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Meeko Fent
Mercenary incorperated
71
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Posted - 2013.06.15 19:42:00 -
[31] - 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. The problem is that the ARs kick is nonexistent until you go through half the mag, and that just can't be. Recoil should make it so you have to work the crosshairs after firing 3-4 rounds. Not uncontrollable recoil, just enough so bursting is made useful. |
D legendary hero
Strong-Arm
182
|
Posted - 2013.06.16 01:41:00 -
[32] - 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. |
Cass Barr
Red Star. EoN.
288
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Posted - 2013.06.16 03:21:00 -
[33] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
800
|
Posted - 2013.06.16 03:32:00 -
[34] - Quote
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. 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.
This is true. The minmatar combat rifle will be the closest thing to an actual AR, in terms of it being a straight-up projectile weapon. Even then, it's a super futuristic one, and may have more in common with "autocannons" or what-not. A plasma rifle isn't an M4 Carbine, it shoots plasma with a 60 round magazine.
I do think (as per my previous posts) that recoil and other issues need to be weighed. That's not an issue of being "true-to-life" or "Like other games' ARs" or whatever. It's purely a balance issue in that we're weighing weapons against each other for relative strengths and drawbacks. The idea is to give them niches, parity, and not have one gun be the end-all gun.
In real life (or even some other shooters), the progression is often made so that you proceed to some later gun that is in fact the best-possible gun. Dust seems to be striving for something more akin to balance across multiple tiers of weapons and situation utility and strength. You may progress to the most powerful gun for a given situation (the best sniper rifle, say), but it shouldn't be equivalent to progressing to a gun that is the best in most/all situations (like a pre-patch TAR that ruled at pretty much anything BUT sniper range, but is now just a strong long-range rifle). |
TheEnd762
Algintal Core Gallente Federation
72
|
Posted - 2013.06.16 03:52:00 -
[35] - Quote
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. |
Cass Barr
Red Star. EoN.
288
|
Posted - 2013.06.16 04:03:00 -
[36] - 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 -
[37] - 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 -
[38] - 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. |
TheEnd762
Algintal Core Gallente Federation
72
|
Posted - 2013.06.16 04:20:00 -
[39] - Quote
Cass Barr wrote: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.
Unfortunately, there are many ADV and PROTO suits that don't have more than 200HP. |
D legendary hero
Strong-Arm
185
|
Posted - 2013.06.16 04:28:00 -
[40] - Quote
and yet these still taer through heavy suits like butter |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1731
|
Posted - 2013.06.16 05:09:00 -
[41] - Quote
Cass Barr wrote: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. 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. |
Cass Barr
Red Star. EoN.
289
|
Posted - 2013.06.16 05:26:00 -
[42] - 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 -
[43] - 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? |
D legendary hero
Strong-Arm
186
|
Posted - 2013.06.16 05:51:00 -
[44] - 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. |
Revelations 514
Red Star. EoN.
65
|
Posted - 2013.06.17 14:52:00 -
[45] - Quote
Some good ideas being batted around here.
I don't really think adding recoil is a nerf, but I am also of the mindset that quicker battles are not necessarily better battles. I don't mind a long drawn out battle as this makes for a more tactical shooter.
Just my opinion though.
IMO the Auto AR's just fill too many niches. Recoil would add a sense of realism and help with balance killing two birds with one stone so to speak.
I would like to see a greater variance on the battefield, I want to see medics, fat and skinny suits, and AV.
Right now their is not enough variance, and this is in part due to imbalance. The people speccing into Mass Drivers, SG's, LR's, they do so with the hope that one day this will equal out and they will have their niche.
Right now, their are only four real classes: Medic/AR AV/SL/FG Heavy Tank FG/HMG/AR Assault/AR
Anything else just really isn't competitive or have a purpose, as the tradeoff is not worth it. You can make arguments but really anyone using anything else is just making due with what they have specc'ed into. |
matsumoto yuichi san
SVER True Blood Public Disorder.
10
|
Posted - 2013.06.17 15:00:00 -
[46] - Quote
Cass Barr wrote: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?
LR is actually same max as AR @ 84 aaaand the tac is max at 120 yeah... |
Revelations 514
Red Star. EoN.
65
|
Posted - 2013.06.17 16:51:00 -
[47] - Quote
Zeylon Rho wrote:I'd assume all the ARs have some sort of balancing element that's intended to be a drawback. To a certain extent this is provided by range, and damage type.
Optimally: Gallente Plasma: Short-range, full-auto rifle, hybrid-balanced shield/armor dmg (slightly higher to shields?) Minmatar Combat: Short-Mid range, burst rifle, projectile-greater armor than shield dmg Amarr Scrambler: Mid range, tactical rifle, laser-greater shield than armor dmg Caldari Rail: mid-long range, breach rifle , hybrid-balanced shield/armor dmg (slightly higher to armor perhaps?)
That's... roughly the sort of intent they've described. The AR (Plasma) should excel in short-range engagements with high rate of fire and damage. The Scrambler (laser) is intended to be more apt at longer range precision attacks, and so on. All the rifles will supposedly get variants that ape the traits of some of the other rifles, but you'd presume that the racial rifle would be the best at it's optimal role (or that the weapon traits would bleed over into the variant).
All the rifles presumably have drawbacks that prevent them from being perfect as well. The scrambler has dispersion on a very large margin with the assault variant. The scrambler can also overheat (though if what people say about the heat being per-second instead of per-shot is true, they should probably fix that). So, the scrambler has some built-in drawbacks. The heat (damaging the user) is a big one - and can probably be worked into all variants.
Now, it's hard to say what the drawbacks of the Combat or Rail rifle are supposed to be, since we haven't seen them. We should probably still ask what the drawbacks of the plasma rifle are supposed to be. What's "bad" with the AR if you just unload clip, etc.? Because if the recoil is such that it's a non-issue on fully unloading a clip with razor accuracy... why would you use something else?
In that sense, I think this thread has a point - the AR isn't meant to be perfect. Buffing everything else isn't necessarily a solution either. I still think people sometimes suffer from the idea that everything in the game should kill people quicker. This isn't that kind of shooter - it's a more old-school game where gunning down people is more time consuming (as we wear custom armored & shielded suits).
I already made some suggestions for recoil earlier, but if recoil/kick are meant to be an issue at all with the AR - they're mostly non-existent right now. If recoil/kick are going to be more of a "Combat rifle" issue (or whatever), then some consideration should be given to what the AR's drawback -should- be. If all the new rifles have drawbacks, and the AR does not... that implies issues with balance. Removing all the drawbacks might "balance" things in a way, but at the expense of giving the weapons character. If the AR is the no-drawback weapon, it implies it should be the weakest.
I'd rather AR wasn't the weakest, or at least... that things be balanced so that it can dominate at its intended role (short range, high rof/damage encounters) while not showing up other weapons in theirs. If the AR is better at burst than the Combat rifle, that's bad. We probably don't need to worry about the breach version being better than anything at this point - but that's a separate issue.
This was actually put really well. Better than I could put it to say the least. Can we replace my First Post with this actually?
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RoundEy3
Metal Mind Industries
80
|
Posted - 2013.06.17 16:57:00 -
[48] - Quote
Has anyone ever considered the AR's are so good mostly due to the fact they are hybrid weapons, decent against both shields and armor equally? There are some hidden stats with all of the weapons that we can't see. I've always suspected ROF + damage output + any damage bonuses are where it's reliance is based from.
I refuse to use them just for the fact everyone uses them, but I would really like it if my weapons tore people down in 1.2 seconds as well. |
Revelations 514
Red Star. EoN.
65
|
Posted - 2013.06.17 20:00:00 -
[49] - Quote
RoundEy3 wrote:Has anyone ever considered the AR's are so good mostly due to the fact they are hybrid weapons, decent against both shields and armor equally? There are some hidden stats with all of the weapons that we can't see. I've always suspected ROF + damage output + any damage bonuses are where it's reliance is based from.
I refuse to use them just for the fact everyone uses them, but I would really like it if my weapons tore people down in 1.2 seconds as well.
I have, but their have to be other hybrid weapons as well. Nothing seems to be as effective as an AR. Honestly every other weapon in this game seems to be pretty close except the Auto AR's, (TAC now seems reasonable).
Imagine removing auto AR's from the game completely. What would be the best weapon? I bet you would have lots of different arguments from lots of different people. Now put the auto AR's back in the game, whats the best weapon now?
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Deranged Disaster
Seraphim Initiative. CRONOS.
200
|
Posted - 2013.06.17 20:50:00 -
[50] - Quote
I didn't read the whole of your post because tl;dr but here's my two cents.
The players in this game have much more health than the rest of the games with realistic recoil such as BF3 or even COD. In these games, people drop with 2-3 well placed shots. Here you need a whole clip, hence the low recoil. If health was more like the other FPS games, sure, but as it is right now you should leave recoil alone. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1843
|
Posted - 2013.06.17 20:57:00 -
[51] - Quote
Revelations 514 wrote:RoundEy3 wrote:Has anyone ever considered the AR's are so good mostly due to the fact they are hybrid weapons, decent against both shields and armor equally? There are some hidden stats with all of the weapons that we can't see. I've always suspected ROF + damage output + any damage bonuses are where it's reliance is based from.
I refuse to use them just for the fact everyone uses them, but I would really like it if my weapons tore people down in 1.2 seconds as well. I have, but their have to be other hybrid weapons as well. Nothing seems to be as effective as an AR. Honestly every other weapon in this game seems to be pretty close except the Auto AR's, (TAC now seems reasonable). Imagine removing auto AR's from the game completely. What would be the best weapon? I bet you would have lots of different arguments from lots of different people. Now put the auto AR's back in the game, whats the best weapon now? Once the ARs split up, we shouldn't have this problem since all the different rifles will have their own strengths and weaknesses. Right now we have a rifle that has the high DPS of a plasma blaster, the range of a gauss and scrambler and the fire rate of a combat rifle. It's a versatile weapon that's too versatile for its own good. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
828
|
Posted - 2013.06.17 21:16:00 -
[52] - Quote
Revelations 514 wrote:Zeylon Rho wrote:~the cut of my jib~ This was actually put really well. Better than I could put it to say the least. Can we replace my First Post with this actually?
You can edit your post and paste things if you really want.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
828
|
Posted - 2013.06.17 21:22:00 -
[53] - Quote
D legendary hero wrote:and yet these still taer through heavy suits like butter
I think this thread gets to that point in a way. If you can put a highly accurate stream of fire anywhere, you can drop a heavy quicky. With an AR, you can use the RoF of something like a Duvolle AR, ADS, and enough of those rounds aimed at a head drop anything quickly. The recoil issue is part of that. It's also why that sort of tactic works better than burst I think, despite the fact burst-fire is conventionally a means of keeping accuracy up in comparison to full-auto. In that sense, the game mechanics are a little borked.
How much of that should be directed at dispersion vs. recoil is a matter for debate. Dispersion amounts to your shots not necessarily going where you aim, regardless of your skill. Recoil means failure to control your rate of fire will make your aim suffer, probably to a somewhat similar effect. The gun has both in theory... |
Revelations 514
Red Star. EoN.
68
|
Posted - 2013.06.18 16:08:00 -
[54] - Quote
Zeylon Rho wrote:D legendary hero wrote:and yet these still taer through heavy suits like butter I think this thread gets to that point in a way. If you can put a highly accurate stream of fire anywhere, you can drop a heavy quicky. With an AR, you can use the RoF of something like a Duvolle AR, ADS, and enough of those rounds aimed at a head drop anything quickly. The recoil issue is part of that. It's also why that sort of tactic works better than burst I think, despite the fact burst-fire is conventionally a means of keeping accuracy up in comparison to full-auto. In that sense, the game mechanics are a little borked. How much of that should be directed at dispersion vs. recoil is a matter for debate. Dispersion amounts to your shots not necessarily going where you aim, regardless of your skill. Recoil means failure to control your rate of fire will make your aim suffer, probably to a somewhat similar effect. The gun has both in theory...
^This |
D legendary hero
One-Armed Bandits
212
|
Posted - 2013.06.19 11:14:00 -
[55] - Quote
bump
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INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
7
|
Posted - 2013.06.21 20:27:00 -
[56] - Quote
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. |
D legendary hero
One-Armed Bandits
218
|
Posted - 2013.06.21 23:30:00 -
[57] - 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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