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BL4CKST4R
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Posted - 2013.07.31 15:19:00 -
[1] - Quote
Buster Friently wrote:So, every other weapon in this game gets nerfed just as soon as the AR nerf brigade gets going.
OP or Not, the AR is ruining Dust. This weapon is so overused it's just stupid. The weapon, in pubs, accounts for as many kills as 11 of the 14 weapons combined. Combined.
Does that sound like balance or diversity? no, it isn't.
CCP - Are other weapons supposed to compete with the AR? They aren't.
It's about damn time that CCP approaches balance with, you know, usage balance in mind.
Aside from being a familiar gun another reason it is so used is because speccing around to try other weapons costs SP so instead of possibly wasting SP the logical choice is using the weapon your already familiar with. CCP should make a militia variant of every weapon or make weapons easier to spec into. |
BL4CKST4R
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Posted - 2013.07.31 18:24:00 -
[2] - Quote
Actually the plasma rifle doesn't fit its description, it is supposed to have high damage but low range similar to a modern day smg. To balance it, it should have its range lowered by 25-35% and DPS increased by 15-30%, this could be by increasing both damage or rate of fire. The other rifles should be low damage high range, so it ends up being Gallente High damage low range, Minmatar med damage med range, Amarr low damage high range, Caldari lowest damage highest range. Also the weapon system should be changed to unlock weapons of the same type, not specific weapons like the assault rifle skill should unlock all automatic rifles not just the Gallente rifle. That way the ASCR is affected by assault rifle skills and it is a easy alternative to the AR. |
BL4CKST4R
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Posted - 2013.07.31 21:01:00 -
[3] - Quote
Revelations 514 wrote:M3DIC 2U wrote:Part of the reason AR seems OP is because folks have skilled heavily into it because the other weapons get nerfed/changed so much but the AR stays pretty constant. Also, every suit can use the thing so why not?
If you skill the other weapons into lvl 5 profeciency, they are just as effective and deadly, difference is that they typically require a different play style than the run and gun most FPS players are used to.
COD Black Ops was same way with everyone using the same weapons until folks figured out how to be effective with the others, then you'd see folks killing the masses with hipfired sniper rifles or shotguns or pistols while they tried to stick with the ARs there.
I loved the MD until it was nerfed, now it's fixed and I'm working my way back into them again. But my AR fits won't be erased because it's a stand by. Also, a MD in Skirmish on an open map is pointless so choose a weapon that fits the map and role you want. The all around weapon of choice will still likely be the AR... stop QQ'ing about it This is simply not true. I have 0sp in AR's and can drop plenty with it. Matter of fact it does better than the SG that I have heavily skilled into, the SMG which many an AR user has claimed is OP, ect. You do not have to be skilled into many of the weapons. The difference between std and proto is actually very minimal for almost any weapon. However, if you want to say the grass gets greener later, it doesn't. At later levels the proto AR is actually even more imbalanced than the proto's of others, (we can use SG for example). The cost, CPU/PG is higher to use for proto SG than proto AR, but the proto AR has a higher meta level, (7-9), dmg, RoF, Ammo Capacity, Accuracy...... So what were you saying about skills being a factor? They are actually more balanced at std than at proto.....and even here the AR outshines. Not because it's "familiar", (seriously an AR in a game is familiar? is this even a real argument?). How many space age AR's did you fire before Dust? More than space age shotguns? If familiar is the reason, why is it not grenade 514? BTW: as a self admitted competitive COD player, I call BS on everyone using the same weapons. Everyone might use the same weapon in that weapon's class, but you did not see a huge percentage using the same class of weapon.
In COD the majority of players use assault rifles or automatic weapons, although there is a fine dispersion of weapon types in those games. I myself use a skorpion in BO2, but that is a SMG not an assault rifle. |
BL4CKST4R
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Posted - 2013.07.31 21:03:00 -
[4] - Quote
Db post. |
BL4CKST4R
WarRavens League of Infamy
861
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Posted - 2013.07.31 22:40:00 -
[5] - Quote
1d10tpr00f wrote:yeah AR should be about 10% worse than the other weapons as its versitality is its strength
So the Caldari should be 10-20% worse than every suit since its versatility is its strength. Or maybe the Minmatar since its pretty versatile to ;) point being is that this way of thinking is not the right way to fix the gun. |
BL4CKST4R
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Posted - 2013.08.01 00:48:00 -
[6] - Quote
Meeko Fent wrote:Dagger-Two wrote:Its an assault rifle.
...ASSAULT RIFLE
Literally THE most common infantry weapon. Complaining about AR spam in DUST, you might as well complain about AR in every armed force in the world.
It's just not fair I tell you, nearly every US soldier being equipped with an M4!
The army should nerf the M4 so it shoots rainbows, and force soldiers to use other more ridiculous weapons.
I can't even believe people complain about spam, from what is SUPPOSED to be the most common weapon on the field. It's spammed cause it outdoes longer range, short range, and mid range guns. It needs its range brought down to 40m, and the other niche guns need to be buffed BADLY!
Its optimal range is 45 so 40 range is nothing, what should happen is that its optimal range remain the same or dropped to 35 and its max range drops to 65, and increasing its DPS so it is more of a SMG/AR hybrid. Then increasing the ranges of the next tiered weapon to be 45/75, then 55/85, and lastly 65/95 and their dps increasing in an inverse order to the the range increase. Also high DPS does not mean high damage, just high damage output depending on how the DPS is calculated*. |
BL4CKST4R
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Posted - 2013.08.01 01:18:00 -
[7] - Quote
Meeko Fent wrote:BL4CKST4R wrote:Meeko Fent wrote:Dagger-Two wrote:Its an assault rifle.
...ASSAULT RIFLE
Literally THE most common infantry weapon. Complaining about AR spam in DUST, you might as well complain about AR in every armed force in the world.
It's just not fair I tell you, nearly every US soldier being equipped with an M4!
The army should nerf the M4 so it shoots rainbows, and force soldiers to use other more ridiculous weapons.
I can't even believe people complain about spam, from what is SUPPOSED to be the most common weapon on the field. It's spammed cause it outdoes longer range, short range, and mid range guns. It needs its range brought down to 40m, and the other niche guns need to be buffed BADLY! Its optimal range is 45 so 40 range is nothing, what should happen is that its optimal range remain the same or dropped to 35 and its max range drops to 65, and increasing its DPS so it is more of a SMG/AR hybrid. Then increasing the ranges of the next tiered weapon to be 45/75, then 55/85, and lastly 65/95 and their dps increasing in an inverse order to the the range increase. Also high DPS does not mean high damage, just high damage output depending on how the DPS is calculated*. I remember their optimal being 60, but I haven't checked in a while.
I dont remember the names for the ranges, but 45+ is when the effective rating goes down. |
BL4CKST4R
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Posted - 2013.08.01 10:45:00 -
[8] - Quote
Shion Typhon wrote:BL4CKST4R wrote:Meeko Fent wrote:Dagger-Two wrote:Its an assault rifle.
...ASSAULT RIFLE
Literally THE most common infantry weapon. Complaining about AR spam in DUST, you might as well complain about AR in every armed force in the world.
It's just not fair I tell you, nearly every US soldier being equipped with an M4!
The army should nerf the M4 so it shoots rainbows, and force soldiers to use other more ridiculous weapons.
I can't even believe people complain about spam, from what is SUPPOSED to be the most common weapon on the field. It's spammed cause it outdoes longer range, short range, and mid range guns. It needs its range brought down to 40m, and the other niche guns need to be buffed BADLY! Its optimal range is 45 so 40 range is nothing, what should happen is that its optimal range remain the same or dropped to 35 and its max range drops to 65, and increasing its DPS so it is more of a SMG/AR hybrid. Then increasing the ranges of the next tiered weapon to be 45/75, then 55/85, and lastly 65/95 and their dps increasing in an inverse order to the the range increase. Also high DPS does not mean high damage, just high damage output depending on how the DPS is calculated*. They just fixed the game being an imbecilic dance where you had to stick your gun up the other guy's nostrils. We don't need you tards clamouring for gun ranges to be dropped again.
And now the game is an imbecilic crab dance of who can move from side to side faster. |
BL4CKST4R
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Posted - 2013.08.01 19:40:00 -
[9] - Quote
semperfi1999 wrote:Cosgar wrote:semperfi1999 wrote:Honestly making a weapon worthless to force players to use different weapons to increase "diversity" of weapon is just stupid. I could go into how stupid it is but as we saw with yesterday debate.........you have no logical reasoning to stand on. You just want to limit peoples options so that you can see different weapons on the kill feed.
Also I love how everyone complains about the ARs desite the ASCR being better in every way. I drop heavies alot faster with my ASCR than I did with the AR. The problem is that the full auto AR is better than the breach and burst in all situations. TAC AR is still viable, but only a select few still use it. It needs to be a little less effective in all situations while the burst and breach get buffed so the AR is more diverse in its own class. Also, I'm glad you enjoy the ScR but on paper it isn't that much better than the AR in all situations. You applied player skill into a niche weapon and can perform that weapons niche more effectively than a weapon that's supposed to be all around good. Player Skill > Weapon's Effectiveness Oh I agree that the other rifle versions need to be retuned......dont get me wrong there. But calling the AR OP or calling for a nerf of the AR because you want to force diversity by making a balanced weapon horrible......is just a bad policy period. And and on paper the ASCR beats out or is equal to the AR is almost every stat. It is a better weapon all around than the AR...there is no situation where the AR is better than the ASCR.
Nerfing the range but not buffing the DPS would put the AR as one of the worse weapons in the game, the ASCR is a great weapon and easily comparable, and sometimes outmatches the AR. But a proto ASCR will not compete with a full specced duvolle due to the duvolle getting skills to increase accuracy. |
BL4CKST4R
warravens League of Infamy
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Posted - 2013.08.01 22:04:00 -
[10] - Quote
Don't forget. |
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BL4CKST4R
warravens League of Infamy
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Posted - 2013.08.01 22:13:00 -
[11] - Quote
Meeko Fent wrote:Indeed, The AR is to be SHORT RANGED. It out does the Current MID-LONG RANGE gun by a Mile. Nobody saw that graph and wondered how much different we are from that?
Well the even though the AR is a short range weapon it does not mean its range should be smaller than the SMG which is a short-mid range weapon. The perfect range for the AR and lets say the Combat rifle would be having the AR max range right in between the optimal and max range of the Combat rifle, that way the combat rifle can perform well within those ranges but outgun the AR outside of the ARs range, and then follow this pattern for the rest of the weapons. Here are some numbers AR 35/65, Combat rifle 45/75, Scrambler 55/85, and Rail rifle 65/95. With this in mind the AR should have 23% higher DPS than the Combat rifle, 37% than the SCR, 47% than the Rail. Keep in mind DPS =/= high damage, this means the rail rifle will have the highest damage but the lowest clip and ROF. |
BL4CKST4R
warravens League of Infamy
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Posted - 2013.08.01 22:16:00 -
[12] - Quote
Meeko Fent wrote:BL4CKST4R wrote:Meeko Fent wrote:Indeed, The AR is to be SHORT RANGED. It out does the Current MID-LONG RANGE gun by a Mile. Nobody saw that graph and wondered how much different we are from that? Well the even though the AR is a short range weapon it does not mean its range should be smaller than the SMG which is a short-mid range weapon. The perfect range for the AR and lets say the Combat rifle would be having the AR max range right in between the optimal and max range of the Combat rifle, that way the combat rifle can perform well within those ranges but outgun the AR outside of the ARs range, and then follow this pattern for the rest of the weapons. Here are some numbers AR 35/65, Combat rifle 45/75, Scrambler 55/85, and Rail rifle 65/75. With this in mind the AR should have 23% higher DPS than the Combat rifle, 37% than the SCR, 47% than the Rail. Keep in mind DPS =/= high damage, this means the rail rifle will have the highest damage but the lowest clip and ROF. Yes, I just was trying to make a point how Imbalanced the AR is currently. Good point, and your maths seem sound for Balance.
Except the range for the rail rifle was wrong :P |
BL4CKST4R
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Posted - 2013.08.05 01:09:00 -
[13] - Quote
Stands Alone wrote:decrease the clip size... the end
Decrease the clip size of the Assault scrambler rifle also. |
BL4CKST4R
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Posted - 2013.08.05 11:41:00 -
[14] - Quote
Nerfing the damage or the clip size of the AR are just bandaid nerfs that will force it to be severely UP when the weapon variants come out. It would be foolish to apply any of these nerfs without taking into consideration how many shots it takes to kill a person (a proto caldari suit takes about 10 shots just to drop the shields), how this game is a strafe shooter so the gunplay is more about spray-and-pray, and how there will be more automatic rifle variants coming out SOON (TM); for example the AR is supposed to be a short range high DPS weapon, meaning that it is supposed to be the fastest killing AR, while the SCR is supposed to be a low DPS high damage weapon with long range. So instead of doing this witch hunt nerf suggestions that will possibly break the weapon, think about where the gun is supposed to be not where YOU want it to be. So really the only possible nerfs are reducing its range but increasing its DPS, that would actually mean a small damage and rate-of-fire buff, or a big rate-of-fire buff and small clipsize buff.
Also any nerfs like reducing the clip and damage etc, will just make the Carthum Assault Scrambler rifle the new FOTM so your not actually fixing the problem your just forcing people to switch to the next best alternative.
EDIT: An example I used in the past was the blaster rifle and the rail gun, at long ranges the rail gun will just obliterate a blaster tank. But if the blaster tank gets within its optimal range it will shred the rail gun tank to pieces due to their DPS and range differences. This is how the AR should be vs the other long range weapons. |
BL4CKST4R
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Posted - 2013.08.05 12:14:00 -
[15] - Quote
XV1 wrote: Also the idea that people have to move to avoid bullets is silly. My movement should not make bullets just not hit when they fire right at me. The bullets will go MUCH faster than me making my movement negligible. From what I have seen moving just reduces all damage taken from all sources except snipers, even on direct hits.
I think all weapons should have their damage reduced by 20-30% as well to make this less COD style shooter.
Thats why movement speeds in ADS should be nerfed by a lot, and strafe speeds should be reduced slightly.
Reuding all weapons by 20-30% would make kills a lot slower, thus slowing down the gun play and either forcing players to use tanks and LAVS or just leave the game due to how boring it would be. |
BL4CKST4R
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Posted - 2013.08.05 12:24:00 -
[16] - Quote
TheD1CK wrote:look at every other FPS, do your AR's in those have 60 in a clip, i think not, the huge ammo mag turns the AR into a HMG when used by an accurate gamer, its wrong, clips for the normal AR's need to 30 or less for the standard AR, GEK-38 and Duvolle, maybe 25 in the breach variants, just sort it out CCP, 60 bullets @ 30 hp each =,1800 so with an AR i can kill any infantry in the game IN ONE CLIP??? seriously thats just wrong , same with SMG's, potentially 1400 hp in a clip, MADNESS!!!!!!!!
Except in other FPS it only takes 2-3 shots to kill, in this game it takes around 15 shots to kill. If thats the case why not nerf all of the clips, the MD has enough damage in its clip to do 1452, lets drop its to 3 shots; the shotgun at close range can two shot a proto suit, so lets drop that one to two shots; ASCR is practically an AR so lets drop it to 35 shots, and the SMG lets just drop it to 40 shots. |
BL4CKST4R
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Posted - 2013.08.05 14:06:00 -
[17] - Quote
semperfi1999 wrote:Theresa Rohk wrote:semperfi1999 wrote:
What you say sounds really good....only your information is all wrong. The difference between the dmg of the Duvolle and the ASCR against armor is 2 dmg per shot. Recoil on the ASCR??? Are you kidding me?? Thee is more recoil on the duvolle than the ASCR. ASCR from the starts gets the same recoil/dispersion as a fully upgraded duvolle (all recoil/dispersion skills upgraded).
Your initial reasonings were better. Everyone starts with a blaster rifle and everyone learns to play with this role first. So it makes sense that more ppl spec into this weapon and dont move on from there. This has much less to do with the AR and more to do with CCP prebuilt suits. If anything you can argue this point and I would not debate it because its true.
Just like the ASCR the AR is good in almost every situation so yea alot of ppl gravitate towards the good at all master of none weapon.
BTW I am an ASCR user....before that a SCR user. So I know what I am talking about when I say I melt heavies faster than I ever did with the AR. The bonus dmg that the ASCR does to shield more than makes up for the 2 less dmg to armor it does.
Show me numbers? Or go and play on both? Because I have, and the ASCR is much harder to maintain via recoil. This may be do to the increased zoom on the ASCR scope in relation to the iron sites of the Duvolle, but no, I disagree flatly unless you have stats on the weapons themselves to prove to me otherwise. And again, 2 dmg per shot may not seem like much, but look at the rate of fire, and the overheating aspect, why then choose the ASCR over the duvolle. The point being there needs to be some drawback from the duvolle if you want to see other weapons being used. Currently there isn't, and using anything else artificially handicaps you for no reason. semperfi1999 wrote:Buster take a note from this gal. FTFY. I used the AR exclusively until the most recent respec...then I used the scrambler. I am confident that I know what I am talking about after months of AR use and a couple months of ASCR use under my belt.....but you want the numbers....not sure why you cant compare this yourself but here it is. Carthum Assault Scrambler Rifle 9 Prototype 77280isk 39.6 HP 705.9 RPM 58.2 accuracy 72 mag size 325 max ammo 2.5 s reload 15 heat buildup per second (equates to 1.5 mags before overheating) 9.0 s Cool down 5.0 s overheat 50 HP dmg from overheating 83 CPU 15 PG Duvolle Assault Rifle 8 Prototype 37.4 dmg 750 rpm 56.8 accuracy 60 mag size 300 max ammo 3 reload 90 CPU 13 PG ASCR Pros: Higher per shot dmg, better accuracy, higher mag size, more max ammo, faster reload time, less CPU, recoil/disperion same as fully skilled AR, better sight, bonus 20% dmg against shields which 90% of the playerbase tank Cons: slightly lower DPS from the AR (465.89 DPS for the ASCR vs 467.50 for the AR), slightly lower RPM (but as DPS shows the extra dmg makes up the difference quite nicely), can overheat (but only after 1.5 mags which if you havent killed someone by that time then your dead whether you use the ASCR, AR, or any other weapon), 80% dmg to armor (difference of 2 dmg per shot from the AR) AR Pros: higher RPM (once again this means a 2 dmg difference per second from the ASCR not exactly amazing), no possible way to overheat, less PG, 90% dmg to armor Cons: Lower per shot dmg, lower accuracy, lower mag size, less max ammo, slower reload time, more CPU, must spend 1.5 mill extra SP to obtain same recoil/dispersion that ASCR starts with, iron sight (although better still not as good as the RDS on the ASCR),10% bonus to shield dmg Now the only thing that cannot be quantified is whether the hip fire on the AR is slightly better than the ASCR or not. I have tried both and honestly its hard to tell but if I was forced to give this to one of the guns I would probably lean a little more towards the AR having a slight advantage in hipfire....but its only a very slight advantage. As you can see from the stats the ASCR in general comes out ahead of the AR every single time. Yes there are some things the AR is better at I would never debate that. But even in the areas where the AR is better the difference is pretty small......nigh insignificant since everyone misses some shots so noone truly sees that DPS on an enemy. But the areas where the ASCR is better than the AR the difference can be very significant. Total possible dmg from the AR before reload is 2244 but the ASCR is 2851.2....that is a difference of over 600 dmg before reloading....that is possibly another kill. Reload is .5 seconds faster for the ASCR.....the CPU/PG just depends on your suit if you can take more CPU or more PG....so thats not really a defining issue between the weapons as it depends on your specific build. Any place where the ASCR has less dmg it is lower dmg by 2 points...but where the dmg is greater for the ASCR its a difference of 6.38 (using base info not counting any proficiencies so this difference becomes larger as proficiencies are included). The only significant supposed downside for the ASCR is that it can overheat but seriously who has ever overheated the ASCR on accident? Its almost impossible to do on accident. Also the AR downside is as it fires continuously the recoil/dispersion becomes greater and greater. Honestly if you cant admit that the ASCR is a better weapon (maybe not your preference but just based on stats) then you just blind. The ASCR is the better assault than the assault rifle is (which is supposed to be the gallente version of the weapon LOL).
Its balance since the TACAR is a better version of the Scrambler rifle Maybe they should switch the two.
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BL4CKST4R
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Posted - 2013.08.06 01:37:00 -
[18] - Quote
Meeko Fent wrote:Talos Alomar wrote:Justine Oma-Lyndel wrote: Ok just think for a second, in war real war. What weapon is usually used most on the field?
Why? it's easy to use, and accessible=Cheap.
Again, Militia and GEK need a look. Nothing else, if anything Breach needs a buff in some sort of way.
The weapon we call the AR has no real life analog. The real life AR uses an intermediate power cartridge that's good for taking down lightly armored infantry at range in the hands of a skilled marksman. The Dust 514 AR lets out a stream of plasma desgined to rip trough anything that's close enough. The Gallente AR should be the best SMG in the game. it's efficacy at range should be an issue with the gun. What the game needs more than any buff/nerf is racial symmetry. once all the other racial rifles are in place then we can actually get some semblance of balance. Indeed. I see all over this thread "Oh, but in real-life its the most used weapon on the battlefield!" Well, this isn't real-life is it? GAR-Short Range, High ROF, Moderate Damage, Bullet hose. I'll bold the bits that it fits. GAR-Short Range, High ROF, Moderate Damage, Bullet hose.When the Caldari SMG comes, the GAR should get its range, provided it comes with the Racial ARs. I agree that balance is rather difficult to achieve through what we have now, but several things can be done. Change the fricking Name. I remember we we're saying this back in Open Beta, why wasn't it done? Bump the ROF slightly. Enough so it bumps the DPS to something like 450, but not enough so that it sounds different. Like I said, decrease the effective range. When I say that, I mean the range which the damage stops going down. The Combat rifle should get the GARs current DPS, 425, and the CRR should get a DPS of around 400. Then Several classes need buffs, along with guns.
Those DPS values are rather negligible that any range reduction would have to be so small it would be negligible. Also the Caldari rail rifle would have the lowest DPS because it should have the highest range, by alot so the DPS would be like 200 but keep in mind that low DPS means high damage per shot. |
BL4CKST4R
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Posted - 2013.08.06 01:56:00 -
[19] - Quote
Ignore variants of the same weapon like the TACAR
Gallente DPS= 500 Damage per shot= 35.39 ROF= 850 (full auto) Range 35/60 Clip=45 Least dispersion, most kick
Minmatar DPS= 388 Damage per shot= 38.8 ROF= 600 (full auto, burst) Range 45/70 Clip= 40
Amarr DPS= 318 Damage per shot= 47.7 ROF= 400 (burst, full auto breach) Range 55/80 Clip= 32
Caldari DPS= 269 Damage per shot= 64.56 ROF= 250 (single shot) Range 65/90 Clip= 25 Most dispersion, least kick |
BL4CKST4R
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Posted - 2013.08.06 04:09:00 -
[20] - Quote
Stands Alone wrote:BL4CKST4R wrote:Ignore variants of the same weapon like the TACAR, and the Breach etc which completely screw up this theoretical calculation of weapon damages and DPS.
Gallente Plasma rifle. DPS= 500 Damage per shot= 35.39 ROF= 850 (full auto) Range 35/60 Clip=45 Least dispersion, most kick
Minmatar Combat rifle DPS= 388 Damage per shot= 38.8 ROF= 600 (full auto, burst) Range 45/70 Clip= 40
Amarr Scrambler rifle, possibly assault. DPS= 318 Damage per shot= 47.7 ROF= 400 (burst, full auto breach) Range 55/80 Clip= 32
Caldari Rail rifle. DPS= 269 Damage per shot= 64.56 ROF= 250 (single shot) Range 65/90 Clip= 25 Most dispersion, least kick
All of these numbers are made to reflect the % difference of DPS and range into damage. Then using that damage to reflect a clip size with a total damage of 1500 then rounded slightly up. not trolling... just curious what you are getting at or the point of this post. is it in response to something?
Post above my post above, and a post in this thread I wrote stating this just with no numbers.
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BL4CKST4R
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Posted - 2013.08.08 03:27:00 -
[21] - Quote
D legendary hero wrote:If the AR's damage was nerfed proportionately per level to have the same dps as the breach AR we would be on our way toward balancing.
CURRENT: breach AR damage per shot = 51 breach AR rpm = 400 breach AR dps = 340 breach AR actual dps = 374 breach AR dps with 15% proficiecny = 430
STD AR damage per shot = 34 (33% less damage than breach. [67% of the damage a breach does}) STD AR rpm = 750 (has a 85% higher fire rate than breach) STD AR dps = 425 STD AR actual dps = 467.5 STD AR dps with 15% proficiecny = 537.6
As you can see the std AR is clearly a supperior weapon.
SUGGESTED CHANGES: breach AR damage per shot = 51 breach AR rpm = 400 breach AR dps = 340 breach AR actual dps = 374 breach AR dps with 15% proficiecny = 430
STD AR damage per shot = 27.5 (46% less damage than breach. {54% of the damage a breach does}) STD AR rpm = 750 (has a 85% higher fire rate than breach) STD AR dps = 343.75 STD AR actual dps = 378.125 STD AR dps with 15% proficiecny = 434.8
For such a nerf to apply it would mean that the range should NOT be nerfed. Also the other rifles would have to have their damage decreased accordingly. |
BL4CKST4R
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Posted - 2013.08.09 01:51:00 -
[22] - Quote
D legendary hero wrote:Theresa Rohk wrote:I've removed the opinions you threw out as facts from the quote. But "Better" is an opinion, and I was also asking on numbers on recoil. Zoom in and you can fire with the AR without the gun moving, even if you are. The ASCR hops all over the place regardless of how you are moving. This makes it much harder to use the longer range it has. It is also something you won't see in numbers. Your numbers are also disingenuous. You can't compare straight DPS because half of that being applied is reduced by 20% on the scrambler rifles. You would only see direct comparisons if you were shooting at a target with no armor and only shields, which doesn't exist. So, a straight DPS comparison is fallacious. The ASCR might as well have no overheat mechanic, I've used it a lot and never gotten it to overheat on my assault suit. The regular SCR however is ridiculous in how easy it is to overheat. My point, however, was that the advantages supposedly given to the SCR variants aren't that well applied in current game maps and scenarios. Longer range is useless if you can't apply it (see recoil when zoomed for ASCR), and a built in drawback function on a gun that just barely comes up even with the AR. So why use it at all? Yah you may have a slight DPS advantage, but the SCR is semi-auto, meaning your RPM is never going to be the maximum, and the overheat mechanic full on prevents you from hitting it anyway. So your total DPS is never actually going to be what you're saying it is. Regarding your whining about the 1.8m SP needed to invest in dispersion/accuracy, the SCR basically needs the Amarr Assault suits to get any sort of DPS without overheating, so I consider that an even trade as it binds you to using Amarr suits, and all the imbalance issues of that ( guess you Amarr people just get one less slot on your suits, cause lulz balance -CCP). That is an entire suit you HAVE to spec into just to use a gun properly, to try and sort of match the default assault rifle. Yah, I consider that an even trade for a modicum of a slightly potential higher DPS that is never actually seen in game. Zendeal wrote:Buster Friently wrote:Nocturnal Soul wrote:lol let me show the power of my Proto SCR and ASCR You'd do better with the AR. Like I said, there are people that don't use the AR, but it's not because the AR isn't the best gun in the game. Sooooo true. What the hell are the AR drawbacks? I get MD qqing from player, I get 18 freaking ammo that's nearly 5 kills max before needing a nano. TAC gets 300 rounds with the games best range not incl sniper and no overheat mechanic? Jeez. Don't think ill e going back. Key point as I said, there aren't any. There's no reason to use any other weapon. Especially on suits that don't bonus shields so you can stack your mids with damage modifiers and lows with armor plates. Who says you need trade offs in this game? ^^to add to all the points you mentioned, disperion on the AR resets everytime you release the trigger, so lightly tapping the trigger makes your AR pinpoint accurate. so, thats 1.8 million SP saved. not to mentioed you need light weapons lvl2 and scrambler rifles lvl4 to even get an AScr. so, you need 2.5 million SP just to use the darn thing. and check it out it has about 15% better dps than a militia AR. how much SP does a milita AR cost? 0. how much does it cost in ISK? 610. how much SP for a full auto AScr? 2.5 million (weaponry lvl3, light weapony 2, scrambler rilfes lvl 4), how much isk? 17,483 the following are in damage per second militia AR dps = 425 *10% = 467. how much does it do to shields? 514 how much does it do to armor? 420 Ascr dps = 444.15 (the AScr came out after all weapons got the 10% damage buff, so it may or may not have the buff. 488.6) how much does it do to shields? 532 how much does it do to armor? 355 scrambler rifle STD: the dps would appear to be high because at 72hp per shot and and a fire rate of 705 your dps would be 846, however you must pull the trigger 12 times in 1 second inorder to do that dps. inaddition, the heat build up is 60 per second, with a 6second cool down and a 5second overheat seizure. so, if you fire 1 round every second you will over heat after 6 to 7 shots, and do 52 damage to yourself. indeed 6-7 shots is 504 total damage done, but thats 6 to seven shots in 6-7 seconds. the milita AR does 425 in 1 second.
Weaponry level 3 - 68,400 Light weapon operation 2 - 49,750 Scrambler rifle operation 4 - 310,960
The SCR is best used by leading with a charged shot then finishing with the regular shots, although the overheat is a bit to much. The overheat mechanic should remain the same when charging shots but the overheat from natural firing should be lowered to around 75% of the clip although its ROF should also be lowered to be similiar to the TAC AR to avoid abuse.
I think the reason there is a DPS difference between the AR and the ASCR is because the ASCR was made to be the long range assault rifle while the AR was not looked at upon the release of the ASCR thus leading to conflicting weapons. |
BL4CKST4R
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Posted - 2013.08.09 02:24:00 -
[23] - Quote
D legendary hero wrote:^^you forgot to include the lvl1 and 2 lvl SP from weaponry the lvl 1 SP from light weapon the lvl 1, lvl2 and lvl3 from Scrambler rifle operation
and don't forget the milita AR is a 0 SP weapon
What do you mean? I think you added it wrong 0.0, level one weaponry is 6220 SP and level 2 is 18650, and level 3 is 43530 thus 68400. Wait I added it wrong....
I didn't forget that the militia AR is 0 SP, but I am an advocate of all weapons getting militia variants so anything I say would contradict what thought process |
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Posted - 2013.08.09 02:46:00 -
[24] - Quote
XV1 wrote:I think AR needs a 10% damage reduction and all weapons need another 10% damage reduction. That is 20% reduction on AR total. I would say to buff other weapons instead, but it would make all weapons drop even heavies rather fast which would make this too close to CoD.
As long as it gets a ROF increase of 20% sure. |
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Posted - 2013.08.09 11:30:00 -
[25] - Quote
Lynn Beck wrote:Ar still does more in more situations: why shotgun when an ar can kill in .3 seconds and has more range and damage per clip? Why use a laser when an ar's damage does more damage inside the laser's optimal? Why use an smg when an ar does more dps and has better cqc potential? Why use hmg when ar's do the same dps, but over a more uniform range? We need to keep the ar's 'jack of all trades' aspect, but when it outperforms niche weapons in their niche? I call bull.
Actually nobody knows the Damage per clip of the Shotgun unless you can count all those pellets, also the AR is mean't to have its own niche and that is high DPS low range. |
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Posted - 2013.08.10 02:04:00 -
[26] - Quote
D legendary hero wrote:BL4CKST4R wrote:Lynn Beck wrote:Ar still does more in more situations: why shotgun when an ar can kill in .3 seconds and has more range and damage per clip? Why use a laser when an ar's damage does more damage inside the laser's optimal? Why use an smg when an ar does more dps and has better cqc potential? Why use hmg when ar's do the same dps, but over a more uniform range? We need to keep the ar's 'jack of all trades' aspect, but when it outperforms niche weapons in their niche? I call bull. Actually nobody knows the Damage per clip of the Shotgun unless you can count all those pellets, also the AR is mean't to have its own niche and that is high DPS low range. yeah but 1. An Ar of any type is not meant to have higher dps than a HMG and 2. the AR has the longest range of all but he TAC, and Sniper rifles
Yeah I agree with this the HMG should be a CQC monster and the only way an AR or any other weapon for that matter, to challenge it is with 2+ people but at the same time its range should be pretty low* it should carry full damage throughout its entire range but should have very high dispersion to form a pseudo range limit. The AR should have the lowest range something along the lines of short-mid range, same with the combat rifle albeit slightly higher range for lower DPS, and the scrambled and rail mid-long range. |
BL4CKST4R
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Posted - 2013.08.13 03:48:00 -
[27] - Quote
D legendary hero wrote:^^this guy is a joke. with no evidence, and a troll. you are also, a racist. i am not a gringo i am brasilian.
ME puede criticar cuanto que queires porque solo esta adicionando len~a al fuego puta. Tu ni hablas espan~ol correcto, ni ingles,, pues es triste de verdad. ademas, no has provedido ningun tipo de evidencia para promover su punto, ni demostraste evidencia contrario de lo que yo he puesto. Vos sos um troll. no voy a dignificar jamas sus respuestas desde este punto adelante, porque obviamente solo eres un troll, que ni puede escribir.
If your going to troll me at least write in a language thats understandable. your english is horrendous. and there is spell check here.... please rewrite in spanish. well, im not gonna respond anyway, but at least ill know what your saying.
No creo que debes usar otro lenguaje para insultar a alguien. |
BL4CKST4R
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Posted - 2013.08.13 04:33:00 -
[28] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:^^this guy is a joke. with no evidence, and a troll. you are also, a racist. i am not a gringo i am brasilian.
ME puede criticar cuanto que queires porque solo esta adicionando len~a al fuego puta. Tu ni hablas espan~ol correcto, ni ingles,, pues es triste de verdad. ademas, no has provedido ningun tipo de evidencia para promover su punto, ni demostraste evidencia contrario de lo que yo he puesto. Vos sos um troll. no voy a dignificar jamas sus respuestas desde este punto adelante, porque obviamente solo eres un troll, que ni puede escribir.
If your going to troll me at least write in a language thats understandable. your english is horrendous. and there is spell check here.... please rewrite in spanish. well, im not gonna respond anyway, but at least ill know what your saying. No creo que debes usar otro lenguaje para insultar a alguien. pero, es muy divertido....lol but its so much fun!...lol (blackstar you get props your spanish and english are high grade stuff. very nice indeed.)
Spanish is my native language , I learned my English watching Spongebob as a child. Who would of thought huh? Back to the main topic though, I am very excited for patch 1.5 since there are rumors of vehicle and weapon balance. I have high expectations, if they aren't shot down in 1.4, that they will release the Minmatar and Caldari weapon variants and rebalance the weapons based on the chart provided in the weapon ranges DEV blog. |
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Posted - 2013.08.13 14:30:00 -
[29] - Quote
Actually whenever I don't want to snipe, or run around going about my logi business I get a forge gun and rack up 1K+ WP just sniping with it, and people underestimate the SMG I can go 1 on 1 vs most suits with just an SMG, a toxin SMG might I add. |
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Posted - 2013.08.15 12:15:00 -
[30] - Quote
Talos Alomar wrote:Dunk Mujunk wrote: A good bit of info. It is interesting to see how RL weapons compare to what we are using, it's important to recognize a few things 1. The AR shoots plasma that will burn itself out before the projectile itself loses any momentum. 2. if we are going to use RL info for the range of the AR we should use that same line of reasoning for every other weapon. I don't think anybody wants scramblers or LR's to have infinite range, though. 3. Balance should be king. high DPS weapons should have low range, or some other sort of drawback. balance > realism.
Well it takes around 3-10 seconds for plasma to diffuse from a cathode, so if we assume the projectile that's is being converted to plasma as a cathode, whilst adding some projectile speed lets say 600 m/s (pretty slow for a bullet but we aren't using realism) that means the bullet plasma projectile can travel 1800 meters before dispersing. But because plasma is a gas, and the numbers I have are from a stationary cathode that means this is not at all true. To be able to put a realistic range on a plasma rifle we would need to know how the projectile is being turned to plasma, what the energy source for this mechanism is, how much matter is available for conversion, and the density of the plasma. With this we can know how much plasma will be dispersed through speed of the projectile, when the conversion mechanism will slow down due to lack of energy, and how much damage will the projectile have when it reaches its target; F=MA and if we are losing plasma to the atmosphere our mass will be lower, while our acceleration will decrease with time. Although this also means that if there is a strong intermolecular bond within the plasma even though it is expanding shots from an AR would have a radius, meaning the longer the range the weaker the shot is but the more accurate it will be. |
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