Jimthefighter
Ostrakon Agency Gallente Federation
2
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Posted - 2013.07.31 15:16:00 -
[1] - Quote
Panther Alpha wrote:Cosgar wrote:Panther Alpha wrote:When this is going to end ? The AR gets nerf, after nerf, after nerf...is like the never ending story. You may also start nerfing players too .. because you like it or not, the AR is a favorite weapon for FPS players. TAC AR is still usable, and used quite often lol. It's just not a "I win button" at all ranges. An Assault Rifle is an "all situations" weapon... that is what it is by design.. the reason why every front line soldier, in every army in the world have one.
However, an "all situations" weapon doesn't mean it excels in all situations. The Assault Rifle should be a Jack of All Trades (master of some). It should do well at short range (it's the Gallente weapon, would be REALLY nice to have the other Rifles to balance against) but weapons built for short range (Shotgun, Scrambler Pistol, SMG) should really compete against it. They should be relatively even fighting/losses with a slight advantage built towards those short range only weapons.
However, those same short-range weapons shouldn't be able to compete against the Blaster Rifle (going to just call it that from now on) in mid-range combat, but neither should it excel in mid-range combat (gallente AR == short range primary as stated before in dev blogs), it should be other weapons, like the Scrambler Rifle, the yet to be introduced Combat Rifle, ect. What that means is that normally, the Blaster Rifle should, most times excluding skill and using the same meta, lose to those weapons at mid-range. Right now, it'd probably be the opposite.
And at long range (relative to normal combat ranges, sniper and forge gun ranges NOT included), the Blaster Rifle should almost always lose to the Precision Rifle and Rail Rifle and whatever other normal direct combat weapon there might be.
I'm mostly excluding weapons like the MD, PC, SR, FG, and others, mostly because they should have specialty roles such as crowd suppression/elimination, don't quite know/CQC death?, extreme range damage, long range AV, ect.
The biggest problem right now for trying to balance the Blaster Rifle is that since all of the various classes of Assault Rifles are not there, it's been given essentially free reign over ranges where it should be quite as effective as it is. The Scrambler Rifle is here now, so the Blaster Rifle shouldn't be able to out damage it at mid-range. It's not built for it, so it shouldn't be able to do it. It'd be nice if the ranges of combat were defined, as in meters given, for each of the standard ranges (short, mid, long, in meters please). Maybe then we'd be able to have a real numbers discussion. |