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TheD1CK
Dead Man's Game
1
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Posted - 2013.08.05 12:17:00 -
[151] - Quote
look at every other FPS, do your AR's in those have 60 in a clip, i think not, the huge ammo mag turns the AR into a HMG when used by an accurate gamer, its wrong, clips for the normal AR's need to 30 or less for the standard AR, GEK-38 and Duvolle, maybe 25 in the breach variants, just sort it out CCP, 60 bullets @ 30 hp each =,1800 so with an AR i can kill any infantry in the game IN ONE CLIP??? seriously thats just wrong , same with SMG's, potentially 1400 hp in a clip, MADNESS!!!!!!!! |
BL4CKST4R
WarRavens League of Infamy
919
|
Posted - 2013.08.05 12:24:00 -
[152] - Quote
TheD1CK wrote:look at every other FPS, do your AR's in those have 60 in a clip, i think not, the huge ammo mag turns the AR into a HMG when used by an accurate gamer, its wrong, clips for the normal AR's need to 30 or less for the standard AR, GEK-38 and Duvolle, maybe 25 in the breach variants, just sort it out CCP, 60 bullets @ 30 hp each =,1800 so with an AR i can kill any infantry in the game IN ONE CLIP??? seriously thats just wrong , same with SMG's, potentially 1400 hp in a clip, MADNESS!!!!!!!!
Except in other FPS it only takes 2-3 shots to kill, in this game it takes around 15 shots to kill. If thats the case why not nerf all of the clips, the MD has enough damage in its clip to do 1452, lets drop its to 3 shots; the shotgun at close range can two shot a proto suit, so lets drop that one to two shots; ASCR is practically an AR so lets drop it to 35 shots, and the SMG lets just drop it to 40 shots. |
semperfi1999
Internal Error. Negative-Feedback
713
|
Posted - 2013.08.05 13:53:00 -
[153] - Quote
Theresa Rohk wrote:semperfi1999 wrote:
What you say sounds really good....only your information is all wrong. The difference between the dmg of the Duvolle and the ASCR against armor is 2 dmg per shot. Recoil on the ASCR??? Are you kidding me?? Thee is more recoil on the duvolle than the ASCR. ASCR from the starts gets the same recoil/dispersion as a fully upgraded duvolle (all recoil/dispersion skills upgraded).
Your initial reasonings were better. Everyone starts with a blaster rifle and everyone learns to play with this role first. So it makes sense that more ppl spec into this weapon and dont move on from there. This has much less to do with the AR and more to do with CCP prebuilt suits. If anything you can argue this point and I would not debate it because its true.
Just like the ASCR the AR is good in almost every situation so yea alot of ppl gravitate towards the good at all master of none weapon.
BTW I am an ASCR user....before that a SCR user. So I know what I am talking about when I say I melt heavies faster than I ever did with the AR. The bonus dmg that the ASCR does to shield more than makes up for the 2 less dmg to armor it does.
Show me numbers? Or go and play on both? Because I have, and the ASCR is much harder to maintain via recoil. This may be do to the increased zoom on the ASCR scope in relation to the iron sites of the Duvolle, but no, I disagree flatly unless you have stats on the weapons themselves to prove to me otherwise. And again, 2 dmg per shot may not seem like much, but look at the rate of fire, and the overheating aspect, why then choose the ASCR over the duvolle. The point being there needs to be some drawback from the duvolle if you want to see other weapons being used. Currently there isn't, and using anything else artificially handicaps you for no reason. semperfi1999 wrote:Buster take a note from this gal. FTFY.
I used the AR exclusively until the most recent respec...then I used the scrambler. I am confident that I know what I am talking about after months of AR use and a couple months of ASCR use under my belt.....but you want the numbers....not sure why you cant compare this yourself but here it is.
Carthum Assault Scrambler Rifle 9 Prototype 77280isk 39.6 HP 705.9 RPM 58.2 accuracy 72 mag size 325 max ammo 2.5 s reload 15 heat buildup per second (equates to 1.5 mags before overheating) 9.0 s Cool down 5.0 s overheat 50 HP dmg from overheating 83 CPU 15 PG
Duvolle Assault Rifle 8 Prototype 37.4 dmg 750 rpm 56.8 accuracy 60 mag size 300 max ammo 3 reload 90 CPU 13 PG
ASCR Pros: Higher per shot dmg, better accuracy, higher mag size, more max ammo, faster reload time, less CPU, recoil/disperion same as fully skilled AR, better sight, bonus 20% dmg against shields which 90% of the playerbase tank
Cons: slightly lower DPS from the AR (465.89 DPS for the ASCR vs 467.50 for the AR), slightly lower RPM (but as DPS shows the extra dmg makes up the difference quite nicely), can overheat (but only after 1.5 mags which if you havent killed someone by that time then your dead whether you use the ASCR, AR, or any other weapon), 80% dmg to armor (difference of 2 dmg per shot from the AR)
AR Pros: higher RPM (once again this means a 2 dmg difference per second from the ASCR not exactly amazing), no possible way to overheat, less PG, 90% dmg to armor
Cons: Lower per shot dmg, lower accuracy, lower mag size, less max ammo, slower reload time, more CPU, must spend 1.5 mill extra SP to obtain same recoil/dispersion that ASCR starts with, iron sight (although better still not as good as the RDS on the ASCR),10% bonus to shield dmg
Now the only thing that cannot be quantified is whether the hip fire on the AR is slightly better than the ASCR or not. I have tried both and honestly its hard to tell but if I was forced to give this to one of the guns I would probably lean a little more towards the AR having a slight advantage in hipfire....but its only a very slight advantage.
As you can see from the stats the ASCR in general comes out ahead of the AR every single time. Yes there are some things the AR is better at I would never debate that. But even in the areas where the AR is better the difference is pretty small......nigh insignificant since everyone misses some shots so noone truly sees that DPS on an enemy. But the areas where the ASCR is better than the AR the difference can be very significant. Total possible dmg from the AR before reload is 2244 but the ASCR is 2851.2....that is a difference of over 600 dmg before reloading....that is possibly another kill. Reload is .5 seconds faster for the ASCR.....the CPU/PG just depends on your suit if you can take more CPU or more PG....so thats not really a defining issue between the weapons as it depends on your specific build. Any place where the ASCR has less dmg it is lower dmg by 2 points...but where the dmg is greater for the ASCR its a difference of 6.38 (using base info not counting any proficiencies so this difference becomes larger as proficiencies are included). The only significant supposed downside for the ASCR is that it can overheat but seriously who has ever overheated the ASCR on accident? Its almost impossible to do on accident. Also the AR downside is as it fires continuously the recoil/dispersion becomes greater and greater.
Honestly if you cant admit that the ASCR is a better weapon (maybe not your preference but just based on stats) then you just blind. The ASCR is the better assault than the assault rifle is (which is supposed to be the gallente version of the weapon LOL). |
BL4CKST4R
WarRavens League of Infamy
929
|
Posted - 2013.08.05 14:06:00 -
[154] - Quote
semperfi1999 wrote:Theresa Rohk wrote:semperfi1999 wrote:
What you say sounds really good....only your information is all wrong. The difference between the dmg of the Duvolle and the ASCR against armor is 2 dmg per shot. Recoil on the ASCR??? Are you kidding me?? Thee is more recoil on the duvolle than the ASCR. ASCR from the starts gets the same recoil/dispersion as a fully upgraded duvolle (all recoil/dispersion skills upgraded).
Your initial reasonings were better. Everyone starts with a blaster rifle and everyone learns to play with this role first. So it makes sense that more ppl spec into this weapon and dont move on from there. This has much less to do with the AR and more to do with CCP prebuilt suits. If anything you can argue this point and I would not debate it because its true.
Just like the ASCR the AR is good in almost every situation so yea alot of ppl gravitate towards the good at all master of none weapon.
BTW I am an ASCR user....before that a SCR user. So I know what I am talking about when I say I melt heavies faster than I ever did with the AR. The bonus dmg that the ASCR does to shield more than makes up for the 2 less dmg to armor it does.
Show me numbers? Or go and play on both? Because I have, and the ASCR is much harder to maintain via recoil. This may be do to the increased zoom on the ASCR scope in relation to the iron sites of the Duvolle, but no, I disagree flatly unless you have stats on the weapons themselves to prove to me otherwise. And again, 2 dmg per shot may not seem like much, but look at the rate of fire, and the overheating aspect, why then choose the ASCR over the duvolle. The point being there needs to be some drawback from the duvolle if you want to see other weapons being used. Currently there isn't, and using anything else artificially handicaps you for no reason. semperfi1999 wrote:Buster take a note from this gal. FTFY. I used the AR exclusively until the most recent respec...then I used the scrambler. I am confident that I know what I am talking about after months of AR use and a couple months of ASCR use under my belt.....but you want the numbers....not sure why you cant compare this yourself but here it is. Carthum Assault Scrambler Rifle 9 Prototype 77280isk 39.6 HP 705.9 RPM 58.2 accuracy 72 mag size 325 max ammo 2.5 s reload 15 heat buildup per second (equates to 1.5 mags before overheating) 9.0 s Cool down 5.0 s overheat 50 HP dmg from overheating 83 CPU 15 PG Duvolle Assault Rifle 8 Prototype 37.4 dmg 750 rpm 56.8 accuracy 60 mag size 300 max ammo 3 reload 90 CPU 13 PG ASCR Pros: Higher per shot dmg, better accuracy, higher mag size, more max ammo, faster reload time, less CPU, recoil/disperion same as fully skilled AR, better sight, bonus 20% dmg against shields which 90% of the playerbase tank Cons: slightly lower DPS from the AR (465.89 DPS for the ASCR vs 467.50 for the AR), slightly lower RPM (but as DPS shows the extra dmg makes up the difference quite nicely), can overheat (but only after 1.5 mags which if you havent killed someone by that time then your dead whether you use the ASCR, AR, or any other weapon), 80% dmg to armor (difference of 2 dmg per shot from the AR) AR Pros: higher RPM (once again this means a 2 dmg difference per second from the ASCR not exactly amazing), no possible way to overheat, less PG, 90% dmg to armor Cons: Lower per shot dmg, lower accuracy, lower mag size, less max ammo, slower reload time, more CPU, must spend 1.5 mill extra SP to obtain same recoil/dispersion that ASCR starts with, iron sight (although better still not as good as the RDS on the ASCR),10% bonus to shield dmg Now the only thing that cannot be quantified is whether the hip fire on the AR is slightly better than the ASCR or not. I have tried both and honestly its hard to tell but if I was forced to give this to one of the guns I would probably lean a little more towards the AR having a slight advantage in hipfire....but its only a very slight advantage. As you can see from the stats the ASCR in general comes out ahead of the AR every single time. Yes there are some things the AR is better at I would never debate that. But even in the areas where the AR is better the difference is pretty small......nigh insignificant since everyone misses some shots so noone truly sees that DPS on an enemy. But the areas where the ASCR is better than the AR the difference can be very significant. Total possible dmg from the AR before reload is 2244 but the ASCR is 2851.2....that is a difference of over 600 dmg before reloading....that is possibly another kill. Reload is .5 seconds faster for the ASCR.....the CPU/PG just depends on your suit if you can take more CPU or more PG....so thats not really a defining issue between the weapons as it depends on your specific build. Any place where the ASCR has less dmg it is lower dmg by 2 points...but where the dmg is greater for the ASCR its a difference of 6.38 (using base info not counting any proficiencies so this difference becomes larger as proficiencies are included). The only significant supposed downside for the ASCR is that it can overheat but seriously who has ever overheated the ASCR on accident? Its almost impossible to do on accident. Also the AR downside is as it fires continuously the recoil/dispersion becomes greater and greater. Honestly if you cant admit that the ASCR is a better weapon (maybe not your preference but just based on stats) then you just blind. The ASCR is the better assault than the assault rifle is (which is supposed to be the gallente version of the weapon LOL).
Its balance since the TACAR is a better version of the Scrambler rifle Maybe they should switch the two.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1336
|
Posted - 2013.08.05 14:08:00 -
[155] - Quote
semperfi1999 wrote: some very valid points.
The aSCR Is a freaking beast. There's no denying that. Nerfing the AR hard at this point will only turn the aSCR into another tacAR situation.
I generally only bring up the "AR is OP" argument when trying to stop other weapons from getting nerfed.
The roadmap CCP has laid out for us is that 1.4 will be a big content update, and 1.5 will be a major balancing pass on all the weapons. Making any massive changes now could throw the whole game for a loop.
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semperfi1999
Internal Error. Negative-Feedback
714
|
Posted - 2013.08.05 14:22:00 -
[156] - Quote
Meeko Fent wrote:Jack Boost wrote:1. AR was nerfed enough. lol what? The AR has NEVER been nerfed. Here's the STD AR stats through out the prior builds. Precursor- DMG:31, ACR:56.2, ROF:750 Codex- DMG:31, ACR:56.2, ROF:750 Chromosome- DMG:31, ACR:56.2, ROF:750 Uprising 1.0- DMG:31, ACR:56.2, ROF:750 Post Uprising 1.0- DMG:34, ACR:56.2, ROF:750 As you can see, the AR has never been nerfed, in fact, its been buffed recently! Your majority of the post is null as heavies are more likely to die from things like tanks, while scouts die from a stiff breeze, your own deaths do not represent the majority of the player base, which is what validates my point as I took my point from the general kill boards, not my own deaths.
Your an idiot...yes the AR was nerfed (and rightly so for some of it). AR was nerfed from Codex to chromosome (i believe that is the right build...its the build right before the open beta). In Codex the AR has 0 recoil/dispersion....this was put corrected in chromosome as this caused the AR to be OP. However they also put in a horrible HORRIBLE iron sight that is the worst iron sight I have ever had to play with. Literally in order to shoot someone you had to cover the enemy with your sight....not put the top of the post on the enemy this is not where the shots went...in order to hit someones head you had to literally cover their head with the sight instead of placing their head on top of the middle post of the sight (which is how iron sights are supposed to work). If CCP had added the iron sight the ARs now have there would have never been an outcry from AR users that CCP completely screwed up the AR. So yes the AR has been nerfed....and in fact it was overnerfed as the sight was horrible for months and AR users just had to get used to using a horrible sight. |
semperfi1999
Internal Error. Negative-Feedback
714
|
Posted - 2013.08.05 14:27:00 -
[157] - Quote
BL4CKST4R wrote:Its balance since the TACAR is a better version of the Scrambler rifle Maybe they should switch the two.
Funny commentary....you actually make a somewhat valid point. I do think that the scr should have at least the same optimal range as the Tact. Other than that the scr is better....you get 21 shots before overheating (18 shots before reloading on tact), Both of them do really good dmg, scr has virtually 0 recoil/dispersion with multiple shots (tact has tons of recoil), ROF is alot higher on the scr now,
Honestly besides the optimal range the scr is better at what it does....it should have better or equivalent optimal range compared to the tact. |
Buster Friently
Rosen Association
1459
|
Posted - 2013.08.05 15:23:00 -
[158] - Quote
semperfi1999 wrote:Meeko Fent wrote:Jack Boost wrote:1. AR was nerfed enough. lol what? The AR has NEVER been nerfed. Here's the STD AR stats through out the prior builds. Precursor- DMG:31, ACR:56.2, ROF:750 Codex- DMG:31, ACR:56.2, ROF:750 Chromosome- DMG:31, ACR:56.2, ROF:750 Uprising 1.0- DMG:31, ACR:56.2, ROF:750 Post Uprising 1.0- DMG:34, ACR:56.2, ROF:750 As you can see, the AR has never been nerfed, in fact, its been buffed recently! Your majority of the post is null as heavies are more likely to die from things like tanks, while scouts die from a stiff breeze, your own deaths do not represent the majority of the player base, which is what validates my point as I took my point from the general kill boards, not my own deaths. Your an idiot...yes the AR was nerfed (and rightly so for some of it). AR was nerfed from Codex to chromosome (i believe that is the right build...its the build right before the open beta). In Codex the AR has 0 recoil/dispersion....this was corrected in chromosome as this caused the AR to be OP. However they also put in a horrible HORRIBLE iron sight that is the worst iron sight I have ever had to play with. Literally in order to shoot someone you had to cover the enemy with your sight....not put the top of the post on the enemy this is not where the shots went...in order to hit someones head you had to literally cover their head with the sight instead of placing their head on top of the middle post of the sight (which is how iron sights are supposed to work). If CCP had added the iron sight the ARs now have there would have never been an outcry from AR users that CCP completely screwed up the AR. So yes the AR has been nerfed....and in fact it was overnerfed as the sight was horrible for months and AR users just had to get used to using a horrible sight.
The AR was also nerfed, in terms of range, with Uprising, but all weapons were nerfed then, so it doesn't really count.
Despite the iron sights issue, we still have, in pub matches, the vast majority of kills being performed by the AR. It's killing diversity. You'll note that in the OP, I mention the overuse is the problem whether or not we choose to label the AR as OP. I understand the reluctance of the AR users to label, or even admit, that they're pride and joy is OP. I think it is, but above and beyond that argument, the weapon has removed most of the diversity in handheld weapons from Dust simply by representing almost the equivalent number of kills as 11 of the 14 weapons.
That's a massive problem and the most expeditious way of correcting it is to make the AR less desirable.
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semperfi1999
Internal Error. Negative-Feedback
716
|
Posted - 2013.08.05 15:45:00 -
[159] - Quote
Buster Friently wrote:semperfi1999 wrote:Meeko Fent wrote:Jack Boost wrote:1. AR was nerfed enough. lol what? The AR has NEVER been nerfed. Here's the STD AR stats through out the prior builds. Precursor- DMG:31, ACR:56.2, ROF:750 Codex- DMG:31, ACR:56.2, ROF:750 Chromosome- DMG:31, ACR:56.2, ROF:750 Uprising 1.0- DMG:31, ACR:56.2, ROF:750 Post Uprising 1.0- DMG:34, ACR:56.2, ROF:750 As you can see, the AR has never been nerfed, in fact, its been buffed recently! Your majority of the post is null as heavies are more likely to die from things like tanks, while scouts die from a stiff breeze, your own deaths do not represent the majority of the player base, which is what validates my point as I took my point from the general kill boards, not my own deaths. Your an idiot...yes the AR was nerfed (and rightly so for some of it). AR was nerfed from Codex to chromosome (i believe that is the right build...its the build right before the open beta). In Codex the AR has 0 recoil/dispersion....this was corrected in chromosome as this caused the AR to be OP. However they also put in a horrible HORRIBLE iron sight that is the worst iron sight I have ever had to play with. Literally in order to shoot someone you had to cover the enemy with your sight....not put the top of the post on the enemy this is not where the shots went...in order to hit someones head you had to literally cover their head with the sight instead of placing their head on top of the middle post of the sight (which is how iron sights are supposed to work). If CCP had added the iron sight the ARs now have there would have never been an outcry from AR users that CCP completely screwed up the AR. So yes the AR has been nerfed....and in fact it was overnerfed as the sight was horrible for months and AR users just had to get used to using a horrible sight. The AR was also nerfed, in terms of range, with Uprising, but all weapons were nerfed then, so it doesn't really count. Despite the iron sights issue, we still have, in pub matches, the vast majority of kills being performed by the AR. It's killing diversity. You'll note that in the OP, I mention the overuse is the problem whether or not we choose to label the AR as OP. I understand the reluctance of the AR users to label, or even admit, that they're pride and joy is OP. I think it is, but above and beyond that argument, the weapon has removed most of the diversity in handheld weapons from Dust simply by representing almost the equivalent number of kills as 11 of the 14 weapons. That's a massive problem and the most expeditious way of correcting it is to make the AR less desirable.
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......... |
D legendary hero
THE WARRIORS OF LEGEND
580
|
Posted - 2013.08.05 17:28:00 -
[160] - 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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semperfi1999
Internal Error. Negative-Feedback
717
|
Posted - 2013.08.05 18:06:00 -
[161] - Quote
D legendary hero wrote: 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.
LOL is all I can say. First off the MDs.......they r@pe at standard lvl much less specing higher into them so your completely off your rocker there.
Regarding the percentage of users that might be what you want to see. But you cant force people to use different weapons. Remember.......CCP starts you off with an AR and you use it exclusively for at least a month.......possibly longer. You become very familiar with the AR during this time. Is it any wonder that people continue to use it after they have enough SP to start specing heavily into weaponry?
You say you must be a dedicated AR user...you realize that at this time the burst and the breach are nigh useless weapons....the tact can be used but the scr tends to be slightly better. I used the scr exclusively until 1.2 and then the hit detection felt off for the scr so I have been using the ASCR. So you have to remember according to you I am one of the few players who use a different weapon and yet I am completely opposed to your dictating what people choose to use as their primary weapon.
LOL at calling Ascr useless. Yes they are useless that why I roflpwn constantly. Their optimal range is comparable and incase you didnt read it check my post above for actual stats. If your blind and cant see that the ASCR is generally better than the AR then there is no hope for you to understand anything further that I am writing. I used the AR exclusively since August 2012 and the ASCR roflpwns the AR in every build other than codex when the AR didnt have any recoil/dispersion.
Also if you have not been in the conversation or read everything then dont comment when I actually bring in a past post that Buster made. He claimed to be a scientist and yet his data collection methods are childish to say the least.
Logic does not dictate that a weapon is OP because it is used by a majority of the people. In fact that is considered a fallacy. A logical fallacy to make it even funnier that you would even state this. Check out the fallacy ad populum...because that is basically what you are using...The weapon is OP because a majority of people use it. You arent not taking into account the fact that people spend at least an entire month of playing using only the AR. So it becomes the weapon you are most familiar with. It makes sense that if its the most familiar weapon it would be the one chosen more often.
Your flaylock post is just beyond stupid. yes the flaylock was definitely balanced. I mean 480 dmg for a direct hit (600 dmg to armor only) is definitely a balanced weapon. Nothing like throwing a flux and then OHKing almost any heavy in the game. It was better than practically every single primary weapon....and its sidearm. It was far better than the MD and the MD is OP in its current state and in contrast it makes the MD look lame. No the flaylock needed to be rebalanced....not to keep people from using it but for it to stop being the ultimate weapon.
ARs in their current state are balanced (heck the ASCR is unquestionably equal if not better than they are). So purposfully unbalancing a weapon just to promote "diversity" is ret@rded. No instead Buster and anyone else who want more weapon diversity need to argue that CCP needs to create more start fits to allow people to play/try different weapons. Considering the sheer lvl of grind you have to do in this game it makes sense that people wont spend SP randomly and will invest it in something they already know.... |
Meeko Fent
Seituoda Taskforce Command Caldari State
518
|
Posted - 2013.08.05 18:17:00 -
[162] - Quote
Aikuchi Tomaru wrote:So let me get this straight: You took data from 4 skirmish games you played on a single day and you really think this data is as accurate as CCPs data, which is from every single Dust-game ever played? Nice try, yeah, but I can't take data like that seriously.
Do this for maybe 100 matches a day and over a time of at least one month (due to the patch rhythm). Then we talk. Oh really?
Click the second link.
That's thirty matches worth of data.
Plus Mcbob's 4 matches.
34 Matches.
That's more matches then what every other weapon in the game was smothered into paste by.
Just so you know.
Thats the data. |
semperfi1999
Internal Error. Negative-Feedback
717
|
Posted - 2013.08.05 18:36:00 -
[163] - Quote
Meeko Fent wrote:Aikuchi Tomaru wrote:So let me get this straight: You took data from 4 skirmish games you played on a single day and you really think this data is as accurate as CCPs data, which is from every single Dust-game ever played? Nice try, yeah, but I can't take data like that seriously.
Do this for maybe 100 matches a day and over a time of at least one month (due to the patch rhythm). Then we talk. Oh really? Click the second link. That's thirty matches worth of data. Plus Mcbob's 4 matches. 34 Matches. That's more matches then what every other weapon in the game was smothered into paste by. Just so you know. Thats the data.
I dont think that anyone can argue that the AR is the most popular weapon. What the data doesnt say is if its OP (which is what buster was initially arguing). Yes the AR is used more often than other weapons....congrats on doing research into something everyone else already knew. The problem is that this is the ONLY conclusion you can make from this data here....so if you try to make another conclusion then you going to be called out since none of this data supports any other conclusion.
Also if we are to be perfectly honest pub matches is not where this type of data should be gathered. A better data sample would be PC....and in PC you see a lot more variety in weapon usage (althought it is slowly moving more and more towards MD usage). |
Meeko Fent
Seituoda Taskforce Command Caldari State
520
|
Posted - 2013.08.05 18:36:00 -
[164] - Quote
semperfi1999 wrote:Meeko Fent wrote:Jack Boost wrote:1. AR was nerfed enough. lol what? The AR has NEVER been nerfed. Here's the STD AR stats through out the prior builds. Precursor- DMG:31, ACR:56.2, ROF:750 Codex- DMG:31, ACR:56.2, ROF:750 Chromosome- DMG:31, ACR:56.2, ROF:750 Uprising 1.0- DMG:31, ACR:56.2, ROF:750 Post Uprising 1.0- DMG:34, ACR:56.2, ROF:750 As you can see, the AR has never been nerfed, in fact, its been buffed recently! Your majority of the post is null as heavies are more likely to die from things like tanks, while scouts die from a stiff breeze, your own deaths do not represent the majority of the player base, which is what validates my point as I took my point from the general kill boards, not my own deaths. Your an idiot...yes the AR was nerfed I will not resort to spits and name-calling.
Next game, go into the MCC.
Now shoot at the wall in ADS.
See your crosshair move?
No?
Just wait until half the Mag is gone.
Now just stop shooting.
Now start again.
Hey! The recoil is gone!
See the issue?
No Recoil until half the magazine is shot continuously, Long Effective Range, Broken SGs, Wimp HMGs, all combine to make the one gun that can get 1100 kills in 30 matches.
So, no. The Recoil/Kick Buff obviously isn't working.
Cut Mag size to 45.
Increase Rate of falloff, i.e. decrease effective (In the ingame mechanics terminology) range.
There.
|
Shattered Mirage
The Enclave Syndicate Dark Taboo
79
|
Posted - 2013.08.05 18:39:00 -
[165] - Quote
Meeko Fent wrote:semperfi1999 wrote:Meeko Fent wrote:Jack Boost wrote:1. AR was nerfed enough. lol what? The AR has NEVER been nerfed. Here's the STD AR stats through out the prior builds. Precursor- DMG:31, ACR:56.2, ROF:750 Codex- DMG:31, ACR:56.2, ROF:750 Chromosome- DMG:31, ACR:56.2, ROF:750 Uprising 1.0- DMG:31, ACR:56.2, ROF:750 Post Uprising 1.0- DMG:34, ACR:56.2, ROF:750 As you can see, the AR has never been nerfed, in fact, its been buffed recently! Your majority of the post is null as heavies are more likely to die from things like tanks, while scouts die from a stiff breeze, your own deaths do not represent the majority of the player base, which is what validates my point as I took my point from the general kill boards, not my own deaths. Your an idiot...yes the AR was nerfed I will not resort to spits and name-calling. Next game, go into the MCC. Now shoot at the wall in ADS. See your crosshair move? No? Just wait until half the Mag is gone.Now just stop shooting. Now start again. Hey! The recoil is gone! See the issue? No Recoil until half the magazine is shot continuously, Long Effective Range, Broken SGs, Wimp HMGs, all combine to make the one gun that can get 1100 kills in 30 matches. So, no. The Recoil/Kick Buff obviously isn't working. Cut Mag size to 45. Increase Rate of falloff, i.e. decrease effective (In the ingame mechanics terminology) range. There.
I strongly agree with this; it seems level-headed, fair. |
Stands Alone
Ultramarine Corp
53
|
Posted - 2013.08.05 18:39:00 -
[166] - Quote
Meeko Fent wrote:semperfi1999 wrote:Meeko Fent wrote:Jack Boost wrote:1. AR was nerfed enough. lol what? The AR has NEVER been nerfed. Here's the STD AR stats through out the prior builds. Precursor- DMG:31, ACR:56.2, ROF:750 Codex- DMG:31, ACR:56.2, ROF:750 Chromosome- DMG:31, ACR:56.2, ROF:750 Uprising 1.0- DMG:31, ACR:56.2, ROF:750 Post Uprising 1.0- DMG:34, ACR:56.2, ROF:750 As you can see, the AR has never been nerfed, in fact, its been buffed recently! Your majority of the post is null as heavies are more likely to die from things like tanks, while scouts die from a stiff breeze, your own deaths do not represent the majority of the player base, which is what validates my point as I took my point from the general kill boards, not my own deaths. Your an idiot...yes the AR was nerfed I will not resort to spits and name-calling. Next game, go into the MCC. Now shoot at the wall in ADS. See your crosshair move? No? Just wait until half the Mag is gone.Now just stop shooting. Now start again. Hey! The recoil is gone! See the issue? No Recoil until half the magazine is shot continuously, Long Effective Range, Broken SGs, Wimp HMGs, all combine to make the one gun that can get 1100 kills in 30 matches. So, no. The Recoil/Kick Buff obviously isn't working. Cut Mag size to 45. Increase Rate of falloff, i.e. decrease effective (In the ingame mechanics terminology) range. There.
keep it simple... cut mag to 40... thats all |
Meeko Fent
Seituoda Taskforce Command Caldari State
520
|
Posted - 2013.08.05 18:44:00 -
[167] - Quote
Stands Alone wrote:Meeko Fent wrote:semperfi1999 wrote:Meeko Fent wrote:Jack Boost wrote:1. AR was nerfed enough. lol what? The AR has NEVER been nerfed. Here's the STD AR stats through out the prior builds. Precursor- DMG:31, ACR:56.2, ROF:750 Codex- DMG:31, ACR:56.2, ROF:750 Chromosome- DMG:31, ACR:56.2, ROF:750 Uprising 1.0- DMG:31, ACR:56.2, ROF:750 Post Uprising 1.0- DMG:34, ACR:56.2, ROF:750 As you can see, the AR has never been nerfed, in fact, its been buffed recently! Your majority of the post is null as heavies are more likely to die from things like tanks, while scouts die from a stiff breeze, your own deaths do not represent the majority of the player base, which is what validates my point as I took my point from the general kill boards, not my own deaths. Your an idiot...yes the AR was nerfed I will not resort to spits and name-calling. Next game, go into the MCC. Now shoot at the wall in ADS. See your crosshair move? No? Just wait until half the Mag is gone.Now just stop shooting. Now start again. Hey! The recoil is gone! See the issue? No Recoil until half the magazine is shot continuously, Long Effective Range, Broken SGs, Wimp HMGs, all combine to make the one gun that can get 1100 kills in 30 matches. So, no. The Recoil/Kick Buff obviously isn't working. Cut Mag size to 45. Increase Rate of falloff, i.e. decrease effective (In the ingame mechanics terminology) range. There. keep it simple... cut mag to 40... thats all Well, that would be a good fix...
And actually, now that I think about it, it would be a fine fix.
With improvements to Aiming coming in 1.4, long range combat would be easier to do with single shot weapons then it is now.
And, as a last note, increase the rate of OH on the AScR. It can go through 1.5 clips before overheating, so it just seems to have its drawback, the OH mechanic, be useless. |
Justine Oma-Lyndel
Raven Accord Black Core Alliance
5
|
Posted - 2013.08.05 18:58:00 -
[168] - Quote
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.
I use the SCR for 1 reason, racial bonus for hybrid weaponry. The GEK has been FOTM since closed beta, why?
Nerf ranges with ARs, decrease damage to shields by a tad, increase range with SCR (you know, since it's plasma and shouldn't have a reduction in range or damage) and for god sakes get rid of this nasty looking colored scope! Green was horrendous now brown?
OT.While you're at it, change my AK.0 back to silver and black. This tan color you guys at CCP obviously love is just by far the ugliest thing I've seen in a game, I get the joke, DUST=Tan... But come on. |
semperfi1999
Internal Error. Negative-Feedback
718
|
Posted - 2013.08.05 18:59:00 -
[169] - Quote
Meeko Fent wrote:semperfi1999 wrote:Meeko Fent wrote:Jack Boost wrote:1. AR was nerfed enough. lol what? The AR has NEVER been nerfed. Here's the STD AR stats through out the prior builds. Precursor- DMG:31, ACR:56.2, ROF:750 Codex- DMG:31, ACR:56.2, ROF:750 Chromosome- DMG:31, ACR:56.2, ROF:750 Uprising 1.0- DMG:31, ACR:56.2, ROF:750 Post Uprising 1.0- DMG:34, ACR:56.2, ROF:750 As you can see, the AR has never been nerfed, in fact, its been buffed recently! Your majority of the post is null as heavies are more likely to die from things like tanks, while scouts die from a stiff breeze, your own deaths do not represent the majority of the player base, which is what validates my point as I took my point from the general kill boards, not my own deaths. Your an idiot...yes the AR was nerfed I will not resort to spits and name-calling. Next game, go into the MCC. Now shoot at the wall in ADS. See your crosshair move? No? Just wait until half the Mag is gone.Now just stop shooting. Now start again. Hey! The recoil is gone! See the issue? No Recoil until half the magazine is shot continuously, Long Effective Range, Broken SGs, Wimp HMGs, all combine to make the one gun that can get 1100 kills in 30 matches. So, no. The Recoil/Kick Buff obviously isn't working. Cut Mag size to 45. Increase Rate of falloff, i.e. decrease effective (In the ingame mechanics terminology) range. There.
Assuming I agree to this.....what are you going to do to the ASCR then? Right now the ASCR is better than the AR. (BTW in any game stopping for a moment removes the recoil so I dont even understand that point). Did you do this same thing with the ASCR? I will try it tonight just for arguments sake but I would be willing to be that it doesnt start to automatically move up. The effective range is only 40ish meters....same with the ASCR. So its not truly a long range weapon...that would be considered mid range. Also do you have the AR skilled up with the recoil/dispersion?
As far as the number of kills in X number of matches...well when 70%ish of the player base is using that weapon of course its going to make up a large portion of the kills you see. You cant make any other determination other than the weapon is the most used weapon in the game. Not that it is OP. Just most used.
Edit: LOL after I post this you note the OH mechanic change for the ASCR. |
semperfi1999
Internal Error. Negative-Feedback
718
|
Posted - 2013.08.05 19:05:00 -
[170] - Quote
Your thoughts are interesting I will give you that but the 40 round mag......well that would work if you also lowered the reload time. With a high reload time on the AR (and with the hit detection issues) it takes about 30-40 rounds for 1 kill alot of times....not always but alot of the times it does. I would be hard pressed to reduce their mag size and not give them at least a slightly faster reload time. |
|
Meeko Fent
Seituoda Taskforce Command Caldari State
522
|
Posted - 2013.08.05 19:19:00 -
[171] - Quote
semperfi1999 wrote:Your thoughts are interesting I will give you that but the 40 round mag......well that would work if you also lowered the reload time. With a high reload time on the AR (and with the hit detection issues) it takes about 30-40 rounds for 1 kill alot of times....not always but alot of the times it does. I would be hard pressed to reduce their mag size and not give them at least a slightly faster reload time. 3-3.25 Seconds sound good? |
semperfi1999
Internal Error. Negative-Feedback
718
|
Posted - 2013.08.05 19:34:00 -
[172] - Quote
Meeko Fent wrote:semperfi1999 wrote:Your thoughts are interesting I will give you that but the 40 round mag......well that would work if you also lowered the reload time. With a high reload time on the AR (and with the hit detection issues) it takes about 30-40 rounds for 1 kill alot of times....not always but alot of the times it does. I would be hard pressed to reduce their mag size and not give them at least a slightly faster reload time. 3-3.25 Seconds sound good?
Current reload time for the AR is 3.0 so um......3.25 is not a buff (LOL)
No I was thinking (if the only change to the ASCR is faster overheating) then the AR reload time should be brought down to a maximum of 2.5 (same as the ASCR)....and depending on how strong the overheating mechanic is for the ASCR and how many rounds the keep in their mag......possibly down to 2.0. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5609
|
Posted - 2013.08.05 19:36:00 -
[173] - Quote
What is this, like your 14th nerf AR thread with no real data aside from "omgz AR so popler" |
Justine Oma-Lyndel
Raven Accord Black Core Alliance
6
|
Posted - 2013.08.05 20:22:00 -
[174] - Quote
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.
|
DUST Fiend
OSG Planetary Operations Covert Intervention
5611
|
Posted - 2013.08.05 20:25:00 -
[175] - Quote
Justine Oma-Lyndel wrote:create opinion.
We have a winner. |
Buster Friently
Rosen Association
1464
|
Posted - 2013.08.05 20:38:00 -
[176] - Quote
DUST Fiend wrote:What is this, like your 14th nerf AR thread with no real data aside from "omgz AR so popler" That's pretty much the point. ARs are so popular that CCP might as well stop developing any other weapons.
The AR represents almost as many kills as 11 of the 14 weapons in the game combined. This is a problem. A big problem, and it needs addressed.
The AR is currently way too desirable. Nerf is needed. |
Justine Oma-Lyndel
Raven Accord Black Core Alliance
7
|
Posted - 2013.08.05 20:47:00 -
[177] - Quote
DUST Fiend wrote:Justine Oma-Lyndel wrote:create opinion.
We have a winner.
ARs in general don't need a nerf. What needs to be said here is that the Militia AR and GEK need at least a look into.
AR is an easy, accessible gun that most people know how to use if they have played any FPS prior. So easy a caveman can use it. Obviously the prototype AR and it's variants are supposed to be good, so why is the GEK and Militia AR destroying them? These 2 specific guns need a look into, not a nerf. We need a clarification that they both are working as intended.
OT-To add, for the love of god please buff the breach a tad, slow ROF and limited range makes this gun out played by any mid ROF gun being hip fired, I love the gun but it's just bad compared to any others, don't think I've seen it used other then by me since 1.2 |
Justine Oma-Lyndel
Raven Accord Black Core Alliance
7
|
Posted - 2013.08.05 20:49:00 -
[178] - Quote
Buster Friently wrote: The AR is currently way too desirable. Nerf is needed.
Ok just think for a second, in war real war. What weapon is usually used most on the field?
Why? it's easy to use, and accessible=Cheap.
Again, Militia and GEK need a look. Nothing else, if anything Breach needs a buff in some sort of way. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1336
|
Posted - 2013.08.05 22:31:00 -
[179] - Quote
Justine Oma-Lyndel wrote:Buster Friently wrote: The AR is currently way too desirable. Nerf is needed.
Ok just think for a second, in war real war. What weapon is usually used most on the field? Why? it's easy to use, and accessible=Cheap. Again, Militia and GEK need a look. Nothing else, if anything Breach needs a buff in some sort of way.
The weapon we call the AR has no real life analog.
The real life AR uses an intermediate power cartridge that's good for taking down lightly armored infantry at range in the hands of a skilled marksman.
The Dust 514 AR lets out a stream of plasma desgined to rip trough anything that's close enough.
The Gallente AR should be the best SMG in the game. it's efficacy at range should be an issue with the gun.
What the game needs more than any buff/nerf is racial symmetry. once all the other racial rifles are in place then we can actually get some semblance of balance. |
Burntface man112
Onikanabo Brigade Caldari State
13
|
Posted - 2013.08.05 22:56:00 -
[180] - 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.
He is a GAYLOCKER |
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