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D legendary hero
Strong-Arm
166
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Posted - 2013.06.15 08:06:00 -
[1] - Quote
RoundEy3 wrote:I don't know, I like the idea of trying to maintain that these are futuristic weapons. I mean there are already assault rifles in existence that can fire full auto with virtually no recoil. I know it's a game and all of those predictable comments. I'm just saying there are other solutions. Making all other weapons up to par would be the better solution.
Actually this is something i was thinking about. when weapons get nerfed they normally begin sucking. if other specialized weapons were buffed within their purpose the ARs would become balanced against them.
for example, shotguns are supposed to be close range beasts, so uping shotguns damage, decreasing shotgun pellet disperions, and giving it slightly more optimal range while still keeping the same hard damage drop off, will make AR users back up when they see a shotgunner.
example 2. the HMG. if it did the same damage per bullet as a full auto AR, with a range that is 5-10% less than a full auto AR of the same level (STD, ADV, PROTO), and a slightly tighter reticule after initial spool up, keeping all other current factors the same. it would be balanced against the AR, because the HMG has horrible dispersion that ADS doesnt fix. so the AR advantage is accuracy not damage/dps.
example 3. the laser, if the laser is given a slight increase in damage, a slightly lower heat build up, and 5-10% more range than a full auto AR, with a slightly higher base damage before max it could begin to make a come back against ARs.
in All three examples the AR is still effective in the situations CQC, midrange, semi-long range, but the specialty weapons are better in those areas. the AR must be a jack of all trades a master of none.
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D legendary hero
Strong-Arm
167
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Posted - 2013.06.15 11:32:00 -
[2] - Quote
Cass Barr wrote:I think your HMG might be a little OP, that's 1132 DPS at standard level and the range of an AR.
but with the current movement speed, turn speed, and dispersion, coupled with the long reload, and over heating, it can't be OP. inaddition thats sort of the purpose of an HMG, and you need weaponry lvl 5 to get one anyway, plus a heavy suit, thats already over 2 million SP. plus the heavy is a bullet sponge anyways.
inaddition, a miltia AR with no penalty to accuracy can do 1860 damage in one clip.
its dps is 387, *2 = 775 in 2 seconds this is without damage mods, or proficiency or the blanket 10%. now factor in that in an assault suit you can take better cover, and dodge more efficeintly and it balances out.
point being, doing damage like the above 1132 dps makes people not want to charge directly into my HMG accomplishing the purpose of the weapon; suppresion.
finally, factoring dispersion and its damage drop off (because same ranges doesnt mean same optimal) 1132 dps - 396 = 736dps at optimal (the second number is the dispersion at ~35% * the dps to give you the damage you miss due to bullet spread. so the focused stream of actual projectile that hit the enemy is 736)
thats 736dps at optimal range.
if, damage reduction per meter past optimal is 20 and im shooting at someone 10 meters past my optimal, then 736 - 20red/m *m where m = meters
736 - 200red = 536dps
and of course at 30m its 336dps, 40... well you get the point.
it balances out, pretty well, seeing as ARs have almost no damage drop off, no dispersion, and no recoit, require almost no SP, and do rediculous damage. in addition to having a fast reload, never over heating, and hire turn speed and movement speed due to the suit selection. |
D legendary hero
Strong-Arm
182
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Posted - 2013.06.16 01:41:00 -
[3] - Quote
Doshneil Antaro wrote:The AR has more kick the longer the trigger is held. This is realistic to real life weapons, and should be so. The AR is a industry standard, and will continue the be the best killing weapon for the ranges we fight at normally in real life, as well in game. SGs need more range to bring them to where they need to be. Stop trying to nerf balanced weapons and push for buffs instead. Learning your chosen weapon's range and try to engage from it. Stop trying to use other weapons at AR ranges, you will lose. CQC sub, knives, shotty. Medium ar or sg( still needs to out range ar and be med long range like a tac ar). Long range sniper, forge.
where does the HMG fit into all this? especially since LGMs and HMGs are just better versions of assault rifles in real life and in games.
in this game the HMG is supposed to be midrange and have the same range as AR because lets fast it, close range aint cutting it, like you said shotguns, plus everthing else is close range. |
D legendary hero
Strong-Arm
185
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Posted - 2013.06.16 04:28:00 -
[4] - Quote
and yet these still taer through heavy suits like butter |
D legendary hero
Strong-Arm
186
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Posted - 2013.06.16 05:51:00 -
[5] - Quote
^^yes.
this is balanced out against the:
suits: low turn speed, (needs slight buff) low run speed, (needs slight buff) larger hit box larger head hist box (easier headshots) low jumping height (cnt vault anything, very clumsy)
HMG: over heating high recoil, high dispersion, even after spin up low damage to shields, inability to get head shots (extremely difficult) long reload
plus i never said buff HP, the resistance however i discussed in detail in another thread but between 30-45% max resistance is necessary. The 1132dps is required as dispersion and damage fall off will make that damage figure drop exponentially over range.
Most suits can walk away faster than i can run after them.
a militia AR does 1860 damage in one clip of 60, with 31 at 750rpm, its not too far off from the HMG having these numbers, but the AR is supposed to be more accurate than the HMG. it was never meant to outgun a HMG.
finally, other drop suits can be modded to do different things, but heavies generally fall into one of two tasks, AV and anitpersonell. |
D legendary hero
One-Armed Bandits
212
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Posted - 2013.06.19 11:14:00 -
[6] - Quote
bump
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D legendary hero
One-Armed Bandits
218
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Posted - 2013.06.21 23:30:00 -
[7] - Quote
INFINITE DIVERSITY IDIC wrote:I read these forums all the time, common denominator is this, when someone finds a weapon combined with a suit that rapes people come here and cry until CCP changes it. Whatever the dominat setup becomes you people will QQ until we get a nerf, thats how it is and will be until CCP says get over it or get out. Everyone cried about the D Tac, it and the G 5 are almost identical now, but the D costs 5 x as much, while the Charge does 3x as much damage and costs 1/20. I get owned by kid scrubs setting up in the hills that fail all the time using a Charge, yet I am not here begging for a nerf. These proto weapons are so expensive that they should be the baddest thing on the field, try a fully tanked laser against all of us Caldari shield guys, you will see a very fast kill. People have got to stop trying to make everything equal, the imbalance in the weapons is what gives balance to the game, if you don't see that your probably blinded by your tears. See you on the field, ill have my AR.
proto HMGs still lose to mitlita ARs, so... yeah. if your argument were indeed valid, then the HMGs would actually be good. Proto MD are mediocre at best, and lasers are still a joke.
proto HMG 856.68 dps* 720 dps (10% only)
militia AR ('exile' assault rifle, 'toxin' assualt rifle, 'dren' assault rilfe) 551.65 dps* 467.5 dps (10% only)
the difference in dps may seem high at first glance, but notice that within 2 seconds time a militia AR can kill a heavy. when factoring in the higher range, reload speed, accuracy and damage per shot. A militia/standard AR can out gun a HMG weilding heavy at long range and close range.
*using two complex damage mods and including 10% buff to all weapons. |
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