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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
82
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Posted - 2013.06.07 09:13:00 -
[31] - 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 I must admit I've seen a lot more scrambler rifles on the field lately. I can't use TAC ARs yet (will invest into Gallente weaponry after I'm done in Gallente vehicles) but whatever you did seems to have at least helped. Allow the metagame to slowly shift, don't expect sudden and immediate gameplay changes after you make subtle but necessary changes to equipment. A sudden, immediate change means you made too big of a change and the metagame will suffer from this. |
RedRebelCork
Ahrendee Mercenaries Omega Commission
108
|
Posted - 2013.06.07 09:14:00 -
[32] - 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
Thanks Wolfman. Appreciate your communicating what's going on to us all, it really does make a difference.
Just my $0.02 on the Duvolle TAR. I'm not sure if it's intentional or not, but I think DTAR has been relegated to PC battles only. The reason being I could never justify spending 4x the ISK for a proto variant that has only a very slight differentiation from advanced variant. Might be worth re-examining and perhaps upping the magazine size slightly (20+) to give people a more visible value proposition when compared to GLU-5. |
TERMINALANCE
Zumari Force Projection Caldari State
87
|
Posted - 2013.06.07 10:43:00 -
[33] - 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
Could you make these stats available to us on a monthly basis? or on your website so we could also see weapon usage and that sort of information? |
Bendtner92
Imperfects Negative-Feedback
601
|
Posted - 2013.06.07 10:55:00 -
[34] - Quote
CCP Wolfman wrote: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. That's because it's still the only weapon with a decent range (and scope) except for the Laser Rifle and Sniper Rifles, and no one uses the Laser Rifle because it's bad. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
663
|
Posted - 2013.06.07 10:57:00 -
[35] - Quote
Confirms my suspicions and what I've seen. It's still a great weapon, and people are whining because it's not the super-best-end-all-wonder-weapon that it once was. |
Arkena Wyrnspire
Turalyon Plus
842
|
Posted - 2013.06.07 11:14:00 -
[36] - Quote
RedRebelCork wrote: Thanks Wolfman. Appreciate your communicating what's going on to us all, it really does make a difference.
Just my $0.02 on the Duvolle TAR. I'm not sure if it's intentional or not, but I think DTAR has been relegated to PC battles only. The reason being I could never justify spending 4x the ISK for a proto variant that has only a very slight differentiation from advanced variant. Might be worth re-examining and perhaps upping the magazine size slightly (20+) to give people a more visible value proposition when compared to GLU-5.
I disagree on your Duvolle TAR comment. Increasing the clip size was always a bad thing for the weapon scaling - No other weapon, to my knowledge, received a higher clip size than the previous tier. It widens the gulf between proto and advanced gear too much. |
Jathniel
G I A N T EoN.
442
|
Posted - 2013.06.07 11:37:00 -
[37] - Quote
Tankin Tarkus wrote:id like to know why ANYONE would take a Breach AR over the current Tac
the Tac has just under 50% more damage twice the range and the same rate of fire (the breach is 400RPM just like the Tac)
This is why the Breach AR is the last AR that needs to be properly balanced. Pretty much ALL weapons with the "Breach" moniker are not CQC dominant, as their name implies they should be.
Breach Shotguns suck compared to standards. Breach Scrambler Pistols are too slow compared to standards. Breach Forge Guns stop you from moving... you won't breach anything if you can't move. Breach SMGs are just suckier standard ARs. Breach ARs are no different than the rest of the Breach family... they fail at their intended goal. Why? Because their RoF sucks donkey balls.
I'm a firm believer that high RoF weapons do, and always should dominate CQC (the Shotgun and Nova Knives being the only exceptions to this rule).
In fact, the entire "Breach" concept in Dust proves this. No one uses anything Breach in it's niche with total success. Higher RoF weapons always come out on top in CQC. Don't get me wrong. This is NOT a bad thing. RoF should rule CQC, always.
That said, I really think Dust's Breach principle should be reviewed... Should Breach variants keep damage, and simply get superior RoF?
Should a Breach HMG with 5000 RPM RoF be introduced? Should the Breach SMG be bumped up to 1200 RPM? Should the Breach Scrambler be bumped up 700 RPM? Should the Breach AR receive the old TAR's 789.5 RPM?
Before you say No, bare in mind, these weapons have significantly smaller magazine size. So a higher RoF means they kill faster, BUT their persistence is also reduced. Before you say Yes, you have to think about the potential fallout to the other variants within that class. (e.g. ALL SMGs are CQC weapons. So if you just give the Breach SMG a huge RPM jump, the other ones are automatically obsolete.)
Breach is a touchy subject.... but the Breach weapons, especially the Breach AR need some review. |
Jathniel
G I A N T EoN.
442
|
Posted - 2013.06.07 11:39:00 -
[38] - Quote
Arkena Wyrnspire wrote:RedRebelCork wrote: Thanks Wolfman. Appreciate your communicating what's going on to us all, it really does make a difference.
Just my $0.02 on the Duvolle TAR. I'm not sure if it's intentional or not, but I think DTAR has been relegated to PC battles only. The reason being I could never justify spending 4x the ISK for a proto variant that has only a very slight differentiation from advanced variant. Might be worth re-examining and perhaps upping the magazine size slightly (20+) to give people a more visible value proposition when compared to GLU-5.
I disagree on your Duvolle TAR comment. Increasing the clip size was always a bad thing for the weapon scaling - No other weapon, to my knowledge, received a higher clip size than the previous tier. It widens the gulf between proto and advanced gear too much.
Also, what's to stop us from increasing clip size in the Duvolle regular to 72? To increase the reward over using a Gek?
18 is a good clip size for both TARs. If you conserve your shots and aim, you will put down your targets just fine. |
Happy Violentime
OMFGZOMBIESRUN
96
|
Posted - 2013.06.07 11:40:00 -
[39] - Quote
Nightbird Aeon wrote:No one is saying the TAR was fine as it was.... point of fact, it wasn't.
People were happily using the GEK and regular Duvolle in Chromosome, but all of a sudden, switched to TAC when Uprising launched.
Why?
Shall I tell you why? Seeing as you have already admitted to not using a TAC AR before uprising. *rollseyes*
In Chromosome the TAC AR had an enormous amount of recoil making the gun practically useless. Recoil was added as a fix (for the same issues encountered in Uprising - modded controller abuse etc.)
I'm finding the TAC now to be a useful weapon in the right circumstances, pick your targets well and work with a team..
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Nightbird Aeon
Ahrendee Mercenaries Omega Commission
172
|
Posted - 2013.06.07 13:22:00 -
[40] - Quote
Happy Violentime wrote:Nightbird Aeon wrote:No one is saying the TAR was fine as it was.... point of fact, it wasn't.
People were happily using the GEK and regular Duvolle in Chromosome, but all of a sudden, switched to TAC when Uprising launched.
Why? Shall I tell you why? Seeing as you have already admitted to not using a TAC AR before uprising. *rollseyes* In Chromosome the TAC AR had an enormous amount of recoil making the gun practically useless. Recoil was added as a fix (for the same issues encountered in Uprising - modded controller abuse etc.) I'm finding the TAC now to be a useful weapon in the right circumstances, pick your targets well and work with a team..
I was spec'ed into ARs in Chromosome, and tried all of them. However, after trying them all, my go-to was the GEK or Duvolle (standard ARs).
I tried all the ARs in Chromosome, and the reason I didn't use the TAC wasn't the recoil (or lack thereof)... it was because I could get enough range from the others, which were full auto. I could deal with the greater dispersion at range, because I was getting an automatic rifle and I had either 60 or 72 rounds in the mag.
When Uprising dropped, and i started not being able to hit ranged things, I switched to the TAC.... and I would have used the TAC if it only had 15 rounds and was 25 points lower damage... because when I pointed at something and pulled the trigger, I knew that my rounds would get to the target and not disappear into thin air.
Like I've said before... a fix for the TAR would have been to increase the range on the other ARs.
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Dj grammer
One-Armed Bandits Unclaimed.
4
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Posted - 2013.06.07 15:48:00 -
[41] - Quote
Nightbird Aeon wrote:CCP Wolfman wrote:Hi
We are currently testing an update to the TAC AR and we hope to release it next week. The changes being tested include a smaller clip size, increased hip-fire dispersion to make it less effective in CQC and a lower ROF. WeGÇÖre not aiming to nerf hammer it so weGÇÖll monitor the weapon carefully after that to see the impact of the change.
CCP Wolfman
Full disclosure up front - I am/was a TAC user, but unlike most, I agree that a nerf was needed. That being said, the gun was rendered instantly unplayable, as the nerfing went too far, and in the wrong direction. So... 3 main things changed.... Clip Size, Rate of Fire, Hip Fire Spread. Damage, recoil and range were unchanged. Logically, it makes no sense to put the hip fire spread anywhere below that of an automatic AR. Automatic ARs have recoil and such, whereas the TAC is theoretically a single shot and therefore has less recoil. Also, as the TAC has a longer range, the angular deviation will only increase over distance. The fire will look like a cone... what may be a 1m wide cone 10m from the target will be a 1.2m cone 20m from the target, etc. Range naturally amplifies any deviation, so logically dropping accuracy below that of a regular AR (auto) is just silly. Clip size.... 100% agree. Way too much damage available in that gun before a reload was needed. Rate of Fire - Agree somewhat. My mouse finger allowed me to get way too many rounds per second, but a hard cap at 400 seems a bit low. I was an AR user before, in Chromosome, but never picked up a TAC until Uprising. Why, you ask? Well, the answer is simple: range. The changes to sharpshooter meant that i was putting my sights over someone, but inflicting no damage to the range hard cap. It doesn't take people very long to realize that keeping range is key, and so people switched to the TAC to keep their RANGE. The Damage that people did was a nice bonus, but honestly secondary to keeping their Chromosome-level range. EVE actually gives us a good balance example here... Javelin and Spike, two rail-gun ammos that fill two different needs. Javelin - Higher damage shells, but much shorter range (-75% range reduction) Spike - Lower damage shells, greatly expanded range (80% range bonus) So... following this template, the automatic ARs, that have shorter range, should do more damage. Longer range TAC ARs should do less damage. DPS is simply a product of RoF and raw damage scores. You can increase or decrease one stat to completely change the feel of the weapon. And unless you want to work tracking into the calculation (as there is with turrets in EVE), accuracy (i.e. hipfire spread) should remain constant. So... here is my feedback following the TAC changes: 1 - Keep the clip size where it is for the Duvolle... but slightly higher (perhaps 20, or 22) for the GLU. It is a lower damage gun, and should therefore have more rounds. 2 - Drop the damage on TACs across the board - in the mid-70s is too high.... range should be mid 50s.... so drop a full 20 points per round. There should also be a larger gradient between the weapons... GLU should have 2-4 damage points less than the Duvolle, but have a couple extra rounds in the magazine. Duvolle should have higher damage, but fewer rounds. 3 - At the very least, return hip-fire accuracy to the same level as other ARs. Perhaps play with the accuracy of the various tiers.... GLU slightly more accurate, less damage. Duvolle less accurate, more damage. 4 - Rate of fire - Higher than the current 400, but less than the Breach's ~540. Perhaps a flat 500, hard capped to get rid of the "modded controllers", or people like me who use KB/M Based on the above, the guns could look like this: GLU Damage - 54 Clip Size - 21 RoF - 510 Accuracy - 58 Duvolle Damage - 58 Clip Size - 18 RoF - 510 Accuracy - 56.5 Anyway, that's my feedback. I'll be using either the Breach or the GEK in the mean time, but I do have to say... how you could nerf the crap out of the TAC but leave the scramblers alone is beyond me. Also... you want game-breaking? How about the free murder taxis driving around? Where's the fix for that? They are getting to the LAV death taxi stuff. But a couple of things. One before the hot-fix everyone was using TAR's. The two main reasons were damage and range. Before Uprising you did not see as many TAR's as you do now (but you did see a lot of AR's). Reason being people were not as afraid to try stuff out to see what worked for them. Also when ADSing, the scope would sway like a sniper making it harder to hit with. After the game was "fully" released along with the damage buff, the TAR's became the go to weapon because of the damage, magazine size, rate of fire, and the range. They were all superior to other AR's like the Duvolle Assault Rife and the Gek-38. Hell even new players would stoop low into using the TAR's since they couldn't keep up with any other weapon.
Looking at "your" ideal stats, the GLU is better than the Duvolle despite the fact the Duvolle is a prototype weapon? I feel as if the stats is completely bias. The magazine size must be 18 rounds to compensate for the shear amount of damage the TAR's did regardless of advance or prototype status. The rate of fire was hit primarily due to modded controller users (if you have a fast trigger finger then ignore this line) making them into full blown automatics by pre-setting a "time in-between each bullet" making it to where they have little recoil (seriously YouTube it). Hip-fire spread was increased to stop people from spamming it in CQC also we have the sharpshooter skill that not other weapons have to help reduce it. To give the GLU better stats than a prototype weapon is ridiculous. However swap the damage you have on both weapon because I do agree with the damage you have up there. |
Iron Wolf Saber
Den of Swords
4959
|
Posted - 2013.06.07 16:07:00 -
[42] - Quote
I wonder how many people consider the clip size reduction is part of a CQC nerf.? |
Dj grammer
One-Armed Bandits Unclaimed.
4
|
Posted - 2013.06.07 16:17:00 -
[43] - Quote
Nightbird Aeon wrote: Anyway, that's my feedback. I'll be using either the Breach or the GEK in the mean time, but I do have to say... how you could nerf the crap out of the TAC but leave the scramblers alone is beyond me.
Now for the scrambler rifles (my $0.02), we should expect that anyone who used the TAR's just for their shear amount of power will make a quick switch to the scramblers because of the rate if fire and damage they do with the fact that they overheat. This becomes a problem because at level 3 you CANNOT OVERHEAT AT ALL unless you are spamming it like people were spamming the TAR's. Now if anything is need to be hit on the SCR's, just increase the heat-up time, that's it. For every benefit there should be a cost. so for using the SCR you face the fact that you can heat-up and take damage if it overheats. Also they are strong to shields but weak to armor (110% damage to shields and 90% to armor. It kills shield heavy users). However CCP did not implement it correctly since the SCR's would still do 100% to armor. SCR's is a fun weapon to use unlike the TAR's.
But notice something though ever since the TAR's were hit, I was seeing different variations of weapons on the battlefield. Hell I saw a burst AR despite the fact that the burst AR's are RU (rarely used). People just wanted a more diverse field of weapons being used but as of now AR's are dominate (yes I use AR's and also had abused the TAR's but happy that they were hit. weapon of choice Duvolle Standard AR or just a Standard AR). All i can say is just wait for the remaining weapons left to be released. |
Cruor Abominare
Resheph Interstellar Strategy Gallente Federation
82
|
Posted - 2013.06.07 21:26:00 -
[44] - 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. |
RedRebelCork
Ahrendee Mercenaries Omega Commission
115
|
Posted - 2013.06.07 21:53:00 -
[45] - Quote
Jathniel wrote:Arkena Wyrnspire wrote:RedRebelCork wrote: Thanks Wolfman. Appreciate your communicating what's going on to us all, it really does make a difference.
Just my $0.02 on the Duvolle TAR. I'm not sure if it's intentional or not, but I think DTAR has been relegated to PC battles only. The reason being I could never justify spending 4x the ISK for a proto variant that has only a very slight differentiation from advanced variant. Might be worth re-examining and perhaps upping the magazine size slightly (20+) to give people a more visible value proposition when compared to GLU-5.
I disagree on your Duvolle TAR comment. Increasing the clip size was always a bad thing for the weapon scaling - No other weapon, to my knowledge, received a higher clip size than the previous tier. It widens the gulf between proto and advanced gear too much. Also, what's to stop us from increasing clip size in the Duvolle regular to 72? To increase the reward over using a Gek? 18 is a good clip size for both TARs. If you conserve your shots and aim, you will put down your targets just fine.
As another poster mentioned the DTAR will not kill any faster that the GLU5, making it vastly overpriced. The Duvolle AR does more damage per round and has a high RoF, both of which combined make a good argument for going proto. Has anyone done a DPS comparison? I Wagner the DAR offers much more bang for buck than the DTAR |
Jin no kami
KILL-EM-QUICK RISE of LEGION
1
|
Posted - 2013.06.07 22:29:00 -
[46] - Quote
Tbh I dnt people using the tar the dar is most used now I see flaylocks and scrambler rifles rarely do u see plasma things forge guns are highly used as well. Wat would u rather have a tar or scrambler rifle? |
Talos Alomar
Subdreddit Test Alliance Please Ignore
889
|
Posted - 2013.06.07 22:44:00 -
[47] - Quote
Nightbird Aeon wrote:
Like I've said before... a fix for the TAR would have been to increase the range on the other ARs.
The AR doesn't need more range. It has a blisteringly high DPS, and it doesn't need more range to be effective.
This is the first time i've said this ever - The AR is not OP now. It's able to tear through any suit if it gets close enough and with the range it has now people actually have to use some thought to get close.
The standard AR still owns CQC, and is able to to rather decent at mid range combat. Or they can just switch to the weapon that they have unlocked for no extra SP that can do mid-long combat well.
CCP, the AR is the closest it's ever been to being balanced. You can tell this from all the people complaining about it. You can't leave behind a year plus of utter and total AR supremacy without tears. Keep it up CCP, you're on the right track. |
RINON114
B.S.A.A. General Tso's Alliance
209
|
Posted - 2013.06.08 02:26:00 -
[48] - Quote
I really like the direction of the changes but it's still not there yet. Personally I feel it just got weaker (which is a good thing) but it's not enough. The TAR needs more damage and less RoF in my opinion to fill the gap until the rail rifle and then we revert back to how it is now. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
38
|
Posted - 2013.06.08 04:20:00 -
[49] - Quote
Before we change any AR-class weapon (this includes the Scrambler Rifles) CCP really needs to get us these other two racial AR types. Otherwise we are either setting up for nerfs later or completely speculating and probably resulting in the same thing. |
RINON114
B.S.A.A. General Tso's Alliance
209
|
Posted - 2013.06.08 08:17:00 -
[50] - Quote
Skilfer wrote:Before we change any AR-class weapon (this includes the Scrambler Rifles) CCP really needs to get us these other two racial AR types. Otherwise we are either setting up for nerfs later or completely speculating and probably resulting in the same thing. The same could be said about all future content so it's not really practical advice. What we can do is nudge numbers around to fit those roles until we get content to replace it. The TAR for example has been said to have been created to fill the role of the rail rifle until it's in so we know this is the case. I personally feel that the TAR will be a very niche weapon once the rail rifle hits, something which, for me, can't come fast enough. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1108
|
Posted - 2013.06.08 14:50:00 -
[51] - Quote
From an external perspective the TAR no longer seems like the "I Win" button it was prior. I do still wonder about the AR line in general (not any specific gun mind you but the diversity of the line as a whole when balanced against the same in other light weapon types) but while I'm reminded of this when talking about the TAR due to it's contrast with say the GEK it's not really a balance issue with the TAR itself.
There are some interesting discussions going on in this thread regarding purpose and stats, I hope they continue because they make for good reads.
Cheers, Cross |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1227
|
Posted - 2013.06.08 14:54:00 -
[52] - Quote
All the other weapons have different variants for different uses... except the lolBreach for most of them. Why not the AR? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1109
|
Posted - 2013.06.08 15:58:00 -
[53] - Quote
Cosgar wrote:All the other weapons have different variants for different uses... except the lolBreach for most of them. Why not the AR?
It's not having any diversity that's the issue is having so much diversity in a weapon line so adaptable. There is no other weapon type (in my experience which includes all weapons save the HMG and Scram) with so much internal diversity. Compare the Freedom MD to the Boundless MD, they function on essentially the same baseline, much more so than a burst AR compared with a Tac AR. The LR has even less diversity in function than the MD, the sidearms are all pretty much one trick ponies (tho they're sidearms so that may be fine) the shotgun has a very specific engagement profile etc.
Under Chrome this was somewhat less problematic as the Light Weapon skills applied to everything so a Merc could invest minimally into several weapon lines and still have high level function by maxing the LW skills. Under Uprising with the newly split skills this is no longer the case and the tactical implications are significant. You now have the most general and adaptable weapon on the field also part of the most diverse and adaptable light weapon group in the game thus pushing the comparative value of SP invested into the AR line beyond that of the other LW types. Which is pretty much the definition of imbalance.
So far the only two remedies I've seen for this are either to divide the AR line into smaller sub groups or to increase the breadth of types/adaptability offered within the other lines. I'm honestly not sure I'm satisfied with either as a solution but regardless the issue still bears discussion.
0.02 ISK Cross |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1229
|
Posted - 2013.06.08 16:02:00 -
[54] - Quote
Cross Atu wrote:Cosgar wrote:All the other weapons have different variants for different uses... except the lolBreach for most of them. Why not the AR? It's not having any diversity that's the issue is having so much diversity in a weapon line so adaptable. There is no other weapon type (in my experience which includes all weapons save the HMG and Scram) with so much internal diversity. Compare the Freedom MD to the Boundless MD, they function on essentially the same baseline, much more so than a burst AR compared with a Tac AR. The LR has even less diversity in function than the MD, the sidearms are all pretty much one trick ponies (tho they're sidearms so that may be fine) the shotgun has a very specific engagement profile etc. Under Chrome this was somewhat less problematic as the Light Weapon skills applied to everything so a Merc could invest minimally into several weapon lines and still have high level function by maxing the LW skills. Under Uprising with the newly split skills this is no longer the case and the tactical implications are significant. You now have the most general and adaptable weapon on the field also part of the most diverse and adaptable light weapon group in the game thus pushing the comparative value of SP invested into the AR line beyond that of the other LW types. Which is pretty much the definition of imbalance. So far the only two remedies I've seen for this are either to divide the AR line into smaller sub groups or to increase the breadth of types/adaptability offered within the other lines. I'm honestly not sure I'm satisfied with either as a solution but regardless the issue still bears discussion. 0.02 ISK Cross That's the issue, the AR variants are all placeholders for the other racial weapons. That's why there's so much versatility in one weapon class. |
Arcturis Vanguard
Militaires-Sans-Frontieres
30
|
Posted - 2013.06.08 17:04:00 -
[55] - Quote
Nightbird Aeon wrote:Draco Cerberus wrote:
Wouldn't a higher clip size on a prototype gun make more sense? Wouldn't a higher accuracy on prototype gun make sense? My militia free murder taxi is still fully automatic and has no need to re-charge my shields or armor to kill your prototype semiauto low rof fully out of ammo tactical assault rifle user or reload my bumper after running over the other four heavy suited mercs standing in front of him so that he can heal them with his proto repair tool.
I was putting numbers up to highlight true variation between guns. Better at some points, but trade-offs. Naturally, my numbers may not be the best suggestion in the world, but they were just there to illustrate a point. The basic argument against the TAC was "I die too fast against TAC users". If you die too quick, the natural fix is to decrease the damage you take... hence the DPS of the thing shooting you. Either drop the damage, or drop the ROF. Clip size is helpful, too, because reload times reduce damage over time (though over a longer term). Proto gun - higher damage, but balanced by less accuracy and fewer rounds in the clip. Adv gun - lower damage, but slightly more accurate, couple of extra rounds in the clip.
I know nothing about balancing games, but it makes absolutely no sense to me why prototype weapons have more recoil then MLT/ lower level guns. As you progress up the tier, guns should be way more accurate with less dispersion meaning they become deadlier then their counterparts. To me it seems counter productive to skill into these weapons and spend more money then the adv levels to have to fight the guns recoil.
Stats should improve throughout the board. Damage doesn't need a drastic increase from standard to proto. A few points should only be needed as the recoil is lessened mean more round being able to hit the target = more dps = improved gun through the tiers. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
39
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Posted - 2013.06.08 18:24:00 -
[56] - Quote
Cosgar wrote:All the other weapons have different variants for different uses... except the lolBreach for most of them. Why not the AR?
CCP has already verified that there will be a racial variant of each of the base weapon types(Assault, Breach, Burst, Tactical), just utilizing each races own tech to create their own spin on that type. The base types, which each race is supposed to have the superior variant, were laid out as follows:
Gallente AR: Assault Amarr SCR: Tactical Minmatar CBR: Burst Caldari RR(not railroad): Breach
RINON114 wrote:The same could be said about all future content so it's not really practical advice.
This is most definitely true if they do not come out in the span of a couple weeks, which it is likely they will not; however, doing so and enabling the balancing of each racial AR together will be the most efficient way to avoid back-pedaling and nerf hammers in the future.
The reason I say this with AR's specifically is because Assault Rifles are at the core of any shooter, always being the predominant and standard frontline weapon. By getting these weapons out first and having most people pile into them, CCP guarantees that its specialty weapons such as the Laser Rifle and Mass Driver(still needs fixed CCP*nudge* *nudge* ) will be true to that role, being used primarily in either specific tactical situations, or by rare people who simply have a seemingly divine ability to outdo everyone with them anywhere, never becoming the mainstay weapon of the game.
I would also argue that the other racial heavy-frame suits need implemented ASAP. Most of the reason behind this is just because people who do not want run Amarr, or heavies that could have better options for their specific play-style are digging themselves a deeper hole right now(although I do excpect for at least those characters to receive respecs upon their release). Since heavy suits should never be the primary frontline suit that everybody uses (as AR's are with frontline weapons), I feel this is slightly less pressing, but only just; however, until these frames are released, many reviews will continue to label this game as "very obviously incomplete" rather than "growing." |
Cross Atu
Conspiratus Immortalis Covert Intervention
1115
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Posted - 2013.06.09 13:54:00 -
[57] - Quote
Cosgar wrote:That's the issue, the AR variants are all placeholders for the other racial weapons. That's why there's so much versatility in one weapon class.
Which makes sense, but also leaves the base issue just as it was before except perhaps for a slight rephrasing. Either "why is the AR line the only one with placeholders for racial variety?" or "why are there no racial verities planned for other light weapon types?"
I believe the actual question is the former not the latter, and splitting the AR line into 4 separate skill trees each requiring their own independent/full investment to unlock and max would certainly address the current situation so long as there is enough distinction in functionality and limitations/advantages between the types. According to CCP Remnant (HERE) the current AR types won't be removed only new types added and if that's done in the same manner as dropsuits (i.e. base types then racial types) it wouldn't address the problem as the same base pool would remain (even with somewhat altered stats).
Assuming things are split and the result is each race having all of the current types but with only one sub-type truly shining per line that would be fairly effective balance (again assuming a full split of each races weapons into their own non-overlapping SP cost) but would still require the same treatment be applied to all light weapon types (tho that does become easier if both the scram and the laser are considered racial versions of the AR once the dust settles).
Anyway the TL;DR is that so long as the most versatile light weapon type in the game (the AR) also remains the most diverse weapon line in the game (highest number of weapon and niche options present within the line) the line (not any specific weapon in it per se) will be overpowered as you'll simply get more value per SP spent within it's skills than any of the other light weapon skills. One way or another that ultimately cannot remain the case.
0.02 ISK Cross |
CommanderBolt
A.N.O.N.Y.M.O.U.S. ROFL BROS
29
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Posted - 2013.06.09 13:56:00 -
[58] - Quote
The tac is still fine. It now does what it was intended to do. Granted I would like a little more ammo in my clip but I think its fair.
People who are moaning about the tac now obviously never used it for its intended purpose, long range support and mid range dps engagements. It is meant to suffer up close. |
The Black Art
Pro Hic Immortalis
108
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Posted - 2013.06.09 14:54:00 -
[59] - Quote
Rate of fire needs to be increased to 500 or so. The 400 cap is too low, and causes the gun to stutter if you press R1 too fast.
Also, if the reasoning behind the RoF nerf was to prohibit "modded" controllers, why leave the scrambler rifle as it is? Apparently, the heat build-up is based on time fired, not shots fired, so "modded" controllers can abuse this easily. |
Jathniel
G I A N T EoN.
450
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Posted - 2013.06.09 15:40:00 -
[60] - Quote
Well, I'm very happy that CCP used the nerf hammer responsibly in the case of the TAR.
None of us have to sing that "AR is OP" song anymore. The AR is now, for the most part, in it's rightful place as a balanced utility weapon. 75% complete (again, the Breach AR needs to be thought over very carefully).
I know some people don't like the clip size, but I personally recommended an 18-shot magazine to keep the Tac AR in line with the principle of 'the longer your range, the less your persistence'. Compare to the Full Auto and the Burst. 60 rounds in both. Since the Burst fires 3 rounds at a time, it has 20 volleys. Therefore, 60 > 20 > 18. The Burst, being the closer range, higher RoF weapon, should have greater persistence (larger magazine) than the Tactical. I initially wanted to reduce the clip size to 10-15 rounds, but realized that if the Tactical's damage wasn't increased, it won't be able to kill heavily armored/shielded targets. I was NOT comfortable with the damage per shot bonus needed to keep the Tactical potent with a 10-15 round clip... it's base damage would have had to cross into sniper rifle damage territory... which is exactly where a weapon like this SHOULD NOT be (the damage on headshots would make it again superior to every other weapon). In the end, it's good that CCP kept the damage the same (I originally proposed taking the 10% bonus away), and simply reduced clip-size and RoF, and increased hip spread. The Tactical now hits that delicate line between AR and Sniper Rifle, but still stays well within AR territory without violating the territory of its variants. I can't see the outcome being much better for ARs without the Breach getting some love.
We know the AR is serving as a test bed for the stats of the other upcoming utility weapons. I would assume the Scrambler for example is 50% complete, and that we are waiting for Breach and Burst variants to come out in time.
I know we want to see variants of the niche weapons. (I for one would love to see more sniper variations.) But i think that's exactly what we currently have. If I had to guess, the Charge Sniper Rifle is probably a test bed for an Amarr Pulse Laser Sniper (get it? charge the pulse, and release the beam?). So I'm sure they are working on niche racial variants as well, but the utility weapons are most important, because they are the ones that the niche weapons will be balanced against. So those must be done first. |
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