use the other AR variants because it excels in all of their intended specialties. That alone warrants a rebalancing. The fact that it can out DPS a blaster turret on an HAV is just icing on the cake. What are you going to defend next? The Viziam from last build?
Edit: And don't get me started on the scientific applications. I dare you to explain why it's plausible that phased plasma can out range photon laser pulses. |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
127
|
Posted - 2013.05.31 12:26:00 -
[3] - Quote
Jathniel wrote:
I'm not defending the TAR so much so as I'm drawing a complaint against clunkiness of controls and TTK in CQC mechanics. The TAR, with it's current iteration, compensates for Dust's failure in both of these aspects.
In it's role, it drops them fast. In CQC, it drops them fast. Should it be doing this in CQC? Probably not, but if you can hit the person why not? Should other weapons like the breach ar, full-auto, and HMG be doing that? Absolutely. Do they? No.
Should someone survive a headshot from a sniper rifle when the rifle is literally 3 inches from their head? You decide. Should someone survive a shotgun blast 3 inches from their chest? You decide.
But if you say yes to either of those, you have a very misconstrued viewpoint of balance.
If you're going to lead me into a trap, allow me to answer your question with another question:
Should a plasma based weapon have more incidental damage than a solid ammunition based weapon at maximum range? Should phased plasma out range laser pulses? Should one weapon class reap the rewards of all racial takes on the weapon but not share in any of its weaknesses?
|
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
127
|
Posted - 2013.05.31 13:57:00 -
[4] - Quote
Jathniel wrote:
No traps intended. You and I have agreed on many things in the past. You should know I'm not aiming for any traps or puns.
The first two questions require techno-babble answers that will lead me off-topic. The last question is a straight-up "No. There are balances that we want to maintain."
I do mean, that the tactical does things RIGHT, that we should consider as positives for other weapons to have and follow. TTK in CQC, and ease and smoothness of use being the main things. It does need it's adjustments, but between comparisons to similar weapons in BF3, the IGN review, and the absurdity of CQC in Dust currently, it feels better better balanced overall than every other weapon. (Until, you throw 4-5 damage mods on it of course.) That's all my point was. I guess I was just a little too long-winded about it.
You need to be careful how you get your point across in regards to the TAR. It's a sore subject for a lot of players on both sides of the weapon. I see what you're getting at, but in the current state the AR class is in as an amalgamation of different racial weapons, it's hard to resort to what could be considered as an "easy fix." Everyone has their own interpretations of how the weapon should operate, and I still stand by the point that it destroys the other variants in the AR line and it's intended use has gone askew to exploitative levels. I would actually be using the weapon on my main character since my real primary has been nerfed to uselessness, but the negative stigma attached to the TAR deters me from it. On top of that, I already represent the other half of the FotM as a logi. Not the OP Caldari, mind you, but the Minmatar that gets lumped into the nerf witch hunt since people don't understand simple things like base stats and racial bonuses. Back on topic though, changes need to be made to the TAR until the other racial weapons come out. Whatever changes we all suggest, CCP will always have the final say and we'll have to deal with them whether it's rebalanced flawlessly or goes the route of the laser and MD. I disagree with your points only because I believe there's a different way. |
|
|
|