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D legendary hero
THE WARRIORS OF LEGEND
630
|
Posted - 2013.08.13 12:55:00 -
[301] - Quote
^^AR noobs just jealous that the forgun works precisely as intended.\ and is the most balanced gun in DUST. |
BL4CKST4R
WarRavens League of Infamy
1050
|
Posted - 2013.08.13 14:30:00 -
[302] - 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. |
RydogV
Shadow Company HQ
258
|
Posted - 2013.08.13 15:18:00 -
[303] - 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.
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. |
RydogV
Shadow Company HQ
258
|
Posted - 2013.08.13 15:21:00 -
[304] - Quote
Buster Friently wrote:Still tired of AR 514.
I am curious what your standard loadout is?
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Buster Friently
Rosen Association
1618
|
Posted - 2013.08.13 15:28:00 -
[305] - Quote
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.
|
RydogV
Shadow Company HQ
258
|
Posted - 2013.08.13 15:45:00 -
[306] - Quote
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.
As for my comparison to real world military...just trying to put things in perspective. And there are plenty of full auto variants out there being used. They are just not being used by the US Military to any large degree. But back to the game. I actually prefer using semi-auto or burst fire weapons in most FPS because they often reward accuracy with increased damage.
But I am not a fan of the TAC rifle because aiming is not great in-game right now. I would love to use the Burst but unlike most games where the Burst puts out more damage....here in Dust 514 it puts out less, which doesn't make much sense. The fact that you cannot change the sights steers me away from those weapons. I prefer iron sights in most situations. I actually use the Scrambler Rifle on my alt and like it very much. However, my main is Logistics and I need a weapon that is more versatile since I cannot carry a sidearm.
So I don't know what to tell you about Diversity. I think Dust 514 gets it right. Most other weapons fill their specific roles nicely and are less effective out of them...as it should be. SMG's and Pistols are forced into CQB which is better than most other shooters where you can use those weapons to kill people across the map. |
PADDEHATPIGEN
BurgezzE.T.F
33
|
Posted - 2013.08.13 16:10:00 -
[307] - Quote
the reason most players have the AR is simply that is was the only assault weapon in the game before uprising. we all know it well from playing the beta, where is was also the only assault weapon. scrambler rifles did not exist back then, players have started to use and train in them and it is a real nice weapon, but it will take some time before we will se a swarm of proto scrambler users swarm the battlefield but it will come.
I am an AR user myself but the reason for this is like i said, it was the only assault weapon in the game at the time. |
D legendary hero
THE WARRIORS OF LEGEND
630
|
Posted - 2013.08.13 17:51:00 -
[308] - Quote
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. |
Tiffany NE Shephard
Opus Arcana Covert Intervention
3
|
Posted - 2013.08.13 18:13:00 -
[309] - 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.
My recommended buff.
Crouch and Find cover! |
D legendary hero
THE WARRIORS OF LEGEND
631
|
Posted - 2013.08.13 19:48:00 -
[310] - Quote
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. |
|
Buster Friently
Rosen Association
1639
|
Posted - 2013.08.14 14:54:00 -
[311] - Quote
D legendary hero wrote: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. This seems to be the clearly superior path in Dust.
Hail AR 514. |
gargantuise aaron
Sanguine Knights
48
|
Posted - 2013.08.14 16:26:00 -
[312] - Quote
Maybe the ar gets the most kills because its the most user friendly militia weapon, I've tried sniping and shotguns and every other militia weapon, those just don't work that well if you want less a.r.s the only solution is to make militia laser rifles and scrambler rifles. |
gargantuise aaron
Sanguine Knights
48
|
Posted - 2013.08.14 16:31:00 -
[313] - Quote
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 |
low genius
the sound of freedom Renegade Alliance
294
|
Posted - 2013.08.15 00:24:00 -
[314] - Quote
bump. |
Cosgar
ParagonX
4216
|
Posted - 2013.08.15 01:12:00 -
[315] - Quote
D legendary hero wrote: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. I already made an alt a few weeks ago. Easy mode like you wouldn't believe- especially with shield regulators. |
D legendary hero
THE WARRIORS OF LEGEND
631
|
Posted - 2013.08.15 03:10:00 -
[316] - Quote
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 |
gargantuise aaron
Sanguine Knights
53
|
Posted - 2013.08.15 06:15:00 -
[317] - Quote
Agreed but again my solution stays the same, I use the scrambler on my main but my alt gets miltia assault because I'm busy building my core skills rather than investing in a weapon which will probably suck compared to the newest o.p. weapons in whatever nerf or buffs their are. So I'm going with the best militia infantry weapon The infamous militia assault rifle Because its not my most important skill tree atm I'm just gonna buff all my cores to around 3 so I can use adv modules or atleast give my militia or std suit a passive buff Id use something else if I could but thst takes about 108000 sp so ill judt stick with the best militia weapon unless they release another militia weapon |
Dunk Mujunk
RestlessSpirits D.E.F.I.A.N.C.E
19
|
Posted - 2013.08.15 06:43:00 -
[318] - Quote
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.
|
Talos Alomar
Subdreddit Test Alliance Please Ignore
1411
|
Posted - 2013.08.15 08:45:00 -
[319] - Quote
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.
|
BL4CKST4R
WarRavens League of Infamy
1075
|
Posted - 2013.08.15 12:15:00 -
[320] - 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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Dunk Mujunk
RestlessSpirits D.E.F.I.A.N.C.E
20
|
Posted - 2013.08.15 16:53:00 -
[321] - Quote
I know plenty of people have said this before, but I think the best place to start balancing the AR (if it truly is unbalanced, as I said I personally won't commit to saying OP, UP, or balanced due to my lack of experience/knowledge) is to differentiate the models more, make the AR as a group the jack of all trades, not any single AR in the game jack of all trades. I know they already have some differences, but those seem to melt away with proper passives/ DMG mods. Also, if you look at the RL M1A, it seems to be a class of weapon that is not included in Dust. A heavy hitting (.308) round, on a platform that is semi/full auto, but due to the size of the platform it is way less than ideal for the CQC to short ranges. ATM their is no......not sure if Battle Rifle or Combat Rifle is the term i'm looking for, but yeah. Also, with no LMG in the game, that's yet another weapons class that seems to be filled by the AR. On a lighter note, I would like to see different animations for the ARs (and any other gun this applies to in game) so I can at a glance during combat say "oh, that guys got a GEK, or that guys got a Duvolle", just by seeing it.
EDIT: I have no experience with the SR or the Assault SR, and from hearing people talk about them these may fill the role of the LMG, I don't personally know. |
Meeko Fent
Seituoda Taskforce Command Caldari State
604
|
Posted - 2013.08.15 18:45:00 -
[322] - Quote
Dunk, the ScR is the DMR your think about.
The ScR performs admirable in its role, but I think yhat, due to the ARs long projection of its range, it is displaced.
Like I've said in prior posts on this thread, increase its rate of falloff drastically. Give it and exponential falloff. It's optimal is good, and its TTK is nice, but it throws out damage so far it can be something of a pseudo-ScR. |
Navep Hawk
Gunslingers Corporation. GmbH
0
|
Posted - 2013.08.15 19:33:00 -
[323] - Quote
My main arguement aainst this is that if ARs are the default assault weapon so people spec into it before they have enoough SP to build their own dropsuit. Also alot of people use it in the starting fit just so they can make a profit. I dont believe they are OP mainly because when I used Mass Drivers, ScR, Shotguns etc I usually grt the same KDR. |
gargantuise aaron
Sanguine Knights
54
|
Posted - 2013.08.16 00:03:00 -
[324] - Quote
The only, I repeat ONLY way to stop a.r. spam is to make militia variants of scrambler rifles and/or laser rifles.
The only result of a nerf on the a.r. would be current players investing in scramblers amd lasers and newbs rage quiting because the other weapons are now o.p. and dust would not have a growing player base
Also look at the k/d of ar users it will in no way be greater than any other weapons |
Meeko Fent
Seituoda Taskforce Command Caldari State
613
|
Posted - 2013.08.16 00:51:00 -
[325] - Quote
gargantuise aaron wrote:The only, I repeat ONLY way to stop a.r. spam is to make militia variants of scrambler rifles and/or laser rifles.
The only result of a nerf on the a.r. would be current players investing in scramblers amd lasers and newbs rage quiting because the other weapons are now o.p. and dust would not have a growing player base
Also look at the k/d of ar users it will in no way be greater than any other weapons K/D tells us whether or not the player is any good.
Crap shotgun players willhave lower KDRs then good SG players.
KDR isn't what I, myself give a FAQ about. It's that the damn thing can shoot me at 75+ meters and still do killer damage.
Like I said, the TTK isn't OP.
It's range is. |
D legendary hero
THE WARRIORS OF LEGEND
642
|
Posted - 2013.08.16 00:56:00 -
[326] - Quote
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 |
gargantuise aaron
Sanguine Knights
54
|
Posted - 2013.08.16 00:58:00 -
[327] - Quote
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 |
D legendary hero
THE WARRIORS OF LEGEND
642
|
Posted - 2013.08.16 01:01:00 -
[328] - Quote
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 |
gargantuise aaron
Sanguine Knights
54
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Posted - 2013.08.16 01:05:00 -
[329] - Quote
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 |
D legendary hero
THE WARRIORS OF LEGEND
642
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Posted - 2013.08.16 01:05:00 -
[330] - Quote
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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