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Revelations 514
Red Star Jr.
49
|
Posted - 2013.06.12 23:04:00 -
[1] - Quote
I am skilled in SG's, have all my points in them. Have practiced with SG's far more than any other weapon, although I have used most of them. Yet I can still waste people with the starter assault fit using the militia AR faster than I can the SG, (while being skilled into SG), because of a constant stream of headshots. Seriously it's like a laser. It has 0 kick or bullet spread. If I fire 10 bullets without moving, all 10 hit exactly the same spot. This makes it incredibly easy for a headshot. With a TAR, recoil wouldn't make sense being single fire, but with a fully auto AR, why no recoil/spread? I have good aim which means I will always outperform myself using any weapon by using an AR simply because it's headshot city due to no recoil/spread.
What other FPS has no recoil/spread on automatic weapons? Not that I want to see Dust become like other FPS, but seriously if you don't put recoil/spread into an automatic weapon, then you will have to make it's dmg super small or do away with a headshot bonus; both which would seem unpopular to the majority.
Please CCP, do just one test with adding some recoil and/or bullet spread to auto AR's and see if it doesn't immediately seem more balanced and fun. Not to mention it would add a feeling of actually firing an automatic weapon. Anyone with half decent aim just fires a laser beam stream at head height and tango down.
Heavies - Too slow to move so headshots all day, drops heavy quick. Scout - Even though harder to hit, a high rate of fire and clip size just means aim head height and strafe, 3 shots and the quickest Scout is tango down. Assault/Logi - Pretty much the medium between heavy and scout, so is the most survivable against the AR. However you just adjust your approach based on if target is stationary or moving. May take a bit longer to down a moving assault fit with an AR, but if they are not using an AR you will win this battle.
Fact that assault and logis are the most commonly used fits and are the most survivable to the AR may explain the resistance to "nerfing" AR's, but it could also be the fact it's the most commonly used weapon. To be honest I think both of the fits need adjustments as well, but are still far more balanced than the AR is to other weapons.
*off topic but Assault fits probably need a slot or CPU/PG reduction, and Logi's need an armor reduction combined with a higher than normal stacking penalty on mods.
Prob will catch plenty of flames for the post but my response is as follows: http://i.imgur.com/i9rfOMr.jpg |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1442
|
Posted - 2013.06.12 23:09:00 -
[2] - Quote
The dispersion is there, you really notice it on the receiving end of an AR at max range. But it's not drastic enough IMO. I doubt the people I've faced off against actually have SP invested into sharpshooter. But there's virtually no kick anymore and I've been using MLT ARs with 0 SP invested in operation. You get a bit of kick after the majority of a clip, but it's really not enough. This kind of eliminates the purpose of using burst and breach ARs since those are meant to be the more stable variants. |
Revelations 514
Red Star Jr.
49
|
Posted - 2013.06.12 23:20:00 -
[3] - Quote
Thank you for the reply.
I agree. I would only want to see the recoil/spread increase on automatic AR's. They are meant to be sprayed. If you did the same on the burst or tac variants you would likely break them as those need to be accurate to compensate for lack of fire rate. I would say even the dmg on all AR's would be fine, if the recoil/bullet spread would be increased on the auto versions. Headshot bonus' are quite large on this game, and they should be as typically a head shot is hard to pull off. That is unless you have 60 chances in 4 seconds using a weapon that shoots a straight line.
I admit, most of my encounters are close to mid range, so the spread at longer ranges being greater is definitely an observation I had missed. I definitely agree with making the spread a bit higher however. It is currently negligible at anything but long range, so an increase across the board should even out making the auto AR the go-to mid range weapon, but not the go-to overall weapon as it currently stands. This would make the Burst and TAR the go-to for mid-far range or personal preference. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1443
|
Posted - 2013.06.12 23:29:00 -
[4] - Quote
One of the biggest issues is that other weapons are novelties compared to the AR. This held true in Chrome since an AR could still shred a HMG, even inside their optimal. Nerfing damage is a horrendous way to balance something unless you're dealing with game breaking weapons like the Viziam and TAC AR. The other issue is that the AR line is a combination of placeholders for the other racial rifles. Once the weapon class is split up, this negligible amount of dispersion and kick needs to be resolved.
Also, since the TAC AR rebalancing, I've noticed that ARs have gotten a bit of a range buff. Not sure how much exactly, but it is noticeable on maps like Manus Peak and Line Harvest. |
Meeko Fent
Mercenary incorperated
52
|
Posted - 2013.06.13 01:20:00 -
[5] - Quote
I was Shout this on the forums prior to th uprising update, and there MUSt be an approiate amount of recoil for EVERY weapon in the game. The SMG and AR should have the Most Recoil, making Bursts a Must for them. Then The HMG, But Enough so that a Player can Keep the Weapon on target.
Right now the Sniper has the Most recoil. The Sniper. Why give the Sniper Recoil? Its Not Like they are OP, they have to wait a second to even refire.
Like this Post If you agree ALL Weapons need Recoil, Not Dispersion, to Make the game based more off Player Skill then Gear and Skill Level!
+1 |
TheEnd762
Algintal Core Gallente Federation
68
|
Posted - 2013.06.13 01:54:00 -
[6] - Quote
+1, even though the AR Rambos will cry about their insta-kill bullet-hoses. |
Ops Fox
ZionTCD Unclaimed.
277
|
Posted - 2013.06.13 02:09:00 -
[7] - Quote
I always asked for more recoil on the gun, they need to have actual kick ccp. +1 |
Master Jaraiya
Ultramarine Corp
192
|
Posted - 2013.06.13 02:15:00 -
[8] - Quote
+1good post. |
gil pilferer
The Unholy Legion Of DarkStar DARKSTAR ARMY
3
|
Posted - 2013.06.13 03:07:00 -
[9] - Quote
It seems to me that dispersion isn't the issue, but rather there is no increase in dispersion as you hold down the trigger. So a 3 second burst is just as accurate as a spray and pray, leading to the problems you described earlier. I think if you line up a head shot and burst fire then you deserve 4-5 consecutive head shots and the person should be dead to rights, but laying some fire into someone's chest while you make your way up to the head shooting the whole way is flawed IMO. Not sure if this is what you meant but thought I'd make he distinction. |
Revelations 514
Red Star. EoN.
52
|
Posted - 2013.06.13 15:47:00 -
[10] - Quote
gil pilferer wrote:It seems to me that dispersion isn't the issue, but rather there is no increase in dispersion as you hold down the trigger. So a 3 second burst is just as accurate as a spray and pray, leading to the problems you described earlier. I think if you line up a head shot and burst fire then you deserve 4-5 consecutive head shots and the person should be dead to rights, but laying some fire into someone's chest while you make your way up to the head shooting the whole way is flawed IMO. Not sure if this is what you meant but thought I'd make he distinction.
I think that's fair. Controlled burst should be more accurate than laying on the trigger. While I still don't want to emulate other FPS'ers too much, I think this is one mechanism that they all use for good reason, and one that I agree with personally. |
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Revelations 514
Red Star. EoN.
54
|
Posted - 2013.06.14 15:17:00 -
[11] - Quote
Could we get a Dev opinion? Is this something in the works, or at least likely to happen. How does CCP feel about the balance thus far? |
RoundEy3
Condotta Rouvenor Gallente Federation
66
|
Posted - 2013.06.14 15:26:00 -
[12] - Quote
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. |
Revelations 514
Red Star. EoN.
54
|
Posted - 2013.06.14 15:30:00 -
[13] - Quote
Fair enough.
I like recoil as it does the balancing act while also adding to the realism and "feels" like we are firing a powerful weapon. I would honestly take any adjustment at this point that would help the balance. I see your point however, but am still pushing for recoil personally =) |
Panther Alpha
Lone Wolf Going Solo
506
|
Posted - 2013.06.14 15:34:00 -
[14] - Quote
AR's have lots of recoil .. more than any other weapon... what the kitten you talking about ? and the range is horrible..
Let me guess.. you got kill few times in a row by one of the AR gods, and you come to the forums crying about it...The AR got nerfed enough in Uprising, it doesn't need anymore nerfing.
And BTW.. i use the SMG too for close range, and is alot more effective than the AR.. for some reason the AR sucks at close range, so i have to use the SMG to finish off people if they get to close...
You guys are..... (-------- ) |
Revelations 514
Red Star. EoN.
54
|
Posted - 2013.06.14 19:48:00 -
[15] - Quote
Panther Alpha wrote:AR's have lots of recoil .. more than any other weapon... what the kitten you talking about ? and the range is horrible..
Let me guess.. you got kill few times in a row by one of the AR gods, and you come to the forums crying about it...The AR got nerfed enough in Uprising, it doesn't need anymore nerfing.
And BTW.. i use the SMG too for close range, and is alot more effective than the AR.. for some reason the AR sucks at close range, so i have to use the SMG to finish off people if they get to close...
You guys are..... (-------- )
Nice feedback, (sarcasm). The range is horrible? What are YOU talking about? Did you read the post? Maybe you are just permabad at aiming? But of course thats probably the only weapon you use as it's probably the only weapon you can hope to compete with. (Due to its OP nature).
BTW, I used the AR and completely owned with it. It's mentioned in the post, ya know, the first one. So guessing really isn't necessary.
Take a minute. Read. Think it through. Then come back here and try to spout something that can't be picked apart in 30 seconds you @ssclown. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
783
|
Posted - 2013.06.14 20:34:00 -
[16] - Quote
I think it makes sense for it to have a little more recoil. I'd be fine with it shifting in relation to movement and position.
For instance, crouched/not-moving minimum recoil while ADS, slowly builds if you hold down full auto.
Not crouched, but not moving either; recoil builds quicker, but first few shots of a full auto (a burst basically) are mostly on target - but not as accurate as a burst AR.
Moving, ADS; recoil should ramp up after first shot. Moving, not ADS; recoil from the get-go.
Something like that I guess. As-is, the point of using a "burst" rifle isn't quite there because you put more rounds down more accurately when ADS with a full-auto. |
Panther Alpha
Lone Wolf Going Solo
506
|
Posted - 2013.06.14 20:40:00 -
[17] - Quote
Revelations 514 wrote:Panther Alpha wrote:AR's have lots of recoil .. more than any other weapon... what the kitten you talking about ? and the range is horrible..
Let me guess.. you got kill few times in a row by one of the AR gods, and you come to the forums crying about it...The AR got nerfed enough in Uprising, it doesn't need anymore nerfing.
And BTW.. i use the SMG too for close range, and is alot more effective than the AR.. for some reason the AR sucks at close range, so i have to use the SMG to finish off people if they get to close...
You guys are..... (-------- ) Nice feedback, (sarcasm). The range is horrible? What are YOU talking about? Did you read the post? Maybe you are just permabad at aiming? But of course thats probably the only weapon you use as it's probably the only weapon you can hope to compete with. (Due to its OP nature). BTW, I used the AR and completely owned with it. It's mentioned in the post, ya know, the first one. So guessing really isn't necessary. Take a minute. Read. Think it through. Then come back here and try to spout something that can't be picked apart in 30 seconds you @ssclown.
I actually using both the Scrambler Assault Rifle ,and The AR... SCR Assault have better range, but lest damage. The AR have better damage but shorter range... and guess what.. i can use both with very similar results, if anything the SCR Assault is better because the range, and the low recoil... SO..... go a head, nerf the AR, i will still kill you with the SCR Assault, or even with my SMG ....
Bottom line... ; Learn to play the game. |
Revelations 514
Red Star. EoN.
54
|
Posted - 2013.06.14 21:33:00 -
[18] - Quote
Panther Alpha wrote:Revelations 514 wrote:Panther Alpha wrote:AR's have lots of recoil .. more than any other weapon... what the kitten you talking about ? and the range is horrible..
Let me guess.. you got kill few times in a row by one of the AR gods, and you come to the forums crying about it...The AR got nerfed enough in Uprising, it doesn't need anymore nerfing.
And BTW.. i use the SMG too for close range, and is alot more effective than the AR.. for some reason the AR sucks at close range, so i have to use the SMG to finish off people if they get to close...
You guys are..... (-------- ) Nice feedback, (sarcasm). The range is horrible? What are YOU talking about? Did you read the post? Maybe you are just permabad at aiming? But of course thats probably the only weapon you use as it's probably the only weapon you can hope to compete with. (Due to its OP nature). BTW, I used the AR and completely owned with it. It's mentioned in the post, ya know, the first one. So guessing really isn't necessary. Take a minute. Read. Think it through. Then come back here and try to spout something that can't be picked apart in 30 seconds you @ssclown. I actually using both the Scrambler Assault Rifle ,and The AR... SCR Assault have better range, but lest damage. The AR have better damage but shorter range... and guess what.. i can use both with very similar results, if anything the SCR Assault is better because the range, and the low recoil... SO..... go a head, nerf the AR, i will still kill you with the SCR Assault, or even with my SMG .... Bottom line... ; Learn to play the game.
Yes I am sure you are super L33T. At least you actually put experiences and usable feedback with your reply this time. However, if you are soo super L33T then a little more recoil for your AR shouldn't bother you....
If you notice, I am referring to the automatic variant of AR. It's in the title as well as the posts. I honestly don't care if I get killed, not a big deal. Been playing since day one on Beta as well, so not really worried about your L33T status either. But if I get killed, I would like it to be earned...regardless of the weapon. You know what, I use RE's, and I also asked for the RE nerf that they finally added so that I cannot insta-kill you with one.
The game is more fun when its balanced. Regardless of what weapon type you use to kill. Regardless of if you are the killer or killee. Easy mode gets boring, and getting killed because they have an un-earned advantage is frustrating.
It just seems that some people like an easy mode to feel better about themselves. How you can feel accomplished by getting a kill with a weapon a monkey can kill with I have no idea. Some people are actually good with an AR, but these same people don't need it to be OP to drop you. I don't know why certain people bring skill levels into a weapon balance discussion, as balance assumes two people have the exact same skill set.
If I have lots more practice with the SG, and 3mil SP into SG's, why am I still much more proficient using an AR Starter fit with 0 SP invested and less time using the weapon personally?
BTW, you give the appearance of a troll or someone who really needs attention when you give barely relevant feedback followed by your own comments about how great you are....but you definitely fit a profile of someone who would exploit any advantage in order to feel awesome about yourself. In short, you fit the profile of someone who would defend a broken mechanic or imbalance in order to exploit it fully and tell everyone including yourself how great you are. |
Revelations 514
Red Star. EoN.
54
|
Posted - 2013.06.14 21:37:00 -
[19] - Quote
Zeylon Rho wrote:I think it makes sense for it to have a little more recoil. I'd be fine with it shifting in relation to movement and position.
For instance, crouched/not-moving minimum recoil while ADS, slowly builds if you hold down full auto.
Not crouched, but not moving either; recoil builds quicker, but first few shots of a full auto (a burst basically) are mostly on target - but not as accurate as a burst AR.
Moving, ADS; recoil should ramp up after first shot. Moving, not ADS; recoil from the get-go.
Something like that I guess. As-is, the point of using a "burst" rifle isn't quite there because you put more rounds down more accurately when ADS with a full-auto.
In a perfect world, you would most likely be dead on. Not sure how much of that they could implement though. Your spot on in the need to create the niche for the burst rifle. |
Panther Alpha
Lone Wolf Going Solo
506
|
Posted - 2013.06.14 21:42:00 -
[20] - Quote
Revelations 514 wrote:Panther Alpha wrote:Revelations 514 wrote:Panther Alpha wrote:AR's have lots of recoil .. more than any other weapon... what the kitten you talking about ? and the range is horrible..
Let me guess.. you got kill few times in a row by one of the AR gods, and you come to the forums crying about it...The AR got nerfed enough in Uprising, it doesn't need anymore nerfing.
And BTW.. i use the SMG too for close range, and is alot more effective than the AR.. for some reason the AR sucks at close range, so i have to use the SMG to finish off people if they get to close...
You guys are..... (-------- ) Nice feedback, (sarcasm). The range is horrible? What are YOU talking about? Did you read the post? Maybe you are just permabad at aiming? But of course thats probably the only weapon you use as it's probably the only weapon you can hope to compete with. (Due to its OP nature). BTW, I used the AR and completely owned with it. It's mentioned in the post, ya know, the first one. So guessing really isn't necessary. Take a minute. Read. Think it through. Then come back here and try to spout something that can't be picked apart in 30 seconds you @ssclown. I actually using both the Scrambler Assault Rifle ,and The AR... SCR Assault have better range, but lest damage. The AR have better damage but shorter range... and guess what.. i can use both with very similar results, if anything the SCR Assault is better because the range, and the low recoil... SO..... go a head, nerf the AR, i will still kill you with the SCR Assault, or even with my SMG .... Bottom line... ; Learn to play the game. Yes I am sure you are super L33T. At least you actually put experiences and usable feedback with your reply this time. However, if you are soo super L33T then a little more recoil for your AR shouldn't bother you.... If you notice, I am referring to the automatic variant of AR. It's in the title as well as the posts. I honestly don't care if I get killed, not a big deal. Been playing since day one on Beta as well, so not really worried about your L33T status either. But if I get killed, I would like it to be earned...regardless of the weapon. You know what, I use RE's, and I also asked for the RE nerf that they finally added so that I cannot insta-kill you with one. The game is more fun when its balanced. Regardless of what weapon type you use to kill. Regardless of if you are the killer or killee. Easy mode gets boring, and getting killed because they have an un-earned advantage is frustrating. It just seems that some people like an easy mode to feel better about themselves. How you can feel accomplished by getting a kill with a weapon a monkey can kill with I have no idea. Some people are actually good with an AR, but these same people don't need it to be OP to drop you. I don't know why certain people bring skill levels into a weapon balance discussion, as balance assumes two people have the exact same skill set. If I have lots more practice with the SG, and 3mil SP into SG's, why am I still much more proficient using an AR Starter fit with 0 SP invested and less time using the weapon personally? BTW, you give the appearance of a troll or someone who really needs attention when you give barely relevant feedback followed by your own comments about how great you are....but you definitely fit a profile of someone who would exploit any advantage in order to feel awesome about yourself. In short, you fit the profile of someone who would defend a broken mechanic or imbalance in order to exploit it fully and tell everyone including yourself how great you are.
I'm the troll ? .. you are the one that wants to nerf every weapon that you don't like.. what will be after the AR ? The SCR ? and after that the shotgun maybe ?... I'm sick of this stupid culture of nerfing everything that kills you to often, this game will be much better off, without nerfing trolls like you. |
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limit rush
Valor Coalition RISE of LEGION
3
|
Posted - 2013.06.15 00:00:00 -
[21] - Quote
Did you just make a nerf thread based on the militia ar. Use all levels then talk about kick, then if you still feel the same way then its a valid point. Lower levels have less kick then prototype. |
Omen Astrul
Red Star. EoN.
36
|
Posted - 2013.06.15 01:14:00 -
[22] - Quote
Just make the dispersion similar to the assault scrambler rifle a.k.a. have bullet dispersion. :P |
Meeko Fent
Mercenary incorperated
67
|
Posted - 2013.06.15 04:14:00 -
[23] - Quote
I believe that we must agree on one thing, that dispersion and recoil are two different things. Recoil is the rise of the sights. Dispersion is the increase in the cone of fire. I believe that this fight between the OP and that poster is stupid and unhelpful.
Another thing that needs to be cleared up is that every weapon needs an appropriate amount of recoil. Not just the AR and SMG. The lack of recoil cuts the feeling of power that your weapons, and it makes this game a numbers game. It makes skill a unimportant factor as you don't have to have the skill to compensate for muzzle climb. It also makes the tactic of bursting useless as you can get the same accuracy with full auto. |
Mobius Wyvern
BetaMax. CRONOS.
1943
|
Posted - 2013.06.15 05:54:00 -
[24] - Quote
Cosgar wrote:The dispersion is there, you really notice it on the receiving end of an AR at max range. But it's not drastic enough IMO. I doubt the people I've faced off against actually have SP invested into sharpshooter. But there's virtually no kick anymore and I've been using MLT ARs with 0 SP invested in operation. You get a bit of kick after the majority of a clip, but it's really not enough. This kind of eliminates the purpose of using burst and breach ARs since those are meant to be the more stable variants. Agreed. You can practically empty the magazine before it starts to mess up your aim.
I will admit to not fully reading this thread before posting, so the tide of "ARS ARE PERFECT GET GOOD SCRUB" may have already started, and I haven't noticed, but that's why many of us have given up.
Once CCP get's their backend sorted out, hopefully we can get those changes in and all the AR fanboys will just have to deal with having a weapon that's only good instead of an instant-win machine. |
D legendary hero
Strong-Arm
166
|
Posted - 2013.06.15 08:06:00 -
[25] - 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.
|
Cass Barr
Red Star. EoN.
279
|
Posted - 2013.06.15 10:38:00 -
[26] - Quote
I think your HMG might be a little OP, that's 1132 DPS at standard level and the range of an AR. |
D legendary hero
Strong-Arm
167
|
Posted - 2013.06.15 11:32:00 -
[27] - 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. |
Doshneil Antaro
SVER True Blood Public Disorder.
62
|
Posted - 2013.06.15 17:14:00 -
[28] - Quote
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1713
|
Posted - 2013.06.15 17:20:00 -
[29] - Quote
Can one AR user convey a point without resulting to petty insults and personal attacks? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
787
|
Posted - 2013.06.15 17:51:00 -
[30] - Quote
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. |
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Meeko Fent
Mercenary incorperated
71
|
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
|
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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