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Cass Barr
Red Star. EoN.
279
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Posted - 2013.06.15 10:38:00 -
[1] - Quote
I think your HMG might be a little OP, that's 1132 DPS at standard level and the range of an AR. |
Cass Barr
Red Star. EoN.
288
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Posted - 2013.06.16 03:21:00 -
[2] - Quote
The problem with modeling recoil on real life, and games that pretend to mimic it, is that it on only takes 1-3 hits to do the job there. It takes 10-20 or more hits to kill a good suit here. While they may need adjusting (and that's a point I'm not sure I agree with), modeling them after the performance of actual AR's isn't how to do it; they aren't even assault rifles to begin with. |
Cass Barr
Red Star. EoN.
288
|
Posted - 2013.06.16 04:03:00 -
[3] - Quote
SCR and AR are fine. Everyone knows LR needs a buff. Snipers are fine. Shotguns need a bit more range. Forges are fine. HMG's do what they're intended to do, the problems heavies have originate with the suits themselves, and the fact that HMG's do reduced shield damage and damn near everyone shield tanks because Armor sucks. It's quite easy to kill an armor suit with an HMG. Hell a friend of mine is destroying pubs (yes I know, pubs) using a militia heavy suit with an HMG. SMG's are fine, they're not supposed to have the range of a light weapon. Scrambler Pistols are fine. Core Flaylocks are OP. MD's need their issues fixed.
So 2 of the 4 mid range anti infantry weapons are currently broken, and AR's are more versatile than SCR's, although SCR are better against the numerous shield suits. SCR's were also released a week after the universal respecs, and they have no militia version to test them with. Of course AR's are still more common than them.
Can't shake the feeling I'm missing a gun or two.
Changing AR's isn't going to fix guns that are broken. |
Cass Barr
Red Star. EoN.
288
|
Posted - 2013.06.16 04:14:00 -
[4] - Quote
TheEnd762 wrote:Cass Barr wrote:The problem with modeling recoil on real life, and games that pretend to mimic it, is that it on only takes 1-3 hits to do the job there. It takes 10-20 or more hits to kill a good suit here Actually, with a GEK, GLU, or Duvolle, it only takes about 3-5 hits. Which is the problem.
Have you tried using a suit with more than 200 HP?
I can't get on to the game at the moment so I'm using 34 damage as a baseline, I believe that's a GEK's damage, or close to it.
Assuming the user has AR Proficiency IV, that's 38.8 damage per shot.
Against a 600 HP suit, which is a mid range suit, that is:
Body shots: 16 hits Head shots (1.5x): 11 hits
Prototype suits can have 900 HP, and a Duvolle doesn't have 50% more damage than a GEK, so those numbers increase at the proto level. |
Cass Barr
Red Star. EoN.
289
|
Posted - 2013.06.16 04:20:00 -
[5] - Quote
Now 16 hits is like 1.5 seconds, assuming your target's standing still like an idiot and no shots miss, and I do think that TTK's should be higher than that in general. And server latency only makes the issue worse.
But AR's aren't the only gun's capable of doing that, either. |
Cass Barr
Red Star. EoN.
289
|
Posted - 2013.06.16 05:26:00 -
[6] - Quote
D legendary hero wrote:and yet these still taer through heavy suits like butter
Remember the last game you played this morning before downtime? The opposing team had 3 people go positive K/D, and your team had quite a few people running proto? Remember who had the most kills on the opposing team, something close to 25/5? He was a militia heavy with a STD HMG. His team was getting stomped yet he still lead the kill boards.
Maybe, just maybe it has more to do with playstyle, and properly taking advantage of the suit's and weapon's inherent strengths.
Heavies are not, nor will they ever be, a bread and butter assault suit.
And before you say pubs, we have both used heavies and had them used against us to great effect in PC.
If you give them 1250 base HP with 30% damage resistance (1625 EHP) and a 1200 DPS HMG (at STD level, mind you) with the range of an AR, everyone will just switch to heavies and bring 3-4 logis for support. Because they will be stupidly overpowered.
I'm not saying they don't need work, they do. Like a better turn speed. But seriously, some of the ideas being batted around here are patently ridiculous. |
Cass Barr
Red Star. EoN.
289
|
Posted - 2013.06.16 05:32:00 -
[7] - Quote
Cosgar wrote: Forge Gun should get a more drastic damage fallof at max range or dropships need a buff. Not saying a FG is OP, but somebody needs to throw dropships a bone.
SCR and LR need some range though. I have corp mates that can still put in work with the LR, but they need to get rid of the iron sights, lens flare, and that little split second kick it has when you fire it. Making a weapon hard to use isn't balancing.
LR has range they just made it a ***** to use at range for some dumb reason. IIRC it's 10-20 more than a TAR?
SCR needs higher optimal from what I've heard, they have better max ranges than AR's but a lower optimal so they lose damage sooner.
Do you happen to know somewhere that has accurate and current stats for guns? |
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