Pages: 1 [2] 3 4 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DRDEEZE TWO POINTO
DEEZE NUTSZ INC
69
|
Posted - 2013.07.28 03:36:00 -
[31] - Quote
Well if they balance the ar it needs more damange but shorter range then the assault scrambler rifle. |
Meeko Fent
Seituoda Taskforce Command Caldari State
393
|
Posted - 2013.07.28 03:41:00 -
[32] - Quote
DRDEEZE TWO POINTO wrote:Well if they balance the ar it needs more damange but shorter range then the assault scrambler rifle. Agreed, Buff RoF by 10-15 RPM, and Buff Damage by 3-7 Points, and Drop its by range a third/quarter. |
DRDEEZE TWO POINTO
DEEZE NUTSZ INC
69
|
Posted - 2013.07.28 05:11:00 -
[33] - Quote
Meeko Fent wrote:DRDEEZE TWO POINTO wrote:Well if they balance the ar it needs more damange but shorter range then the assault scrambler rifle. Agreed, Buff RoF by 10-15 RPM, and Buff Damage by 3-7 Points, and Drop its by range a third/quarter.
Yes something along the lines. |
RINON114
B.S.A.A. General Tso's Alliance
349
|
Posted - 2013.07.28 05:34:00 -
[34] - Quote
Balancing the AR is actually very easy: Standard variant and breach variant have their RoF switched. Easy. |
Meeko Fent
Seituoda Taskforce Command Caldari State
396
|
Posted - 2013.07.28 05:43:00 -
[35] - Quote
RINON114 wrote:Balancing the AR is actually very easy: Standard variant and breach variant have their RoF switched. Easy. Oh Jesus that be scary.
Remember the BrAR from Codex?
It be like that on steroids.
*Shivers* the BrAR needs a moderate RoF buff, and, I would settle for just cutting the STD AR range by a third. AR has a good TTK right now. And a lot of other guns need a fix (I say fix cause SGs are UP cause CQC HD and aiming isn't really good. And several other weapons are like it), not a straight buff, like that thing about HMGhD that of you don't have the dot on target, nothing hits. |
RINON114
B.S.A.A. General Tso's Alliance
349
|
Posted - 2013.07.28 05:57:00 -
[36] - Quote
Meeko Fent wrote:RINON114 wrote:Balancing the AR is actually very easy: Standard variant and breach variant have their RoF switched. Easy. Oh Jesus that be scary. Remember the BrAR from Codex? It be like that on steroids. *Shivers* the BrAR needs a moderate RoF buff, and, I would settle for just cutting the STD AR range by a third. AR has a good TTK right now. And a lot of other guns need a fix (I say fix cause SGs are UP cause CQC HD and aiming isn't really good. And several other weapons are like it), not a straight buff, like that thing about HMGhD that of you don't have the dot on target, nothing hits. I feel like these changes are acceptable because it would make it in line with the SMG which is a high RoF CQC weapon, perhaps even change the range on the breach so it's almost point blank or nothing like a shotgun. The HMG is another example of high RoF CQC.
I feel like all CQC weapons should have high RoF, low damage.
Mid range should have mid RoF and Mid damage.
Long range should have low RoF (single shot or burst) and high damage.
I think mainly Dust lacks consistency between weapon roles and variants, and this could help. Breach AR should have the RoF of the standard, with less damage. The standard needs the breach's RoF and it's fixed. |
Jax Saurian
GunFall Mobilization Covert Intervention
62
|
Posted - 2013.07.28 06:09:00 -
[37] - Quote
The only thing they really need to do to balance the standard AR is bullet spread in my opinion not to much though still needs a little accuracy around medium ranges
the variants need a little buffing though range for breach AR damage for burst AR Tac AR is grand no change necessary since the nerf |
RINON114
B.S.A.A. General Tso's Alliance
349
|
Posted - 2013.07.28 06:30:00 -
[38] - Quote
Jax Saurian wrote:The only thing they really need to do to balance the standard AR is bullet spread in my opinion not to much though still needs a little accuracy around medium ranges
the variants need a little buffing though range for breach AR damage for burst AR Tac AR is grand no change necessary since the nerf The breach is intended for very short range so a buff to that would be silly. I think both marksmen versions of the AR need a damage buff though, the burst and the TAR are laughable now.
I still maintain the position that the breach gets the standard RoF and a damage nerf, and the standard gets the breach's RoF. This would be so simple to do. |
D legendary hero
THE WARRIORS OF LEGEND
457
|
Posted - 2013.07.28 07:02:00 -
[39] - Quote
Buster Friently 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. QFT. Currently we're playing AR 514. The AR is way overused, and it's well past time that CCP do something about it. It seems though that the current philosophy from CCP regarding Dust is go AR or go home. Hail AR 514, hail king AR.
exactly. i dnt understand the hypocrisy of CCP. they nerf the HMG a heavy weapon (it even has heavy in it s name), because it out guns an AR (WTF really CCP?). so a heavy weapon is nerfed because its better than a light weapon.... im upset.
but here is the kicker. the flaylcosk (a sidearm) is now rivaling the AR in CQC (only close quarters, and not up or down hills) and it needs to be nerfed because as CCP wolfman said "in skilled hands the flaylocks can rival a primary weapon".
so, if a side arm rivals a light weapon its a felony; but if a light weapon is superior to a heavy then its ok?
WTF |
D legendary hero
THE WARRIORS OF LEGEND
457
|
Posted - 2013.07.28 07:04:00 -
[40] - Quote
Cosgar wrote: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.
no breach needs damage per shot buff. |
|
D legendary hero
THE WARRIORS OF LEGEND
457
|
Posted - 2013.07.28 07:06:00 -
[41] - Quote
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 |
D legendary hero
THE WARRIORS OF LEGEND
457
|
Posted - 2013.07.28 07:08:00 -
[42] - Quote
Eno Raef wrote:I remember the days of Dust when we saw a large variety of weapons used. Not anymore.
I remember complaining when a scrambler pistol killed me or an HMG tore me up. I remember being worried when I heard a laser. I remember mass drivers that would suppress the crap out of me while approaching an objective. I once even used the SMG on my scout suit and it was a beastly weapon but that was back in Skirmish 1.0 days. I remember the shotgun in the hands of a scout and you'd have to call that out to your team since it was a huge threat.
All that time, the AR still reigned supreme but at least the scrambler pistol, laser, HMG, massdriver, SMG, and shotgun worked well against AR users and non AR users of equal skill in Chromosome and earlier builds.
The laser could out range the AR user. The Shotgun could out CQC the AR, the HMG (when it had range) could suppress the AR.
I always found the laser (not including the Viziam or damage mods) and HMG to be the most effective weapons against the AR in Chromosome but not anymore. Those were the days.
AR users QQd because these guns were doing their job. now look. remember when HMG damage was reduced to 12 per shot? |
Cosgar
ParagonX
3319
|
Posted - 2013.07.28 18:10:00 -
[43] - 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. |
Draco Cerberus
Hellstorm Inc League of Infamy
216
|
Posted - 2013.07.28 19:30:00 -
[44] - Quote
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. I understand why you don't enjoy this. The only solution is to change it up and suggest to squadmates to change it up. You have the power already in your hands to make a difference. I personally find it offensive that every last scout on the map seems to carry a militia shotgun. |
RINON114
B.S.A.A. General Tso's Alliance
353
|
Posted - 2013.07.29 06:05:00 -
[45] - Quote
Draco Cerberus 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. I understand why you don't enjoy this. The only solution is to change it up and suggest to squadmates to change it up. You have the power already in your hands to make a difference. I personally find it offensive that every last scout on the map seems to carry a militia shotgun. Combined with poor hit detection and the level 4 light weapon requirement, the shotgun is a very poor choice. HD is better than it used to be but that light weapon operation skill is just daft.
I will once again retain that the regular AR should have the RoF of the breach rifle, with the breach taking a damage nerf but getting the RoF of the standard variant to bring it in line with all other CQC weapon styles (low damage, high rate of fire). |
Lynn Beck
Granite Mercenary Division DARKSTAR ARMY
82
|
Posted - 2013.07.29 06:51:00 -
[46] - Quote
Cosgar wrote: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. From what i've gatjered so far on potential balancing factors, it cant be just 'dps or 1hk' think about this: Give breach a considerably higher alpha damage, put breach range like 5m less than std, and make it so it has more DAMAGE PER CLIP than an ar, allowing the breach to be used as a logi weapon 'more damage over time potential, at expense of dps so that logis don't have to spray bullets to get kills.' Tac ar needs to do less damage per clip than normal, currently it does more. Burst has massively improved 'dps' in comparison of 'burst' vs full auto, but it's time between bursts insures the normal ar is king of dps |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
490
|
Posted - 2013.07.29 07:06:00 -
[47] - Quote
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. |
Jathniel
G I A N T EoN.
721
|
Posted - 2013.07.29 07:46:00 -
[48] - Quote
I "fought the fine fight of the faith" for getting the AR balanced a long time ago...
Guys the AR really is in a good spot right now. After a year of hardship and hassles, the AR is finally functioning very well. The Absolute Range adjustment for all weapons was a big boon to overall game balance.
I would only change one thing about the AR now; give it instant recoil in ADS. As it stands you can fire like 10-15 rounds with next to no recoil penalty.
In fact, the AR has statue-still sway in ADS. Which makes no sense. Even the SMG and Scram pistol have at least breathing sway in ADS. But this is simply a cosmetic adjustment and wouldn't really effect it's performance. The no recoil bit is the kicker.
Otherwise, I've used it extensively. I've fought AGAINST it extensively as a heavy, as a logi, as a scout, as a sniper... i can honestly say that the AR is in a very good spot, with the exception of that one tiny hiccup with ADS recoil.
I'm not upset about 90% of the population using it, because I use it too. It's not a sin to play with one. It's important to know when and with what role each Assault rifle variant can be used.
For example, when I run my Gal logi in Ambush, I'd use a tactical AR. I can't get to close to the fighting, even though I have high armor and regen, because armor is not as good as shields. But the caldari guys with regular ARs have almost no chance of killing me at tactical AR range, because armor is resistant to the AR, AND their damage falloff weakens them. Meanwhile, my tactical is biting holes in their shields, and my armor reps can manage their dps at range. Gal Logi and Tactical AR. Excellent support slayer when played properly.
It's all in how you play against it. Really guys, the AR is decent now. Not nearly as bad as it was in Chromosome. In Chromosome, you KNOW it was worse. The AR was doing FULL damage up to like frickin 80-90 meters. It's nothing like that now.
The Breach AR needs work, because if it reflects how the Rail Rifle will work, then the Rail Rifle sucks ass. |
Cosgar
ParagonX
3331
|
Posted - 2013.07.29 07:53:00 -
[49] - 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. |
Stands Alone
Ultramarine Corp
42
|
Posted - 2013.07.29 07:58:00 -
[50] - Quote
write down every infantry and vehicle weapon and tally which weapons are making most kills... doubt ARs will even make 50% |
|
Jathniel
G I A N T EoN.
721
|
Posted - 2013.07.29 08:14:00 -
[51] - Quote
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. |
Korvin Lomont
United Pwnage Service RISE of LEGION
72
|
Posted - 2013.07.29 08:56:00 -
[52] - 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. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
493
|
Posted - 2013.07.29 09:35:00 -
[53] - Quote
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% |
Korvin Lomont
United Pwnage Service RISE of LEGION
72
|
Posted - 2013.07.29 09:59:00 -
[54] - 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.... |
Shattered Mirage
The Enclave Syndicate Dark Taboo
13
|
Posted - 2013.07.29 10:02:00 -
[55] - Quote
You do know that CCP has the belief that an A.R. should rival a Prototype Blaster (H.A.V. Turret) in DPS?
I'll try looking for the post in this mess of threads but, I doubt that I'll find it.... |
Mossellia Delt
Militaires Sans Jeux
48
|
Posted - 2013.07.29 10:02:00 -
[56] - Quote
I'd like to know how a militia AR did 800 damage to me from one bullet. This happens constantly. Kinda getting annoying |
Shattered Mirage
The Enclave Syndicate Dark Taboo
13
|
Posted - 2013.07.29 10:07:00 -
[57] - Quote
Mossellia Delt wrote:I'd like to know how a militia AR did 800 damage to me from one bullet. This happens constantly. Kinda getting annoying
What'd ya expect? its an A.R. after all.
And we all know how much CCP loves their A.R.s... |
Kekklian Noobatronic
Goonfeet Top Men.
240
|
Posted - 2013.07.29 10:12:00 -
[58] - Quote
I (in a Heavy, 1133 HP) went toe to toe wit a Medium Amarr Assault (ADV Version). He had a GEK, I had a MLR-A Burst HMG(Level 4 Proficency, 1 Complex Damage mod).
We both stood still firing at each other from 15 meters. I put 2 bursts in him(~3.5-4 seconds). He put god knows how many rounds in to me.
Guess who won the combat? Hint: It was the AR that did over 1356 recorded damage. Not the Burst AR which (on paper) should have done 1,605 damage.
The simple fact that the AR did near-comparable damage to the Burst HMG (Which is supposed to be the absolute 'last word' in rapid damage dealing) is flat out stupid. The fact that the Medium survived the bursts is flat out incorrect.
GEK Medium wins vs a Burst HMG Heavy, in a 'stand your ground' close range shoot off? What a load of.. You know..
AR's need to get sorted - ASAP.
And while they're at it, please sort Hit Detection as well; It's part and parcel to HMG damage, and I'm fairly sure it's the reason HMG's underperform ARs right now. |
Shattered Mirage
The Enclave Syndicate Dark Taboo
13
|
Posted - 2013.07.29 10:15:00 -
[59] - Quote
Kekklian Noobatronic wrote:I (in a Heavy, 1133 HP) went toe to toe wit a Medium Amarr Assault (ADV Version). He had a GEK, I had a MLR-A Burst HMG(Level 4 Proficency, 1 Complex Damage mod).
We both stood still firing at each other from 15 meters. I put 2 bursts in him(~3.5-4 seconds). He put god knows how many rounds in to me.
Guess who won the combat? Hint: It was the AR that did over 1356 recorded damage. Not the Burst AR which (on paper) should have done 1,605 damage.
The simple fact that the AR did near-comparable damage to the Burst HMG (Which is supposed to be the absolute 'last word' in rapid damage dealing) is flat out stupid. The fact that the Medium survived the bursts is flat out incorrect.
GEK Medium wins vs a Burst HMG Heavy, in a 'stand your ground' close range shoot off? What a load of.. You know..
AR's need to get sorted - ASAP.
And while they're at it, please sort Hit Detection as well; It's part and parcel to HMG damage, and I'm fairly sure it's the reason HMG's underperform ARs right now.
Watch CCP do the exact opposite.... |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
183
|
Posted - 2013.07.29 11:37:00 -
[60] - Quote
AR reins supreme because of 2 important factors:
- Brainwashing of the gaming community by large brands such as CoD and BF
- CCP catering to this poorly thought out standard cross gamers from those titles have
The name of the game is "If my bullet hose can't kill it, it must be op"
I am truly sorry that half the posts in the forums are about nerfing something. That 90% of the people asking for nerfs are AR users and that CCP caters to them 90% of the time. Assault rifles are fine, the problem was CCP smashed anything that could stand upto it either o oblivian or a shadow of it's former self.
|
|
|
|
|
Pages: 1 [2] 3 4 5 :: one page |
First page | Previous page | Next page | Last page |