Cruor Abominare
Resheph Interstellar Strategy Gallente Federation
82
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Posted - 2013.06.07 21:26:00 -
[1] - Quote
CCP Wolfman wrote:Hi guys,
We've been monitoring the TAR since the change. So far it is still one of the most used weapons with one of the highest kill counts. However it's no longer in a class of its own which is a good thing. We will keep an eye on it to see how things develop.
Thanks for the continued feedback!
CCP Wolfman The changes were a mixed bag, it was successful in that it reduced the effectiveness of the gun. Amusingly though it seems to have done it in all the wrong places.
Long range: ok reduced clip size I like on one hand, it makes me much more selective on shooting, on the other hand I now have to pretty much ignore kills in falloff range, I simply don't have enough shots to kill a heavy, or anything beyond the failest of militia fits in falloff range. Near optimal max I can still kill but a dancing target or having to switch targets or kill more than one person means I have to reload, which can generally mean they get a free pass to get into medium range.
CQC: ironically this is mostly unchanged for me despite being one of the things people bitched the most about. Pre nerf every round went dead center of crosshairs. So unless you were doing some sort of spray and pray with a modded controller, you had to keep them dead center to kill them which largely meant you were already out skilling those flailing about with smgs and ars spraying with their near zero dispersion autos. Regardless I can still pop anyone nearly as quick as before outside of the occasional rng shot going way off to the edge of my crosshairs which are now nearly 6 times as large as a fully auto ar. Hooray for pitting gun play on an rng.
Medium range: strangely this is the area the gun actually got heavily nerfed in. Because of how huge my crosshairs are I can't actually hit anything reasonably pass the ten meter range without scoping, but because scoping incurs a huge movement penalty I'm easy prey to fully auto ars just holding the trigger down. I'm having to resort to quick scoping or having to scope into headshots just to keep up. Either I have to avoid huge chunks of the map or just ram people with the gun to get my kills because cqc still works.
Thoughts on the actual problem: I might be able to stomach a larger rof nerf if it meant I could actually hit people in medium range, but realistically the problem has to do with dispersion growth. There's virtually none of it in the game, from semi to fully auto the hit area only grows a fraction larger of the original size, this really needs to change on all guns. In this case functionally I should still have a small dispersion area, it's an accurate single shot weapon, however based on how fast I fire it should grow the dispersion area to a size equal or possibly greater than my current size. This would actually solve the issues that were presented by the gun, realistically making modding controllers worthless because you would kill the accuray.
If adapted to other ars you could actually you know encourage not just holding the fire button down until empty.
Additionally you need to figure out a better way to differentiate glu and duv, the extra 4 dmg doesn't change killing speed, it'll take the same number of shots to typically kill some one, and oddly it's less of a gain tha say gek to duvolle a 10% vs a 3% change. Honestly same damage but a handful of rounds more would be good. |