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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Thurak1
Psygod9 RISE of LEGION
5
|
Posted - 2013.06.03 19:58:00 -
[1] - Quote
When is ccp going to address this weapon? There are far too many players either using a mouse or a modded controller (ie something with a turbo button) out there that simply flock to this weapon. With suck mods these guns simply own anyone at any range. I run a heavy with a boundless so when an assault suit pops up from around the corner it should not be instant death for me yet it happens often and this dtar is what they always seem to have. |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
69
|
Posted - 2013.06.03 21:16:00 -
[2] - Quote
Thurak1 wrote:When is ccp going to address this weapon? There are far too many players either using a mouse or a modded controller (ie something with a turbo button) out there that simply flock to this weapon. With suck mods these guns simply own anyone at any range. I run a heavy with a boundless so when an assault suit pops up from around the corner it should not be instant death for me yet it happens often and this dtar is what they always seem to have.
Or people just have a quick trigger finger, I can easily fire off ten rounds in the blink of an eye, I'm used to single shot weapons, I use them in every FPS... |
DigiOps
Kirkinen Risk Control Caldari State
339
|
Posted - 2013.06.03 21:35:00 -
[3] - Quote
They're testing tweaks addressing the rate of fire and hip fire spread and after that they'll dial back the damage to avoid an overzealous nerf. |
Krisuke 003
WildCard Ninja Clan
11
|
Posted - 2013.06.03 22:22:00 -
[4] - Quote
Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle.
Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! |
Mike Poole
Kirkinen Risk Control Caldari State
101
|
Posted - 2013.06.03 22:25:00 -
[5] - Quote
They're taking their sweet time to make minor adjustments that likely still won't stop people from using it like a full auto.
They don't want to do something like making abrupt radical changes that entirely destroy a weapon and then never find the time to fix it... again... |
Krisuke 003
WildCard Ninja Clan
11
|
Posted - 2013.06.03 22:29:00 -
[6] - Quote
Mike Poole wrote:They're taking their sweet time to make minor adjustments that likely still won't stop people from using it like a full auto.
They don't want to do something like making abrupt radical changes that entirely destroy a weapon and then never find the time to fix it... again...
I'm inclined to agree with you. Sadly, when you are designing any sort of multiplayer game, you need to make "How will this be abused?" your first question when designing an item or feature. |
Rachoi
HavoK Core RISE of LEGION
82
|
Posted - 2013.06.03 23:26:00 -
[7] - Quote
Krisuke 003 wrote:Mike Poole wrote:They're taking their sweet time to make minor adjustments that likely still won't stop people from using it like a full auto.
They don't want to do something like making abrupt radical changes that entirely destroy a weapon and then never find the time to fix it... again... I'm inclined to agree with you. Sadly, when you are designing any sort of multiplayer game, you need to make "How will this be abused?" your first question when designing an item or feature.
total agreement there.
the whole abusement issue might not dissappear, because someone, somewhere will find a way to abuse something. that is what led to the heavy handed nerf of heavies and HMGs, and the [ninja] nerf to MDs, because of nothing but constant abuse of the worst kinds. i use the MD sure, but i dont like to abuse any of the things people used to do, and i sure as hell miss when it could actually deny people of an area.
they need to gently walk it back, or they are going to get a tidal wave of hate, but they need to do it in a reasonable amount of time as well, so they're going to need patience for atleast another week |
Thurak1
Psygod9 RISE of LEGION
5
|
Posted - 2013.06.04 00:27:00 -
[8] - Quote
Krisuke 003 wrote:Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle. Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! I think i am digging the idea of the recoil. a weapon that does 70+ damage per shot probably should have a nice hefty recoil. My HMG has a noticeable recoil despite being a very heavy weapon to start with. Maybe a LIGHT weapon that does high damage should be considered to be packing a lot of gunpowder in the the round and therefore have a decent amount of recoil.
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Rachoi
HavoK Core RISE of LEGION
82
|
Posted - 2013.06.04 00:34:00 -
[9] - Quote
Thurak1 wrote:Krisuke 003 wrote:Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle. Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! I think i am digging the idea of the recoil. a weapon that does 70+ damage per shot probably should have a nice hefty recoil. My HMG has a noticeable recoil despite being a very heavy weapon to start with. Maybe a LIGHT weapon that does high damage should be considered to be packing a lot of gunpowder in the the round and therefore have a decent amount of recoil.
the fallacy of a 'gunpowder' charge in the Gallente Plasma Blaster Assault Rifle.....
there should be stronger recoil, agreed, but i might suggest you think of it as the plasma bolts having a fair bit of push back when energetically accelerated to such a speed. |
Thurak1
Psygod9 RISE of LEGION
5
|
Posted - 2013.06.04 00:46:00 -
[10] - Quote
Rachoi wrote:Thurak1 wrote:Krisuke 003 wrote:Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle. Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! I think i am digging the idea of the recoil. a weapon that does 70+ damage per shot probably should have a nice hefty recoil. My HMG has a noticeable recoil despite being a very heavy weapon to start with. Maybe a LIGHT weapon that does high damage should be considered to be packing a lot of gunpowder in the the round and therefore have a decent amount of recoil. the fallacy of a 'gunpowder' charge in the Gallente Plasma Blaster Assault Rifle..... there should be stronger recoil, agreed, but i might suggest you think of it as the plasma bolts having a fair bit of push back when energetically accelerated to such a speed. Wrong weapon we are speaking of the duvol tactical assault rifle. |
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Rachoi
HavoK Core RISE of LEGION
82
|
Posted - 2013.06.04 00:55:00 -
[11] - Quote
Thurak1 wrote:Rachoi wrote:Thurak1 wrote:Krisuke 003 wrote:Or just lower the rate of fire and magazine capacity. Find a way to screw with the cheesy pos players that use modded controllers with low recoil weapons. That would fix the problem. So would having recoil that would build up until you have a chance to let the gun settle. Or just figure out some way to have modded controllers explode in peoples hands, amputating their fingers and thus culling one annoying factor from the game. The smiley face isn't because I'm joking. Its because I really do like the image of a modded controller exploding in someone's hands! I think i am digging the idea of the recoil. a weapon that does 70+ damage per shot probably should have a nice hefty recoil. My HMG has a noticeable recoil despite being a very heavy weapon to start with. Maybe a LIGHT weapon that does high damage should be considered to be packing a lot of gunpowder in the the round and therefore have a decent amount of recoil. the fallacy of a 'gunpowder' charge in the Gallente Plasma Blaster Assault Rifle..... there should be stronger recoil, agreed, but i might suggest you think of it as the plasma bolts having a fair bit of push back when energetically accelerated to such a speed. Wrong weapon we are speaking of the duvol tactical assault rifle.
this duvol doesnt exist. if you mean the Duvolle Tactical AR.... that is still Gallente Plasma Blaster tech. they should still have a stronger kick to them, for damned sure |
Thurak1
Psygod9 RISE of LEGION
5
|
Posted - 2013.06.04 01:11:00 -
[12] - Quote
What does the AR stand for then? OOO I see your picking on the spelling. Sorry i cant remember just how these fictional things are spelled when i am not in game. |
Draco Dustflier
DUST University Ivy League
59
|
Posted - 2013.06.04 04:29:00 -
[13] - Quote
i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage). |
Thurak1
Psygod9 RISE of LEGION
6
|
Posted - 2013.06.04 05:19:00 -
[14] - Quote
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
Thank you very much for doing the math on this one. I knew it seemed like a very OP weapon just by how often i get owned at close range by assault suits with this but i never realized just how OP it truly was. Add modded controllers into the mix and you end up with a weapon that does insane damage.
Would be really nice if a DEV would take notice to this and report if this is something they know is wrong in the game. Something should be done to address this weapon. |
Thurak1
Psygod9 RISE of LEGION
8
|
Posted - 2013.06.04 23:57:00 -
[15] - Quote
No interest in this? |
Rachoi
HavoK Core RISE of LEGION
85
|
Posted - 2013.06.05 00:09:00 -
[16] - Quote
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
that is damned good work on the figures, even if they are only ballparked in some spots. i agree with you on the damage idiocy there, and that rpm should probably drop, or the recoil should get a major jump.
to any that actually fired a rifle, that recoil makes keeping on target a real ***** with any kind of rifle, they should not make this Tac AR so easy to fire, they should bring back the recoil issues from cromosome |
Krisuke 003
WildCard Ninja Clan
12
|
Posted - 2013.06.05 00:13:00 -
[17] - Quote
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
A lot of things made MW3 garbage...but I digress. Thank you for breaking this into tangible numbers. This is something you can show as proof of unbalanced to the people that actually make decisions about what to do with this game.
I still believe that lowering the magazine size and adding recoil should do the trick, however. |
Mike Poole
Kirkinen Risk Control Caldari State
119
|
Posted - 2013.06.05 00:23:00 -
[18] - Quote
Even if they "fix" the TAC issue it's not going to solve all of the problems associated with semi-auto weapons.
Scrambler rifle's work on the same principle even if they don't share the same range advantages. I can't count how many times I've thought someone had been shooting at me with one of the assault variants just to find out it was just a standard model shooting at insane speeds. |
Helper Friendly
Planetary Response Organization
18
|
Posted - 2013.06.05 00:25:00 -
[19] - Quote
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
Agree. Both Tactical AR's. Not just the Duvolle ( or however its spelled). The Glu can actually be the better weapon if fitted right plus its tons cheaper. I am seeing more Glu's these days probably since everyone burned through their cash on proto's and duvolles after respec, and the Glu is only roughly 17k.
GLU-5 2 damage mods, good logi suit = OP Duvolle 2 damage mods, good logi suit = Super OP
So some type of nerf is needed more than just recoil and clip size. You can't blame players for using the weapon. The blame goes with CCP for making it in the first place. TAC AR vs GEK = GEK fail 99% of the time ( TAC also has superior range).
We have AR's take away TAC AR's problem solved.
You will never rid the game of modded controllers or mouse turbo's going this route will simply destroy the game further. There is no special "code" any game developer can implement to stop said controller usage. I remember back in the mag days everyone was complaining about aim bots when in all reality it was simply a suped up modded ps3 controller.
CCP simply remove the TWO TAC rifles.
nuff said. |
WeapondigitX V7
Planetary Response Organization
8
|
Posted - 2013.06.05 01:55:00 -
[20] - Quote
The TAC AR should have a recoil increase both in hip fire and when scoped and a reduction in fire rate (I use the TAC AR and it boosts my K/D by massive amounts compared to GEX AR). But please allow us TAC AR users (while scoped) to get 1 headshot, roughly every 0.85 seconds, on stationary infantry targets. To do this increase the recoil on the TAC AR but make the AR recover from the recoil faster if I don't mash the fire button (when time between each of my shots is greater than a defined amount of time). |
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Thurak1
Psygod9 RISE of LEGION
9
|
Posted - 2013.06.05 03:12:00 -
[21] - Quote
Just to be really clear on this. I do not blame players for buying modded controllers or even if they are creative and mod the controller themself. I have no issue with the players at all. I blame the programmers for a very unbalanced weapon. The weapon itself should be addressed by either introducing recoil, rate limiting the weapon, smaller clips, longer reload time or some sort of combination of these things. Ultimately i dont think there is a way to truly tell if someone is using a modded controller or if they just have an insanly fast trigger finger. I would even go so far to say that if someone does have a wicked fast trigger finger these mods for this weapon are appropriate. The weapon that should be the CQC monster the boundless HMG does not even come close to the same damage output as these do at any range. In fact from the calculations earlier this weapon can lay out even proto heavys with max shields in about a second and less a clip of ammo. |
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CCP Wolfman
C C P C C P Alliance
453
|
Posted - 2013.06.05 03:46:00 -
[22] - Quote
Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
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karonzon
D3LTA FORC3 Orion Empire
10
|
Posted - 2013.06.05 03:51:00 -
[23] - Quote
i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC |
Tankin Tarkus
Quafe Runners
23
|
Posted - 2013.06.05 03:56:00 -
[24] - Quote
karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC game balance of course... look at its ROF its double that of an SMG so of course the damage has to be lower the problem with it isnt the damage its the range if it had the range of an AR it would be a pretty significant threat considering that the suits that use it are infantry tanks and the size of its drum |
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 03:56:00 -
[25] - Quote
karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC
the smg, does more damage per shot (militia), than even the officer HMG. the officer is 22.5 hp, the militia smg is 23hp. yes, i know the fire rate is havlfed, but why should an hmg need to put out twice as many bullets to do any real damage. the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable.
i feel like i have a rainbow cannon firing glitter instead of a death machnine
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D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 03:57:00 -
[26] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
i hope you are also working on the GLU, and GEK, because those are just as dangerous. |
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 04:05:00 -
[27] - Quote
Tankin Tarkus wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC game balance of course... look at its ROF its double that of an SMG so of course the damage has to be lower the problem with it isnt the damage its the range if it had the range of an AR it would be a pretty significant threat considering that the suits that use it are infantry tanks and the size of its drum
militia smg (a secondary): 22.3 * 1000 = 22,300 dmp = 372dps assault hmg standard (a primary): 13.8 * 2000 = 27,600 dpm = 460dps
its only an 88 damage difference! considering i need to get weaponry to lvl 5 to use hmgs, and all the crap i gotta put points into to get hmgs, having pretty much the same damage as a militia secondary is insulting. the double fire rate means nothing when you factor in the horible dispersion and lengthy reload. it only means i need to burn through twice as much ammo to do the same job! |
Mike Poole
Kirkinen Risk Control Caldari State
127
|
Posted - 2013.06.05 04:08:00 -
[28] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
So how about now that you've given TACs the feather duster nerf treatment you turn around and ******* FIX MASS DRIVERS.
1.5 seconds of automatic rifle fire takes you down from maximum range meanwhile you have to run in circles unloading an entire magazine with the Mass Driver at point blank range to drop someone's shields.
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Maken Tosch
DUST University Ivy League
2575
|
Posted - 2013.06.05 04:10:00 -
[29] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
What do you mean don't explode? What the hell are you feeding those hamsters with? |
Tankin Tarkus
Quafe Runners
23
|
Posted - 2013.06.05 04:13:00 -
[30] - Quote
D legendary hero wrote:Tankin Tarkus wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC game balance of course... look at its ROF its double that of an SMG so of course the damage has to be lower the problem with it isnt the damage its the range if it had the range of an AR it would be a pretty significant threat considering that the suits that use it are infantry tanks and the size of its drum militia smg (a secondary): 22.3 * 1000 = 22,300 dmp = 372dps assault hmg standard (a primary): 13.8 * 2000 = 27,600 dpm = 460dps its only an 88 damage difference! considering i need to get weaponry to lvl 5 to use hmgs, and all the crap i gotta put points into to get hmgs, having pretty much the same damage as a militia secondary is insulting. the double fire rate means nothing when you factor in the horible dispersion and lengthy reload. it only means i need to burn through twice as much ammo to do the same job! your comparing a standard grade weapon(with longer range and lower damage) to a militia grade sidearm(which has the same damage as a standard grade sidearm) you also have what.... 3x the ammo a drum which means u out dps the smg and your drums last longer which is why u have slower reload... |
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Mike Poole
Kirkinen Risk Control Caldari State
127
|
Posted - 2013.06.05 04:13:00 -
[31] - Quote
CCP Wolfman wrote: WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
It's funny that so much attention is being paid to impacts on weapon performance now.
Where was this deep concern when Mass Drivers were tossed off a cliff?
You would think that an entire class of slowly firing, difficult to aim weapons that don't actually do any damage would have caught someone's attention by now.
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Tankin Tarkus
Quafe Runners
23
|
Posted - 2013.06.05 04:15:00 -
[32] - Quote
Mike Poole wrote:CCP Wolfman wrote: WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
It's funny that so much attention is being paid to impacts on weapon performance now. Where was this deep concern when Mass Drivers were tossed off a cliff? You would think that an entire class of slowly firing, difficult to aim weapons that don't actually do any damage would have caught someone's attention by now. pretty sure they said they were working on the MD's issues too which are effected by more than just a nerf |
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 04:27:00 -
[33] - Quote
Tankin Tarkus wrote:D legendary hero wrote:Tankin Tarkus wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC game balance of course... look at its ROF its double that of an SMG so of course the damage has to be lower the problem with it isnt the damage its the range if it had the range of an AR it would be a pretty significant threat considering that the suits that use it are infantry tanks and the size of its drum militia smg (a secondary): 22.3 * 1000 = 22,300 dmp = 372dps assault hmg standard (a primary): 13.8 * 2000 = 27,600 dpm = 460dps its only an 88 damage difference! considering i need to get weaponry to lvl 5 to use hmgs, and all the crap i gotta put points into to get hmgs, having pretty much the same damage as a militia secondary is insulting. the double fire rate means nothing when you factor in the horible dispersion and lengthy reload. it only means i need to burn through twice as much ammo to do the same job! your comparing a standard grade weapon(with longer range and lower damage) to a militia grade sidearm(which has the same damage as a standard grade sidearm) you also have what.... 3x the ammo a drum which means u out dps the smg and your drums last longer which is why u have slower reload...
the reason why i used militia is because you need no skill points in it. there is no militia hmg. you need to be freaking lvl 5 weaponry for that. and 88hp more damager per second, it doesnt make sense.
the smg reloads 3x faster than the hmg so they balance out in dps with regards reload. so yes i have a bigger mag with over heating, but i takes me 8seconds to reload. even at max reload skill, its still 6.8 seconds reload speed.
inaddition the assault does not add much range. its only about 5-10% more range. for a damage drop that big. not worth it.
|
Pseudonym0
Free Guard of Arrakis
2
|
Posted - 2013.06.05 04:47:00 -
[34] - Quote
While the GEK may be a bit more powerful than it should, they do still require concentrated continuous fire that hits target and they have a significantly lower range than a TAC. GEK could maybe use some tweaking but the TAC needs a complete overhaul which IMHO is a far greater priority given the relative damage potentials. I've only been using AR's regularly since this patch cause I've always thought they were a little too easy, but I can tell already that the GEK doesn't unbalance the game nearly as much as the tacticals do. |
Tankin Tarkus
Quafe Runners
24
|
Posted - 2013.06.05 04:54:00 -
[35] - Quote
D legendary hero wrote:Tankin Tarkus wrote:D legendary hero wrote:Tankin Tarkus wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC game balance of course... look at its ROF its double that of an SMG so of course the damage has to be lower the problem with it isnt the damage its the range if it had the range of an AR it would be a pretty significant threat considering that the suits that use it are infantry tanks and the size of its drum militia smg (a secondary): 22.3 * 1000 = 22,300 dmp = 372dps assault hmg standard (a primary): 13.8 * 2000 = 27,600 dpm = 460dps its only an 88 damage difference! considering i need to get weaponry to lvl 5 to use hmgs, and all the crap i gotta put points into to get hmgs, having pretty much the same damage as a militia secondary is insulting. the double fire rate means nothing when you factor in the horible dispersion and lengthy reload. it only means i need to burn through twice as much ammo to do the same job! your comparing a standard grade weapon(with longer range and lower damage) to a militia grade sidearm(which has the same damage as a standard grade sidearm) you also have what.... 3x the ammo a drum which means u out dps the smg and your drums last longer which is why u have slower reload... the reason why i used militia is because you need no skill points in it. there is no militia hmg. you need to be freaking lvl 5 weaponry for that. and 88hp more damager per second, it doesnt make sense. the smg reloads 3x faster than the hmg so they balance out in dps with regards reload. so yes i have a bigger mag with over heating, but i takes me 8seconds to reload. even at max reload skill, its still 6.8 seconds reload speed. inaddition the assault does not add much range. its only about 5-10% more range. for a damage drop that big. not worth it. AHMG has a max range almost on par with an AR but shorter optimum.... regardless why not instead compare the basic HMG to the basic SMG doesnt that then become something like 18dmg@2k RPM to 22.3dmg@1k RPM |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
74
|
Posted - 2013.06.05 04:55:00 -
[36] - Quote
A Weapon that kills people =/= Unbalanced or Overpowered.
Also, The HMG is insanely powerful, are you people on crack? I've been killed more by HMG's than I have any other weapon in the game.
Stats do not dictate how something functions in the real world, you can number crunch all you like. |
D legendary hero
One-Armed Bandits Unclaimed.
79
|
Posted - 2013.06.05 04:56:00 -
[37] - Quote
in the kill feeds all i see are tacs, geks, and glus.
they all need a nerf, starting with the tac. then a nerf on the glu and then gek respectively. they shouldn't be over nerfed. but they should only be doing the type of damage they do, when someone has damage mods and proficiency sp at max in ARs. they are all way too powerful.
anyone who plays this game will see that. if CCP were to anaylize the kill feeds in every game played between this week and last week alone, they will see that these weapons attain 65-70% of all kills (among small arms). probably more.
if CCP were to post the kills per weapon stats for the past month. among small arms, i guarantee you 67%~77% will be tac, glu, and gek.
something must be done to balance the game out. as a side note, the smallest percentages will be lasers, MD and scrambler pistols. |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
74
|
Posted - 2013.06.05 04:57:00 -
[38] - Quote
D legendary hero wrote:in the kill feeds all i see are tacs, geks, and glus.
they all need a nerf, starting with the tac. then a nerf on the glu and then gek respectively. they shouldn't be over nerfed. but they should only be doing the type of damage they do, when someone has damage mods and proficiency sp at max in ARs. they are all way too powerful.
anyone who plays this game will see that. if CCP were to anaylize the kill feeds in every game played between this week and last week alone, they will see that these weapons attain 65-70% of all kills (among small arms). probably more.
if CCP were to post the kills per weapon stats for the past month. among small arms, i guarantee you 67%~77% will be tac, glu, and gek.
something must be done to balance the game out. as a side note, the smallest percentages will be lasers, MD and scrambler pistols.
Wow, Assault Rifle is the most used weapon in a First Person Shooter, I'm totally shocked. |
Iron Wolf Saber
Den of Swords
4894
|
Posted - 2013.06.05 05:04:00 -
[39] - Quote
Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix. |
D legendary hero
One-Armed Bandits Unclaimed.
80
|
Posted - 2013.06.05 05:19:00 -
[40] - Quote
Quote: AHMG has a max range almost on par with an AR but shorter optimum.... regardless why not instead compare the basic HMG to the basic SMG doesnt that then become something like 18dmg@2k RPM to 22.3dmg@1k RPM
#1. no. the assault hmg has no where near as much range as an Ar even in chromosome with sharp shooter. trust me ive been play heavy since chromosome. and especially now with the range nerf, all AR has more range than the AHMG.
#2. the dps although substantially different in this case, is still a different situaltion. why? because the HMG in this build is unfortunately a CQC weapon. and with a **** poor turning speed, i cnt hit anything so im my 600dps is just hitting the wall. still it doesnt change the fact that the AHMG is only marginally better than an smg at half the rpm. |
|
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CCP Wolfman
C C P C C P Alliance
457
|
Posted - 2013.06.05 05:27:00 -
[41] - Quote
Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix.
My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions.
We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update.
CCP Wolfman
|
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Jenova's Witness
The Unholy Legion Of DarkStar DARKSTAR ARMY
169
|
Posted - 2013.06.05 05:29:00 -
[42] - Quote
Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix. Are you factoring the support and area denial functions the weapon had with its old arcing trajectory and larger splash area. Also, don't forget about the nanohive nerf and buffs to shields which neutered the weapon. |
karonzon
D3LTA FORC3 Orion Empire
10
|
Posted - 2013.06.05 05:33:00 -
[43] - Quote
ok i was in a match and the entire other team is using tac ars and they didnt lose more then 8 clone so tell me are they op just so you know i do ok mainly going positive and even doing as well as 25/6
|
Jenova's Witness
The Unholy Legion Of DarkStar DARKSTAR ARMY
169
|
Posted - 2013.06.05 05:39:00 -
[44] - Quote
CCP Wolfman wrote:Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix. My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions. We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update. CCP Wolfman Out of curiosity, will the changes to the MD reflect the support and area denial capabilities of the weapon? |
Tankin Tarkus
Quafe Runners
25
|
Posted - 2013.06.05 05:53:00 -
[45] - Quote
D legendary hero wrote:Tankin Tarkus wrote: AHMG has a max range almost on par with an AR but shorter optimum.... regardless why not instead compare the basic HMG to the basic SMG doesnt that then become something like 18dmg@2k RPM to 22.3dmg@1k RPM
#1. no. the assault hmg has no where near as much range as an Ar even in chromosome with sharp shooter. trust me ive been play heavy since chromosome. and especially now with the range nerf, all AR has more range than the AHMG. #2. the dps although substantially different in this case, is still a different situaltion. why? because the HMG in this build is unfortunately a CQC weapon. and with a **** poor turning speed, i cnt hit anything so im my 600dps is just hitting the wall. still it doesnt change the fact that the AHMG is only marginally better than an smg at half the rpm. the max range of normal ARs is 65-71m(38-42m optimum) while the AHMG was 67-74m(40-45m optimum)
https://forums.dust514.com/default.aspx?g=posts&t=40886 |
D legendary hero
One-Armed Bandits Unclaimed.
80
|
Posted - 2013.06.05 06:01:00 -
[46] - Quote
Jenova's Witness wrote:Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix. Are you factoring the support and area denial functions the weapon had with its old arcing trajectory and larger splash area. Also, don't forget about the nanohive nerf and buffs to shields which neutered the weapon.
^^MD should get War points for suppresions, like the hmg |
D legendary hero
One-Armed Bandits Unclaimed.
80
|
Posted - 2013.06.05 06:03:00 -
[47] - Quote
Tankin Tarkus wrote:D legendary hero wrote:Tankin Tarkus wrote: AHMG has a max range almost on par with an AR but shorter optimum.... regardless why not instead compare the basic HMG to the basic SMG doesnt that then become something like 18dmg@2k RPM to 22.3dmg@1k RPM
#1. no. the assault hmg has no where near as much range as an Ar even in chromosome with sharp shooter. trust me ive been play heavy since chromosome. and especially now with the range nerf, all AR has more range than the AHMG. #2. the dps although substantially different in this case, is still a different situaltion. why? because the HMG in this build is unfortunately a CQC weapon. and with a **** poor turning speed, i cnt hit anything so im my 600dps is just hitting the wall. still it doesnt change the fact that the AHMG is only marginally better than an smg at half the rpm. the max range of normal ARs is 65-71m(38-42m optimum) while the AHMG was 67-74m(40-45m optimum) https://forums.dust514.com/default.aspx?g=posts&t=40886
really? then that must be in theory because in practice the the reg. assault rifle has a better range than the AHMG. why? the effective range on the AHMG is shorter than an AR and the dispersion is much higher that an AR, in addition the damage per shot is much lower so overall, its effective range is on slightly better than a reg. HMG |
Vile Heathen
Subdreddit Test Alliance Please Ignore
453
|
Posted - 2013.06.05 06:09:00 -
[48] - Quote
Glad the TAR is getting fixed finally. It sounds like CCP is treating it the way it should be: a battle rifle. Not a *shudder* sniper carbine.
Now if only they could nerf those ridiculous clown car murdertaxis which are congesting ambush matches. And by nerf I mean remove completely. |
crazy space 1
Unkn0wn Killers
1310
|
Posted - 2013.06.05 06:10:00 -
[49] - Quote
CCP Wolfman wrote:Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix. My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions. We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update. CCP Wolfman beta
same with PC
come on whats going on : ( |
crazy space 1
Unkn0wn Killers
1310
|
Posted - 2013.06.05 06:16:00 -
[50] - Quote
D legendary hero wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC the smg, does more damage per shot (militia), than even the officer HMG. the officer is 22.5 hp, the militia smg is 23hp. yes, i know the fire rate is havlfed, but why should an hmg need to put out twice as many bullets to do any real damage. the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable. i feel like i have a rainbow cannon firing glitter instead of a death machnine
Are dust players just dumb? I've notice this trend.. it's is just that the idea of mmo stats and balance confuses them?
21 damage per shot 600rpm is 210 dps
Smg is 24 damage but only 300 rpm so it only does 120dps
The HMG is MUCH better than then SMG don't even I'm so confused by the forums nowadays : ( |
|
Iron Wolf Saber
Den of Swords
4895
|
Posted - 2013.06.05 06:23:00 -
[51] - Quote
crazy space 1 wrote:D legendary hero wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC the smg, does more damage per shot (militia), than even the officer HMG. the officer is 22.5 hp, the militia smg is 23hp. yes, i know the fire rate is havlfed, but why should an hmg need to put out twice as many bullets to do any real damage. the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable. i feel like i have a rainbow cannon firing glitter instead of a death machnine Are dust players just dumb? I've notice this trend.. it's is just that the idea of mmo stats and balance confuses them? 21 damage per shot 600rpm is 210 dps Smg is 24 damage but only 300 rpm so it only does 120dps The HMG is MUCH better than then SMG don't even I'm so confused by the forums nowadays : (
I think he's mad because I won a gun fight with him using a militia SMG by aiming for his head while behind cover or outrunning his rate of turn. |
Tankin Tarkus
Quafe Runners
25
|
Posted - 2013.06.05 06:23:00 -
[52] - Quote
D legendary hero wrote:Tankin Tarkus wrote:D legendary hero wrote:Tankin Tarkus wrote: AHMG has a max range almost on par with an AR but shorter optimum.... regardless why not instead compare the basic HMG to the basic SMG doesnt that then become something like 18dmg@2k RPM to 22.3dmg@1k RPM
#1. no. the assault hmg has no where near as much range as an Ar even in chromosome with sharp shooter. trust me ive been play heavy since chromosome. and especially now with the range nerf, all AR has more range than the AHMG. #2. the dps although substantially different in this case, is still a different situaltion. why? because the HMG in this build is unfortunately a CQC weapon. and with a **** poor turning speed, i cnt hit anything so im my 600dps is just hitting the wall. still it doesnt change the fact that the AHMG is only marginally better than an smg at half the rpm. the max range of normal ARs is 65-71m(38-42m optimum) while the AHMG was 67-74m(40-45m optimum) https://forums.dust514.com/default.aspx?g=posts&t=40886 really? then that must be in theory because in practice the the reg. assault rifle has a better range than the AHMG. why? the effective range on the AHMG is shorter than an AR and the dispersion is much higher that an AR, in addition the damage per shot is much lower so overall, its effective range is on slightly better than a reg. HMG that whole thread was tested in-game besides the ones labeled NCU(not tested for uprising) the OP of that thread even listed the differences in range from the last build to the current build(like the basic AR lost 13m range and gained 3m more optimum) the problem with the AHMG is i think even with its RPM it is still weaker than an assault rifle but idk i never did the math |
karonzon
D3LTA FORC3 Orion Empire
11
|
Posted - 2013.06.05 06:29:00 -
[53] - Quote
Iron Wolf Saber wrote:crazy space 1 wrote:D legendary hero wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC the smg, does more damage per shot (militia), than even the officer HMG. the officer is 22.5 hp, the militia smg is 23hp. yes, i know the fire rate is havlfed, but why should an hmg need to put out twice as many bullets to do any real damage. the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable. i feel like i have a rainbow cannon firing glitter instead of a death machnine Are dust players just dumb? I've notice this trend.. it's is just that the idea of mmo stats and balance confuses them? 21 damage per shot 600rpm is 210 dps Smg is 24 damage but only 300 rpm so it only does 120dps The HMG is MUCH better than then SMG don't even I'm so confused by the forums nowadays : ( I think he's mad because I won a gun fight with him using a militia SMG by aiming for his head while behind cover or outrunning his rate of turn. well how about this get into a ring with me in rl and see how that works for you |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
334
|
Posted - 2013.06.05 06:38:00 -
[54] - Quote
karonzon wrote:well how about this get into a ring with me in rl and see how that works for you
"fight me IRL", still the best comeback when you're losing a forum argument |
karonzon
D3LTA FORC3 Orion Empire
11
|
Posted - 2013.06.05 06:43:00 -
[55] - Quote
ok you win because your a monster and super intelligent i so bow to your iq you are a god to the forums |
Dj grammer
One-Armed Bandits Unclaimed.
2
|
Posted - 2013.06.05 06:45:00 -
[56] - Quote
I would like to say for the record that the Gek-38 AR, Duvolle AR (Not the Tactical one) and just the regular AR (counting Dren and Toxin) are automatics with 60 round mags. Honestly I find them more balanced than the Tactical AR's as well as saying that I find many of the AR's UU (in other-words Underused). People need to understand that the AR's are the most used weapon in any first person shooter. It is true that about 75% of the 514 community spec into AR's, but of that 75%, 45% did because the TAC's were the only liable option to keep up with the meta-game (level 5 AR operations at at least a level 1 AR proficiency).
D legendary you even heard me say I rather be killed by a Gek-38 or just a plain Duvolle before haven't you? Recall in beta, AR's were a good option to use but wasn't always the best option versus now where the TAC's are the solution to everything. Lowering the clip size to 18 bullets would make the "spray and pray" players think twice before shooting now. an increase in dispersion of hip-firing bullets will make to where the TAC's are not the go to weapon for CQC situations. Finally a lower rate of fire from the 789 rpm to hopefully 450 rpm will kill all "spray and pray" tactics along with trigger happy users and killing any use of the modded controller users from trying to make it an automatic weapon.
However this update with all the positives comes with one negative, recall I said 45% of the 75% of the 514 community spec into AR's just so they can use the TAC's. After this update (or after the damage Nerf of the TAC's update) about 45 or that 75% who spec into AR's will request a skill respec when this is all said and done with. |
Vile Heathen
Subdreddit Test Alliance Please Ignore
455
|
Posted - 2013.06.05 06:58:00 -
[57] - Quote
Dj grammer wrote:
However this update with all the positives comes with one negative, recall I said 45% of the 75% of the 514 community spec into AR's just so they can use the TAC's. After this update (or after the damage Nerf of the TAC's update) about 45 or that 75% who spec into AR's will request a skill respec when this is all said and done with.
If they're using the tac as a spray n pray weapon, and especially if they're using modded controllers, then they're using the TAC wrong. They would have to be really ignorant not to understand that they aren't meant to compete in the same category as a full auto weapon. The TAC will still be a great weaponGÇöit's powerful and has a very long range. But it's not an assault rifle. |
D legendary hero
One-Armed Bandits Unclaimed.
82
|
Posted - 2013.06.05 07:03:00 -
[58] - Quote
Dj grammer wrote:I would like to say for the record that the Gek-38 AR, Duvolle AR (Not the Tactical one) and just the regular AR (counting Dren and Toxin) are automatics with 60 round mags. Honestly I find them more balanced than the Tactical AR's as well as saying that I find many of the AR's UU (in other-words Underused). People need to understand that the AR's are the most used weapon in any first person shooter. It is true that about 75% of the 514 community spec into AR's, but of that 75%, 45% did because the TAC's were the only liable option to keep up with the meta-game (level 5 AR operations at at least a level 1 AR proficiency).
D legendary you even heard me say I rather be killed by a Gek-38 or just a plain Duvolle before haven't you? Recall in beta, AR's were a good option to use but wasn't always the best option versus now where the TAC's are the solution to everything. Lowering the clip size to 18 bullets would make the "spray and pray" players think twice before shooting now. an increase in dispersion of hip-firing bullets will make to where the TAC's are not the go to weapon for CQC situations. Finally a lower rate of fire from the 789 rpm to hopefully 450 rpm will kill all "spray and pray" tactics along with trigger happy users and killing any use of the modded controller users from trying to make it an automatic weapon.
However this update with all the positives comes with one negative, recall I said 45% of the 75% of the 514 community spec into AR's just so they can use the TAC's. After this update (or after the damage Nerf of the TAC's update) about 45 or that 75% who spec into AR's will request a skill respec when this is all said and done with.
that percentage will then be respect hopefully into a more diverse loadout. |
D legendary hero
One-Armed Bandits Unclaimed.
82
|
Posted - 2013.06.05 07:10:00 -
[59] - Quote
Iron Wolf Saber wrote:crazy space 1 wrote:D legendary hero wrote:karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC the smg, does more damage per shot (militia), than even the officer HMG. the officer is 22.5 hp, the militia smg is 23hp. yes, i know the fire rate is havlfed, but why should an hmg need to put out twice as many bullets to do any real damage. the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable. i feel like i have a rainbow cannon firing glitter instead of a death machnine Are dust players just dumb? I've notice this trend.. it's is just that the idea of mmo stats and balance confuses them? 21 damage per shot 600rpm is 210 dps Smg is 24 damage but only 300 rpm so it only does 120dps The HMG is MUCH better than then SMG don't even I'm so confused by the forums nowadays : ( I think he's mad because I won a gun fight with him using a militia SMG by aiming for his head while behind cover or outrunning his rate of turn.
#1. all those numbers are completely off. the smg does 23hp, or 383.33 dps. the assault heavy machine gun does 460dps. a difference of little over 76dps. for all the points and SP you need to skill into HMGs it doesnt sem fair that an smg can basically out gun a heavy machine gun (because you can get more head shots with an smg that dps is virtually doubled. where as with an hmg headshots are only possible against other heavies.)
#2. when you factor in the high dispersion and horrible turn speed of heavies (because if you dnt know you gotta be a heavy to use an hmg) most of you dps is going into the wall. so even the regular hmg at 600dps doesnt mean sqaut with dispersion and turn speed like that.
#3 @ the CP. dude, im not mad at that i mad when caldari scouts with more EHP that a heavy, standing directly in front of me in my stream of bullets with a militia smg killing my heavy. dnt gimme that bs. most of you guys just bunny hop and shield tank. no one should be able to stand directly in front of a heavy machine gun and out gun him with an smg. (spraying and praying with the cross hairs at the head aint skills bro et real) |
D legendary hero
One-Armed Bandits Unclaimed.
82
|
Posted - 2013.06.05 07:13:00 -
[60] - Quote
Dj grammer wrote:I would like to say for the record that the Gek-38 AR, Duvolle AR (Not the Tactical one) and just the regular AR (counting Dren and Toxin) are automatics with 60 round mags. Honestly I find them more balanced than the Tactical AR's as well as saying that I find many of the AR's UU (in other-words Underused). People need to understand that the AR's are the most used weapon in any first person shooter. It is true that about 75% of the 514 community spec into AR's, but of that 75%, 45% did because the TAC's were the only liable option to keep up with the meta-game (level 5 AR operations at at least a level 1 AR proficiency).
D legendary you even heard me say I rather be killed by a Gek-38 or just a plain Duvolle before haven't you? Recall in beta, AR's were a good option to use but wasn't always the best option versus now where the TAC's are the solution to everything. Lowering the clip size to 18 bullets would make the "spray and pray" players think twice before shooting now. an increase in dispersion of hip-firing bullets will make to where the TAC's are not the go to weapon for CQC situations. Finally a lower rate of fire from the 789 rpm to hopefully 450 rpm will kill all "spray and pray" tactics along with trigger happy users and killing any use of the modded controller users from trying to make it an automatic weapon.
However this update with all the positives comes with one negative, recall I said 45% of the 75% of the 514 community spec into AR's just so they can use the TAC's. After this update (or after the damage Nerf of the TAC's update) about 45 or that 75% who spec into AR's will request a skill respec when this is all said and done with.
the damage doesnt really nead a nerf. but the other attributes do. the glus, and geks need an over haul too. but the damage isnt the problem. its the dps and edps. |
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D legendary hero
One-Armed Bandits Unclaimed.
82
|
Posted - 2013.06.05 07:24:00 -
[61] - Quote
when i was speaking about the damage on the ahmg compared to the smg, i was looking at it from a dps and edps perspective. edps is effective damage per second.
effective damage per second not only includes the aforementioned calculations for dpm/60 but as factors such as reload time, over heating, dispersion, recoil, hip fire spread within the weapons optimal range. HOWEVER, for heavies only turn speed is a HUGE factor.
due to the extremely low turn speed, the HMG is on the low side of EDPS. the recoil, dispersion, and hip fire spread hell even aim down sights spread are all bad, and make head shots impossible. and this is all in optimal range. WITH THAT SAID, for the AHMG to do only 76~ more dps than an SMG is a joke.
the SMG in its optimal range, has average recoil, turn speed is not a factor as this can be used on any suit, it doesnt over heat, the hip fire spread is good for its class, the aim down sights makes head shots possible and the reload is amazing. at 80 bullets per clip your EDPS is much better than the AHMG.
in conclusion, although the AHMD does 76~ more dps than the std smg. the EDPS is much lower due to low turn speed, bad dispersion, horrible recoil, and mediocre hipfire/ADS |
Ted Nugget
SVER True Blood Unclaimed.
134
|
Posted - 2013.06.05 08:37:00 -
[62] - Quote
CCP knew what they were doing. remember the broke tactical that was full auto.. yea enough said |
Iron Wolf Saber
Den of Swords
4896
|
Posted - 2013.06.05 08:43:00 -
[63] - Quote
D legendary hero wrote:
#1. all those numbers are completely off. the smg does 23hp, or 383.33 dps. the assault heavy machine gun does 460dps. a difference of little over 76dps. for all the points and SP you need to skill into HMGs it doesnt sem fair that an smg can basically out gun a heavy machine gun (because you can get more head shots with an smg that dps is virtually doubled. where as with an hmg headshots are only possible against other heavies.)
#2. when you factor in the high dispersion and horrible turn speed of heavies (because if you dnt know you gotta be a heavy to use an hmg) most of you dps is going into the wall. so even the regular hmg at 600dps doesnt mean sqaut with dispersion and turn speed like that.
#3 @ the CP. dude, im not mad at that i mad when caldari scouts with more EHP that a heavy, standing directly in front of me in my stream of bullets with a militia smg killing my heavy. dnt gimme that bs. most of you guys just bunny hop and shield tank. no one should be able to stand directly in front of a heavy machine gun and out gun him with an smg. (spraying and praying with the cross hairs at the head aint skills bro et real)
... Caldari Scouts? |
BL4CKST4R
WarRavens
124
|
Posted - 2013.06.05 09:57:00 -
[64] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
I thought the patch was coming out today. |
Longshot Ravenwood
Algintal Core Gallente Federation
702
|
Posted - 2013.06.05 10:45:00 -
[65] - Quote
Iron Wolf Saber wrote:D legendary hero wrote:
#1. all those numbers are completely off. the smg does 23hp, or 383.33 dps. the assault heavy machine gun does 460dps. a difference of little over 76dps. for all the points and SP you need to skill into HMGs it doesnt sem fair that an smg can basically out gun a heavy machine gun (because you can get more head shots with an smg that dps is virtually doubled. where as with an hmg headshots are only possible against other heavies.)
#2. when you factor in the high dispersion and horrible turn speed of heavies (because if you dnt know you gotta be a heavy to use an hmg) most of you dps is going into the wall. so even the regular hmg at 600dps doesnt mean sqaut with dispersion and turn speed like that.
#3 @ the CP. dude, im not mad at that i mad when caldari scouts with more EHP that a heavy, standing directly in front of me in my stream of bullets with a militia smg killing my heavy. dnt gimme that bs. most of you guys just bunny hop and shield tank. no one should be able to stand directly in front of a heavy machine gun and out gun him with an smg. (spraying and praying with the cross hairs at the head aint skills bro et real)
... Caldari Scouts? Coming SoonGäó -- the first person to complain about Cadari Scouts being overpowered. Way to preempt.
|
HIERARKIK
ILL OM3NS
0
|
Posted - 2013.06.05 10:55:00 -
[66] - Quote
Thurak1 wrote:When is ccp going to address this weapon? There are far too many players either using a mouse or a modded controller (ie something with a turbo button) out there that simply flock to this weapon. With suck mods these guns simply own anyone at any range. I run a heavy with a boundless so when an assault suit pops up from around the corner it should not be instant death for me yet it happens often and this dtar is what they always seem to have. the fact is that you don't have to trigger too fast to kill with this weapon and if you do the accuracy becomes horribly inaccurate at longer ranges. and if you are putting yourself in situations where a heavy should'nt be that's all on you . you cant expect to win a gunfight in the open against a lighter dropsuits like a assault or logi simply because they are faster than you and can hop around you like there's no tommorrow in the open. so why don't you stop complaining and get better at being a heavy. and even if they nerf the tacs people are still going to use them because they cant nerf them too badly because if they put the damage too low they have to increase the clip size and if they put the rate of fire down it is'nt gonna make much of a difference and i've never seen anyone with a modded controller. i like to use the glu-5 TAR simply because it gets the job done at a lower price andi trigger this gun faster than most of the people i see using it.and i just use my normal finger. so the question is are you really complaining about a real issue or are you just getting whooped because you're using a fitting you don't know how to efficiently use. |
m621 zma
Seraphim Initiative. CRONOS.
28
|
Posted - 2013.06.05 10:59:00 -
[67] - Quote
D legendary hero wrote:in the kill feeds all i see are tacs, geks, and glus.
they all need a nerf, starting with the tac. then a nerf on the glu and then gek respectively. they shouldn't be over nerfed. but they should only be doing the type of damage they do, when someone has damage mods and proficiency sp at max in ARs. they are all way too powerful.
I think the problem here is that you think 'most' of the people shooting you with these weapons don't already have them maxed?
I would guess that more people have these maxed than not. So working as intended for non Tac AR's I'm afraid dude. |
FakeMyDeath
Foxhound Corporation General Tso's Alliance
1
|
Posted - 2013.06.05 11:04:00 -
[68] - Quote
tottaly agree with this topic thanks for making it... |
Zauis Gallente
Net Warriors Z
4
|
Posted - 2013.06.05 11:11:00 -
[69] - Quote
D legendary hero wrote:CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
i hope you are also working on the GLU, and GEK, because those are just as dangerous.
What's wrong with the GLU and GEK? |
D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 11:57:00 -
[70] - Quote
Iron Wolf Saber wrote:D legendary hero wrote:
#1. all those numbers are completely off. the smg does 23hp, or 383.33 dps. the assault heavy machine gun does 460dps. a difference of little over 76dps. for all the points and SP you need to skill into HMGs it doesnt sem fair that an smg can basically out gun a heavy machine gun (because you can get more head shots with an smg that dps is virtually doubled. where as with an hmg headshots are only possible against other heavies.)
#2. when you factor in the high dispersion and horrible turn speed of heavies (because if you dnt know you gotta be a heavy to use an hmg) most of you dps is going into the wall. so even the regular hmg at 600dps doesnt mean sqaut with dispersion and turn speed like that.
#3 @ the CP. dude, im not mad at that i mad when caldari scouts with more EHP that a heavy, standing directly in front of me in my stream of bullets with a militia smg killing my heavy. dnt gimme that bs. most of you guys just bunny hop and shield tank. no one should be able to stand directly in front of a heavy machine gun and out gun him with an smg. (spraying and praying with the cross hairs at the head aint skills bro et real)
... Caldari Scouts?
i meant shield tankers. but you know it happens. ive seen and have had people shield tanking with more EHP than me a heavy stand righ in front of my HMG and slaughter my with an SMG. not doging, not using, cover, hell not even bunny hoping. just standing directly infront of me with an SMG and destroying my heavy. anyone who uses heavy suits knows theyre a joke |
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D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:06:00 -
[71] - Quote
m621 zma wrote:D legendary hero wrote:in the kill feeds all i see are tacs, geks, and glus.
they all need a nerf, starting with the tac. then a nerf on the glu and then gek respectively. they shouldn't be over nerfed. but they should only be doing the type of damage they do, when someone has damage mods and proficiency sp at max in ARs. they are all way too powerful. I think the problem here is that you think 'most' of the people shooting you with these weapons don't already have them maxed? I would guess that more people have these maxed than not. So working as intended for non Tac AR's I'm afraid dude.
sad part is those are still better than even proto level hmgs and infact are so far superior that many heavies are just specing into ARs and using those instead of hmgs.
i mean its safe to assume that most people who spec into anything spec it to max then. people who spec lasers or shotguns to max arent getting the bang for their buck.
i specd hmgs to max, and that aint mean s***.
just because someone specs all their points into something doesn't mean that its not OP. the gek and glu need a slight nerf, emphasis on SLIGHT. advanced and proto weaponry are supposed to be better than the other weapons of its class, NOT better than everyting else.
i.e. an advanced Ar is supposed to be an improvement on the standard AR, it is NOT supposed to be vastly superior to all other light weapons. understood?
|
D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:11:00 -
[72] - Quote
karonzon wrote:i am getting realy close to wanting to punch some FMs i the face the weapons are ******* broke the HMG does less damage then any weapon tell me how is that possible and use LOGIC
^^amen |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
62
|
Posted - 2013.06.05 12:11:00 -
[73] - Quote
Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix.
It was a good weapon before and it was balanced but if you don't want to take my word for it
I have a quote for ya:
CCP Remnant wrote:To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon.
I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now).
Nerfing the mass driver on the basis that half the people in the office where using it instead of months of beta testing was wrong period. If they would have tested the mass driver with hundreds of other players they would have noticed that it was a weapon that not everyone used. As a matter of fact only a small number of people actually used the weapon. Now the weapon need almost direct hits to do anything useful which is not what a grenade launcher is supposed to do. Also there is a huge problem when there is a post with 416 replies and very little DEV or CPM feedback.
The link is below just in case this post got the attention of a dev that actually cares about what is happening to this weapon.
Mass driver thread
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D legendary hero
One-Armed Bandits Unclaimed.
83
|
Posted - 2013.06.05 12:12:00 -
[74] - Quote
also, whats wrong with the GLU and gek (well GEK isnt that bad, but should be monitored)? here is someone else's comment on a related post the link is at the bottom. I qoute:
Draco Dustflier wrote: i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
Agree. Both Tactical AR's. Not just the Duvolle ( or however its spelled). The Glu can actually be the better weapon if fitted right plus its tons cheaper. I am seeing more Glu's these days probably since everyone burned through their cash on proto's and duvolles after respec, and the Glu is only roughly 17k.
GLU-5 2 damage mods, good logi suit = OP Duvolle 2 damage mods, good logi suit = Super OP
So some type of nerf is needed more than just recoil and clip size. You can't blame players for using the weapon. The blame goes with CCP for making it in the first place. TAC AR vs GEK = GEK fail 99% of the time ( TAC also has superior range).
We have AR's take away TAC AR's problem solved.
You will never rid the game of modded controllers or mouse turbo's going this route will simply destroy the game further. There is no special "code" any game developer can implement to stop said controller usage. I remember back in the mag days everyone was complaining about aim bots when in all reality it was simply a suped up modded ps3 controller.
CCP simply remove the TWO TAC rifles.
nuff said."
https://forums.dust514.com/default.aspx?g=posts&m=903506#post903506
seriously, no AR should do double the DPS of a minigun, ever. period. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
546
|
Posted - 2013.06.05 12:28:00 -
[75] - Quote
So... when is the client update patch? ... since some fixes have to wait for that apparently. |
Shotty GoBang
Pro Hic Immortalis RISE of LEGION
49
|
Posted - 2013.06.05 12:36:00 -
[76] - Quote
CCP Wolfman wrote:Hi guys,
The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
CCP Wolfman
Huge thanks, CCP Wolfman.
- Shotty GoBang (Scout) |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
219
|
Posted - 2013.06.05 12:37:00 -
[77] - Quote
Haven't seen it posted, so for anyone wondering its now 400 rpm and 47.8 accuracy (assuming that's just for hip firing). |
calisk galern
BurgezzE.T.F
211
|
Posted - 2013.06.05 12:38:00 -
[78] - Quote
so what's it like? |
Skurwiele PL
Seraphim Initiative. CRONOS.
3
|
Posted - 2013.06.05 13:50:00 -
[79] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
what is it now you can not kill anyone with TAR Give back the way it was. SP down the drain. |
Skurwiele PL
Seraphim Initiative. CRONOS.
3
|
Posted - 2013.06.05 14:07:00 -
[80] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
3 months I learned from TAR and partition with vain Do something better or tanks and LAV AR leave alone. The whole fun of the game sucks. Now it is be a fist fight. but I forgot to write just a youngster teeth improved melee |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1087
|
Posted - 2013.06.05 14:14:00 -
[81] - Quote
CCP Wolfman wrote:Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix. My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions. We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update. CCP Wolfman There's a third bug, native to all explosives, which causes the rounds to sometimes vanish without detonation. This also happens with all types of grenade and has been confirmed under Uprising as recently as 6/4/2013
Cheers, Cross |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
546
|
Posted - 2013.06.05 14:26:00 -
[82] - Quote
Cross Atu wrote:CCP Wolfman wrote:Iron Wolf Saber wrote:Mass Drivers are suffering from a bug that is making them very difficult to use for long range, numbers wise it should be in theory a good weapon. It may take a code deployment to fix. My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions. We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update. CCP Wolfman There's a third bug, native to all explosives, which causes the rounds to sometimes vanish without detonation. This also happens with all types of grenade and has been confirmed under Uprising as recently as 6/4/2013 Cheers, Cross
There was a similar issue to this in Mass Effect 3 multiplayer as I recall. Any non-hitscan weapons with explosive qualities would sometimes have issues hitting reliably (unless you were the host). Of course, none of us Dust players are the host, but if you're playing LAN games back at HQ for testing - you'd effectively be removing that sort of issue. Just a thought.
|
Lance 2ballzStrong
SyNergy Gaming EoN.
2097
|
Posted - 2013.06.05 14:26:00 -
[83] - Quote
Dale Templar wrote:I've been killed more by HMG's than I have any other weapon in the game.
LOOOOOOOOL
|
Mike Poole
Kirkinen Risk Control Caldari State
141
|
Posted - 2013.06.05 14:39:00 -
[84] - Quote
CCP Wolfman wrote:My fellow wolf is correct, the mass drivers are suffering from a couple of technical issues. The first is a problem with how we check splash damage for partially occluded targets. The second is a client/server de-sync issue for the projectile which is exacerbated in poor network conditions.
We have made fixes for both of those issues internally and have been testing them over the last few days. So far weGÇÖve been getting good results. Unfortunately these fixes are on both the client and the server so they canGÇÖt be easily hotfixed in the same way as the TAC updates weGÇÖre putting out. They will be in the next full update.
CCP Wolfman
Translation: We have no ****ing clue what we're doing, there is no fix anywhere close to working and we're going to BS the answer that gives us the most time to scratch our asses and get to it eventually. We could just revert the Mass Driver's stats so the weapon is even remotely usable in it's current totally broken state but... you know... **** the players. |
Krisuke 003
WildCard Ninja Clan
13
|
Posted - 2013.06.05 15:03:00 -
[85] - Quote
Easy killer. The Tar needed work. Everyone knew it. Don't get so wound up.
Personally, id like to see the Tar get a little more zoom and get moved to sniper rifles. Show those guys some love, make them a little more versatile. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
189
|
Posted - 2013.06.05 16:12:00 -
[86] - Quote
D legendary hero wrote: the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable.
Bro. From one heavy to another: don't use the assault hmg. The Damage is laughable and in no way makes up for the extended range. You'll probably be better off using the standard type or the burst.
I did lawl at the rainbow cannon though. |
martinofski
Les Rebelles A Qc
170
|
Posted - 2013.06.05 16:19:00 -
[87] - Quote
Tiberion Deci wrote:D legendary hero wrote: the std assault heavy machine gun does 13.8 damage per shot and with the horrible dispersion its laughable.
Bro. From one heavy to another: don't use the assault hmg. The Damage is laughable and in no way makes up for the extended range. You'll probably be better off using the standard type or the burst. I did lawl at the rainbow cannon though.
Yep the assault HMG...less damage, more range, same cone of fire angle. see the issue? In the end, your bullets dissapears further, but you still can't kill anyone at 40 meters since 90% of your bullet don't hit target lol. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
189
|
Posted - 2013.06.05 16:27:00 -
[88] - Quote
Dale Templar wrote:The HMG is insanely powerful, are you people on crack? I've been killed more by HMG's than I have any other weapon in the game.
The only time the HMG is overpowered is when you're standing still , 10 meters away from the barrel. Seriously have you tried killing people with it before? Since we have to land a higher percentage of bullets in order to maintain DPS it is actually quite difficult when people are moving. Especially when they are strafing us inside our "optimal" range. -_- |
Dj grammer
One-Armed Bandits Unclaimed.
4
|
Posted - 2013.06.05 16:29:00 -
[89] - Quote
BL4CKST4R wrote:CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
I thought the patch was coming out today. it did look under stats or better yet do what I did use the weapon to notice the subtle changes. They actually did what they said they were going to do. |
Pseudonym0
Free Guard of Arrakis
2
|
Posted - 2013.06.05 17:01:00 -
[90] - Quote
Wow there's alot of rancor on these forums. Everyone tearing on the heavies because they say the HMG is broken.....and some of the same people that are complaining that the Mass Driver is broken and are getting ripped apart by other people. Anyone using a straight numbers argument they took off an info page to dismiss someone elses complaint is obviously not personally familiar with the weapon, nor have they really observed it in combat. I've used a HMG since the patch and they suck, I generally use a GEK on my heavy now, it's far more effective at the same skill level without damage mods than the HMG is with them. From the outside perspective....I have a dual scrambler pistols medium build, and HMGs don't scare me. At "longer" close range HMG users usually end up running for cover and hiding from me....at close range I still win a considerable amount of the time. Sorry but with the sacrifices in speed, upgrade slots, and SP needed to spec into heavy, a guy in a Med suit with two pistols shouldn't be able to run up to you and blast you without dieing or coming very close. Let's face it, running around a corner and coming face to face with a guy in heavy armour with a chain gun should not be a pleasant experience, and at this point I'd far prefer it to seeing a scout with a shotgun....and I use shotguns too. |
|
pdiddy anfama
KILL-EM-QUICK RISE of LEGION
4
|
Posted - 2013.06.05 19:46:00 -
[91] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
I am tired of all the QQ over TAC AR. What needs to be fixed is the distance for all AR and maybe reduce a little of the damage the TAC does. They should all be equal distance. If I go to a firing range with an AR with or without a scope, semi-auto, single shot, full auto, no matter what it will be lethal at the same distance.
BTW. I use Scrambler AR, so it doesn't matter, but this is my .02. |
Al the destroyer
The Phoenix Federation
1
|
Posted - 2013.06.06 04:43:00 -
[92] - Quote
D legendary hero wrote:CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
i hope you are also working on the GLU, and GEK, because those are just as dangerous. All the whining about the gek ? If it is so OP why aren't all the heavys using it ? Don't touch the GEK! |
SIRBOREUS
D3LTA FORC3 Orion Empire
0
|
Posted - 2013.06.06 06:32:00 -
[93] - Quote
Dale Templar wrote:D legendary hero wrote:in the kill feeds all i see are tacs, geks, and glus.
they all need a nerf, starting with the tac. then a nerf on the glu and then gek respectively. they shouldn't be over nerfed. but they should only be doing the type of damage they do, when someone has damage mods and proficiency sp at max in ARs. they are all way too powerful.
anyone who plays this game will see that. if CCP were to anaylize the kill feeds in every game played between this week and last week alone, they will see that these weapons attain 65-70% of all kills (among small arms). probably more.
if CCP were to post the kills per weapon stats for the past month. among small arms, i guarantee you 67%~77% will be tac, glu, and gek.
something must be done to balance the game out. as a side note, the smallest percentages will be lasers, MD and scrambler pistols. Wow, Assault Rifle is the most used weapon in a First Person Shooter, I'm totally shocked.
its not that people are using ars but that the ars are/were pretty much full auto sniper rifles |
HIERARKIK
Ill Omens EoN.
0
|
Posted - 2013.06.06 11:13:00 -
[94] - Quote
thy went too far and completely enabled what people didnt like . you guys say that you dot like people choosing this gun for CQC , well i got news for you CCP made it nearly impossible to use this gun at longer ranges. with a combination of putting the clip down to 18 ,dramatically screwing the accuracy in fact a tactical rifle should have the most accuracy but now it has the least. and putting the range down , this weapon has now become a CQC weapon because frankly all the nerfing made it impossible to use long range i see more people using it from 5m away than the old distance of at least 30m people use to use it at, and stop complaining please because as a TAC user i am telling you that because of the inconsistency of a human finger and the higher rpm we were used to we are constantly oversampling the TAC making us hit an average of 250 rpm compared to my 600 rpm average before the nerf.so i can no longer use the tac at longer ranges because a normal assault has as much range completely making the purpose of a TACTICAL assault rifle completely redundant . so my last comment is here i come scrambler rifles.
SCRAMBLER RIFLES!!!!! |
HIERARKIK
Ill Omens EoN.
0
|
Posted - 2013.06.06 11:17:00 -
[95] - Quote
SIRBOREUS wrote:Dale Templar wrote:D legendary hero wrote:in the kill feeds all i see are tacs, geks, and glus.
they all need a nerf, starting with the tac. then a nerf on the glu and then gek respectively. they shouldn't be over nerfed. but they should only be doing the type of damage they do, when someone has damage mods and proficiency sp at max in ARs. they are all way too powerful.
anyone who plays this game will see that. if CCP were to anaylize the kill feeds in every game played between this week and last week alone, they will see that these weapons attain 65-70% of all kills (among small arms). probably more.
if CCP were to post the kills per weapon stats for the past month. among small arms, i guarantee you 67%~77% will be tac, glu, and gek.
something must be done to balance the game out. as a side note, the smallest percentages will be lasers, MD and scrambler pistols. Wow, Assault Rifle is the most used weapon in a First Person Shooter, I'm totally shocked. its not that people are using ars but that the ars are/were pretty much full auto sniper rifles
a sniper seriously a sniper... have you ever seen anyone try to MCC snipe with a tactical..i thought so and what do you expect a TACTICAL assault to do the range and damage combined with a high rate of fire allowing for triggering is the reason why the word tactical is in its damn name |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
13
|
Posted - 2013.06.06 11:51:00 -
[96] - Quote
CCP Wolfman wrote:Hi guys,
We are performing final tests on an update today. As long as all goes well and the game doesn't explode we will be deploying some changes to the TAC as well as fixing the explosives skill that wasnGÇÖt working. The TAC has clip size reduced to 18, increased dispersion when hip firing and a lower ROF cap.
WeGÇÖll be watching carefully to see what kind of impact this has on weapon performance.
CCP Wolfman
Thanks Whiners so what are you going to do about all the people that skilled into it for that reason give out another skill respec Why wasn't flaylock pistol reduced or the Assault scambler riffle now everyone will skill into that so it can be nerfed to.
CPP you over did it with the nerf Now I will not use the tac anymore what is the point of a tac assault riffle with a scope if you can only shoot slower than you can pull triger and only 10 feet away when I use a real gun it shoots as fast as you can pull the triger. Hurry up there is a whole bunch of other things you can ruin. |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
13
|
Posted - 2013.06.06 11:52:00 -
[97] - Quote
What about the shooting from MCC who's Whining IDEA was that |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
13
|
Posted - 2013.06.06 12:08:00 -
[98] - Quote
Just another note to whiners and CCP
Just because some of the people whine lot does not justify changing the GAME. War is the GAME DIE YOU WILL.
There is a lot a whiners wearing sniper suits and assault suits whining while they site in MCC with 40 kills 0 deaths they sit there cause they are not smart enough snipers to learn to hide now there is a problem to fix.
If you keeps listening to all the whiners soon where going to be running around with rubber spoons and Tupperware trying to kill each other and no one will die.
Learn to adapt. if you going to make changes do it in small increments.
Why don't you even make a real foam dart Nerf rifle and give everyone blueprint for that. 0 damage No whiners should be a hit. |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
14
|
Posted - 2013.06.06 18:59:00 -
[99] - Quote
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DigiOps
Kirkinen Risk Control Caldari State
346
|
Posted - 2013.06.06 19:22:00 -
[100] - Quote
Maybe you should tell your child to try something more age appropriate. |
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Pseudonym0
Free Guard of Arrakis
3
|
Posted - 2013.06.07 18:46:00 -
[101] - Quote
K, I can see some point in the damage adjustment point, since stacked damage mods are also part of the problem, but saying people are just whining and then trying to justify it by using a real-world allegory is just silly.
Here's a thought experiment for you, if you want realism. Imagine you take 4 pig carcasses to the firing range. One you get to shoot at at 60m for 1/2 a second with a TAC AR, one you get to shoot at once with a grenade launcher, one you get to throw a handheld grenade at, and the last you put a combat shotgun an inch from it's surface and pull the trigger. In said real-world scenario, are you really going to tell me that the one that got hit with a few rifle rounds is the worst off?
Don't think so....but then again, it's a game, not real life. |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
154
|
Posted - 2013.06.07 19:04:00 -
[102] - Quote
I think the nerf might have went a little too far with the RoF cap.
IIRC the problem was stemming from modded controllers firing every round out of a mag faster than humanly possible. I can now no longer get a shot for every mouse click... which is a restriction beyond where it should have been. Either that or I'm getting one hell of a delay off my mouse (or to the server?).
Perhaps you should have toyed with the mag cap and hip spread and just added detection for modded controllers? |
ZDub 303
TeamPlayers EoN.
291
|
Posted - 2013.06.07 20:13:00 -
[103] - Quote
Honestly feel like the gun is right where it should be now... the hip fire dispersion might be a little too high, but I only have ARSS3 so I can't comment on that yet until its at 5.
RoF feel perfect for what it should be in terms of balance. |
Thurak1
Psygod9 RISE of LEGION
12
|
Posted - 2013.06.08 03:32:00 -
[104] - Quote
I think the ROF cap is appropriate. There are some things to consider with this weapon. Its a light weapon and any suite can use it. It does impressive damadge with every round. Now at least if your face to face with a heavy the heavy stands a chance of getting a kill. Course hevys still turn slow as crap so even in CQC if your smart you move left to right a lot and just circle the heavy while popping off a few rounds and you can still kill a heavy even in a heavys optimal range. Its kind of funny to me that the movement penalty for a heavy applies to turning as well. That ends up being a huge handicap in many firefights. |
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