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Nightbird Aeon
Ahrendee Mercenaries Omega Commission
165
|
Posted - 2013.06.06 14:37:00 -
[1] - Quote
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?
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Draco Cerberus
Purgatorium of the Damned League of Infamy
99
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Posted - 2013.06.06 15:29:00 -
[2] - Quote
Nightbird Aeon wrote:
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?
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
639
|
Posted - 2013.06.06 15:37:00 -
[3] - Quote
Hipfire accuracy was reduced so that the "Long-range tactical weapon" was not also an excellent CQC weapon. The rationale there (which is the same for it being a "more powerful gun") is that it's firing more powerful/larger ammo that consume more space in a clip and increase the kick (just like a real rifle).
Reducing the hipfire accuracy to limit the roles to which a single weapon could perform was probably one of the most important balance changes. |
Nightbird Aeon
Ahrendee Mercenaries Omega Commission
168
|
Posted - 2013.06.06 15:38:00 -
[4] - Quote
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. |
Funkmaster Whale
The Tritan Industries RISE of LEGION
11
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Posted - 2013.06.06 17:05:00 -
[5] - Quote
I also was a TAC user and believe the nerf was justified. That being said, the RoF change was necessary but went too far. It's now too easy to not suffer from recoil when using the ACOG because the RoF is so painfully slow. I know people will whine "modded controllers" and what not but that was hardly the problem. Yeah there were few people that exploited it, but the vast majority of people (including me) simply knownhow to pull the trigger quickly. The problem is with the damage, not the RoF. The single shot claims to be "medium damage" and yet does way more than the "high damage" breach. The hip fire accuracy makes sense, but make the RoF at least as fast as a human finger can push it (~500) and reduce the damage. That way the gun isn't limited by its meager rate of fire and actually employs a bit of skill due to fear of recoil if you shoot too fast. I'd much rather take lower damage per shot than a stifled rate of fire. Right now I pull the trigger 2-3 times for every 1 bullet shot which is really frustrating. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 17:31:00 -
[6] - Quote
Its fine how it is, they didnt even nerf accuracy that much so you can still get some decent CQC kills, you just can't go around bullet hosing. |
Anita Hardone
Fraternity of St. Venefice Amarr Empire
28
|
Posted - 2013.06.06 17:47:00 -
[7] - Quote
lol at OP saying its illogical to make the spread lower than a normal AR.... because its not like AR's have a skill that decreases dispersion or anything.... |
Omen Astrul
Holdfast Syndicate Amarr Empire
7
|
Posted - 2013.06.06 17:49:00 -
[8] - 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? No |
Nightbird Aeon
Ahrendee Mercenaries Omega Commission
169
|
Posted - 2013.06.06 18:12:00 -
[9] - Quote
Anita Hardone wrote:lol at OP saying its illogical to make the spread lower than a normal AR.... because its not like AR's have a skill that decreases dispersion or anything....
...which gets applied to all ARs evenly.
But you want logic, how about this:
More spread is NOT a fix for CQC, and here's why:
If someone is closer to you, they not only appear larger, but they take up more space on your screen. If someone stands 100m from you, they appear smaller than if they stand 5 meters from you, right?
So.... a wider spread gets progressively worse the further out you go, meaning that you have a better chance of hitting someone at 10m then you do at 20m.
This is all well and good, except people argue that the spread fixes CQC, which is false. What it does is reduce hip-fire accuracy at long ranges... on a gun that is specifically supposed to hit things at longer ranges.
Now... the damage is WAY to high for a long range weapon. But a raw damage reduction (from ~70 to ~50), combined with a lower rate of fire and hard cap, should balance out any advantage the TAR gets from range and accuracy.
Why do you think so many people equip a SMG as a sidearm? Because when the kitten hits the fan in CQC, the spray and prey nature of the gun helps finish off opponents. |
ratamaq doc
3dge of D4rkness SoulWing Alliance
23
|
Posted - 2013.06.06 18:12:00 -
[10] - Quote
I have to agree that the RoF was turned down a little too much. Most people are saying it should be around 500, which would be good.
From the point of view of a life long drummer.
400 per min = 6.6 per second, which is just over 12th notes ( 8th note triplets) at 120 bpm This is way slower than the average person can tap sustained.
16th notes at 120 would be 480 rpm RoF, which is a little under what I can sustain as a drummer. Of course I can double, Tripple, or quad tap much faster than that, but I think an even 500 rpm would be a good balance.
The problem with going under what the average person can sustain tap is misfire. I know I can find the sweet spot, but again, I'm a drummer, rhythm is my thing. I think getting the RoF slightly over a reasonable human sustained tap would have the desired effect of what most people were complaining about, which was modded controllers.
Taking down the magazine size was the right thing to do. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
642
|
Posted - 2013.06.06 19:26:00 -
[11] - Quote
Quote: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
1. I mentioned this elsewhere, but the TAR has a higher clip-size than other DMRs in games like Reach, Halo 4, and Killzone 3. It's also roughly comparable to the sort of clip-size in today's DMRs (10-20 being normal). I think they typically do clip-size by weapon type anyhow, so differences according to GLU vs. Duvolle TAR would be abnormal. The Duvolle assault vs. Standard Assault have the same clip-size, right? So, round power/damage is a factor of tier not ammunition or slug-size (which is seemingly determined by weapon type.
2. It's possible they could weather a damage drop, but I think damage-high, low RoF is pretty fitting with the role of a DMR sort of gun. As far as the gradient.... that's sort of an issue across all the weapons in the game. The price difference between proto and standard vs. the actual change in weapon stats is often seemingly small.
3. Already mentioned this, but the hip-fire accuracy change was to keep it to a role. Right now, the Breach assault rifle has lower damage, but better hip-fire accuracy. The idea is that you're going to need that when using the weapon close range. If the tactical-gun has the CQC accuracy of the "close-range" Breach gun, but with more damage - you've rendered the breach pointless. The accuracy down the scope is still superb, as fitting a mid/long-range rifle.
4. I think a RoF hit was needed, though I can't speak to the current rate of fire - I only tried it prior. A breach-like slower rate of fire for a rifle with more damage than a breach seems logical. In both cases the guns are paying for higher stopping power with a slower rate of fire. The Breach's RoF is 400 btw, so it's not slower than the Breach - they're the same. Any attempt at "true to life" sorts of RoF with high-caliber semi-automatics aren't going to let you maintain any sort of accuracy if firing from the hip, or in rapid succession while strafing and ADS. The games that do let that happen are borderline-ridiculous with respect to mechanics.
In short, I think the changes are fine and reasonable, and the gun is still quite effective. I'd even say they might want to keep an eye on the damage output. Should it have higher damage than the breach when the breach forces you to be right next to someone? Blaster-tech is supposed to excel at short range, which would suggest the stats should favor the closer-range weapons with the AR. The niche with Blasters is supposed to be high rate of fire, high damage, but very short range.
If anything, the in-game descriptions imply harsher changes might've been warranted. The Breach is described as "High Damage Low RoF" while the Tactical is described as "Medium damage, Single shot, with scope". That suggests the Breach should be higher damage than the tactical, and "single shot" as opposed to "Low RoF" would seem to suggest that the Tactical would be firing even slower than the Breach. Going by that, we'd need higher damage on the Breach or lower damage on the Tactical (or some combination) and even lower RoF on the Tactical.
This is not to suggest that I think all the weapons are balanced, but I think the TAR balancing in particular was pretty well thought out. For example, the Scrambler probably needs its heat build-up to be changed to "per-shot" instead of "per-second", it has a passive skill that does nothing for the assault variant, the pulse-laser tech should out-range blaster tech, and if it is meant to be the racial-AR that defaults to a tactical setup it probably needs some other changes as well (perhaps higher ammo consumption on charge shots, etc.). Other weapons have issues as well.
The TAR changes... sensible though.
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martinofski
Les Rebelles A Qc
170
|
Posted - 2013.06.06 19:43:00 -
[12] - Quote
Not sure I totally understand the OP post.
You say the TAR was nerf to far, but the number you propose bring lower DPS, and lower DPM
currently we got something around 520DPS and 1404 DPM
Your proposal, 493DPS and 1044 DPM.
Before the nerf, it was what? 750 DPS and 2300DPS rougly? I don't understand either the accuracy proposal. You propose to increase the accuracy, while stating it only affect hip fire at long range...??. Who hip fire at long range anyway. Why increase it if it doesn't change your CQC capability?
Not sure what your proposal would make the TAR more "playable". In my eyes, it would make it much out of place, it would be better in CQC with higher RoF and accuracy, but worst at range when ADS since your bullets are less effective.
Explain to me please. without ranting out and telling me it's crap because it is less effective as before (for sure it is). I just feel like you play to much in CQC with it. It shouldn't be a all around gun, the AR is. |
Nightbird Aeon
Ahrendee Mercenaries Omega Commission
169
|
Posted - 2013.06.06 19:46:00 -
[13] - Quote
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?
Range, pure and simple. Uprising changed everything around range, and AR users still wanted to reach out and touch someone at range. The high damage and mouse-mashing ROF were just nice side bonuses.
Increased range needs a tighter hip spread, because angular deviation gets worse the further you are from the source.
The one thing they left unchanged was the thing that needed changing most... damage. RoF affects damage over time, so the change here is fine.... though it should be closer to 500 IMHO.
The change to hip spread was unnecessary, a knee-jerk reaction to all the "Its OP, fix it fix it fix it" complaints on the forums. It took a good and much needed nerf, and made the gun simply unusable.
Just logically, how does a single shot gun has worse accuracy than an automatic weapon? |
Jin no kami
KILL-EM-QUICK RISE of LEGION
1
|
Posted - 2013.06.06 19:58:00 -
[14] - Quote
The tar nerf killed the gun unless u taking kills from other guys or already shooting damage individuals.to many setbacks to the gun to list upside I use regular assault guns now moving into flaylock then moving on to ps2 Or other games |
Nightbird Aeon
Ahrendee Mercenaries Omega Commission
169
|
Posted - 2013.06.06 20:02:00 -
[15] - Quote
martinofski wrote:Not sure I totally understand the OP post.
You say the TAR was nerf to far, but the number you propose bring lower DPS, and lower DPM
currently we got something around 520DPS and 1404 DPM
Your proposal, 493DPS and 1044 DPM.
Before the nerf, it was what? 750 DPS and 2300DPS rougly? I don't understand either the accuracy proposal. You propose to increase the accuracy, while stating it only affect hip fire at long range...??. Who hip fire at long range anyway. Why increase it if it doesn't change your CQC capability?
Not sure what your proposal would make the TAR more "playable". In my eyes, it would make it much out of place, it would be better in CQC with higher RoF and accuracy, but worst at range when ADS since your bullets are less effective.
Explain to me please. without ranting out and telling me it's crap because it is less effective as before (for sure it is). I just feel like you play to much in CQC with it. It shouldn't be a all around gun, the AR is.
Merci pour la question, mon ami quebecois! (Translation... thanks for the question, my Quebec friend)
The main complaint with the TAC was, approximately: "It kills people too fast, and is unfair."
So, the easiest fix to this was to lower the damage. Damage could be lowered two ways. First, you can lower the raw damage per shot (currently it is around 75), or you can lower the rate of fire... or both. No one, included honest TAC users, disagree that high-damage and rapid button pushing made the TAC over-powered.
The TAC is a long range weapon, and should remain long range. Tight accuracy is required for a long range weapon... and logically, a single-shot weapon should, at the very least, have the same hip-fire accuracy as its automatic cousin (i.e. the GEK).
CCP has a long history of the following balance: Short range, high damage. Long range, low damage. As the TAR is a long-range weapon, it should have good accuracy (if not better accuracy) then its short range cousins, and lower damage (damage-over-time, or DPS).
So.... my argument is as follows: Return the gun to the same level of accuracy, set the damage lower (by 20 points, to the 53-58 range), and put the ROF somewhere around 500.
Voila... a long-range weapon will lower damage.
See.... no ranting at all :)
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martinofski
Les Rebelles A Qc
170
|
Posted - 2013.06.06 20:05:00 -
[16] - Quote
Nightbird Aeon wrote: Just logically, how does a single shot gun has worse accuracy than an automatic weapon?
It's just a question of balance anyway, not logic really. Else, my HMG would be a kitten madness to the enemy faces, no spread what so ever, crazy dmg, blowing LAVs and DS at 100M+.
Saying a gun < 78Hp dmg per shot and the "higher then auto" RoF> to be just side bonus is laughable.
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D'squarious Green Jr
Opus Arcana Orion Empire
2
|
Posted - 2013.06.06 20:10:00 -
[17] - Quote
I am a dedicated TAC user and am actually happy with the results. I would not consider this a 'nerf' as the gun is still useable. The only thing i found odd was I am no worse in CQC with it as the dispersal rate is moot when the enemy is so close even wild shots hit. However in mid range the scope is too slow moving to use, tracking is very difficult at this speed which leaves hip firing at that range in which case the dispersal rate makes this near impossible. I wish i had a suggestion for this, but otherwise, love the fix, love the tears :) |
Nightbird Aeon
Ahrendee Mercenaries Omega Commission
169
|
Posted - 2013.06.06 20:11:00 -
[18] - Quote
martinofski wrote:Nightbird Aeon wrote: Just logically, how does a single shot gun has worse accuracy than an automatic weapon?
It's just a question of balance anyway, not logic really. Else, my HMG would be a kitten madness to the enemy faces, no spread what so ever, crazy dmg, blowing LAVs and DS at 100M+. Saying a gun < 78Hp dmg per shot and the "higher then auto" RoF> to be just side bonus is laughable.
I agree, 78hp damage per round is laughable, and the fire speed should be limited.... though, not as limited as it is post-nerf.
Take the damage down to 55-58hp damage per shot, however, and limit the rate of fire to something more sensible and less prone to abuse... and you're starting to look at a well balanced gun. |
Nightbird Aeon
Ahrendee Mercenaries Omega Commission
169
|
Posted - 2013.06.06 20:19:00 -
[19] - Quote
D'squarious Green Jr wrote:I am a dedicated TAC user and am actually happy with the results. I would not consider this a 'nerf' as the gun is still useable. The only thing i found odd was I am no worse in CQC with it as the dispersal rate is moot when the enemy is so close even wild shots hit. However in mid range the scope is too slow moving to use, tracking is very difficult at this speed which leaves hip firing at that range in which case the dispersal rate makes this near impossible. I wish i had a suggestion for this, but otherwise, love the fix, love the tears :)
Wider fire is NOT a fix for CQC. You're 100% right... in CQC, spread is NOT a problem, because they are so close, you hit them anyway. SMGs have a wide spread.... but they fire so fast and have 80 rounds in the mag... so "enough" rounds end up hitting the target. If you suggested making the SMG effective up to 100m and making it super accurate, you'd be laughed off the forums.
But no one is suggesting that.
Your argument makes the point.... bad hipfire makes the scope necessary, and due to tracking, the scope can't keep up with people at the mid-to-long range.... the range at which the gun is supposed to excel. Therefore.... increase accuracy, reduce ROF and damage (from their original numbers): it reduces the burst damage at CQC, but still keeps a TAC user effective at medium and long ranges... without having massive damage.
I have a suggestion to nerf the TAC that doesn't actually change ANYTHING about the TAC:
Give all ARs back their Chromosome (pre-Uprising) range stats. Poof... problem solved. Most AR users from Chromosome went to the TAC because of the range nerf to the other ARs.... so wouldn't giving range back to the other ARs reduce the number of TAC users?
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RedRebelCork
Ahrendee Mercenaries Omega Commission
107
|
Posted - 2013.06.06 20:50:00 -
[20] - Quote
I've adapted to the GLU-5, it's not what it once was but it can still get you kills as long as you keep the enemy at arms reach.
The Duvolle TAR needs something though. It's identical to the GLU-5 but does 4 HP more damage per shot for a price tag that's 4 times as large. |
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Berserker007
Imperfects Negative-Feedback
311
|
Posted - 2013.06.06 21:23:00 -
[21] - Quote
ok, time to simplify the problem here.
TAR:
+ high damage + out ranges everything aside from SR + higher rof then full auto guns (as dont believe burst is doing a 900+ it says, but isnt used b/c to weak) + = hipfire to full/burst guns + good at all range
- smaller magsize - semi auto (not a real neg, but whatever)
With the changes done to the TAR it now looked like this:
+ high damage + out ranges everything aside from SR
- even smaller magsize (maybe to small, could of probably went 18/24 for adv/proto) - semi auto (not a real neg, but whatever)
Which is how it should be (more or less). If you read the description of the TAR it says its a "medium-long" range weapon. Well, with the old stats it was as good/better in cqc then the other AR's, so it wasn't pure player ability to do it, but game mechanics (that was bad). By changing the TAR, it put it in its proper role of being more of a DMR set role, having more damage per shot, more range, but much smaller mag. That said, hipfire reduction was definitely needed, as the TAR isn't meant to be cqc effective (but it was), yet i do believe ADS recoil should be slightly lowered to aid in its designed role. If you want to look at it via real guns; consider the normal AR an m4a1, and the TAR a XM110 (if dont get the comparison, then google it)
Also to the OP, you can't lower the damage, as then all you have is a longer range breach AR. |
Jathniel
G I A N T EoN.
435
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Posted - 2013.06.06 22:03:00 -
[22] - Quote
Berserker007 wrote:ok, time to simplify the problem here.
TAR:
+ high damage + out ranges everything aside from SR + higher rof then full auto guns (as dont believe burst is doing a 900+ it says, but isnt used b/c to weak) + = hipfire to full/burst guns + good at all range
- smaller magsize - semi auto (not a real neg, but whatever)
With the changes done to the TAR it now looked like this:
+ high damage + out ranges everything aside from SR
- even smaller magsize (maybe to small, could of probably went 18/24 for adv/proto) - semi auto (not a real neg, but whatever)
Which is how it should be (more or less). If you read the description of the TAR it says its a "medium-long" range weapon. Well, with the old stats it was as good/better in cqc then the other AR's, so it wasn't pure player ability to do it, but game mechanics (that was bad). By changing the TAR, it put it in its proper role of being more of a DMR set role, having more damage per shot, more range, but much smaller mag. That said, hipfire reduction was definitely needed, as the TAR isn't meant to be cqc effective (but it was), yet i do believe ADS recoil should be slightly lowered to aid in its designed role. If you want to look at it via real guns; consider the normal AR an m4a1, and the TAR a XM110 (if dont get the comparison, then google it)
Also to the OP, you can't lower the damage, as then all you have is a longer range breach AR.
This^ *smacks hands together to dust them off*
OP, you also can't make a case for the TAR 'still being good at cqc', because it shoots too slow. You would have to literally kiss a target to hit them with hip fire, even if you hit them with hip fire, you aren't shooting nearly fast enough or hitting them often enough to down them before they down you. A person with a Duvolle regular will drop a guy using a Duvy TAR at cqc... as it should be.
The tactical was always supposed to have first strike capability second only to the sniper rifle, and work as a support/flank support weapon to the standard ARs, which it can finally do now, and Burst ARs can now apply just that much more pressure than the Tac. All of the ARs finally synergize properly, and are correctly balanced (with the exception of the Breach).
The tactical should have more damage per shot. Not increased RoF, but reduced damaged. Why? Because that's the Burst AR's role. lol Try using an Allotek... those fkers are nasty. |
Mother Facker
Ill Omens EoN.
2
|
Posted - 2013.06.07 03:48:00 -
[23] - Quote
RoF should be increased to 520 for all variants. Leave the GLU's clip size at 18, increase Duvolle TAR's clip size to 24. Leave hip fire the way it is now. Leave damage, recoil, and range the same. |
Imp Smash
Seraphim Auxiliaries CRONOS.
118
|
Posted - 2013.06.07 03:56:00 -
[24] - Quote
I agree about the ROF. It's a tad low. 500 seems more sensible. Fortunately CCP is monitoring it. |
Tankin Tarkus
Quafe Runners
29
|
Posted - 2013.06.07 04:05:00 -
[25] - Quote
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) |
Jin no kami
KILL-EM-QUICK RISE of LEGION
1
|
Posted - 2013.06.07 05:09:00 -
[26] - Quote
Yea this suggestion doesn't make sense if the glu has better accuracy and more bullets y the proto tar you paying more for wat damage. My suggestion raise rpm of duvolle give it 2more bullets |
Talos Alomar
Subdreddit Test Alliance Please Ignore
884
|
Posted - 2013.06.07 06:16:00 -
[27] - Quote
I think the Tac AR is much better now. It gives AR users a long range option on the more open maps,
I'll come right out and say it - The Tac AR doesn't need to be a good gun. It needs to be a useful tool to give the AR users a little bit of flexibility. It seems to be doing that job rather well right now.
The only other weapon that even comes close to the flexibility of the AR skill tree is the scrambler and it's assault variant. The AR does not need to give you access to a four different weapons. It should give you access to one that has a couple situational variants.
the only thing that needs to be changed about any AR is the name. Call it the plasma carbine so people don't expect "real gun" ranges. |
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CCP Wolfman
C C P C C P Alliance
481
|
Posted - 2013.06.07 08:54:00 -
[28] - Quote
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 |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1203
|
Posted - 2013.06.07 09:03:00 -
[29] - Quote
Talos Alomar wrote:I think the Tac AR is much better now. It gives AR users a long range option on the more open maps,
I'll come right out and say it - The Tac AR doesn't need to be a good gun. It needs to be a useful tool to give the AR users a little bit of flexibility. It seems to be doing that job rather well right now.
The only other weapon that even comes close to the flexibility of the AR skill tree is the scrambler and it's assault variant. The AR does not need to give you access to a four different weapons. It should give you access to one that has a couple situational variants.
the only thing that needs to be changed about any AR is the name. Call it the plasma carbine so people don't expect "real gun" ranges. This! This! This! This! |
XiBravo
TeamPlayers EoN.
106
|
Posted - 2013.06.07 09:10:00 -
[30] - 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
One of the most used weapon bc people used all their sp in ARs. And people are testing to see just how bad it is. |
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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
82
|
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..
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Jathniel
G I A N T EoN.
451
|
Posted - 2013.06.09 15:45:00 -
[61] - Quote
The Black Art wrote: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.
Yeah, the 400 cap could be considered to low. I wanted a 450 cap, but they probably didn't want it firing as fast as a scrambler pistol on purpose.
The Scrambler rifle on the other hand isn't based solely on time fired, not on shots fired, but on the AMOUNT of shots fired WITHIN a certain amount of time.
Spam auto fire on a controller, you're not getting off more than 11-14 rounds before you overheat. Take your time to shoot controlled time shots, and you will naturally have a reduced dps, but it won't be so high that you "murderlize" everything. Important to note that due to it's sight, the SCR is better suited for closer range engagements than the TAR. So it needs to have rapid fire available.
The Scrambler is fine. I disagree with a number of others that it needs an effective range boost. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
433
|
Posted - 2013.06.09 23:24:00 -
[62] - Quote
RedRebelCork wrote:I've adapted to the GLU-5, it's not what it once was but it can still get you kills as long as you keep the enemy at arms reach.
The Duvolle TAR needs something though. It's identical to the GLU-5 but does 4 HP more damage per shot for a price tag that's 4 times as large.
That means Duvolle is actually a bit TOO good compared to GLU.
Even 2 damage difference would be worth those fitting requirements. (Note that I didn't mention isk price at all.) |
Thurak1
Psygod9 RISE of LEGION
12
|
Posted - 2013.06.09 23:24:00 -
[63] - Quote
!? |
Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.10 00:37:00 -
[64] - Quote
I'm sorry but the TAC update is still depressing me. Why can't CCP handle this single fire AR like other games handle their single fire ARs. Never have I not been able to fire as quick as my finger desires. Why is CCP taking the easy way out on their fight against modded controllers? Hip fire nerf is completely understandable. Clip nerf is highly questionable. ROF nerf is still way too heavy. Why is this futuristic, space age single fire AR the slowest Single fire I've ever used in any game? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
433
|
Posted - 2013.06.10 01:06:00 -
[65] - Quote
Nightbird Aeon wrote: . . op post . .
I gotta say TAC AR nerf was okay on the whole. Not perfect, but okay. And it is still definately usable.
The greatest thing about the nerf was that it affected the biggest issue - short to med range machinegunning while hipfiring. Now, even tho the effect is working, the way it was done was a bit silly: just added random spread. Extreme kick would've been better solution for a few reasons.
Not that current spread allows point blank machinegunning still, but in that situation TAC ARs don't trump like they used to other ranges. This is isn't that terrible..
The RoF nerf has a interesting effect few realised: It makes autofiring TAC ARs very stable. At long range it is quite easy to hold reticle on target while shooting which wasn't the case before (ofc you could've tuned your autofire ROF to 400 but hey who does that...) Scoping while autofiring now takes far less skill as you don't have to struggle to control the reticle (which was cool)
BTW, because of that, has anyone noticed how post-nerf TAC AR feels a bit like Breach AR of last summer? =P
TLDR; @Those who say TAC AR is still OP: most important short to mid range nerf worked. at ranges15-40m TAC AR is at disadvantage. @Those who say TAC AR is unusable: at mediumLong and Long range TAC AR is still beast. Autofiring now takes less skill while scoped. CQC point blank still works.
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Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.10 01:07:00 -
[66] - Quote
Jathniel wrote: Spam auto fire on a controller, you're not getting off more than 11-14 rounds before you overheat. .
And have you seen anyone with a modded controller and a SCR? From what I've heard as recently as a couple days ago the overheat function is glitched allowing almost 1 1/2 clips to be unloaded without overheating. |
Malkai Inos
Opus Arcana Orion Empire
374
|
Posted - 2013.06.10 01:16:00 -
[67] - Quote
The problem with the RoF cap is that while 400rpm is really hard to achieve consistently for the strain alone, it is perfectly possible to dish out 10rps for one or two seconds. This leads to the perceived slowliness of the current tac although the RoF sounds reasonable on paper.
My take for a solution is a system akin to the overheat mechanic of the SCR wich allows for four or five shots at max before the weapon starts to limit the firerate in order to break modded controllers. That way people can fire as fast as they can for realisticly short bursts, allowing for the weapon to behave like it's namesake without giving modded controllers as much of a function. |
Jathniel
G I A N T EoN.
451
|
Posted - 2013.06.10 01:23:00 -
[68] - Quote
Zeravla Hsoj wrote:Jathniel wrote: Spam auto fire on a controller, you're not getting off more than 11-14 rounds before you overheat. .
And have you seen anyone with a modded controller and a SCR? From what I've heard as recently as a couple days ago the overheat function is glitched allowing almost 1 1/2 clips to be unloaded without overheating.
Yes. I own a modded controller, and an input device that modifies mouse inputs.
I have done testing using both.
The overheat function is not glitched, and is working correctly for BOTH scrambler rifle variants.
11-14 rounds or so for the SCR (scrambler rifle). - You must fire in controlled bursts. 1 1/2 clips or so for the SCAR (scrambler assault rifle/assault scrambler rifle). - You can go fully offensive with 1 clip, then pull back and cool off.
SCR = Semi Auto SCAR = Auto
The Scrambler is fine. |
Jathniel
G I A N T EoN.
451
|
Posted - 2013.06.10 01:28:00 -
[69] - Quote
Malkai Inos wrote:The problem with the RoF cap is that while 400rpm is really hard to achieve consistently for the strain alone (i say impossible even), it is perfectly possible to dish out 10rps for one or two seconds. This leads to the perceived slowliness of the current tac although the RoF sounds reasonable on paper.
My take for a solution is a system akin to the overheat mechanic of the SCR wich allows for four or five shots at max before the weapon starts to limit the firerate in order to break modded controllers. That way people can fire as fast as they can for realisticly short bursts, allowing for the weapon to behave like it's namesake without giving modded controllers as much of a function.
Although I would like the RoF to be bumped up, for sheer preference. I actually prefer it where it's at.
The 400rpm gives the tactical a more reasonable TTK compared with its sister ARs, and it settles that "it kills me too fast" complaint. |
Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.10 01:31:00 -
[70] - Quote
KEROSIINI-TERO wrote:Nightbird Aeon wrote: . . op post . .
I gotta say TAC AR nerf was okay on the whole. Not perfect, but okay. And it is still definately usable. The greatest thing about the nerf was that it affected the biggest issue - short to med range machinegunning while hipfiring. Now, even tho the effect is working, the way it was done was a bit silly: just added random spread. Extreme kick would've been better solution for a few reasons. Not that current spread allows point blank machinegunning still, but in that situation TAC ARs don't trump like they used to other ranges. This is isn't that terrible.. The RoF nerf has a interesting effect few realised: It makes autofiring TAC ARs very stable. At long range it is quite easy to hold reticle on target while shooting which wasn't the case before (ofc you could've tuned your autofire ROF to 400 but hey who does that...) Scoping while autofiring now takes far less skill as you don't have to struggle to control the reticle (which was cool) BTW, because of that, has anyone noticed how post-nerf TAC AR feels a bit like Breach AR of last summer? =P TLDR;@Those who say TAC AR is still OP: most important short to mid range nerf worked. at ranges15-40m TAC AR is at disadvantage. @Those who say TAC AR is unusable: at mediumLong and Long range TAC AR is still beast. Autofiring now takes less skill while scoped. CQC point blank still works.
People that defend the TAC nerf ^ have they never used a single fire weapon in any other game? Your a fool if you think the ROF is at a reasonable level. I've said multiple times the hip fire nerf was needed. The gun was too powerful at all ranges. But why raise the damage, lower the clip, and kill the ROF? The nerf seems rushed and poorly thought out. Esp. if its intention was to specialize the weapon into its intended range. Sure, make the hip fire as random as you want but as for everything else, It would've made a lot more sense to decrease damage slightly while setting the ROF to the finger speed of the average player (cant go off rounds per minute alone since nobody is going to be pulling the trigger for a minute straight)
And the ROF is stable now? Really? I cant get 2 bullets to come out at the same rate
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Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.10 01:42:00 -
[71] - Quote
Jathniel wrote:and it settles that "it kills me too fast" complaint.
That's the problem. If the ROF was set to allow a human to fire till their finger cramps, while still keeping modded controllers at bay, nobody could say it kills me to fast and people would have to start saying He kills me to fast. |
TheEnd762
Algintal Core Gallente Federation
66
|
Posted - 2013.06.10 01:50:00 -
[72] - Quote
It shouldn't be set as fast as you can push the button. It should be set as fast as someone could pull the trigger of a semi-auto rifle with a cycle of operations and recoil, while trying to keep it on target, which is closer to where it's at now. |
Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.10 02:05:00 -
[73] - Quote
TheEnd762 wrote:It shouldn't be set as fast as you can push the button. It should be set as fast as someone could pull the trigger of a semi-auto rifle with a cycle of operations and recoil, while trying to keep it on target, which is closer to where it's at now.
First of all how many years in the future is this weapon supposed to be? And we're still so limited by cycling weapon mechanics? While at the same time, other fps games replicating real life weapons aren't held back by these mechanics? AND they seem to manage just fine. There's nothing wrong with wanting a single fire AR to fire as fast as you can personally push R1. That's how every single fire AR ive ever used has always worked. Why should dust be different? |
Thurak1
Psygod9 RISE of LEGION
13
|
Posted - 2013.06.10 05:06:00 -
[74] - Quote
Zeravla Hsoj wrote:I'm sorry but the TAC update is still depressing me. Why can't CCP handle this single fire AR like other games handle their single fire ARs. Never have I not been able to fire as quick as my finger desires. Why is CCP taking the easy way out on their fight against modded controllers? Hip fire nerf is completely understandable. Clip nerf is highly questionable. ROF nerf is still way too heavy. Why is this futuristic, space age single fire AR the slowest Single fire I've ever used in any game? I would like to see some rational discussion as to how a semi auto weapon should somehow be able to cycle so fast. For a balance standpoint explain why a semi auto weapon with very high damadge should also have a very high rate of fire and be usable on even entry level dropsuits and suffer no movement minus. Before the nerf my biggest problem with a TAC AR is that it out damages the proto HMG which has several down points. The balance points to a heavy proto HMG are that you have to run a heavy dropsuit so your movement is slow and so is your turning. You dont get an equipment slot as a heavy.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
907
|
Posted - 2013.06.10 07:15:00 -
[75] - Quote
Zeravla Hsoj wrote:TheEnd762 wrote:It shouldn't be set as fast as you can push the button. It should be set as fast as someone could pull the trigger of a semi-auto rifle with a cycle of operations and recoil, while trying to keep it on target, which is closer to where it's at now. First of all how many years in the future is this weapon supposed to be? And we're still so limited by cycling weapon mechanics? While at the same time, other fps games replicating real life weapons aren't held back by these mechanics? AND they seem to manage just fine. There's nothing wrong with wanting a single fire AR to fire as fast as you can personally push R1. That's how every single fire AR ive ever used has always worked. Why should dust be different?
Sounds like the weapon you are looking for is the scrambler rifle. give it a shot. |
Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.10 09:16:00 -
[76] - Quote
Thurak1 wrote:Zeravla Hsoj wrote:I'm sorry but the TAC update is still depressing me. Why can't CCP handle this single fire AR like other games handle their single fire ARs. Never have I not been able to fire as quick as my finger desires. Why is CCP taking the easy way out on their fight against modded controllers? Hip fire nerf is completely understandable. Clip nerf is highly questionable. ROF nerf is still way too heavy. Why is this futuristic, space age single fire AR the slowest Single fire I've ever used in any game? I would like to see some rational discussion as to how a semi auto weapon should somehow be able to cycle so fast. For a balance standpoint explain why a semi auto weapon with very high damadge should also have a very high rate of fire and be usable on even entry level dropsuits and suffer no movement minus. Before the nerf my biggest problem with a TAC AR is that it out damages the proto HMG which has several down points. The balance points to a heavy proto HMG are that you have to run a heavy dropsuit so your movement is slow and so is your turning. You dont get an equipment slot as a heavy.
Should I quote myself on the part where I said they should lower the damage? |
Thurak1
Psygod9 RISE of LEGION
14
|
Posted - 2013.06.10 09:22:00 -
[77] - Quote
Well if you want insane rof the damage should be lowered to something under 20 per bullet. If the ROF cap is lifted it paves way for abuse by modded controllers. So either high damage and slower ROF that is still much faster than anyone could ever hope to cycle a gun or insane ROF that won't out pace a heavys domain. After all heavys pay a hefty price to have high rof and good damage weapon. |
GET ATMESON
NEW AGE EMPIRE The Family Syndicate
3
|
Posted - 2013.06.10 11:38:00 -
[78] - Quote
Instead of crying over this why not look at THE SCRAMBLER RIFLE. This is the most balance i have seen in this game. Lazer's were OP in last build The TAC AR were OP I say GREAT JOB CCP :) Im not getting by the same gun over and over because a full squad of 6 use OP guns now. QQ that they nerfed ur OP as hell gun. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
110
|
Posted - 2013.06.10 14:30:00 -
[79] - Quote
Iron Wolf Saber wrote:I wonder how many people consider the clip size reduction is part of a CQC nerf.? I dislike the reduced clip size. This is now the lowest damage per clip AR. I shouldn't be penalized for choosing a weapon that fits my playstyle. If I am using the Duvolle Tac rather than the Duvolle or Alotek Burst my damage per clip drops far below what either of the other two produce.
I also dislike the ROF and agree with the assessment of others on this thread who have suggested 500rpm for rof would be an acceptable amount. When firing the Duvolle or Burst in ADS there is as little recoil as with the TAC, surely there is no need to drop the ROF as much as it has been. I enjoy having a gun that doesn't misfire every 2nd shot, please fix this. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
110
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Posted - 2013.06.10 14:34:00 -
[80] - Quote
Thurak1 wrote:Zeravla Hsoj wrote:I'm sorry but the TAC update is still depressing me. Why can't CCP handle this single fire AR like other games handle their single fire ARs. Never have I not been able to fire as quick as my finger desires. Why is CCP taking the easy way out on their fight against modded controllers? Hip fire nerf is completely understandable. Clip nerf is highly questionable. ROF nerf is still way too heavy. Why is this futuristic, space age single fire AR the slowest Single fire I've ever used in any game? I would like to see some rational discussion as to how a semi auto weapon should somehow be able to cycle so fast. For a balance standpoint explain why a semi auto weapon with very high damadge should also have a very high rate of fire and be usable on even entry level dropsuits and suffer no movement minus. Before the nerf my biggest problem with a TAC AR is that it out damages the proto HMG which has several down points. The balance points to a heavy proto HMG are that you have to run a heavy dropsuit so your movement is slow and so is your turning. You dont get an equipment slot as a heavy.
This is not an entry level weapon, skills required: Assault Rifle lv 4 for GLU Tac / Proficiency 1 for Duv TAC |
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Draco Cerberus
Purgatorium of the Damned League of Infamy
112
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Posted - 2013.06.10 14:49:00 -
[81] - Quote
The Duvolle Tactical is a proto weapon and should be treated as such by its stats. There is no logical reason for the clip size to be the same as the GLU-5 TAC. Every other AR has a clip size increase from the base to proto levels and this should be carried down the line.
If the ROF is the main issue that Devs/players are seeing then consider how a real gun fires, pull the trigger fire a shot. This isn't doing 50 caliber style damage where we are getting one shot one kill deaths but rather a modded controller issue. 500 rpm would be an acceptable amount but 400rpm is easy to misfire while ADS or from hip fire as it is necessary to rapidly depress your trigger if you want to get a kill. If you either increased the damage by 40-60 or increased the ROF to 500 where it is possible to use a modded controller at the exact same speed a person can pull the trigger the balance would be fine.
As it is the Duvolle Tactical is now a pricey addition to my gun collection and won't be seeing a battlefield any time soon. It jamms too often for me to consider it as my weapon of choice any longer. |
CommanderBolt
A.N.O.N.Y.M.O.U.S. ROFL BROS
30
|
Posted - 2013.06.10 15:18:00 -
[82] - Quote
Jathniel wrote: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.
Breach should be - Keep the lower rate of fire, make the clip and damage similar to the TAC (few more rounds than tac but with less damage than tac) increase its range.
Right now its short range but the weapon feels like it should be more like a long ranger heavy round firing assault rifle.
That's referring to the breach assault rifle. I am not speaking to the "Breach" philosophy as a whole. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
744
|
Posted - 2013.06.10 15:31:00 -
[83] - Quote
Draco Cerberus wrote:The Duvolle Tactical is a proto weapon and should be treated as such by its stats. There is no logical reason for the clip size to be the same as the GLU-5 TAC. Every other AR has a clip size increase from the base to proto levels and this should be carried down the line.
If the ROF is the main issue that Devs/players are seeing then consider how a real gun fires, pull the trigger fire a shot. This isn't doing 50 caliber style damage where we are getting one shot one kill deaths but rather a modded controller issue. 500 rpm would be an acceptable amount but 400rpm is easy to misfire while ADS or from hip fire as it is necessary to rapidly depress your trigger if you want to get a kill. If you either increased the damage by 40-60 or increased the ROF to 500 where it is possible to use a modded controller at the exact same speed a person can pull the trigger the balance would be fine.
As it is the Duvolle Tactical is now a pricey addition to my gun collection and won't be seeing a battlefield any time soon. It jamms too often for me to consider it as my weapon of choice any longer.
Standard AR to Duvolle AR? 60 clip to 60 clip. No size change. If you're comparing militia - there are no militia variants - just the standard. Militia isn't base either, it's the "worse than base" tier.
They don't need to consider how a real gun fires to make guns in a fantasy universe. Firing slugs of plasma might actually be a lot tougher than a 50 caliber slug anyway, if the damage on HMGs is any indication. A modern firearm has more in common with a musket than some sort of plasma-blaster technology.
People still manage to be quite effective with the Tactical rifle; it is unfortunate a more normal DMR style doesn't work for you. Fortunately, your SP aren't wasted like other people who've experienced nerfs. You still have solid options within the AR tree. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
136
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Posted - 2013.06.10 15:39:00 -
[84] - Quote
Nightbird Aeon wrote:
Also... you want game-breaking? How about the free murder taxis driving around? Where's the fix for that?
Remove Free LAV's. Kinda simple....
Peace, Godin |
TheEnd762
Algintal Core Gallente Federation
67
|
Posted - 2013.06.10 16:57:00 -
[85] - Quote
Zeravla Hsoj wrote:TheEnd762 wrote:It shouldn't be set as fast as you can push the button. It should be set as fast as someone could pull the trigger of a semi-auto rifle with a cycle of operations and recoil, while trying to keep it on target, which is closer to where it's at now. First of all how many years in the future is this weapon supposed to be? And we're still so limited by cycling weapon mechanics? While at the same time, other fps games replicating real life weapons aren't held back by these mechanics? AND they seem to manage just fine. There's nothing wrong with wanting a single fire AR to fire as fast as you can personally push R1. That's how every single fire AR ive ever used has always worked. Why should dust be different?
Because it's more realistic, and more importantly, more balanced. |
TheEnd762
Algintal Core Gallente Federation
67
|
Posted - 2013.06.10 16:59:00 -
[86] - Quote
Godin Thekiller wrote:Nightbird Aeon wrote:
Also... you want game-breaking? How about the free murder taxis driving around? Where's the fix for that?
Remove Free LAV's. Kinda simple.... Peace, Godin
That's a little drastic. I'm a sniper, and sometimes those free LAVs are the only way to get to my perch before the 5 minute match is over. |
Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.10 17:00:00 -
[87] - Quote
GET ATMESON wrote:Instead of crying over this why not look at THE SCRAMBLER RIFLE. This is the most balance i have seen in this game. Lazer's were OP in last build The TAC AR were OP I say GREAT JOB CCP :) Im not getting by the same gun over and over because a full squad of 6 use OP guns now. QQ that they nerfed ur OP as hell gun.
People like this are why this game is going lose a lot of its best players and soon you'll see nothing but heavies with ARs, caldari logi (super assaults), and death taxis. I bet he even uses nothing but a mass driver and a flaylock. The SCR takes way too much PG and F*** over heating and F*** sinking sp into another soon to be nerfed class. I shouldn't have to change up my gaming style every time some noob wants to cry about dying too much and blame it on what ever weapon kills them the most. people crying "OP" WILL ruin this game. Before anyone can claim "OP" on Dust, they should be required to first familiarize themselves with the cut throat world of eve. There's always going to be someone with 5x your sp that's going to come along and destroy you no madder how much you cry "OP"
And people that justify the TAR nerf by saying the ROF emulates real gun mechanics. Go shoot real guns. This is a fantasy fps set in the FUTURE. So stop trying to apply the restraints of modern technology to Dust. it just makes you look silly.
and has nobody ever used a single fire AR in any other game? because every one ive ever used has pretty much worked the same way. THEY ALL FIRE AS FAST AS YOU CAN SHOOT. yet nobody cries about it there so why are dust players such babies about it? yeah the hip fire was way too accurate and it had a little too much power in each shot, but these problems could've been dealt with a lot more intelligently. plus, why is this the gun everyone wanted to attack? There are so many more important aspects of the game that need balancing. Because while everyone sits and QQs the TAR to death, there are people out there in full proto losing millions of ISK to death taxis and entry level mass drivers fresh out of the academy. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
915
|
Posted - 2013.06.10 18:39:00 -
[88] - Quote
Zeravla Hsoj wrote: People like this are why this game is going lose a lot of its best players and soon you'll see nothing but heavies with ARs, caldari logi (super assaults), and death taxis. I bet he even uses nothing but a mass driver and a flaylock. The SCR takes way too much PG and F*** over heating and F*** sinking sp into another soon to be nerfed class.
The SCR is a freaking beast. the overheat and the PG usage are needed.
Zeravla Hsoj wrote:I shouldn't have to change up my gaming style every time some noob wants to cry about dying too much and blame it on what ever weapon kills them the most. people crying "OP" WILL ruin this game. Before anyone can claim "OP" on Dust, they should be required to first familiarize themselves with the cut throat world of eve. There's always going to be someone with 5x your sp that's going to come along and destroy you no madder how much you cry "OP"
CCP will not stop adding new weapons, modules and equipment. You'll have to change your playstyle accordingly for each new release. I do agree with you in that people should think twice about calling something OP, but having the TAC AR governed by the same skill tree as the regular AR was unbalanced. Now it's just an extra tool for the AR user - not a weapon in and of itself.
The AR is a short-mid range weapon. If you want access to great long range weapon you are going to have to spec into it like everyone else who has been using any other weapon class.
Zeravla Hsoj wrote: And people that justify the TAR nerf by saying the ROF emulates real gun mechanics. Go shoot real guns. This is a fantasy fps set in the FUTURE. So stop trying to apply the restraints of modern technology to Dust. it just makes you look silly.
Just pointing out that I agree with you on this. I can't wait for more minnie weapons to be added so we can just point people who want "reel gunz" over to those weapons.
Zeravla Hsoj wrote: and has nobody ever used a single fire AR in any other game? because every one ive ever used has pretty much worked the same way. THEY ALL FIRE AS FAST AS YOU CAN SHOOT. yet nobody cries about it there so why are dust players such babies about it? yeah the hip fire was way too accurate and it had a little too much power in each shot, but these problems could've been dealt with a lot more intelligently. plus, why is this the gun everyone wanted to attack? There are so many more important aspects of the game that need balancing. Because while everyone sits and QQs the TAR to death, there are people out there in full proto losing millions of ISK to death taxis and entry level mass drivers fresh out of the academy.
1. I support the ROF nerf not because of the "reel gunz" thing, but because the TAC AR shouldn't be a great weapon. It should be a tool to give the AR user some flexibility because they specced into a short range weapon. shotgunners and HMG users have no such option. Consider yourself lucky.
2. everyone wanted to "attack" the tac AR because it was unbalanced and it made the AR skill tree a 2-for-1 skill. that's pretty freaking unbalanced if you ask me.
3. If you spawn in with a suit consider it already lost. Use some tact when building a fit, you can easily build an extremely competitive fit for under 30k to use in pub matches. currently there's not a whole lot of reason to use proto |
TheEnd762
Algintal Core Gallente Federation
67
|
Posted - 2013.06.10 19:41:00 -
[89] - Quote
Zeravla Hsoj wrote:And people that justify the TAR nerf by saying the ROF emulates real gun mechanics. Go shoot real guns. This is a fantasy fps set in the FUTURE. So stop trying to apply the restraints of modern technology to Dust. it just makes you look silly.
Quote:and has nobody ever used a single fire AR in any other game? because every one ive ever used has pretty much worked the same way. THEY ALL FIRE AS FAST AS YOU CAN SHOOT.
And people that justify crying about the TAR nerf by saying it's not how single fire ARs work in any other FPS game, go play other those other FPS games. This is Dust, so stop trying to apply the standards of other games to it. It just makes you look silly. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
207
|
Posted - 2013.06.10 20:43:00 -
[90] - Quote
RedRebelCork wrote:I've adapted to the GLU-5, it's not what it once was but it can still get you kills as long as you keep the enemy at arms reach.
The Duvolle TAR needs something though. It's identical to the GLU-5 but does 4 HP more damage per shot for a price tag that's 4 times as large.
That small buff is what should be the difference in weaponry. There's too much of a gap already between gear and with damage mods and innates that 4 damage goes much farther than it looks.
This isn't an MMO - it's a FPS with MMO background. Just because you have better gear shouldn't mean instant win.
Player skill should always be the 100% emphasis in this game - not SP.
Why bother spending the ISK? Well so when you face someone of equal or slightly better skill than you - you have a better chance to come out on top. In a hypothetical world where PC actually mattered to anyone, that bit of advantage would make all the difference. |
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Zeravla Hsoj
The Merc Net
7
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Posted - 2013.06.10 21:39:00 -
[91] - Quote
Talos Alomar wrote: The SCR is a freaking beast. the overheat and the PG usage are needed.
I know. I do like the SCR and think the overheating makes a lot of sense, I just personally prefer ARs. I have to given that I've already sunk over a million sp into them. speaking of which..
Talos Alomar wrote:CCP will not stop adding new weapons, modules and equipment. You'll have to change your playstyle accordingly for each new release. I do agree with you in that people should think twice about calling something OP, but having the TAC AR governed by the same skill tree as the regular AR was unbalanced. Now it's just an extra tool for the AR user - not a weapon in and of itself. .
that's why i'm so frustrated. changing you gaming style in Dust means millions of potentially wasted sp. when you sink so much time and so many points into something you kinda hope for a little more stability in that branch of the skill tree.
Talos Alomar wrote: 1. I support the ROF nerf not because of the "reel gunz" thing, but because the TAC AR shouldn't be a great weapon. It should be a tool to give the AR user some flexibility because they specced into a short range weapon. shotgunners and HMG users have no such option. Consider yourself lucky.
2. everyone wanted to "attack" the tac AR because it was unbalanced and it made the AR skill tree a 2-for-1 skill. that's pretty freaking unbalanced if you ask me.
that's the only sensible argument favoring the TAC nerf. I can definitely see how someone could've looked at the AR class as having a little too much to offer, but I do still think lowering the damage could've solved the problem without blocking the ROF so much. The block just makes the gun seem sluggish and glitchy. not sure if its just lag or over processing but the bullets just seem to come out at an extremely unstable rate which is more then annoying. |
Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.10 21:44:00 -
[92] - Quote
TheEnd762 wrote:
And people that justify crying about the TAR nerf by saying it's not how single fire ARs work in any other FPS game, go play other those other FPS games. This is Dust, so stop trying to apply the standards of other games to it. It just makes you look silly.
I know its not like any other FPS, but if CCP is going to call it a single fire AR it should act like one. If not they could've just thrown a scope on the breach, gave it a little more range, and called it a day. |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
78
|
Posted - 2013.06.10 23:36:00 -
[93] - Quote
The adjusted firerate is absolutely horrendous, I know we're trying to avoid "modded controllers" here and all that, but the whole point of using the weapons was I could fire as fast as I could pull the trigger, now it seems so slow and sluggish, it's not even worth using.
Clipsize, fine, Spread, fine, ROF, eurgh. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
920
|
Posted - 2013.06.10 23:59:00 -
[94] - Quote
Zeravla Hsoj wrote:
that's why i'm so frustrated. changing you gaming style in Dust means millions of potentially wasted sp. when you sink so much time and so many points into something you kinda hope for a little more stability in that branch of the skill tree.
The AR still is king of CQB, so that SP isn't wasted. try building a fit that's more of a close range brawler. I guarantee you that you have the SP to do so.
Devs have already mentioned that they don't want any more big sweeping changes, so you can expect a bit more stability in the skill trees.
Zeravla Hsoj wrote:
that's the only sensible argument favoring the TAC nerf. I can definitely see how someone could've looked at the AR class as having a little too much to offer, but I do still think lowering the damage could've solved the problem without blocking the ROF so much. The block just makes the gun seem sluggish and glitchy. not sure if its just lag or over processing but the bullets just seem to come out at an extremely unstable rate which is more then annoying.
Being able to spam shots super fast is what made the tac AR too good at CQB. Anything but lowering the ROF wouldn't have nerfed itin the way CCP was hoping.
Zeravla Hsoj wrote:[ I know its not like any other FPS, but if CCP is going to call it a single fire AR it should act like one. If not they could've just thrown a scope on the breach, gave it a little more range, and called it a day.
Does it fire a single shot at a time? then it's a single fire rifle. rate of fire between shots has nothing to do with that actual title, that's just a connotation that many people have with that term in video games.
Dale Templar wrote:The adjusted firerate is absolutely horrendous, I know we're trying to avoid "modded controllers" here and all that, but the whole point of using the weapons was I could fire as fast as I could pull the trigger
no, the point of the weapon was to give AR users a long range option. ROF has nothing to do with that objective.
The TAC AR is doing that job just fine still. |
Rachoi
HavoK Core RISE of LEGION
88
|
Posted - 2013.06.11 00:00:00 -
[95] - Quote
...+1
that entire OP is damned spot on.
lets hope that CCP takes that to heart
...plus BUMP, i want to keep something as constructive and effective as this on the board |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
78
|
Posted - 2013.06.11 00:15:00 -
[96] - Quote
Talos Alomar wrote:Dale Templar wrote:The adjusted firerate is absolutely horrendous, I know we're trying to avoid "modded controllers" here and all that, but the whole point of using the weapons was I could fire as fast as I could pull the trigger no, the point of the weapon was to give AR users a long range option. ROF has nothing to do with that objective. The TAC AR is doing that job just fine still.
ROF has to do with the weapon actually being viable or not, like I said, you guys are going to get this game nerfed into oblivion and it will be terrible, a slight ROF boost would be perfect, like the OP said 500 odd. Much love for quoting half that post and completely missing the point by the way. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
920
|
Posted - 2013.06.11 00:37:00 -
[97] - Quote
Dale Templar wrote:Talos Alomar wrote:Dale Templar wrote:The adjusted firerate is absolutely horrendous, I know we're trying to avoid "modded controllers" here and all that, but the whole point of using the weapons was I could fire as fast as I could pull the trigger no, the point of the weapon was to give AR users a long range option. ROF has nothing to do with that objective. The TAC AR is doing that job just fine still. ROF has to do with the weapon actually being viable or not, like I said, you guys are going to get this game nerfed into oblivion and it will be terrible, a slight ROF boost would be perfect, like the OP said 500 odd. Much love for quoting half that post and completely missing the point by the way.
That second half wasn't important. I don't care that the scrambler fires as fast as you can pull the trigger - the scrambler overheats. I only quoted the part I cared to comment on, but since you brought it up -
It's a good thing that there are a lot of scramblers out there. It means there is more weapon diversity out there. That's a great thing.
More scramblers means armor tanking will be more important, which will then make the mass driver and HMG more useful as there will be less people with 450+shields running around. The MD will get even better once the LR is unfucked for the same reason.
the Minmatar combat rifle will deal kinetic damage so having some people be armor tankers is rather essential to that gun being useful.
and I didn't miss your point. I disagreed to your point. the Tac AR doesn't need to fire as fast as you pull the trigger. |
Zeravla Hsoj
The Merc Net
7
|
Posted - 2013.06.11 04:33:00 -
[98] - Quote
Talos Alomar wrote:
The AR still is king of CQB, so that SP isn't wasted. try building a fit that's more of a close range brawler. I guarantee you that you have the SP to do so. .
Damnit I know I do run standard ARs now and do just as good but still....... I really ****ing miss my TAR man cant blame a guy for defending his weapon of choice after putting up with so much change for so long.
Talos Alomar wrote: Devs have already mentioned that they don't want any more big sweeping changes, so you can expect a bit more stability in the skill trees.
.
Finally some words of encouragement.
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Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
78
|
Posted - 2013.06.11 08:34:00 -
[99] - Quote
Talos Alomar wrote:Dale Templar wrote:Talos Alomar wrote:Dale Templar wrote:The adjusted firerate is absolutely horrendous, I know we're trying to avoid "modded controllers" here and all that, but the whole point of using the weapons was I could fire as fast as I could pull the trigger no, the point of the weapon was to give AR users a long range option. ROF has nothing to do with that objective. The TAC AR is doing that job just fine still. ROF has to do with the weapon actually being viable or not, like I said, you guys are going to get this game nerfed into oblivion and it will be terrible, a slight ROF boost would be perfect, like the OP said 500 odd. Much love for quoting half that post and completely missing the point by the way. That second half wasn't important. I don't care that the scrambler fires as fast as you can pull the trigger - the scrambler overheats. I only quoted the part I cared to comment on, but since you brought it up - It's a good thing that there are a lot of scramblers out there. It means there is more weapon diversity out there. That's a great thing. More scramblers means armor tanking will be more important, which will then make the mass driver and HMG more useful as there will be less people with 450+shields running around. The MD will get even better once the LR is unfucked for the same reason. the Minmatar combat rifle will deal kinetic damage so having some people be armor tankers is rather essential to that gun being useful. and I didn't miss your point. I disagreed to your point. the Tac AR doesn't need to fire as fast as you pull the trigger.
No, it certainly needs a ROF boost, you are wrong. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
923
|
Posted - 2013.06.11 22:18:00 -
[100] - Quote
Zeravla Hsoj wrote:Damnit I know I do run standard ARs now and do just as good but still....... I really ****ing miss my TAR man cant blame a guy for defending his weapon of choice after putting up with so much change for so long.
No, I can't. In fact I encourage this debate as I know what you went through. Before the respec I went lasers. The nerf hammer can be brutal.
It's just that this is the closest the tac ar has ever come to being balanced. In the year+ I've spent testing this game this would be the first time I've been able to look at the AR skill tree and say that it's balanced with a straight face.
Dale Templar wrote:
No, it certainly needs a ROF boost, you are wrong.
Please walk me through your logic on why the balance of the game would be better served with a higher ROF on the tac. |
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