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Korvin Lomont
United Pwnage Service RISE of LEGION
69
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Posted - 2013.07.27 10:53:00 -
[1] - Quote
I think ARs are mostly fine, there are varius reasons why so many people using them and no opness is not of them. But i would love if CCP finally start implementing the correct range and damage profiles to make the gallente AR fit ist designed role. A very High DPS short range weapon. And CCP should stop reliying to placeholder weapons (that are poorly balancend and nearlly none of them fits their role) and start bringing the other racial varients. Then we will see more diversity on the field.
By the way the last days the AR wasn't really often in the Killfeed. It was more like Sniper, HMG, MD, and Flaylock that dominates the killfeed and that seems ok to me. |
Korvin Lomont
United Pwnage Service RISE of LEGION
72
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Posted - 2013.07.29 08:56:00 -
[2] - Quote
Jathniel wrote:Cosgar wrote: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. That sums it up pretty much. We all know it was Sharpshooter that was ******* everything up. That's why it was taken out. If the regular AR is given the same kick in ADS as the Assault Scrambler Rifle, problem solved. Not sure what the delay is. That really is the only thing left that's wrong with the AR. Increase the ADS kick from the moment you start firing. Problem solved.
Hmm from my experience its the skill that makes the difference. I have used and unskilled AR on one of my alts and from my experience recoil and kickback is similar to that of the assault scrambler rifle with ASR having slightly less kickback und dispersion. But now you have two skills that makes the GAR pretty accurate 5% reduction in kickbach and 5% reduction in dispersion is really noticable. Here I suggest a change in the skilltree that would change this. |
Korvin Lomont
United Pwnage Service RISE of LEGION
72
|
Posted - 2013.07.29 09:59:00 -
[3] - Quote
I-Shayz-I wrote:Stands Alone wrote:write down every infantry and vehicle weapon and tally which weapons are making most kills... doubt ARs will even make 50% I've done this many times. ARs were around 65-70% Snipers made up 20% HMG's, grenades, and LAV's made up another 10%
I have done this a few time by myself and get really mixed results, the last days for example the AR was on rank 5 (or lower) in the killfeed. On top were HMG,Flaylock, MD and sniperrifles. This of course varies with the game mode in ambush the Sniperrifle is a non factor and the AR gets up in the list...
But then there are days were the AR is among the top three in the killfeed.... |
Korvin Lomont
United Pwnage Service RISE of LEGION
73
|
Posted - 2013.07.29 18:50:00 -
[4] - Quote
Alaika Arbosa wrote:Goric Rumis wrote:Alaika Arbosa wrote:BL4CKST4R wrote:Pugnacious Turtle wrote:At one point I had the understanding that CCP wanted balance to all weapons and that they were checking their metrics constantly. Wouldn't the metrics indicate that the VAST majority of people are using the AR? While I totally understand that this is the vanilla/standard weapon, what I don't enjoy seeing is nothing but assault rifles peppered with some heavies and snipers in match after match. I don't want to see the AR get pounded by the CCP Nerf Hammer (as this is what usually happens) but I would like to see some balance made to it where other weapons are desired as well. When you start to see scouts running ARs you really have to wonder.
All in all, what I truly curious about is this: What are the metrics and percentages behind how many use the AR? Is the amount of people using the AR CCP's intent?
I really do enjoy the concept behind the game, but being a scout class character I am not presently finding much enjoyment in this. AR is used mostly because it is an easy to use, and recognizable weapon in any FPS. It is the go to gun for every FPS out there, actually the only thing the AR needs is its DPS increased and range decreased. I think it making the GAR's range just slightly more than the SMGs while increasing the DPS potential would be an acceptable start. It should be the least of the ARs. So make it a more accurate, more powerful HMG that you can fit on any suit? I'm sure the clip size would balance that out. I never said it should be more powerful than the HMG, just that it should have its range reduced and its DPS potential slightly increased. When we have all racial variants of the AR, the GAR needs to be the "least" of them. Which is to say that it should have the least range and highest DPS (damage per shot). In the end, CQC should remain: HMG > SMG > GAR
I totally agree with the range damage profile (I think the Range of the current Breach would be OK). The HMG should indeed either have higher DPS in cqc or greater Range. I am not sure with the SMG as the SMG is just a siedearm... |
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