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Posted - 2013.07.31 05:23:00 -
[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.
pretty much. there are multiple approaches, but ultimately every gun has to have (A) an equal amount of advantages and disadvantage (2 and 2, or 3 and 3), or equal proportion (5 advanatages, 2 huge disadvantages), (B) have a purpose or role that is readily definable and (C) then finally be balanced against other competetors in the same range, and other ranges.
example. the shotgun (A) does massive damage in CQC, and can fire after reloading quickly, disadvantages, inaccuracy and spread, recoil, and range is restricted to CQC, has slightly higherCPU/PG cost than ARs. (B) the shotguns role is obvious CQC. when someone dies in CQC to a shotgun, most players dnt complain because thats its role. (C). the shotguns potential verse of the guns in its same area of operation ensures that it is not too far above other weapons of the same purspose. this part is tricky, but must acount for player skill as well
what are the A vs D of an AR? what is the purpose of an AR? what are the ARs advantages vs disadvantages compared to guns in CQC, midrange and long range?
look at the HMG as an example, its disadvantages out wiegh the advantages as other guns have comparable results with half the disadvantages. what is the prupose of the HMG? anti-infantry? thats a very general weapon term, and eve at that it has too many competetors, its not better at suppresion than anyother gun, and does comparable dps to light weapons. what are the competetors of the HMGs range? the HMG falls somewhere betwen mid and close range... since it has no definitive rnge of pwn, its out gunned by everything. |
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Posted - 2013.07.31 16:04:00 -
[2] - Quote
Ren Ratner wrote:Of course the AR is popular. It's easy to use, reliable, and many players will choose to invest SP in it before considering a second weapon to skill into simply because of its simplicity and familiarity. You said it yourself, you're complaining about overuse and not imbalance. From my perspective, you're also wildly exaggerating.
Expecting every gun to be represented equally among the player base is pretty ridiculous. If I ran a poll of everyone's favorite ice cream, animal, cartoon show, book, superhero, whatever, not one of these would receive equal representation throughout. Why should random chance or even balanced weaponry somehow result in balanced diversity in weapon usage?
in none of those fields would you find 90% of people liking the same ice cream, of type.
people have varying tastes, so there must be a reason other than just personal preference that everyone is going AR. the desirable ratios are supposed to be about 45% of the gamers use ARs, and the remaining 65% is distributed circa evenly across the remaining 10 primaries (the plasma cannon and swarm dnt count because they are only good on vehicles)
right now those numbers are mor elike 75% to 25% or more so 70% to 30%. thats horribly imbalanced.
also, the balancing isnt done right. the AR is supposed to be the most versitile gun in the game. but one on one it shold be useless compared to a specialty weapon in its specialty. therefore, the AR would take skill, if it required the player to be versitile and counter the specialty weapon by varying his/her approach.
right now, AR can charge anything at any range and win without tactics.
also, snipers are always around because they can one shot people from across the map |
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Posted - 2013.07.31 16:09:00 -
[3] - Quote
Jack Boost wrote:(at) Meeko Fent From yesterday my deaths was like: 10 Sniper rifle 7 SR 5-6 TANK/blaster 5 LAV-bump 5 AR 4 OB 2 RAIL/Instalation 2 LASER 2 MD 1 HMG NERF SNIPERS!!! TANKS! OB!! (joke) .... wait where are AR? No flylock ? 1. AR was nerfed enough. 2. Looking at all (yours list) I will be sugest nerf rocks... there are plenty of it... and I cant climb on them.
here is what happened to you,
AR wittles you to 1 armor sniper finishes you, and on your screen it reads 500 damage sniper AR wittles you to 1 armor, scrambler gets the last shot AR shoots you your sheild and armor instantly disappear tank blaster finishes you LAV kills you... AR kills you OB kills you, because entire enemy team is using ARs, GEKs and duvoules AR gets your armor to 1 and you trip over a rock and die.... yeah... AR = OP |
D legendary hero
THE WARRIORS OF LEGEND
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Posted - 2013.07.31 16:16:00 -
[4] - Quote
KaTaLy5t-87 wrote:I think you'll find so many AR kills because the AR is the most widely used weapon. Why is it widely used? Because that is what the AR is designed for, lots of people run assault and, strangely enough, the ASSAULT RIFLE is useful for assault players. Who would have thought it?
The AR is the mainstay of any army, real or in games. Do you see the World Powers banning the AR because too many people use it in battle? NO!
oddly enough other guns and weaponry have been banned from combat. infact, the gattling gun at first was banned from combat because it was deemed unfair... until everyone had one. (this is european history, no other part of the world bans weaponry)
dnt you think if they could every soldier an LMG they would. think! if the AR was so good, why create anyother fire arm? ARs arent as easy to manuever as a pistol/nor conceil/nor reload. ARs can't suppress as hard as a LMG and never like an HMG. Tanks in AR in real life are impervious to AR bullets. Shotguns in CQC are superior to ARs due to their immense stopping power. hell, we even have full auto shotguns ARs jam, they over heat (fire too much and your barrel can melt or distort), and only recently have they stopped jamming due to conditions/enviormental hazards
basically ARs can't do everything in real life.
but dust514. the AR can destroy everything in the game. |
D legendary hero
THE WARRIORS OF LEGEND
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Posted - 2013.07.31 16:21:00 -
[5] - Quote
Shion Typhon wrote: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.
The ARs aren't OP they are just the baseline weapon in this game and every other FPS in the universe. After the TAC nerf you don't see any bull$hit kills like you did with the flaylock. A rapid-fire weapon that throws small high speed projectiles is just the most practical and adaptable weapon on the battlefield. They are meant to be the go to choice when you are facing a broad range of situations where you need a weapon that is versatile. Decent but not exceptional range, good ammo capacity, ability to burst and spray, etc. They aren't meant to be the master of all and the specialist weapons in Dust are often underpowered or fail to shine in their area of expertise. For example, the laser rifle is insufficiently good at long range to offset its lack of versatility. This however is not the fault of the AR, its just that those other weapons aren't developed enough. The reason you see lots of AR kills is not because it is OP but because players have made the choice to go for familiarity and versatility at the cost of range/AE/whatever. Even if every other weapon was significantly buffed people would still use the AR because it is versatile.
the flaylock killed people in CQC. that was its area of expertise. with maps that are 90% open space, how could you complain? but AR noobs did complain and now its nerfed. i still wreck ar noobs with my dreadlocks but you guys... com'on. you say its not supposed to dominate in specialized areas, but when something kills you in their area of expertise its OP? GTFO
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THE WARRIORS OF LEGEND
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Posted - 2013.07.31 16:25:00 -
[6] - Quote
Meeko Fent wrote:Shattered Mirage wrote:Just leave the damn A.R.s alone; stop nerfing ****.
CCP needs to sorely BUFF the other weapons. /rage So, whenever it comes to nerfing any other gun, no matter if it was OP or not, the ARs spam the forums, and get it nerfed into to bowels of weapon hell, but nobody look at the AR.... The gun makes other guns obsolete! Why use the SMG when you can use the AR and get comparable results with 4 times the range? When heavies start dropping the HMG for the AR, there's a problem! When CCP adapts game design of suits for its use, there's a problem! Don't you think?! /end rage
actually. i agree with him. put HMGs back to where they were in chromosome with the same range, and the current damage. make lasers like they were in chromosome. put flaylocks damage back to where it was (the splash radius can stay the same. just use standard and then ull get used to the smaller radius), put shotguns where they were in chromosome, put MD back to where they were in chrmomosome.
then we will see who has the last laugh |
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Posted - 2013.07.31 16:31:00 -
[7] - Quote
Meeko Fent wrote:Shattered Mirage wrote:Terrain glitches... heh, nerf the rocks! CCP would probably try to nerf the rock before they would think about touching the AR. They're probably afraid of they ARs screeching they will make on the forums.
the rocks came pre nerfed, but now there is snow to soften the fall of any AR noob |
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Posted - 2013.07.31 16:35:00 -
[8] - Quote
Buster Friently wrote:KaTaLy5t-87 wrote:I think you'll find so many AR kills because the AR is the most widely used weapon. Why is it widely used? Because that is what the AR is designed for, lots of people run assault and, strangely enough, the ASSAULT RIFLE is useful for assault players. Who would have thought it?
The AR is the mainstay of any army, real or in games. Do you see the World Powers banning the AR because too many people use it in battle? NO!
Dust is a FPS and like every other FPS game in History the AR or some variant of it is going to feature widely in it. If you die a lot from getting shot by ARs I would say become a sniper (you'll be out of range), become a tanker (ARs are useless against tanks), become a better player (so you can kill people before they kill you) or most preferably, go play Skyrim (they have no ARs and then we wouldn't have to listen to your crap) This is untrue on almost every level. First off, the AR is not the most widely used weapon in a lot of FPS games. Mostly older ones though. Second, the AR is not used by western militaries because it is a bullet hose, like in Dust. It's used because it has accurate fire at fighting ranges, and can be put in full auto in emergencies, but modern warfighters are trained to fire short bursts almost all the time. Also, the AR carries far too many rounds if you want to compare to real world weapons. (and other weapons in Dust) Also, the argument here is that the AR, as seen in Dust, amounts to kills equivalent to 11 of the 14 available weapons in game. That kind of overuse is killing diversity in Dust, and ruining the game. It doesn't matter why it's so overused, only that it needs to be fixed.
yeah real ARs have 30 round magazines. because it only takes 1 good shot to take someone down. |
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Posted - 2013.08.02 18:28:00 -
[9] - Quote
bump |
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Posted - 2013.08.04 20:18:00 -
[10] - Quote
XV1 wrote:The AR seems to ignore HP stacking in every way. I have an idea lower RoF or Damage per round. Problem solved.
Or even make it harder to aim.....
EDIT: Hey someone post the base damage of AR round and multiply it by 750/60. Now take that number and see how long it takes to shred anything with less than a 1000 HP. Now that is an issue because the weapon actually gets better with more skills and it takes ALOT of time to hit 1k HP.
*AR dps = 425. that means a fully decked out heavy class ( proto shield extenders =132, 3 complex armor plates = 345) so, with a lvl 5 proficiency in shields and armor (skills for base shields and armor) and shield and armor extenders (lvl 5 for shield and armor efficacy) having a total ehp of (1012 base plus 477 ehp + 20% shield and armor efficacy) 1584.4 will die in 3.7 seconds under milita AR fire.
i repeat. a milita AR can kill a heavy with 1584 ehp in 3.7 seconds, using only 46 rounds. this is not including head shoots, proficiency or damage mods. a starter fit can wipe out a fully decked out proto heavy suit in less than 4 seconds of fire.
just for the Ar numbers so that you know i will post them here.
militia, standard, dren, toxin, recruiter AR = 425 dps " " with 10% buff given all weapons = 467.5 dps " " " with 15% from proficiency = 537 dps " " " " with 1 damage mod (basic) = 553 " " " " " with 2 damage mods (basic) = 564 " " " " " " with 1 damage mod (enhanced) = 564 " " " " " " " with 2 damage mods (enhanced) = 580 " " " " " " " " with 1 damage mod (complex) = 591.25 (we are now doing PROTO HMG damge) " " " " " " " " " with 2 damage mods (complex) # = 630.33 (holy shi...!) " " " " " " " " " " " with 3 damage mods (complex) = 655.14 (dear god help us all) """" to get the head shot bonus multiply the dps by 1.20. so for example 467.5 x 1.20 = 561 dps
these are just the numbers on the Milita, standard, toxin and dren ARs. just imagine the damage of a duvoule or GEK!!! and remember your average heavy having 1000 ehp will die to a milita AR in 2.3 seconds. a scout fully maxed out will die to a milita AR in .7 seconds or less.
this can't be right. no other handheld fire arm in the game can do damage even remotely close to this at the standard level. standard hmg allegdly has a dps of 600, but when you subtract the bullet spread of dispersion of 35%, and its ineffectiveness against shileds at 95% its nothing compared to the AR. 660 - 35% disperion - 5% shiled damage reduction = 407 dps. this is without hit detection issues, add hit detection and that number gets smaller.
*this calculation did not include the blanket 10% given all weapons which actually raises all dps (expect mass driver, flaylock and nova nives. CCP did not give any of these the blanket 10%)
#second damage mod is reduced by approximately 80% from the first one. so instead of increasing damage by 20% 2 damage mods would increas eit by 17.38% (stack to energized plates or shield hardeners on your vehicle for the exact numbers). the third does 60% of its max value. |
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Posted - 2013.08.04 20:25:00 -
[11] - Quote
seriously i have had enough of AR noobs saying oh don't nerf a gun because its popular.
When HMGs were popular they nerfed them. when MDs were popular they nerfed them. When shotguns were popular they nerfed them. when lasers were popular they nerfed, fused locus grenades = nerfed. the flaylock was very popular and people hoped on it to nerf it. LAVs were popular and they nerfed that. tanks were popular now AV is buffed.
wether the aforementioned was OP or not it was nerfed due to popularity (baloch LAVs were never OP, but instead of using AV gear, AR noobs yelled that they be nerfed.)
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Posted - 2013.08.05 08:01:00 -
[12] - Quote
Stands Alone wrote:i think the range and all that stuff is pretty good... it is the backbone weapon... i just think if the clip size were decreased, it would be fine... if you can kill a heavy with one clip then decrease it... the only way you should be able to kill a heavy with one clip is if it was all headshots and he was an idiot for standing still, so he deserves it...
i say one thing at a time, and clip size would fix most problems i think.
-it would be less viable at CQC due to the lack of clip size so they can spray and pray for 10 min on one clip -it would force players to look for cover because they will have to reload after like 30-40 rounds, so it will make fights much more strategic and frustrating -the player will have to aim more or shoot less -you cant take out a heavy with a clip in only body hits
i like the range, even when facing them, its fair, its supposed to be a an all around weapon that is not the best at anything. and i think a 30-40 round clip would fix that
breach rifles can stay the way they are, they pretty much suck unless you sneak up on people
actually.... this is the most level headed nerf i have every heard. it makes perfect sense. the dps will stay the same, but due to the need to constanly reload they will need to pick their shots. a real AR has a 30 round clip anyway so this could really help. to do their 467 dps they need 12 rounds, so giving them a clip of 30 will reduce the max amount of damage per clip to 1020 (still kills a heavy).
still in 2.4 seconds they can unload their clip thus giving other a chance to capitalize on their reloading |
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Posted - 2013.08.05 17:28:00 -
[13] - Quote
semperfi1999 wrote:
Your argument is invalid against me...I am not an AR user but an ASCR user. It would benefit me for the AR to be nerfed because then I would destroy AR users easier than I do now. Once again you are arguing from the wrong position. If you want to argue this point you have to bring attention to the fact that the game pretty much forces everyone to use the AR exclusively for the first month or so of playing. You need to go to CCP and tell them they need to give options of starter fits with all types of weapons not just the AR.
That being said you may not ever actually achieve the "diversity" you are wanting even if you nerf the AR. Lets say you make the AR worthless in an attempt to force ppl into other weapons to create more "diversity". New players are forced to use AR...with its being worthless the majority of new players would quit before even trying to understand the game. Alot of AR only players will simply leave and no longer play the game. A small number of players will start to spec into different weapons....and another number of players will just continue to use the AR anyway. In the end the ONLY thing you have done is lower the number of ppl playing this game....and you cannot even guarantee that the weapon kills will diversify anyway.
As I have stated before you are going about this the wrong way. You are making illogical arguments and backing those arguments with fallacies in your arguments and bad data gathering techiniques....including assuming correlation = causation (which if you really are a scientist as you say then you know this is not true). If you want to make this argument petition CCP to give more starter fit options for ppl to get to use different weapons when they first start playing the game. Heck if you made this type of petition I would even sign it because its TRUE and CCP should do something about this. But that still doesnt mean you can force diversity in weaponry usage. Next your going to argue that X racial suit is overused and should be nerfed so that you see a greater diversity in suits used in battle.........
basically, the ratios of AR users to other weapons right now is very high. the proper ratio is supposed to be 50/50. namely, 50% of people should be using ARs or less, and 50% or more should be using other weapons (not including AV, save forguns).'
Ideally a 40%-60% ratio is desirable because specialty weapons will be used by the majority of players and so every squad in a match will have a diverse load out where as tankers, pilots, LAV specialists, and dedicated AR users will be the only people really using them (by dedicated i mean all 10million SP in assault suits, and ARs. to be a dedicated AR user you must be good with every AR, breach, tac burst, etc. there is at least variatiion in the Ar used). All other weapon types will be fitted to every other type of individual based on their playstyle.
currently this ratio is more of a 70 or 75% to a respective 30 or 25%. i see very few people using lasers, scrambler rilfes (i mean actual scrambler rilfes and not Ascr). shotguns i only see proto (but i have noticed a few ppl using milita shotguns and light suits, most of their names i recognize as experienced players who specced into shotguns), all the HMGs i see are proto level, and even at that they dnt fair well, MD have to ADV or PROTO to be effective... these weapons simply aren't as effecient, even in their Area of expertise vs an AR.
AScr are useless compared to regular ARs. they are only decent at best in close range. between the muzzle flash and horrible range only dedicated Scr users and amarians use it. these same individuals with an AR in hand would completel devastate.
you don't need to be a scientist to use logic. you don't need to be a scientist to see an end result. if i see a car crash, logic dictates that the car had crashed, to think otherwise is crazy would you not agree? well, i see nothing but ARs on the kill feed, so logic dictates that ARs are get most of those or rather most of those players died as a direct result of an AR. therefore, if 70% or greater of the kills in a game as diverse as dust are coming from 1 gun, chances are its OP, or inversely everything else is UP. jus sayin
also, he isnt trying to FORCE weapon diversity, but SUGGEST it. kinda like with the flaylocks (which in fact were never OP) which after the nerf diversified the secondary weapon category, its only logical to assume the same wold result with primaries. |
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Posted - 2013.08.06 05:27:00 -
[14] - Quote
^^actually the minmintar is said to be burst. however full autp, burst, beach and tac variants will be availible to all races, just in their type (minine = projectile, etc) |
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Posted - 2013.08.06 19:48:00 -
[15] - Quote
Burntface man112 wrote:Justine Oma-Lyndel wrote:DUST Fiend wrote:What is this, like your 14th nerf AR thread with no real data aside from "omgz AR so popler" Use the Frontline Militia Suit; Notice K/D, Notice how everyone with proto drops like flies, create opinion. lmao thats full of ****... Gaylocker
seriously, if you cheap tank (put basic armor and milita/basic shield extenders ) on a milita suit, and put flux and AR you are doing damage. Proto suits will die to you,, of course you will still die. but you will lose 2000ISK they will lose 125,000+
even if you die 10 times in a row, you still burn more of their cash.
what he was trying to say though is that this is only really effective with a medium frame and an AR (Ascr works ok too but why would you put that on a milita suit when militia Ar has the same DPS and costs 610ISK)
btw I use the flaylocks (pre and post nerf), but my GEK is my best gun... I will gek any1 anytime and always winwith a dps of 491, there is nothing I can't destroy in less than 1 second (a heavy is in 2 seconds) |
D legendary hero
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Posted - 2013.08.07 20:29:00 -
[16] - Quote
semperfi1999 wrote: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. I'm almost 8mil sp and haven't touched an AR for more than a couple matches because I like the challenge of crapier weapons. I would say I'm a decent but not great player, especially for running shotgun and MD before 1.2. Anyways I got so sick of AR dominance, I threw 3 points into AR and bought an AUR duvolle. I went 6 - 2 with 8 assists and over 1000 WP in my first try. 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. Um you realize that with that score...............unless the enemy was redlined and you never saw anyone because of it.......that is a horrible score...I feel bad when I go 12-2 because I played badly that game. LOL if you are still using the Tac.....Noone has even come close to killing me with the Tac since the Tac nerf. If you actually come from using the MD I dont u/s how your kills arent more? I speced 1 lvl into the MD to verify it was OP and LOLed and I facestomped every protosuit I faced.....flux nades???? Only need them if there is a large group of enemies otherwise the MD easily destroys all in 3-4 shots (unless they are a heavy).
bro... this game is not a kills twich shooter... when i go on call of duty i consistantly get 30-50 kills in a single game (depending on mode). but in this game with shields, armor and generally better mobility getting 20+ kills normally means somethings off. with 150 clones 16 v 16 match if all else is equal everyone can get 9.375 kills, technically 9 kills and 1 assist. but 1000WP is pretty good to because that means instead of being a *** and stealing kills, or camping on hills with tanks, snipers Or AFKing he played the game and took objectives that ultimately won him the game.
please lets not criticize everyone.
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Posted - 2013.08.07 20:30:00 -
[17] - Quote
this and this. i think its appropriate to post this here. unless i already posted in this thread.. i cant find the original one.
#121 Posted: 2013.08.07 18:26 | Report ok i can't find my original post so I'll just repost the numbers. (in damage per second) remember when stacking mods the effectis of the additional mods are as folows: second mod has 75% of its actual vale, 3rd 50%. to test put shield hardeners on a tank and look at the resistance numbers)
militia AR numbers shown = 425dps " with the bonus 10% all weapons recieved = 467.5 <<< actual base damage " with 15% proficiiecny = 538 (this is already more than enough to drop every suit in the game under 2.2 seconds) " " 1 basic damage mod = 481 " " " 2 basic damage mods = 490 " " " " 1 enhanced damage mod = 490 " " " " " 2 enhanced damage mods = 504 (this drops your average suit in 1 second) " " " " " " 1 complex damage mod = 514 (an unmodded heavy will die in 2 seconds) " " " " " " " 2 complex damage mods = 546 " " " " " " " " 3 complex damage mods = 569.74
1 complex mod and proficiecny 15% = 591 (approaching HMG damage) 2 complex mods and proficiceny 15% = 628 (dayum!) 3 complex mods and proficiceny 15% = 655 dps (holy shi...)
PROTO basic heavy ehp base = 800 heavy with with shield and armor bonus to lvl5 = 1012 ehp with 2 proto shield extenders = +145.2 shield (the shield skill at lvl5 gives 10%to shields) with 3 complex armor plates = +379.5 armor (the armor skill at lvl5 gives 10% to armor) total ehp = 1536.7
PROTO sentinel base ehp = 800 with shield and armor bonus to lvl5 = 1012 ehp with 1 proto shield extenders = +72.6 shield (the shield skill at lvl5 gives 10%to shields) with 4 complex armor plates = +506 armor (the armor skill at lvl5 gives 10% to armor) total ehp = 1590.6
you can divide the ehps by the dps to find out how many seconds it takes to kill the heavies but ill do an example.
milita AR with its actual dps of 467. proto sentiel heavy, the alleged point defense king... lets see: 1590.6/467 = 3.4 seconds of fire.
how many bullets did he waste? lets see. 1590/34 = 47 bullets.
A fully decked out proto scout with up to 400 ehp survives .85 seconds. a regular scout counts his life in miliseconds.
NOTE: this is just the militia AR, not couting the GEK, and Duvoule which obviously get higher and better. |
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Posted - 2013.08.07 20:55:00 -
[18] - Quote
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
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Posted - 2013.08.09 00:59:00 -
[19] - Quote
BL4CKST4R wrote: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. For example the ASCR would have to get its damage nerfed to 29.16. Also this does not account for the TAC and SCR which would now far out DPS these two guns. I think the best thing is to reduce the range of the AR but increase or keep the DPS (lower damage increase ROF), slightly reduce the range and keep DPS of the breach, and keep the range and reduce the DPS of the TAC AR. That way all 3 weapon variants will excel within their own ranges, and not be carbon copies of each other with just different rates of fire.... And like I said a million times over, DPS does not make a better weapon; In an MMO a high DPS weapon is usually not better than a low DPS weapon, for example a pair of daggers vs a warhammer, the daggers have high damage potential but due to their low range it always puts the user in harms way, while the warhammer has longer range and high spike damage so they can get a couple shots in that will possibly be lethal unless the dagger user is skilled enough to close distance while mitigating damage but at the same time the warhammer user can be skilled enough to obliterate the dagger user before he can close distance. This is the difference between high DPS and low DPS, the dagger and the warhammer, the blaster cannon and the rail gun. If you were to compare the blaster cannon vs the rail gun, the blaster cannon has a DPS of 750 while a rail gun has a DPS of 614, but in a fire fight who would win? Well the answer is who has the range advantage.
Well the TAC and Scr are not full automatic so they arent as big an issue. I use Scr and I can tell you its great at its intended range.
the AScr is a ADV lvl 5 laser rifle that is significantly weaker on Armor than on shields. its muzzle flash and recoil justifiy its higher dps.
Increasing the damage of the AR to make it a CQC? i must disagree. its already better than the HMg for many reasons, and it gets more kills than shotguns in CQC, making it better than an SMG. It makes no sense. THE AR IS A MIDRANGE WEAPON. it should be made to work in midrange.
thats why i am against reducing its range. however, reducing its damage to that of a breach AR and tightening the hip fire spread will make it good at CQC. if TL;DR view the following summary:
Breach = good as is. full auto AR = reduce damage per shot to 27.5, tighten hip fire spread. burst = increase delay between bursts, increase damage per burst to 100. range between TAC and STD/breach AR. TAC = fine as is. perhaps 25% larger magazine.
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Posted - 2013.08.09 01:33:00 -
[20] - Quote
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. |
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Posted - 2013.08.09 02:10:00 -
[21] - Quote
^^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 |
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Posted - 2013.08.09 05:29:00 -
[22] - Quote
BL4CKST4R wrote: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. 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
oops. my miss cal. sorry |
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Posted - 2013.08.09 05:33:00 -
[23] - 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.
well i think that the full auto ARs should just get that 20% reduction. this would negate the blanket 10% that they didnt need to begin with.
so instead of a 467 dps it would be a 373.6 dps, which brings it inline with the breach AR.
in this way the AR will be about 45%-50% weaker than the HMG, making the HMG do its job well enough (after the fix the cone glitch)
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Posted - 2013.08.09 06:07:00 -
[24] - Quote
I used to think the HMG needed a buff, but what it really needs is the turn speed on the suit to be fixed, and the reticule cone to actually represent actual dispersion and hit detection. |
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Posted - 2013.08.10 00:22:00 -
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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.
i whole heartedly agree. however, the hmg thing has alot to do with the reticule cone glitch where unless the tiny dot in the center of the ritecule is on target no damage is done. so 90% of my bullets dn't even count due to that. if the cone glitch was fixed, i might be tempted to say the HMg is balanced.
when the fix the cone glitch watch ppl yell OP....lol mostt heavies you see now are very good players and need pinpoint accuracy to use that thing. moreover, most heavies stack damage mods and have proficiecny to do any real damage. when the cone is fixed imagine how beastly these guys will be!...lol |
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Posted - 2013.08.10 00:24:00 -
[26] - Quote
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 |
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Posted - 2013.08.10 01:11:00 -
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Patrick57 wrote:Hey bro, in what FPS game do people NOT spam the AR? IMO, the AR should be the most balanced, most used gun in the game. Maybe you shouldn't post a thread with stupid complaints about a gun that everyone uses.
in what is the AR the absolutely best gun in every situation? In what game is the AR better than shotgun, HMGs, LMGs, Rocket launchers, tank blasters, and snipers, has no draw backs, a 60 round magazine, and has no recoil or dispersion?
yeah, before you post a stupid comment you should think, first, i know its hard for you, but give it a try. |
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Posted - 2013.08.11 01:19:00 -
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SOGZ PANDA wrote:The ar is overused not op There is a difference
this is erroroneous. the AR is OP for all the aforementioed reasons. Can you even find a draw back to the AR? what outstanding downside does it have?
It outguns almost everything and has NO disadvantages for its class. infact it ges out side its class by having greater damage than tank turrets. Having the best CPU/PG fitting amoung lights, and doing 110% to shields and 95% to armor (the stats say 90, but tests prove its actually 95% effective on armor).
Its milita Dps is 467 for gods sake. thats way too much damage, especially for its current range.
SOGZ PANDA wrote: Saying it's op just because you die from it more frequently than not doesn't make it op
One word: FLAYLOCKS
People QQ'd because it killed them frequently in CQC, when proto. then it was nerfed. WTF. You hypocrite, you can't say the AR is popular so its not OP, but then systematically nerf any other popular gun.
Lasers, MDs, HMGs, Shotguns, Tanks, Dropships, heavy suits, scout suits, logi suits, Flaylocks were all nerfed and were all popular. you even had LAVs nerfed WTF is up with that?
So, by your own rule these weapons and suits either all need to be buffed to their original glory or greater, OR the ARs need a nerf. your choice.
SOGZ PANDA wrote: It just means people find it reliable in it's role of infantry suppression
ARs are not meant for infantry suppresion. in fact no ARs in existence or imagined in RL, or DUST, or anyother FPS i can think of had ARs designed for "infantry suppresion".
Do you know what is designed for infantry suppression in RL, DUST and everyother FPS? LMGs and HMGs.
Yes, HMGs in DUSt are mean't for infantry suppresion. do you know what out dps's and suppresses infantry better than an HMG?
You guessed it an AR. So, by your own statement ARs need to be nerfed because HMGs are supposed supress infantry NOT ARs. and since ARs are "suppressing infantry" its OP.
SOGZ PANDA wrote: Scr and ascr are amazing weapons in the right hands (I would know I have prof 5 in both ar and scr) I do agree with the a balance though.....but for now feel my wrath!
Scrs are quite nice if they didn't explode every 5 seconds...lol. Ascr are good, but an inferior weapon to the AR. infact check this out:
milita AR dps = 467. Dps to Armor = 444, Dps to shield = 514 Ascr dps = 488.7. Dps to armor = 391 , Dps to shield = 586
2 things to notice from this comparison. 1. a 0SP milita AR does only ~5% less damage than a LVL ADV Scrambler rifle 2. The overall TTK for the milita AR is higher than the Ascrambler rifle because the difference in Shield vs Armor dps is only 70; where as for the AScr its 175. |
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Posted - 2013.08.11 05:55:00 -
[29] - Quote
why hasn't Mint chip, or wolfman, or other DEVs posted here or on the other nerf AR threads? I see them posting on the Mass Driver nerf threads, flaylock threads... but AR nerf threads they have shown no attention.
If 1.4 doesn't bring me sme significant changes, im quiting DUST. I am pretty sure 1.4 will break or make this game as alot of people seem to share my sentiments. if, BALANCE is not here in 1.4 or shortly after, a arge chunk of gamers will leave.
Its said when players from DUST go back to MAG or CoD due to balancing issues |
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Posted - 2013.08.11 20:50:00 -
[30] - Quote
Lynn Beck 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. It's about 10. As the damage per shot on a heavies back is 300-350. Damage per pellet is 30-34 correct?
its sad if that is true because at 4m range out to 50 a milita AR can do 467 dps and a shotgun does 300-350 at 4m out to 6m. 7 and farther your getting only about 150-200, then at 10m on its 75-50 damage up to 0 damage at 20m.
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Posted - 2013.08.12 01:28:00 -
[31] - Quote
Ferindar wrote:When heavies are using GEK Assault Rifles over HMGs for area denial/Infantry suppression, there's a problem.
I concour |
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Posted - 2013.08.12 01:31:00 -
[32] - Quote
echo47 wrote:Does anyone ever take into consideration the map that is being played and the weapons used?
The current maps promote use of the AR because of the distance and layout. As infantry I am gimping myself if I use a shot gun on Manus Peak. A sniper rifle on skim junction limits the amount of action I will see. Currently without all the racial variants of weapons in the game the AR is best weapon to be used in the majority of situations, this does not make the weapon OP. To me OP means there is no counter , clearly there are multiple counters to AR, bot h in weapon use and tactics. Too many threads on OPness and too few requesting the rest of the items be added sooner rather than later.
Still. FLAYLOCKS....
I keep bringin it up because it is an outstanding case. No one considered the maps it was used on, the people who died to it, and all its counters (hill, range, mobility, weapons that countered it, nor tactics that countered it). They just QQ'd OP and it was nerfed. thats it.
So, i dn't want to hear the is BS, because the same case was true of FLAYLOCKs, but to a greater degree, because way more people used ARs than flaylocks anyway.
Explain that away |
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Posted - 2013.08.12 01:35:00 -
[33] - Quote
no we need to nerf the AR now, and then when the new rifles come out if the AR is UP buff it.
Thats what CCP does to every other gun. the AR should be no exception. Period |
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Posted - 2013.08.12 01:41:00 -
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Talos Alomar wrote:The point I am trying to make is that actual lasting balance can't be done right now. We need to have the rail rifle and the combat rifle before it's possible to change the numbers in a way that will have a meaningful and lasting impact on game balance.
Before nerfing the FLAYLOCKS and Armor tanking and hit detection should have been fixed.... so... all these points you are making are invalid.
Nothing justifies the AR being OP. Even if i beleived for a second what you are saying, there is still no justification. Why?
If there was a gap filled by the AR when nerfed, since no other weapon fills that gap encounters simply wuldn't happen in that niche. It does not make sense to make 1 gun do it all, because "the rest isn't here yet"
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Posted - 2013.08.12 01:44:00 -
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Buster Friently wrote:Cosgar wrote:Buster Friently wrote:Cosgar wrote: Once all the rifles are available, there needs to be a militia version available with each racial variant included on starter fits so that new players aren't funneled into using the Gallente rifle.
True enough, but this won't make the current AR any less OP. This is under the assumption that all the racial rifles are rebalanced to have their own advantages, disadvantages and ranges. Hopefully we won't just be getting 2 more rifles that are less effective than the Gallente rifle that's good at everything. Well, if I were a betting man.... Secondly, CCP seems fine to nerf other weapons even though all the racial variants aren't in game. They also seem to be fine using the overuse of a weapon, or it's use outside of it's intended role as justifications. All of this applies to the current AR in the current game.
Indeed. The HMG has no racial variant* and it was nerfed several times over. So, there is no excuss for the AR.
*the forgun is not a racial variant of the HMG. HMG is anti infantry/infantry supression, the forgun is anti vehicle. comparing the forgun to the HMG is like comparing the plasma canon and swarm launcher to the AR. same category, different weapon |
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Posted - 2013.08.12 01:48:00 -
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Talos Alomar wrote:D legendary hero wrote:no we need to nerf the AR now, and then when the new rifles come out if the AR is UP buff it.
Thats what CCP does to every other gun. the AR should be no exception. Period TBH I'd love perusing the tears and QQ's of the AR users. If any of you remembered what the forums looked like after the tacAR nerf, you know all hell would break loose.
Even Tac users had to admit the TAC was OP because you could literally blow UP tanks with Tacs from across the map. Snipers had to stay on the MCC to sniper because the TAc could out range it on map.
The TAC was so good literally 95% of kills in the Game came from tacs... the remaining 5% was split between OBs, snipers and everything else.
LAVs are another examples. CCP nerfed LAVs. instead of encouraging players to use AV gear like AV nades, swarm launchers and plasma cannons (they still suk), they said, ok no more free LAVs. militia LAVs were never a problem. and if you had people with proto AV nades a logi LAV is nothing. but, CCP said "ok. lets nerf the LAVs" |
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Posted - 2013.08.12 07:08:00 -
[37] - Quote
gargantuise aaron wrote:Should we have an absolute equal amount of snipers forge guns and laser rifles wnd a r.s ? No a sniper should be rarer because nit every one can do it , and what if a 3rd of the people in dust had heavy armor? No its about 2/10 which is good the simpler the tge equipment the more people should use it imagine if a more balanced number of tanks or dropships
For that reason those aforementioed guns should be BETTER than an AR. Why? because they require more skill and are not used as often.
There is no reason why the "STANDARD" should be better than the "RARE". This arguement is invalid.
If something is rarer that means it should be better. if it is more difficult to use it should be better than the thing everyone can use.
think! Everyone can get a job at Mc Donalds, thats why NO Mc Donalds pays a 55,000 per yer salary to cashiers; its more like 14,000 or less. but, the Accountant for the Mc donalds in that same area, will make way more perhaps that 55,000+ depending on his experience. Why? because it takes more skill and required a bigger sacrificice (via schooling, etc) for him to become an Account, therefore he gets paid more.
Whats the moral of this story? If everyone can do it, its not special and does not deserve alot of reward. if it is hard to do, then it is special and requires a larger reward.
to snipe, and use HMGs is to do something hard. yet there is very little reward for doing so.
Everyone can use an AR, yet ARs are better than snipers (depending on the confrontation) and HMGs. WTF |
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Posted - 2013.08.12 07:22:00 -
[38] - Quote
[quote=Torneido Achura]In games, FPS's, the SMG enters as the solution to the lack of precision and power at CQC that the AR has, right now in Dust theres no need for the SMG's, if you dont belive it check in a few battles, I happen to use the SMG for just finishin off targets (as any sidearm should do in this game) cuz it has /limits//risks/benefits/ to its use, like any logic /real/balanced/ weapon has. (/quote)
I don't know about you. But, there is no SMG in RL that fires smaller bullets but causes more damage than an AR. the DPS on your SMG is greater than the ARs already rediculous DPS. why not put some muzzle flash on that. or increase the dispersion?
Quote:
With the previous you can see how right now there isnt Flaylock spammin and is a good sidearm; now take the splash out of the FG and it will be balanced, put some sense into the MassDriver like less RoF and more damage so voil+á: you get a good gun, or even crazier why not put kickback or muzzle drift or even more demented: bullet spread in the AR so aint used as an omnigun.
The flaylock did what it was designe to do. Please tell me What weaponized explosive and/or rockets do you know in RL that have a 1 Foot blast radius? None. Yet, that is still too much for noobs like you. There is not a single weaponized explosive on the face of the earth that has a blast radius of even 3 Feet...lol
**** even firecrackers have a bigger blast radius than that!
AR noobs were just upset because the only non gimped CQC weapon around was killing them. so, they bitched and complained giving no real evidence that the LFaylock was OP and killing people outsides its expected parameters. 99% of kills to flaylocks came from CQC combat vs ARs. The reaming 1% was against still targets at mid range, or skilled shots at midrange, and vehicles on fire.
The SMG requires no skill like the AR its all spray and pray chip damage weaponry. Flaylocks took skill. You need to lead your shots. with the poor hit detection, right now even dead on shots sometimes miss for no apparent reason.
Quote: Or fu** it, lets all use automatic FG with a 1000 RPsecond with 2000 as direct damage and 1000 as splash, so there is no use for any other weapon, right? No, the weapon (the AR) needs balance, as simple as that, so theres diversity and we dont get another BF or CoD were everyone is just easy trigger on any weapon and can be snipe shotgun or can go automatic sniper, some might wonder why in so many servers those things are banned or restricted, but I dont.
You my freidn just described an AR. 34 rounds per shot, 750 RPM, 467 dps, 60 round clip. WTF else do you ******* need in the GAME beyond a milita AR? GOD forbid you get a std or ADV AR, then your really cooking.
Why nerf a MD, when 75% of all kills in DUST from anything come from ARs? ARs have more kills than ******* LAZER STRIKES from outter space!
Nerf forguns? ARE you serioous? SO, nerf snipers too while your at it. then, tanks will be OP. nerf them again, and then again. then remove, heavy suits, because AR noobs like you will abuse them. then remove LAVs. then nerf the maps because they are too big. then nerf the breach AR, the burst and TAC ars.
then when the glorious chimmes of only ARs jingle in your ears and their are only 300 ppl playing this game it will be abandoned. thank you for ruining this game. |
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Posted - 2013.08.12 08:39:00 -
[39] - Quote
Torneido Achura wrote:Your post is so bad in so many ways.. But aside of that Im not talkin reality, I was writtin game wise, gameplay wise, things you aint good at, but come on call me noob, haha that was nice but stupid, no way to fight back with arguments, or something like good examples? I will throw a few at ya: 1.- 1 shot kills aint happening with snipers is game mechanic so a fit actually makes sense, like heavys take several shotgun blasts, etc 2.- You can try usin SMG's as primary but chances are youre gonna get killed easily, so its best used as a complement, same happens to Scrams Pistols and now at the Flaylock (maybe your iWin button?) 3.- Im ruining a game? haha tell that at the playrbase that aint using the FoTM 4.-No skill in use a SMG? haha, im not gonna reply to that 5.- Do you actually read my previous post? 6.- Fu** it, do you even consider or tought through what you have just posted? I have nothin against you but come on grow up, dont go callin names or analizing my post, its my opinion so back the fu** up if the only argument you have is: - blablabla my Flaylock aint primary anymore, I dont want you all nerfin my iWin buttons, please nomo Come on!
the poor english of your post stopped me from even reading it. please edit and repost in a language we all understand. me entiendes compadre?
and also, I run heavy suit. not flaylocks, AR noob. Check my threads I am a Heavy. so, before you assume and make an Ass of yourself, try taking your own advice and think...lolz o sea que piensas... lo traduje a espan~ol paraque tu entendieras, pero tu ni sabes como escribir en ella....lololz |
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Posted - 2013.08.12 14:24:00 -
[40] - Quote
Torneido Achura wrote:D legendary hero wrote:Torneido Achura wrote:Your post is so bad in so many ways.. But aside of that Im not talkin reality, I was writtin game wise, gameplay wise, things you aint good at, but come on call me noob, haha that was nice but stupid, no way to fight back with arguments, or something like good examples? I will throw a few at ya: 1.- 1 shot kills aint happening with snipers is game mechanic so a fit actually makes sense, like heavys take several shotgun blasts, etc 2.- You can try usin SMG's as primary but chances are youre gonna get killed easily, so its best used as a complement, same happens to Scrams Pistols and now at the Flaylock (maybe your iWin button?) 3.- Im ruining a game? haha tell that at the playrbase that aint using the FoTM 4.-No skill in use a SMG? haha, im not gonna reply to that 5.- Do you actually read my previous post? 6.- Fu** it, do you even consider or tought through what you have just posted? I have nothin against you but come on grow up, dont go callin names or analizing my post, its my opinion so back the fu** up if the only argument you have is: - blablabla my Flaylock aint primary anymore, I dont want you all nerfin my iWin buttons, please nomo Come on! the poor english of your post stopped me from even reading it. please edit and repost in a language we all understand. me entiendes compadre? and also, I run heavy suit. not flaylocks, AR noob. Check my threads I am a Heavy. so, before you assume and make an Ass of yourself, try taking your own advice and think...lolz o sea que piensas... lo traduje a espan~ol paraque tu entendieras, pero tu ni sabes como escribir en ella....lololz So you speak spanish? good for you Cool, say all of that to yourself Mister Mostacho, haaaaaaaaaaaaahaaaaaaaaaaaaaaaaaa So you use(d) other things aside from your iWin, maybe your other iWin? I actually dont use ARs since 012 so.. suck it! And.. you are the ass hahahahahah Edit: you dirty grammar b*tch!
when was the HMG an IWIN button? never....lol You fail. Weapon did flaylck does 467 dps at standard lvl and kill heavy suits up to 50m. never
But ARs can do 467 dps at 50m range, with minimal fall off. So, si tu puedes contar a un numero mas que 5 sabras que la ametralladora es potente demas.
oopppss... im sorry you don't understand any language properly spoken, let me dumb that down for you in one sentence: the AR does the most damage per second at the longest range.
the only thing that fires farther is the sniper
Im not a grammer ****... i just like to understand what im reading, comprende pendejo? |
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Posted - 2013.08.13 03:46:00 -
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^^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. |
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Posted - 2013.08.13 03:46:00 -
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Buster Friently wrote:Still tired of AR 514.
same here. im also tired of all these clown ass trolls on the forums, that know the AR needs to be nerfed but want to troll. |
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Posted - 2013.08.13 03:50:00 -
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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.) |
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Posted - 2013.08.13 06:35:00 -
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^^ if this is indeed the case. there is hope for DUST to return from the ashes |
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Posted - 2013.08.13 12:55:00 -
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^^AR noobs just jealous that the forgun works precisely as intended.\ and is the most balanced gun in DUST. |
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Posted - 2013.08.13 17:51:00 -
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RydogV wrote:Buster Friently wrote:RydogV wrote: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.
An Assault Rifle being the most predominate weapon in an Infantry Combat game makes perfect sense. Pretty sure it is the most predominate weapon for any army in the world. It is a general combat weapon designed to excel in battle against other Infantrymen. It provides adequate DPS and requires the user to hit what they are aiming at. Pretty balanced all around. A line platoon is composed primarily of Rifleman carrying Assault Rifles. They are generally supported by other weapons that fill specific roles. So pretty much what we have here in Dust 514. A bunch of Riflemen supported by a handful of Snipers, AV Gunners, Heavy Machine Gunners, Grenadiers and Designated Marksman. There should not be an over abundance of any of the latter roles. What the game needs, is more variants of the Assault Rifle available as most FPS do. Right now we have two. Gallente Assault Rifle and Amarr Scrambler Rifle. I'm sorry, but a call to real world militaries is pretty stupid. First off, in a real world military the AR is a medium range burst tactical rifle, not a short and medium and long range bullet hose like we have in Dust. With that out of the way, in Dust we currently have, in pub matches, the AR killing almost as much as 11 of the 14 weapons. This means that nearly all of the other weapons are undesirable compared to the AR. This is why there's a problem. The AR is suffocating diversity, and dumbing the game down. The AR needs to be corrected to restore some semblance of usage balance. Well then I guess my first suggestion would be to get out of Pub Matches because it will always contain the lowest common denominator in terms of playstyle and tactics. The majority of players in them are not team based groups so you will not find diversity because support weapons only make sense when players are working together.
most of the same proto suits people use in pub matches they use in PC. I still see tons of caldari assaults and caldari logis with dovalle assalts. |
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Posted - 2013.08.13 19:48:00 -
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well, i might as well start speccing into Caldari assault. i already have my GEK. might as well get a dvoule... stack on some damage mods and its go time. |
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Posted - 2013.08.15 03:10:00 -
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gargantuise aaron wrote:Oh and earlier you posted in real world a.r.s are mid range weapons for militaries , but the u.s. armed forces are trained tobkil with it from 0 to excess of 400 yards using like 2-3 bulletd a person
indeed that is actual mid range combat. Actually they are trained to kill at up to 300 m, which is about 328 yards. the extra yards you have their are the expert marksmen namely instructors.
But remember LMGs, have longer range, SMGS have great range, shotguns have great range in RL too... not like in dust. and Snipers ....woooo they are rediculous there is a sniper that can hit someone 5280ft away... i mean dayum.
But this is beyond the point, well... this actually proves my point. everything has a purpose this is no one gun wins them all.
in the united states armed forces, since you are evidently knowledgable on the subject, they say your weapon is a tool.
there is no one tool, that can do it all effectively, or at all. case and point.
therefore, the aAR in dust should not do everything. period |
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Posted - 2013.08.16 00:56:00 -
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Dunk Mujunk wrote:Some RL ballpark weapon ranges (most from wiki)-
Shotguns- The practical/effective range of your home defense type shotgun, with 00 buckshot, is about 20 yards
(in my experience shotguns built to shoot decent distances would NOT be at all ideal for CQC)
SMGs- Effective range 200 m (656 ft) (MP5A2, MP5A3, MP5A4, MP5A5)
100 m (328 ft) (MP5/10)
70 m (230 ft) (MP5/40)
100 m (328 ft) (MP5K, MP5KA1, MP5KA4, MP5KA5, MP5K-PDW)
(As you can see, these are all MP5 varients)
Assault Rifles (AR-15)- Effective range 400GÇô600 m (avg 547 yd)
(I would imagine this is an extremely rough ballpark. AR15 actually stands for Armalite (<--I think) Rifle 15, Armalite being the original brand. With all the different brands, and all the different ways to trick them out, i'm sure this number could vary greatly)
Sniper Rifles- Maximum effective range 7.62+ù39mm 600 m
5.56+ù45mm 600 m [36]
7.62+ù51mm (.308 Winchester) 800 m
7.62+ù54mm R 800 m
.30-06 Springfield 800 m
7 mm Remington Magnum 900GÇô1,100 m
.300 Winchester Magnum 900GÇô1,200 m
.338 Lapua Magnum 1,200-1,500 m
.50 BMG (12.7+ù99mm NATO) 12.7+ù108mm (Russian) 1,500GÇô2,000 m
14.5+ù114mm 1,800GÇô2,300 m
LMGs- Effective range 1,200 yd (1,100 m)
(This is an M60)
HMGs- Effective range 1,800 m (2,000 yd)
Maximum range 6,800 m (7,400 yd)
(M2 Browning)
So yea, that's rough RL ranges. Don't know in game ranges, so i'll leave it to someone else to compare and contrast.
I would imagine the AR15/AK47 are the backbones of every military on the planet. Pretty much a guarantee. Shotguns in actual combat are NOT for anything other than CQC i.e house to house, I would say that the closest RL gun to Dusts ARs is probably the LMG (say, the SAW, or Squad Assault Weapon ((<--I think)), due to range and power, but they're obviously not as accurate and a good bit heavier. The HMG is a powerhouse with range, but most are mounted, and the rest are usually a two man team. I don't think you would be very mobile at all, if you were even able to pick it up and fire it, and obviously Sniper Rifles are long range exclusively. So that pretty much leaves the AR15 style rifle as the jack of all trades in real life combat, more out of necessity than choice. Not saying Dust has the AR right (I use it, but at 2 weeks play time I don't have the proper knowledge to judge OP), but yea, its the equivalent of the Pike. It's standard issue for most front line troops, I wouldn't be surprised to find it is the leading killer in Dust, just as i'm sure it is in almost any FPS type multiplayer game.
DISCLAIMER: I realize my newness, please don't mistake my 2 cents for anything more that it is.
the HMG in dust actually correlates more to the LGM in RL. the LMG as cited above has more range than an AR.
ARs come with 30 round magazines not 60.
many LMGs are just ARs with bigger barrels, and larger magazines. but their are many LMGs such as RPKs, SAWs, M60s, and smaller versions of HMGs that are used as LMGs.
sniper info is accurate. however, many sniper rifles, can have the scope removed to be effective in midium rangeed combat as nessesary.
Shotgun range and use depends on the ammunition being used, there is dragon fire ammo, ball barrening ammo, buckshot, etc. depending on the ammo its range is anywhere from 20-30m. this is CQB. that is any in doors facility, or small compound, be it:house-to-house, a small villiage/town, inside a complex/boat etc, cave, underground tunnel (i.e. vietnam), but also useful in a forest, and other areas of limited engagement ranges. all CQB situations are good for shotguns in RL.
the ranges of these weapons over lap although they have their specific roles, they are still usefull in a wide variety of situations.
in dust, however, only the AR is useful in various situations |
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Posted - 2013.08.16 01:01:00 -
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BL4CKST4R wrote: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 and dispersing, shots from plasma rifle would have a radius, meaning the longer the range the weaker the shot is but the more accurate it will be.
you must also factor in the air friction working against the cathode, and the actual heat of the plsama, and what is actually projecting it through the air from the fire arm.
speaking of which. in the game you can visibly see the AR getting red hot, if it is infact firing plasma, that fire arm should have been melted...lol if of course we are talking actual physics. butill give the DEVs a break. back to the post. nerf ARs |
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Posted - 2013.08.16 01:05:00 -
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gargantuise aaron wrote:The kdr tells you when you look at a group of people using a weapon compared to another group usong a diffrent weapon whether its good or bad
If I give 50 smgs and 50 people (at random) scrambler pistols what group would have the better k/d If I do the same with scrambler or ar it could go either, but probably not far from balanced
it depends on the situations/circumstances under which these individuals k/d increases. for example,
people said flaylocks were OP. but, the only situations in which they were effective were CQB. therefore, a mid range weapon lossing to a CQB weapon is clear not OP, its simply doing its job.
If those 50 people using SMGs were outgunning ARs at mid range, that could indicate a problem. however, if it is close obviously its ok.
Ars dn't only out range every other gun other than snipers, but they beat them in close range as well. at elevated hieghts and basically in any situation. can't be more OP than that |
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Posted - 2013.08.16 01:06:00 -
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gargantuise aaron wrote:Also I've killed some 75 m away, only because thry were afk so I was having target practice, id shoot then readjust from recoil and repeat 6 times so if you worry about ars from that distance try not afking and you'll probably be fine
its good up to 66m. 75m is to far for an AR... but then again at 75m nothing else can kill you either... except maybe a lazer if it worked. but that is too weak to mean anything. |
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Posted - 2013.08.16 01:52:00 -
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gargantuise aaron wrote:Ehh either way ike 5-10 m diff And if anything needs a nerf its my favorite weapon scrambler rifle it absolutely demolishes
I love Scr rifles! to death!...lol
but they are balanced by range, fire rate and armor/shield damage.
being a single fire weapon the Scr is horrible in CQB. although the hip fire is still pretty good CQB, you cant spam the trigger because you will miss most shots in CQC and you'll overheat. Scr requires skill. At longer ranges, side to side movement can cause misses, and every shot counts with the overheating factor. lol
AScr is balanced too, its good only in its intended range of mid-close range. |
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Posted - 2013.08.16 01:54:00 -
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gargantuise aaron wrote:Ehh either way ike 5-10 m diff And if anything needs a nerf its my favorite weapon scrambler rifle it absolutely demolishes
by good up to 66m i mean, you can effectively engage people up to 66m. past that the Ar is pretty useless, so that guy you killed at 75m probably took you 7-10 seconds to kill him just due to the fall off alone.
past 66m the AR reaches its max range damage |
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Posted - 2013.08.16 06:33:00 -
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gargantuise aaron wrote:D legendary hero wrote:gargantuise aaron wrote:Ehh either way ike 5-10 m diff And if anything needs a nerf its my favorite weapon scrambler rifle it absolutely demolishes I love Scr rifles! to death!...lol but they are balanced by range, fire rate and armor/shield damage. being a single fire weapon the Scr is horrible in CQB. although the hip fire is still pretty good CQB, you cant spam the trigger because you will miss most shots in CQC and you'll overheat. Scr requires skill. At longer ranges, side to side movement can cause misses, and every shot counts with the overheating factor. lol AScr is balanced too, its good only in its intended range of mid-close range. I only said that because their complainting about 60 m ar shots, earlier I killed a medium suit at 122 m with the scrambler rifle, I double checked it team mate stood at the exact peice of cover and the scanner said 122 m and if someone creeps up on me I just swap to smg
but scramblers are designed for that ranged combat... ARs are not. |
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Posted - 2013.08.16 06:40:00 -
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Oswald Rehnquist wrote:The problem I see with the AR is this
Shotgun beat AR in the 0-5 meter range (50% of the time due to hit detection, so its equal footing)
Snipers and Forges beat AR at 90+ range (100% of the time)
Mass Drivers and explosives can own ARs around corners / obstacles
ARs are undisputed within the 5-75 range mark, no other low mid, mid, or high mid range weapon can compare outside of player skill difference. Meaning the only diversity will come through explosives, or super cqc or distant range weapons.
*shakes your hand* I gotta give it to you. i have been saying this for a while but never been able to put it so succinctly.
Indeed, the only capable weapons in the 5-75m range mark that contest ARs are MD and even those aren't as good as ARs. People are trying to spam them but MD just don't do enough damage to be a threat to me, especially when im using my AR. hell, my milita winmintar suit can take 3 shots from an ADV mass driver before dying, thats 3 seconds of life, i have about 400+ehp on this milita suit, my miitiaAR des 467 in one second. i always win vs MD...lol |
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Posted - 2013.09.05 08:13:00 -
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it was on this thread that i predicted that when aim assist gets fixed ARs and their dps will full weigh in on people. lo-and behold the aim assist AR dps now guns everything even more than before...lol |
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Posted - 2013.09.06 03:22:00 -
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now that aim assist is on this is what happens when you dont use AR
*puts on shades* Dam.
YEEAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHH!!!!! |
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Posted - 2013.09.06 03:30:00 -
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Posted - 2013.09.06 18:19:00 -
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the CoD and Battle field trio are:
[1] Ars [2] SMGs [3] Snipers
everything that isn't those people want nerfed....
CoD and battlefield noobs want explosives nerfed. But explosives have more draw backs than Ars:
- with remote explsives you have to be extremely close or predict enemy movement to get them. (that means your predictable AR noobs)
- MD you have to calculate Arc, have limited Ammo and do little damage to shields the primary defense right now.
- flaylocks have only 3 rounds in the clip a small blast radius, and travel time. its only good in CQC, and IS not designed to be a direct impact weapon.
IDK why people are trying to get them nerfed to doing only direct impact damage. side arms are supposed to be reliable. minmintar weapons are reliable. flaylock is a splash damage weapon. Due to the very small splash radius the splash damage was supposed to be high.
the current damage profile is fine, but it needs a .5meter increase in radius.
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Posted - 2013.09.06 18:29:00 -
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Global Enforcer wrote:this post makes me laugh, its the aim bot thats making AR so damn good, iv been using this since closed beta and the weapon that eats ppl wit ha AR is a scrambler rifle and a laser rifle. maybe you should just stop your crying over it cause i sure if it got nerfed you would cry about another weapon being over used
I've been playing tis game for 6 months now as an Active player, and a heavy. I never had a problem with lazers in chromosome. people like oyu b*itched about it and nerfed it. scramblers before 1.4 had almost no range compared to the AR. now they have less than the TAC ar.
still the AR was OP before aim assist. people only noticed now, because people like you who could't aim before are now actual hiting people with you duvolle, from your caldari assault suit. so before, people would spray AR and it would pwn now with aim assist your AR is a f#cking lazer.
people only die to lazers at longer ranges where lazes are supposed to work.
face the facts. what other gun in the game at milita level does 467 damage per second with no downsides or draw backs in close range out to long range?
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Posted - 2013.09.06 18:35:00 -
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Global Enforcer wrote:. maybe you should just stop your crying over it cause i sure if it got nerfed you would cry about another weapon being over used
I recommend nooobs like you take that advice. because you nerfed the lazer, nerfed the heavy suit, nerfed the HMG, nerfe the MD, nerfed scrambler pistols, nerfed scouts, nerfed the flaylocks, and now you want to nerf MD again and forguns.
seriously. YOU AR noobs constantly b*tch about anything that isn't an AR, SMG or sniper rifle. The only weapons that needed a nerf was the TAC AR and caldari logis.
All the above weapons were perfetly fine. Map designed might have made them more advantageous on one map than another but, thats a map design issue not a weapon issue. |
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Posted - 2013.09.06 18:37:00 -
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Global Enforcer wrote:maybe if you played this game since closed beta you would know what your talking about and obviously you dont otherwise your comment just now would be directed tp the right person, i have never moaned or complained about a weapon other then av to be nerfed so get you facts straight you noob
Closed beta was reset anyway at chromosome so the sh*t in closed doesn't even count bro. if you actually played closed beta you would know this. but you did not you are simply stating this to try to garner respect, of which for you i have none. |
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Posted - 2013.09.06 18:42:00 -
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Global Enforcer wrote:and your telling me i cant aim lmao i think you should just shut up cause your digging a hole
well, you said I'm a noob... lolz. I use the heavy suit and HMGs, a very gimped combo. but, Idnt have to play with an entire team of proto caldari assaults and logis to get kills. bro, come at me. |
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Posted - 2013.09.06 18:44:00 -
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Global Enforcer wrote:you really dont know what your talking about, having it reset at open beta means nothing what your saying. like i said you should shut up cause you dont know what your talking about and your proving it with your stupid troll posts
bro it has everything to do with what im talking about, and the fact that you want to be a couch potato warrior and challenge me on a post that has absolutely nothing to do with you or your full proto corp shows you have nothing better to do. anyways, since you obviously have no verifible evidence to back anything your saying, im ending this here. |
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Posted - 2013.09.06 20:46:00 -
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Tek Hound wrote:D legendary hero wrote:Global Enforcer wrote:. maybe you should just stop your crying over it cause i sure if it got nerfed you would cry about another weapon being over used I recommend nooobs like you take that advice. because you nerfed the lazer, nerfed the heavy suit, nerfed the HMG, nerfe the MD, nerfed scrambler pistols, nerfed scouts, nerfed the flaylocks, and now you want to nerf MD again and forguns. seriously. YOU AR noobs constantly b*tch about anything that isn't an AR, SMG or sniper rifle. The only weapons that needed a nerf was the TAC AR and caldari logis. All the above weapons were perfetly fine. Map designed might have made them more advantageous on one map than another but, thats a map design issue not a weapon issue. Watch it the Ar mafia doesn't like the truth
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Posted - 2013.09.06 20:56:00 -
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most of these AR noobs use no tactics. this is why I know (inaddition to all the above) that its OP.
in the higher teir corps they always use this combo:
- caldari assault/ logi ADV or PROTO
- GEK or Duvolle
- they stick together in one big mass and just charge every objective head on
- in one v. one situations they do the two-step shuffle
basically they rely on their gear to carry them to victory. since they have the best gear, they assume that anything that kills them as a result of skill or its effective range must be OP.
All other weapons and suits when they become proto they just get better at what the weapon is designed to do, and it doesn't extend beyond its purpose parameters. i.e. the HMG at proto still does what an HMG at standard level does, but better.
the AR at proto becomes an HMG basically in regards dps, but has better shield vs armor specs and range. the militia AR itself insta-kills people.
aim assist is not the problem. aim assist shows that Ars are OP because now everyone can see the dps i was talking about combined with its accuracy.
people try to say scramblers are just as good. wrong scramblers have overheat and are single fire weapons. Ascr still do less overall dps compared to milita ARs and its a lvl4 weapon compared to one that requires 0 SP. |
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Posted - 2013.09.08 06:54:00 -
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everyone please move all AR comments to the new thread i have posted. https://forums.dust514.com/default.aspx?g=posts&t=108657&find=unread |
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Posted - 2013.09.08 11:00:00 -
[69] - Quote
Piraten Hovnoret wrote:D legendary hero wrote:most of these AR noobs use no tactics. this is why I know (inaddition to all the above) that its OP. in the higher teir corps they always use this combo:
- caldari assault/ logi ADV or PROTO
- GEK or Duvolle
- they stick together in one big mass and just charge every objective head on
- in one v. one situations they do the two-step shuffle
basically they rely on their gear to carry them to victory. since they have the best gear, they assume that anything that kills them as a result of skill or its effective range must be OP. All other weapons and suits when they become proto they just get better at what the weapon is designed to do, and it doesn't extend beyond its purpose parameters. i.e. the HMG at proto still does what an HMG at standard level does, but better. the AR at proto becomes an HMG basically in regards dps, but has better shield vs armor specs and range. the militia AR itself insta-kills people. aim assist is not the problem. aim assist shows that Ars are OP because now everyone can see the dps i was talking about combined with its accuracy. people try to say scramblers are just as good. wrong scramblers have overheat and are single fire weapons. Ascr still do less overall dps compared to milita ARs and its a lvl4 weapon compared to one that requires 0 SP. This is wy they did cry about the MD.... In 1,3 I could hold of a full team in my proto MD. ( high sp on everything ). They just kept on charging head on and got wasted. When they did flank manuvers and **** I got wasted LOL. Now with the AA they just charge and kill everything.... It's ********. Before you go MD troll on me. I just wasted 1,7 miljon sp on AR...... And yeah I use that insted of the MD now..... However the AA makes the gun a joke, no skill needed to use it.
AR = i win button |
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