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Theresa Rohk
The Cuddlefish Templis Dragonaors
15
|
Posted - 2013.08.08 17:10:00 -
[211] - Quote
semperfi1999 wrote:
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.
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,
Cons: slightly lower DPS from the AR (465.89 DPS for the ASCR vs 467.50 for the AR), slightly lower RPM can overheat, 80% dmg to armor (difference of 2 dmg per shot from the AR)
AR Pros: higher RPM , 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, 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).
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. |
Stands Alone
Ultramarine Corp
70
|
Posted - 2013.08.08 20:28:00 -
[212] - Quote
I dont use the AR cause i like the challenge of other weapons, i used it mostly as my main weapon from closed beta until a few weeks ago... now i use the laser rifle, for the challenge... cause the AR is too much. |
D legendary hero
THE WARRIORS OF LEGEND
599
|
Posted - 2013.08.09 00:59:00 -
[213] - 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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D legendary hero
THE WARRIORS OF LEGEND
599
|
Posted - 2013.08.09 01:33:00 -
[214] - 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. |
BL4CKST4R
WarRavens League of Infamy
991
|
Posted - 2013.08.09 01:51:00 -
[215] - Quote
D legendary hero wrote:Theresa Rohk wrote:I've removed the opinions you threw out as facts from the quote. But "Better" is an opinion, and I was also asking on numbers on recoil. Zoom in and you can fire with the AR without the gun moving, even if you are. The ASCR hops all over the place regardless of how you are moving. This makes it much harder to use the longer range it has. It is also something you won't see in numbers. Your numbers are also disingenuous. You can't compare straight DPS because half of that being applied is reduced by 20% on the scrambler rifles. You would only see direct comparisons if you were shooting at a target with no armor and only shields, which doesn't exist. So, a straight DPS comparison is fallacious. The ASCR might as well have no overheat mechanic, I've used it a lot and never gotten it to overheat on my assault suit. The regular SCR however is ridiculous in how easy it is to overheat. My point, however, was that the advantages supposedly given to the SCR variants aren't that well applied in current game maps and scenarios. Longer range is useless if you can't apply it (see recoil when zoomed for ASCR), and a built in drawback function on a gun that just barely comes up even with the AR. So why use it at all? Yah you may have a slight DPS advantage, but the SCR is semi-auto, meaning your RPM is never going to be the maximum, and the overheat mechanic full on prevents you from hitting it anyway. So your total DPS is never actually going to be what you're saying it is. Regarding your whining about the 1.8m SP needed to invest in dispersion/accuracy, the SCR basically needs the Amarr Assault suits to get any sort of DPS without overheating, so I consider that an even trade as it binds you to using Amarr suits, and all the imbalance issues of that ( guess you Amarr people just get one less slot on your suits, cause lulz balance -CCP). That is an entire suit you HAVE to spec into just to use a gun properly, to try and sort of match the default assault rifle. Yah, I consider that an even trade for a modicum of a slightly potential higher DPS that is never actually seen in game. Zendeal wrote:Buster Friently wrote:Nocturnal Soul wrote:lol let me show the power of my Proto SCR and ASCR You'd do better with the AR. Like I said, there are people that don't use the AR, but it's not because the AR isn't the best gun in the game. Sooooo true. What the hell are the AR drawbacks? I get MD qqing from player, I get 18 freaking ammo that's nearly 5 kills max before needing a nano. TAC gets 300 rounds with the games best range not incl sniper and no overheat mechanic? Jeez. Don't think ill e going back. Key point as I said, there aren't any. There's no reason to use any other weapon. Especially on suits that don't bonus shields so you can stack your mids with damage modifiers and lows with armor plates. Who says you need trade offs in this game? ^^to add to all the points you mentioned, disperion on the AR resets everytime you release the trigger, so lightly tapping the trigger makes your AR pinpoint accurate. so, thats 1.8 million SP saved. not to mentioed you need light weapons lvl2 and scrambler rifles lvl4 to even get an AScr. so, you need 2.5 million SP just to use the darn thing. and check it out it has about 15% better dps than a militia AR. how much SP does a milita AR cost? 0. how much does it cost in ISK? 610. how much SP for a full auto AScr? 2.5 million (weaponry lvl3, light weapony 2, scrambler rilfes lvl 4), how much isk? 17,483 the following are in damage per second militia AR dps = 425 *10% = 467. how much does it do to shields? 514 how much does it do to armor? 420 Ascr dps = 444.15 (the AScr came out after all weapons got the 10% damage buff, so it may or may not have the buff. 488.6) how much does it do to shields? 532 how much does it do to armor? 355 scrambler rifle STD: the dps would appear to be high because at 72hp per shot and and a fire rate of 705 your dps would be 846, however you must pull the trigger 12 times in 1 second inorder to do that dps. inaddition, the heat build up is 60 per second, with a 6second cool down and a 5second overheat seizure. so, if you fire 1 round every second you will over heat after 6 to 7 shots, and do 52 damage to yourself. indeed 6-7 shots is 504 total damage done, but thats 6 to seven shots in 6-7 seconds. the milita AR does 425 in 1 second.
Weaponry level 3 - 68,400 Light weapon operation 2 - 49,750 Scrambler rifle operation 4 - 310,960
The SCR is best used by leading with a charged shot then finishing with the regular shots, although the overheat is a bit to much. The overheat mechanic should remain the same when charging shots but the overheat from natural firing should be lowered to around 75% of the clip although its ROF should also be lowered to be similiar to the TAC AR to avoid abuse.
I think the reason there is a DPS difference between the AR and the ASCR is because the ASCR was made to be the long range assault rifle while the AR was not looked at upon the release of the ASCR thus leading to conflicting weapons. |
D legendary hero
THE WARRIORS OF LEGEND
599
|
Posted - 2013.08.09 02:10:00 -
[216] - 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 |
BL4CKST4R
WarRavens League of Infamy
992
|
Posted - 2013.08.09 02:24:00 -
[217] - Quote
D legendary hero wrote:^^you forgot to include the lvl1 and 2 lvl SP from weaponry the lvl 1 SP from light weapon the lvl 1, lvl2 and lvl3 from Scrambler rifle operation
and don't forget the milita AR is a 0 SP weapon
What do you mean? I think you added it wrong 0.0, level one weaponry is 6220 SP and level 2 is 18650, and level 3 is 43530 thus 68400. Wait I added it wrong....
I didn't forget that the militia AR is 0 SP, but I am an advocate of all weapons getting militia variants so anything I say would contradict what thought process |
XV1
Ninth Legion Freelance Top Men.
53
|
Posted - 2013.08.09 02:40:00 -
[218] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
994
|
Posted - 2013.08.09 02:46:00 -
[219] - Quote
XV1 wrote:I think AR needs a 10% damage reduction and all weapons need another 10% damage reduction. That is 20% reduction on AR total. I would say to buff other weapons instead, but it would make all weapons drop even heavies rather fast which would make this too close to CoD.
As long as it gets a ROF increase of 20% sure. |
D legendary hero
THE WARRIORS OF LEGEND
600
|
Posted - 2013.08.09 05:29:00 -
[220] - 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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D legendary hero
THE WARRIORS OF LEGEND
600
|
Posted - 2013.08.09 05:33:00 -
[221] - 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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FATPrincess - XOXO
Shining Flame Amarr Empire
421
|
Posted - 2013.08.09 05:52:00 -
[222] - Quote
Buff the other light weapons:
Laser Rifle Plasma Cannon Shotguns Scrambler Rifles
And the HMG since now heavies prefer the lolForgeGun for killing infantry.
Swarms and snipers are fine.
Only with that you'll see less ARs. You see lots of them because these weapons are practically useless. Buff them and people will spec into their favorite.
Still AR will rule because is the only weapon similar to a gun from COD and BF3. And guess what, this a console FPS, so people will use the thing that's most familiar with. But the ARs aren't OP imo, the other weapons need buff.
-XOXO |
D legendary hero
THE WARRIORS OF LEGEND
600
|
Posted - 2013.08.09 06:07:00 -
[223] - 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. |
Stands Alone
Ultramarine Corp
71
|
Posted - 2013.08.09 08:09:00 -
[224] - Quote
Why is this argument still going? wait til the other weapons are out... if anything, decrease the AR clip size... |
Korvin Lomont
United Pwnage Service RISE of LEGION
90
|
Posted - 2013.08.09 10:59:00 -
[225] - Quote
D legendary hero wrote: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.
CCP is experimantating with a removal of the turnspeed limitation for heavies as it sounds by now they will remove the turnspeed limit in 1.4 so lets see haw this comes out.. |
Lynn Beck
Granite Mercenary Division DARKSTAR ARMY
85
|
Posted - 2013.08.09 11:03:00 -
[226] - Quote
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. |
Korvin Lomont
United Pwnage Service RISE of LEGION
90
|
Posted - 2013.08.09 11:22:00 -
[227] - Quote
Lynn Beck wrote:Ar still does more in more situations: why shotgun when an ar can kill in .3 seconds and has more range and damage per clip? Why use a laser when an ar's damage does more damage inside the laser's optimal? Why use an smg when an ar does more dps and has better cqc potential? Why use hmg when ar's do the same dps, but over a more uniform range? We need to keep the ar's 'jack of all trades' aspect, but when it outperforms niche weapons in their niche? I call bull.
Maybe you should at your weaponstats again the LR does way more damage in its optimal Range than the AR you just need to know the Optimal Range of your LR, and The AR can't oneshot most suits as the shotgun can (well as soon as hitdection and aiming gets fixed for the shotty).
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BL4CKST4R
WarRavens League of Infamy
1001
|
Posted - 2013.08.09 11:30:00 -
[228] - Quote
Lynn Beck wrote:Ar still does more in more situations: why shotgun when an ar can kill in .3 seconds and has more range and damage per clip? Why use a laser when an ar's damage does more damage inside the laser's optimal? Why use an smg when an ar does more dps and has better cqc potential? Why use hmg when ar's do the same dps, but over a more uniform range? We need to keep the ar's 'jack of all trades' aspect, but when it outperforms niche weapons in their niche? I call bull.
Actually nobody knows the Damage per clip of the Shotgun unless you can count all those pellets, also the AR is mean't to have its own niche and that is high DPS low range. |
Buster Friently
Rosen Association
1534
|
Posted - 2013.08.09 14:58:00 -
[229] - Quote
Stands Alone wrote:Why is this argument still going? wait til the other weapons are out... if anything, decrease the AR clip size...
It's still going on because something needs to be done, but hasn't.
Adding new weapons isn't going to make the current AR any less OP than now. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1384
|
Posted - 2013.08.09 16:35:00 -
[230] - Quote
Buster Friently wrote:
Adding new weapons isn't going to make the current AR any less OP than now.
That's true, but it'll be easier to see exactly where the AR should be and what it's exact role is. Any changes CCP would make right now would just be a guess which could make things harder for themselves later. |
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Charlotte O'Dell
0uter.Heaven EoN.
886
|
Posted - 2013.08.09 20:25:00 -
[231] - Quote
The AR and the MD are the best light weapons BC they're more or less spammable. If hit detection improved, I am sure they would be outgunned by shotguns, SRs, and lasers. Which. 1.5 will be Dilled witNERF SCRAMBLER QQ threads as much as the MD is right now. |
Charlotte O'Dell
0uter.Heaven EoN.
886
|
Posted - 2013.08.09 20:29:00 -
[232] - Quote
FATPrincess - XOXO wrote:Buff the other light weapons:
Laser Rifle Plasma Cannon Shotguns Scrambler Rifles
And the HMG since now heavies prefer the lolForgeGun for killing infantry.
Swarms and snipers are fine.
Only with that you'll see less ARs. You see lots of them because these weapons are practically useless. Buff them and people will spec into their favorite.
Still AR will rule because is the only weapon similar to a gun from COD and BF3. And guess what, this a console FPS, so people will use the thing that's most familiar with. But the ARs aren't OP imo, the other weapons need buff.
-XOXO
Those weapons (except lolcannon) don't need a buff aiming needs a fix.
Just like tanks suck BC we cl can't have proto tanks with 10,000 when matchmaking is awful. Honestly, I could literally go 40/0 against a team of new berries all with mlt swarm launchers with a tank like that. That's why so many of the problems we have now are a result of fail core mechanics of Dust. |
Leovarian L Lavitz
Better Academy.
493
|
Posted - 2013.08.09 22:10:00 -
[233] - Quote
I want more weapon diversity on the field! I'm fed up with seeing nothing but ARs on the kill-feed. I'm happy to finally see other weapons popping up, such as the MD and forge gun, a few snipers, and scramblers. The mix is improving, but ARs account for about 90% of all the hand-held weapon kills I've seen.
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D legendary hero
THE WARRIORS OF LEGEND
603
|
Posted - 2013.08.10 00:22:00 -
[234] - Quote
Lynn Beck wrote:Ar still does more in more situations: why shotgun when an ar can kill in .3 seconds and has more range and damage per clip? Why use a laser when an ar's damage does more damage inside the laser's optimal? Why use an smg when an ar does more dps and has better cqc potential? Why use hmg when ar's do the same dps, but over a more uniform range? We need to keep the ar's 'jack of all trades' aspect, but when it outperforms niche weapons in their niche? I call bull.
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 |
D legendary hero
THE WARRIORS OF LEGEND
603
|
Posted - 2013.08.10 00:24:00 -
[235] - 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 |
Patrick57
GunFall Mobilization Covert Intervention
19
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Posted - 2013.08.10 00:28:00 -
[236] - Quote
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. |
D legendary hero
THE WARRIORS OF LEGEND
603
|
Posted - 2013.08.10 01:11:00 -
[237] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
1016
|
Posted - 2013.08.10 02:04:00 -
[238] - Quote
D legendary hero wrote:BL4CKST4R wrote:Lynn Beck wrote:Ar still does more in more situations: why shotgun when an ar can kill in .3 seconds and has more range and damage per clip? Why use a laser when an ar's damage does more damage inside the laser's optimal? Why use an smg when an ar does more dps and has better cqc potential? Why use hmg when ar's do the same dps, but over a more uniform range? We need to keep the ar's 'jack of all trades' aspect, but when it outperforms niche weapons in their niche? I call bull. Actually nobody knows the Damage per clip of the Shotgun unless you can count all those pellets, also the AR is mean't to have its own niche and that is high DPS low range. yeah but 1. An Ar of any type is not meant to have higher dps than a HMG and 2. the AR has the longest range of all but he TAC, and Sniper rifles
Yeah I agree with this the HMG should be a CQC monster and the only way an AR or any other weapon for that matter, to challenge it is with 2+ people but at the same time its range should be pretty low* it should carry full damage throughout its entire range but should have very high dispersion to form a pseudo range limit. The AR should have the lowest range something along the lines of short-mid range, same with the combat rifle albeit slightly higher range for lower DPS, and the scrambled and rail mid-long range. |
Scheneighnay McBob
Bojo's School of the Trades
2879
|
Posted - 2013.08.10 02:20:00 -
[239] - Quote
Text Grant wrote:People use the AR because it is familiar. Not OP. if it was op nobody would use the scrambler rifle. Nobody uses the scrambler rifle; partially because it likes to kill you when it overheats. The few people who use it tend to use the assault scrambler, which is just an assault rifle with a golden mustache. |
SOGZ PANDA
The Southern Legion
10
|
Posted - 2013.08.10 02:31:00 -
[240] - Quote
The ar is overused not op There is a difference
Saying it's op just because you die from it more frequently than not doesn't make it op It just means people find it reliable in it's role of infantry suppression 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! |
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