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Cosgar
ParagonX
3234
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Posted - 2013.07.27 07:52:00 -
[1] - Quote
I don't have a problem directly with the AR, I have a problem with the range. Remember when we had the hard range cap at the beginning of Uprising? Even though people complained, it encouraged more tactical play and squads running together. Now it's like having LW SS all over again in Chromosome and everyone spraying across the map. It makes the TAC AR completely useless and takes away an advantage the ScR and Laser should have. If anything, the damage falloff,/dispersion needs to be more drastic outside of 30m, or we need the range hard cap back, this is getting kind of ridiculous when you can get sniped across the map with a full auto weapon. |
Cosgar
ParagonX
3255
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Posted - 2013.07.27 15:26:00 -
[2] - Quote
Just so we're all on the same page, this is about the standard full auto right? That's the one that needs to have the shortest range, like breach AR range. The breach could use a RoF buff, burst needs less dispersion with virtually no kick and the TAC AR is fine as is after it got rebalanced. |
Cosgar
ParagonX
3255
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Posted - 2013.07.27 15:35:00 -
[3] - Quote
Alaika Arbosa wrote:I was thinking that it would be as a racial standard.
So the GAR would still have the Breach variant which would end up being roughly the same range as the SMG then step it out so that the Breach Combat Rifle and the Tac GAR have roughly the same range and so on and so forth. Yeah, that sounds about right. I hope they can at least buff the breach up at least. That was my favorite back in beta, it's overdue for a buff. Maybe a keep the low clip, but raise the RoF. |
Cosgar
ParagonX
3255
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Posted - 2013.07.27 15:42:00 -
[4] - Quote
Alaika Arbosa wrote:Cosgar wrote:Alaika Arbosa wrote:I was thinking that it would be as a racial standard.
So the GAR would still have the Breach variant which would end up being roughly the same range as the SMG then step it out so that the Breach Combat Rifle and the Tac GAR have roughly the same range and so on and so forth. Yeah, that sounds about right. I hope they can at least buff the breach up at least. That was my favorite back in beta, it's overdue for a buff. Maybe a keep the low clip, but raise the RoF. I wouldn't disagree with a slight ( slight) RoF increase. Let me be more specific- increase the RoF, but make it kick harder than the Duvolle when you try to ADS so you're forced to hip fire. It'll be a CQC beast, but only good at CQC. I'm not even going to spec into it when the combat rifle comes out, but I'd be tempted if it were buffed like that. |
Cosgar
ParagonX
3267
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Posted - 2013.07.27 17:13:00 -
[5] - Quote
Gorgoth24Reborn wrote:My biggest suggestion would be to increase dispersion quite a bit. I use the AR as bread and butter (because I'm bad) and I can agree that the damage projection is far too high.
That being said it'll be easier to balance without mass community range when all the weapons are introduced They'll rage no matter what. I also expect some rage over the Gauss Rifle too since it's a skill shot weapon. It won't be FotM material, but it's going to annoy the hell out of people that think it's an "I win button." |
Cosgar
ParagonX
3319
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Posted - 2013.07.28 18:10:00 -
[6] - Quote
D legendary hero wrote:they need to nerf the damage out put of these weapons OR increase the damage out put of the HMG. because an HMG should never be out dps'd or out gunned by an AR, in a situation of equal standing I know you're going to disagree with me, but I think what's missing with the HMG is suppression and crowd crontrol. |
Cosgar
ParagonX
3331
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Posted - 2013.07.29 07:53:00 -
[7] - Quote
I-Shayz-I wrote:The AR doesn't need a damage nerf it needs more spread.
It should be used as a mid range weapon...not a long range one that's still super accurate from far away. This is all that needs to be changed and then the AR will finally feel like what it's meant to be.
Gah. I have been saying this ever since the first build I started playing this game in and it has never changed. Kick and dispersion were near perfect in Chromosome from what I remember. The GEK kicked like a donkey on PCP compared to now. You can go through almost a full clip with pinpoint accuracy before any kind of recoil. Only problem is that it didn't matter back then since weaponry, proficiency and a complex damage mod could get cheap incidental damage kills from across the map. |
Cosgar
ParagonX
3346
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Posted - 2013.07.29 22:27:00 -
[8] - Quote
Meeko Fent wrote:Oso Peresoso wrote:TheEnd762 wrote:The AR 514ers love their 3-shot-kill bullet hoses too much. 3 shots? lolwhat? That's how many shots kill in COD, and a select amount of AR user want the AR to do that. That's pretty much what a GEK could do in Chrome with a couple damage mods and weaponry maxed. See how that worked out? |
Cosgar
ParagonX
3350
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Posted - 2013.07.29 23:13:00 -
[9] - Quote
D legendary hero wrote:Cosgar wrote:D legendary hero wrote:they need to nerf the damage out put of these weapons OR increase the damage out put of the HMG. because an HMG should never be out dps'd or out gunned by an AR, in a situation of equal standing I know you're going to disagree with me, but I think what's missing with the HMG is suppression and crowd crontrol. actually . i agree. hey, everyone drinks on me... *the bar rejoices* I was in a squad with a pair of heavies, testing out some logi fittings not too long ago and we started discussing the HMG, other racial heavies, and how the other heavy weapons are going to work. Take the Minmatar heavy for example. Going on Minmatar battle philosophy, the heavy should be much faster, but with less EHP, possibly a hybrid tanker with high base regen. If anything it should be similar to the faster heavies we had back in Chrome, able to lead a charge into choke points and working crowd control. But with the HMG in its current state, it's going to be impossible since CCP wants to limit Amarr heavies to point defense and adjusted the HMG to that role. When other weapons and suits come out, everything is going to have to be reworked so you guys aren't working with gimped weapons because of placeholders. |
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