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Beren Hurin
The Vanguardians
899
|
Posted - 2013.08.01 14:43:00 -
[1] - Quote
A) You are using a plasma weapon. It is made for close range fighting (<35m). B) With reduced choppiness and slowly better framerate and server/client issues people are getting better at longer ranges. C) More long range weapons are incoming. D) Aim-assist is incoming which will further help longer range tracking and killing.
Do not expect a buff to your AR range because plasma is supposed to be the shortest range rifle. (Should be called carbine btw)
Do not complain that you are losing all of your shield all the time to charged laser shots because that is their vulnerability.
I'm just saying you should be forewarned that the days of the AR are numbered. |
Cody Sietz
Bullet Cluster
638
|
Posted - 2013.08.01 14:45:00 -
[2] - Quote
Just give us tons of DMG up close and were good. |
Cat Merc
BetaMax.
3716
|
Posted - 2013.08.01 14:49:00 -
[3] - Quote
If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. |
Beren Hurin
The Vanguardians
899
|
Posted - 2013.08.01 15:07:00 -
[4] - Quote
Cody Sietz wrote:Just give us tons of DMG up close and were good.
It will increase a bit with aim assist. And if you want to play with plasma like a true Gallente would you'd equip damage mods in your high slot for max gank, but people don't have the balls for that right now. Also, you have the shotgun for close range plasma crazyness. But its still a little to choppy to put reliable shots on target.
Otherwise, the logical and sensible Caldari weapons (probably with a rebalanced assault bonus when they come out) will be Caldari assaults running with Rail weapons. I wouldn't be suprised if you see rail weapons have a significant dispersion which hampers them at long ranges, but the caldari assaults would get a penalty reduction that makes them that much more powerful or something like that.
So eventually I see the meta being (when all the suits and weapons come out):
Minmatar: Tank: Lightest tanks, but the fastest, high shield regen. (can't wait for a fairly speedy minmatar heavy with an HMG) Battle strategy: Consistently apply damage at short to medium range as their speed allow them to pick when and where they fight.
Caldari: Tank: best shield tank, moderate speed, longest ranged rail weapons but at fitting costs. Battle strategy: use tank buffer, range, and situational awareness to accurately apply damage at ranges where they cannot be effectively touched.
Amarr: Tank: Strong regen, and armor/hybrid tanks, very slow. Damage is anti shield and very 'burst' oriented at medium to long range. Battle strategy: If caught at close ranges they are easy to take down. However their resiliance and buffer at medium at long ranges means they can use their strong short-term burst damage weapons to quickly take down enemies before their can react.
Gallente: Tank: Favors armor tank supported with squad support. Can go for armor regen (less logi support) or buffer (with more support). Battle strategy: Situational awareness is key, as they excel when they know where their enemy is going ahead of time. Their average buffer allows them to apply the highest amounts of damage with suprise and extreme prejudice at close range. Logi support means fallen squad mates can recover quickly after a skirmish with most of their health quickly restored. Assault's fitting reductions to weapons means better weapons with more free fitting space for a tank. |
Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 15:19:00 -
[5] - Quote
You should keep in mind that eventually there will be shield regenerator logi tools. |
Beren Hurin
The Vanguardians
900
|
Posted - 2013.08.01 15:21:00 -
[6] - Quote
Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased.
They probably aren't dropping your range, its going to be the shortest of the AR's probably. It would make sense too if the minmatar combat rifle had just a tad longer distance, but also scopes on everything so they could be more precise at those longer ranges. Right now the scrambler rifle fires it's optimal damage at 25% further range than the AR, and the assault variant is over 10% further. When you get charged scrambler engaging in it's falloff though, the AR can only scrape the SR user.
Also in terms of fitting cost, when comparing the GEK to the CRD-9 Assault SR, you pay 2x more PG to fit the SR. So you get more DPS for less CPU/PG for the plasma weapons. Generally, more range requires higher fitting costs.
"Same DPS..." Not exactly. The fact that you can charge the scrambler rifle means its DPS isn't the same. You can concentrate the DPS on the front end of an attack with the scrambler, especially since it is hitting shield with a damage bonus. IOW, the longer a 1v1 is with between an SR user and a AR user, the better advantage goes to the AR user. At extremely close ranges, though, the scrambler is a little less useful than the AR. |
Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 15:25:00 -
[7] - Quote
Beren Hurin wrote:Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. They probably aren't dropping your range, its going to be the shortest of the AR's probably. It would make sense too if the minmatar combat rifle had just a tad longer distance, but also scopes on everything so they could be more precise at those longer ranges. Right now the scrambler rifle fires it's optimal damage at 25% further range than the AR, and the assault variant is over 10% further. When you get charged scrambler engaging in it's falloff though, the AR can only scrape the SR user. Also in terms of fitting cost, when comparing the GEK to the CRD-9 Assault SR, you pay 2x more PG to fit the SR. So you get more DPS for less CPU/PG for the plasma weapons. Generally, more range requires higher fitting costs. "Same DPS..." Not exactly. The fact that you can charge the scrambler rifle means its DPS isn't the same. You can concentrate the DPS on the front end of an attack with the scrambler, especially since it is hitting shield with a damage bonus. IOW, the longer a 1v1 is with between an SR user and a AR user, the better advantage goes to the AR user. At extremely close ranges, though, the scrambler is a little less useful than the AR. Assault scrambler rifle is the same DPS.
And really, you can't say one gets more DPS than another because of resistances, it's situational. If it's vs shield tanker, ASCR wins. If it's armor tanker, Combat rifle wins. If it's hybrid, AR wins. |
Beren Hurin
The Vanguardians
900
|
Posted - 2013.08.01 15:27:00 -
[8] - Quote
Cat Merc wrote:You should keep in mind that eventually there will be shield regenerator logi tools.
Yeah, who knows how these will work though. I could see something like a deployable that instantly starts your regen cycle cancelling any delay.
I would anticipate for balance sake that they would have a much higher fitting cost than their armor repairing counterparts also. Also, building a shield strategy around logistics effectively means making a shield team more dedicated toward being near each other, or wherever their reps are coming from. This would still expose the shield's weakness to flux grenades.
But that is digressing from my warning to AR players that this game WILL be spreading out.
However, there will be deployable shields that these close range players will be able to hide behind... |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
288
|
Posted - 2013.08.01 15:29:00 -
[9] - Quote
But isnt the ScR supposed to be longer in range than AR's
CCP said all of this but hasnt addressed it upon ScR introduction and havent clarified if AR range may change upon arrival of new weapons. |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1748
|
Posted - 2013.08.01 15:33:00 -
[10] - Quote
Cat Merc wrote:Beren Hurin wrote:Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. They probably aren't dropping your range, its going to be the shortest of the AR's probably. It would make sense too if the minmatar combat rifle had just a tad longer distance, but also scopes on everything so they could be more precise at those longer ranges. Right now the scrambler rifle fires it's optimal damage at 25% further range than the AR, and the assault variant is over 10% further. When you get charged scrambler engaging in it's falloff though, the AR can only scrape the SR user. Also in terms of fitting cost, when comparing the GEK to the CRD-9 Assault SR, you pay 2x more PG to fit the SR. So you get more DPS for less CPU/PG for the plasma weapons. Generally, more range requires higher fitting costs. "Same DPS..." Not exactly. The fact that you can charge the scrambler rifle means its DPS isn't the same. You can concentrate the DPS on the front end of an attack with the scrambler, especially since it is hitting shield with a damage bonus. IOW, the longer a 1v1 is with between an SR user and a AR user, the better advantage goes to the AR user. At extremely close ranges, though, the scrambler is a little less useful than the AR. Assault scrambler rifle is the same DPS. And really, you can't say one gets more DPS than another because of resistances, it's situational. If it's vs shield tanker, ASCR wins. If it's armor tanker, Combat rifle wins. If it's hybrid, AR/Rail Rifle wins. The AR is anti shields. Combat rifle will be rail rifle and will be the hybrid weapon. |
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Beren Hurin
The Vanguardians
901
|
Posted - 2013.08.01 15:35:00 -
[11] - Quote
Cat Merc wrote:
And really, you can't say one gets more DPS than another because of resistances, it's situational. If it's vs shield tanker, ASCR wins. If it's armor tanker, Combat rifle wins. If it's hybrid, AR/Rail Rifle wins.
Don't know if you got my point about the assault scrambler rifle...
A) if it's being carried by an armor tanker, it's more likely to have damage mods than if its carried by the shield caldari that are the most popular AR slayers atm.
B) Since most people I know FIRST shoot through shields THEN shoot through armor it is DEFACTO higher DPS against what it's shooting. Hence the 'frontloaded damage'.
C) My other point in AR vs. ASR was about ranges. At close range I think the AR has the advantage. When you start fighting in the falloff range of the ASR, it can easily start harrassing the AR player. I'd like to get Drake to make a graph showing the ASR's falloff vs. the GEK. |
Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 15:35:00 -
[12] - Quote
DeadlyAztec11 wrote:Cat Merc wrote:Beren Hurin wrote:Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. They probably aren't dropping your range, its going to be the shortest of the AR's probably. It would make sense too if the minmatar combat rifle had just a tad longer distance, but also scopes on everything so they could be more precise at those longer ranges. Right now the scrambler rifle fires it's optimal damage at 25% further range than the AR, and the assault variant is over 10% further. When you get charged scrambler engaging in it's falloff though, the AR can only scrape the SR user. Also in terms of fitting cost, when comparing the GEK to the CRD-9 Assault SR, you pay 2x more PG to fit the SR. So you get more DPS for less CPU/PG for the plasma weapons. Generally, more range requires higher fitting costs. "Same DPS..." Not exactly. The fact that you can charge the scrambler rifle means its DPS isn't the same. You can concentrate the DPS on the front end of an attack with the scrambler, especially since it is hitting shield with a damage bonus. IOW, the longer a 1v1 is with between an SR user and a AR user, the better advantage goes to the AR user. At extremely close ranges, though, the scrambler is a little less useful than the AR. Assault scrambler rifle is the same DPS. And really, you can't say one gets more DPS than another because of resistances, it's situational. If it's vs shield tanker, ASCR wins. If it's armor tanker, Combat rifle wins. If it's hybrid, AR/Rail Rifle wins. The AR is anti shields. Combat rifle will be rail rifle and will be the hybrid weapon. AR = 110/90 Combat rifle (MINMATAR ASSAULT RIFLE, NOT RAIL RIFLE) = 90/110 Scrambler rifle = 120/80 Rail Rifle = 90/110 |
Beren Hurin
The Vanguardians
901
|
Posted - 2013.08.01 15:36:00 -
[13] - Quote
Daxxis KANNAH wrote:But isnt the ScR supposed to be longer in range than AR's
CCP said all of this but hasnt addressed it upon ScR introduction and havent clarified if AR range may change upon arrival of new weapons.
ScR is 25% longer range than AR AScR is 12.5% longer than AR
TAC-AR is longer range than all 3 though... |
Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 15:38:00 -
[14] - Quote
Beren Hurin wrote:Cat Merc wrote:
And really, you can't say one gets more DPS than another because of resistances, it's situational. If it's vs shield tanker, ASCR wins. If it's armor tanker, Combat rifle wins. If it's hybrid, AR/Rail Rifle wins.
Don't know if you got my point about the assault scrambler rifle... A) if it's being carried by an armor tanker, it's more likely to have damage mods than if its carried by the shield caldari that are the most popular AR slayers atm. B) Since most people I know FIRST shoot through shields THEN shoot through armor it is DEFACTO higher DPS against what it's shooting. Hence the 'frontloaded damage'. C) My other point in AR vs. ASR was about ranges. At close range I think the AR has the advantage. When you start fighting in the falloff range of the ASR, it can easily start harrassing the AR player. I'd like to get Drake to make a graph showing the ASR's falloff vs. the GEK. Do not use damage mods for your comparison.
If the assault scrambler rifle gets more range, it MUST do less DPS, simple as that. It also has more accurate hip fire and a larger clip. |
semperfi1999
Internal Error. Negative-Feedback
706
|
Posted - 2013.08.01 15:39:00 -
[15] - Quote
Beren Hurin wrote:Cody Sietz wrote:Just give us tons of DMG up close and were good. It will increase a bit with aim assist. And if you want to play with plasma like a true Gallente would you'd equip damage mods in your high slot for max gank, but people don't have the balls for that right now. Also, you have the shotgun for close range plasma crazyness. But its still a little to choppy to put reliable shots on target. Otherwise, the logical and sensible Caldari weapons (probably with a rebalanced assault bonus when they come out) will be Caldari assaults running with Rail weapons. I wouldn't be suprised if you see rail weapons have a significant dispersion which hampers them at long ranges, but the caldari assaults would get a penalty reduction that makes them that much more powerful or something like that. So eventually I see the meta being (when all the suits and weapons come out): Minmatar: Tank: Lightest tanks, but the fastest, high shield regen. (can't wait for a fairly speedy minmatar heavy with an HMG) Battle strategy: Consistently apply damage at short to medium range as their speed allow them to pick when and where they fight. Caldari:Tank: best shield tank, moderate speed, longest ranged rail weapons but at fitting costs. Battle strategy: use tank buffer, range, and situational awareness to accurately apply damage at ranges where they cannot be effectively touched. Amarr:Tank: Strong regen, and armor/hybrid tanks, very slow. Damage is anti shield and very 'burst' oriented at medium to long range. Battle strategy: If caught at close ranges they are easy to take down. However their resiliance and buffer at medium at long ranges means they can use their strong short-term burst damage weapons to quickly take down enemies before their can react. Gallente:Tank: Favors armor tank supported with squad support. Can go for armor regen (less logi support) or buffer (with more support). Battle strategy: Situational awareness is key, as they excel when they know where their enemy is going ahead of time. Their average buffer allows them to apply the highest amounts of damage with suprise and extreme prejudice at close range. Logi support means fallen squad mates can recover quickly after a skirmish with most of their health quickly restored. Assault's fitting reductions to weapons means better weapons with more free fitting space for a tank.
Quite positive you have not checked anything have you???? Minmatar has the worst shield regen. |
Heimdallr69
Imperfects Negative-Feedback
404
|
Posted - 2013.08.01 15:40:00 -
[16] - Quote
Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. Why decrease the scr dps? If the ar dps is increased and range decreased I don't see a problem with the scr dmg? |
Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 15:44:00 -
[17] - Quote
Heimdallr69 wrote:Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. Why decrease the scr dps? If the ar dps is increased and range decreased I don't see a problem with the scr dmg? I said "IF". It's one of the two. Either decrease range and increase DPS on the AR OR Increase range and drecrease DPS on the ASCR |
Cosgar
ParagonX
3710
|
Posted - 2013.08.01 15:44:00 -
[18] - Quote
semperfi1999 wrote:Quite positive you have not checked anything have you???? Minmatar has the worst shield regen. That's because Minmatar are better burst tankers. Kind of hard to do that now since dropsuits don't have active modules. |
Cody Sietz
Bullet Cluster
638
|
Posted - 2013.08.01 15:45:00 -
[19] - Quote
Heimdallr69 wrote:Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. Why decrease the scr dps? If the ar dps is increased and range decreased I don't see a problem with the scr dmg? Maybe he means the up close DMG on the semi-auto SCR. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
288
|
Posted - 2013.08.01 15:49:00 -
[20] - Quote
Beren Hurin wrote:Daxxis KANNAH wrote:But isnt the ScR supposed to be longer in range than AR's
CCP said all of this but hasnt addressed it upon ScR introduction and havent clarified if AR range may change upon arrival of new weapons. ScR is 25% longer optimal range than AR AScR is 12.5% longer optimal than AR TAC-AR is longer range than all 3 though... Yes
I would expect the AScR to be longer than the AR but also expect the ScR to be longer than the TAC
I doubt they are going to remove the Burst and TAC to introduce the Combat and Rail so I would assume they will have to change some ranges but who knows.
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Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 15:49:00 -
[21] - Quote
Cody Sietz wrote:Heimdallr69 wrote:Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. Why decrease the scr dps? If the ar dps is increased and range decreased I don't see a problem with the scr dmg? Maybe he means the up close DMG on the semi-auto SCR. They have lower DPS, but higher optimal, so they keep their damage for a longer distance, while the AR loses damage quickly. |
Beren Hurin
The Vanguardians
901
|
Posted - 2013.08.01 15:49:00 -
[22] - Quote
Cat Merc wrote:Do not use damage mods for your comparison.
Disagree slightly, damage mods partially relate to tank. Amarr Armor users are more likely to use damage mods and the SR. But regardless the other points still apply (fighting in falloff and charged shots make its DPS more lethal at longer ranges). I agree that without the mods, inside their optimals, on paper, their DPS is the same.
Cat Merc wrote:If the assault scrambler rifle gets more range, it MUST do less DPS, simple as that. It also has more accurate hip fire and a larger clip
I want to say I've seen you say you've been using the scrambler. So I think you know though that the penalty for scrambler spam is that it gets a lot more dispersion over time than the AR. So you can't hold and fire like the AR at hip or with ADS. It has to use short bursts. This means at the edge of their optimals that the AR can be a little more suppressive than the ASR and the ASR takes more skill.
So IMO, requiring more skill at range, dealing with overheating on the SR, and higher fitting cost is a completely valid reason to let it have at least the same DPS as the AR while having longer range...we can debate that though? Where do you think that trade off is fair? |
Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 15:51:00 -
[23] - Quote
Daxxis KANNAH wrote:Beren Hurin wrote:Daxxis KANNAH wrote:But isnt the ScR supposed to be longer in range than AR's
CCP said all of this but hasnt addressed it upon ScR introduction and havent clarified if AR range may change upon arrival of new weapons. ScR is 25% longer optimal range than AR AScR is 12.5% longer optimal than AR TAC-AR is longer range than all 3 though... Yes I would expect the AScR to be longer than the AR but also expect the ScR to be longer than the TAC I doubt they are going to remove the Burst and TAC to introduce the Combat and Rail so I would assume they will have to change some ranges but who knows. Nay, range isn't everything. TAC AR has it's disadvantages. Making the SCR have higher or the same range as the TAC AR would make the TAC AR useless. |
Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 15:52:00 -
[24] - Quote
Beren Hurin wrote:Cat Merc wrote:Do not use damage mods for your comparison. Disagree slightly, damage mods partially relate to tank. Amarr Armor users are more likely to use damage mods and the SR. But regardless the other points still apply (fighting in falloff and charged shots make its DPS more lethal at longer ranges). I agree that without the mods, inside their optimals, on paper, their DPS is the same. Cat Merc wrote:If the assault scrambler rifle gets more range, it MUST do less DPS, simple as that. It also has more accurate hip fire and a larger clip I want to say I've seen you say you've been using the scrambler. So I think you know though that the penalty for scrambler spam is that it gets a lot more dispersion over time than the AR. So you can't hold and fire like the AR at hip or with ADS. It has to use short bursts. This means at the edge of their optimals that the AR can be a little more suppressive than the ASR and the ASR takes more skill. So IMO, requiring more skill at range, dealing with overheating on the SR, and higher fitting cost is a completely valid reason to let it have at least the same DPS as the AR while having longer range...we can debate that though? Where do you think that trade off is fair? Actually, it's the opposite. AR gets much, much more dispersion. You can test it yourself. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
288
|
Posted - 2013.08.01 15:55:00 -
[25] - Quote
Cat Merc wrote:Beren Hurin wrote:Cat Merc wrote:
And really, you can't say one gets more DPS than another because of resistances, it's situational. If it's vs shield tanker, ASCR wins. If it's armor tanker, Combat rifle wins. If it's hybrid, AR/Rail Rifle wins.
Don't know if you got my point about the assault scrambler rifle... A) if it's being carried by an armor tanker, it's more likely to have damage mods than if its carried by the shield caldari that are the most popular AR slayers atm. B) Since most people I know FIRST shoot through shields THEN shoot through armor it is DEFACTO higher DPS against what it's shooting. Hence the 'frontloaded damage'. C) My other point in AR vs. ASR was about ranges. At close range I think the AR has the advantage. When you start fighting in the falloff range of the ASR, it can easily start harrassing the AR player. I'd like to get Drake to make a graph showing the ASR's falloff vs. the GEK. Do not use damage mods for your comparison. If the assault scrambler rifle gets more range, it MUST do less DPS, simple as that. It also has more accurate hip fire and a larger clip.
I would agree because CCP talked about other races having similar weapons but not as strong in their niche so AScR not as strong as AR, Combat Rifle stronger than Burst and Rail Rifle stronger than TAC with ScR between them.
At least that was my understanding and please note "stronger" means better in role so it may be damage or RoF or longer range etc. |
Beren Hurin
The Vanguardians
901
|
Posted - 2013.08.01 15:57:00 -
[26] - Quote
semperfi1999 wrote: Quite positive you have not checked anything have you???? Minmatar has the worst shield regen.
Yes on their base stats, but they get the highest or second highest no. of high slots on all suits and better PG/CPU than caldari. Just wait until their heavy comes out! I bet it will be just a tad slower than assaults, when equipped with a 750-800 HP shield tank and endurance mods will make a wicked HMG user! |
Beren Hurin
The Vanguardians
901
|
Posted - 2013.08.01 16:00:00 -
[27] - Quote
Daxxis KANNAH wrote:Cat Merc wrote:Beren Hurin wrote:Cat Merc wrote:
And really, you can't say one gets more DPS than another because of resistances, it's situational. If it's vs shield tanker, ASCR wins. If it's armor tanker, Combat rifle wins. If it's hybrid, AR/Rail Rifle wins.
Don't know if you got my point about the assault scrambler rifle... A) if it's being carried by an armor tanker, it's more likely to have damage mods than if its carried by the shield caldari that are the most popular AR slayers atm. B) Since most people I know FIRST shoot through shields THEN shoot through armor it is DEFACTO higher DPS against what it's shooting. Hence the 'frontloaded damage'. C) My other point in AR vs. ASR was about ranges. At close range I think the AR has the advantage. When you start fighting in the falloff range of the ASR, it can easily start harrassing the AR player. I'd like to get Drake to make a graph showing the ASR's falloff vs. the GEK. Do not use damage mods for your comparison. If the assault scrambler rifle gets more range, it MUST do less DPS, simple as that. It also has more accurate hip fire and a larger clip. I would agree because CCP talked about other races having similar weapons but not as strong in their niche so AScR not as strong as AR, Combat Rifle stronger than Burst and Rail Rifle stronger than TAC with ScR between them. At least that was my understanding and please note "stronger" means better in role so it may be damage or RoF or longer range etc.
I'm not sure what roles exactly you are talking about here? RoF isn't exactly a role. When I think of 'role' I think of 'mid range burst DPS' or 'heavy tank close range' or 'long range w/ regen tank' |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
288
|
Posted - 2013.08.01 16:03:00 -
[28] - Quote
It was when Wolfman iirc posted about the different weapons and how Gallente have the short range high damage weapon but the Amarr have their own version but it isnt as effective etc.
Then went on to say how the burst and tac were kind of place holders etc. |
Cosgar
ParagonX
3711
|
Posted - 2013.08.01 16:03:00 -
[29] - Quote
Beren Hurin wrote:semperfi1999 wrote: Quite positive you have not checked anything have you???? Minmatar has the worst shield regen.
Yes on their base stats, but they get the highest or second highest no. of high slots on all suits and better PG/CPU than caldari. Just wait until their heavy comes out! I bet it will be just a tad slower than assaults, when equipped with a 750-800 HP shield tank and endurance mods will make a wicked HMG user! I'm pretty sure the shield tanking heavies we had back in Chrome were placeholders for the Minmatar heavy. HMG is going to need a rework to match that playstyle. Probably a suppression effect while the heavy laser becomes more defense oriented. |
Cosgar
ParagonX
3711
|
Posted - 2013.08.01 16:05:00 -
[30] - Quote
Daxxis KANNAH wrote:It was when Wolfman iirc posted about the different weapons and how Gallente have the short range high damage weapon but the Amarr have their own version but it isnt as effective etc.
Then went on to say how the burst and tac were kind of place holders etc. TAC AR is the ScR and the burst is the combat rifle. Somehow the breach is supposed to be the rail rifle. I'm expecting that the full auto version will be low RoF but high damage at mid range or something. |
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Cat Merc
BetaMax.
3718
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Posted - 2013.08.01 16:07:00 -
[31] - Quote
Cosgar wrote:Daxxis KANNAH wrote:It was when Wolfman iirc posted about the different weapons and how Gallente have the short range high damage weapon but the Amarr have their own version but it isnt as effective etc.
Then went on to say how the burst and tac were kind of place holders etc. TAC AR is the ScR and the burst is the combat rifle. Somehow the breach is supposed to be the rail rifle. I'm expecting that the full auto version will be low RoF but high damage at mid range or something. Rail Rifle will have the longest range. Which seems perfect, because the Breach AR has 100 less DPS than the normal AR. But with the current range values on the Breach AR... Yeah that's bad. |
Beren Hurin
The Vanguardians
901
|
Posted - 2013.08.01 16:07:00 -
[32] - Quote
Cat Merc wrote: Actually, it's the opposite. AR gets much, much more dispersion. You can test it yourself.
Yeah I'm looking at some youtubes now and I'm doubting myself on this. I just have been watching a lot of jungian's stuff who probably has the dispersion skill trained and he's looking like he's getting a lot of damage on target at >45m range. |
Cat Merc
BetaMax.
3718
|
Posted - 2013.08.01 16:08:00 -
[33] - Quote
Beren Hurin wrote:Cat Merc wrote: Actually, it's the opposite. AR gets much, much more dispersion. You can test it yourself. Yeah I'm looking at some youtubes now and I'm doubting myself on this. I just have been watching a lot of jungian's stuff who probably has the dispersion skill trained and he's looking like he's getting a lot of damage on target at >45m range. Because he uses a trick I knew for ages. It allows you to reset the dispersion on ALL weapons, every single one, to zero. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
288
|
Posted - 2013.08.01 16:10:00 -
[34] - Quote
Cosgar wrote:Daxxis KANNAH wrote:It was when Wolfman iirc posted about the different weapons and how Gallente have the short range high damage weapon but the Amarr have their own version but it isnt as effective etc.
Then went on to say how the burst and tac were kind of place holders etc. TAC AR is the ScR and the burst is the combat rifle. Somehow the breach is supposed to be the rail rifle. I'm expecting that the full auto version will be low RoF but high damage at mid range or something.
OK - yeah thats where I had it a bit off.
Cat Merc wrote:Cosgar wrote:Daxxis KANNAH wrote:It was when Wolfman iirc posted about the different weapons and how Gallente have the short range high damage weapon but the Amarr have their own version but it isnt as effective etc.
Then went on to say how the burst and tac were kind of place holders etc. TAC AR is the ScR and the burst is the combat rifle. Somehow the breach is supposed to be the rail rifle. I'm expecting that the full auto version will be low RoF but high damage at mid range or something. Rail Rifle will have the longest range. Which seems perfect, because the Breach AR has 100 less DPS than the normal AR. But with the current range values on the Breach AR... Yeah that's bad.
Yup |
Beren Hurin
The Vanguardians
901
|
Posted - 2013.08.01 16:12:00 -
[35] - Quote
Cosgar wrote:Beren Hurin wrote:semperfi1999 wrote: Quite positive you have not checked anything have you???? Minmatar has the worst shield regen.
Yes on their base stats, but they get the highest or second highest no. of high slots on all suits and better PG/CPU than caldari. Just wait until their heavy comes out! I bet it will be just a tad slower than assaults, when equipped with a 750-800 HP shield tank and endurance mods will make a wicked HMG user! I'm pretty sure the shield tanking heavies we had back in Chrome were placeholders for the Minmatar heavy. HMG is going to need a rework to match that playstyle. Probably a suppression effect while the heavy laser becomes more defense oriented.
I think the heavy laser is going to be up in the air too. Currently laser weapons have no sniper equivalent. I'm holding out for a kind of charged laser heavy beam weapon that hits at like 200m. Where you'd get a beam that would last for as long as your charge it or something. It could be a kind of sniping weapon, but would obviously expose itself with every shot. With a full charge it could do significant damage to vehicles as well. |
Heimdallr69
Imperfects Negative-Feedback
406
|
Posted - 2013.08.01 16:38:00 -
[36] - Quote
Cat Merc wrote:Heimdallr69 wrote:Cat Merc wrote:If they drop our range, they need to buff our DPS. If they increase assault scrambler rifle range, they need to decrease their DPS.
They both have the same DPS, same range, same accuracy.
I would be fine to have 40 meters range if the damage got increased. Why decrease the scr dps? If the ar dps is increased and range decreased I don't see a problem with the scr dmg? I said "IF". It's one of the two. Either decrease range and increase DPS on the AR OR Increase range and drecrease DPS on the ASCR Good enough for me makes since now |
semperfi1999
Internal Error. Negative-Feedback
706
|
Posted - 2013.08.01 16:39:00 -
[37] - Quote
Beren Hurin wrote:semperfi1999 wrote: Quite positive you have not checked anything have you???? Minmatar has the worst shield regen.
Yes on their base stats, but they get the highest or second highest no. of high slots on all suits and better PG/CPU than caldari. Just wait until their heavy comes out! I bet it will be just a tad slower than assaults, when equipped with a 750-800 HP shield tank and endurance mods will make a wicked HMG user!
Yea but even with the increase CPU/PG they end up having lower fitting potentials than the caldari if you try to tank up your HP. |
semperfi1999
Internal Error. Negative-Feedback
706
|
Posted - 2013.08.01 16:40:00 -
[38] - Quote
Daxxis KANNAH wrote:Cat Merc wrote:Beren Hurin wrote:Cat Merc wrote:
And really, you can't say one gets more DPS than another because of resistances, it's situational. If it's vs shield tanker, ASCR wins. If it's armor tanker, Combat rifle wins. If it's hybrid, AR/Rail Rifle wins.
Don't know if you got my point about the assault scrambler rifle... A) if it's being carried by an armor tanker, it's more likely to have damage mods than if its carried by the shield caldari that are the most popular AR slayers atm. B) Since most people I know FIRST shoot through shields THEN shoot through armor it is DEFACTO higher DPS against what it's shooting. Hence the 'frontloaded damage'. C) My other point in AR vs. ASR was about ranges. At close range I think the AR has the advantage. When you start fighting in the falloff range of the ASR, it can easily start harrassing the AR player. I'd like to get Drake to make a graph showing the ASR's falloff vs. the GEK. Do not use damage mods for your comparison. If the assault scrambler rifle gets more range, it MUST do less DPS, simple as that. It also has more accurate hip fire and a larger clip. I would agree because CCP talked about other races having similar weapons but not as strong in their niche so AScR not as strong as AR, Combat Rifle stronger than Burst and Rail Rifle stronger than TAC with ScR between them. At least that was my understanding and please note "stronger" means better in role so it may be damage or RoF or longer range etc.
This might have been what they wanted but what they got was ASCR is stronger than the AR....easily. |
BL4CKST4R
warravens League of Infamy
865
|
Posted - 2013.08.01 16:51:00 -
[39] - Quote
Beren Hurin wrote:A) You are using a plasma weapon. It is made for close range fighting (<35m). B) With reduced choppiness and slowly better framerate and server/client issues people are getting better at longer ranges. C) More long range weapons are incoming. D) Aim-assist is incoming which will further help longer range tracking and killing.
Do not expect a buff to your AR range because plasma is supposed to be the shortest range rifle. (Should be called carbine btw)
Do not complain that you are losing all of your shield all the time to charged laser shots because that is their vulnerability.
I'm just saying you should be forewarned that the days of the AR are numbered.
Until you realise that the AR is supposed to be the highest DPS weapon due to its short range, so a DPS buff will also be coming. Get ready to get rushed :) In all console FPS I play I am a SMG rusher so a range nerf is exactly what I want. |
Lorhak Gannarsein
DUST University Ivy League
99
|
Posted - 2013.08.01 16:54:00 -
[40] - Quote
Buffing AR damage might have some unintended knock-on effects...
like getting rid of any reason to use the HMG. Or we could buff it too? |
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BL4CKST4R
warravens League of Infamy
868
|
Posted - 2013.08.01 19:48:00 -
[41] - Quote
Lorhak Gannarsein wrote:Buffing AR damage might have some unintended knock-on effects...
like getting rid of any reason to use the HMG. Or we could buff it too?
Buffing DPS doesn't alwats equal buffing the damage, a DPS buff would be buffing the ROF and clip, or slightly buffing damage and slightly buffing ROF. Think about it like this, the tanks blaster will never beat a tank rail gun at long range, but if the rail gun gets caught of guard there is no way it will kill the blaster at short range due to how much DPS the blaster has. This is how the guns should work, the SCR being the rail gun and the AR being the blaster. |
Delta90212
Dust2Dust. Top Men.
24
|
Posted - 2013.08.01 20:04:00 -
[42] - Quote
Beren Hurin wrote:Cody Sietz wrote:Just give us tons of DMG up close and were good. It will increase a bit with aim assist. And if you want to play with plasma like a true Gallente would you'd equip damage mods in your high slot for max gank, but people don't have the balls for that right now. Also, you have the shotgun for close range plasma crazyness. But its still a little to choppy to put reliable shots on target. Otherwise, the logical and sensible Caldari weapons (probably with a rebalanced assault bonus when they come out) will be Caldari assaults running with Rail weapons. I wouldn't be suprised if you see rail weapons have a significant dispersion which hampers them at long ranges, but the caldari assaults would get a penalty reduction that makes them that much more powerful or something like that. So eventually I see the meta being (when all the suits and weapons come out): Minmatar: Tank: Lightest tanks, but the fastest, high shield regen. (can't wait for a fairly speedy minmatar heavy with an HMG) Battle strategy: Consistently apply damage at short to medium range as their speed allow them to pick when and where they fight. Caldari:Tank: best shield tank, moderate speed, longest ranged rail weapons but at fitting costs. Battle strategy: use tank buffer, range, and situational awareness to accurately apply damage at ranges where they cannot be effectively touched. Amarr:Tank: Strong regen, and armor/hybrid tanks, very slow. Damage is anti shield and very 'burst' oriented at medium to long range. Battle strategy: If caught at close ranges they are easy to take down. However their resiliance and buffer at medium at long ranges means they can use their strong short-term burst damage weapons to quickly take down enemies before their can react. Gallente:Tank: Favors armor tank supported with squad support. Can go for armor regen (less logi support) or buffer (with more support). Battle strategy: Situational awareness is key, as they excel when they know where their enemy is going ahead of time. Their average buffer allows them to apply the highest amounts of damage with suprise and extreme prejudice at close range. Logi support means fallen squad mates can recover quickly after a skirmish with most of their health quickly restored. Assault's fitting reductions to weapons means better weapons with more free fitting space for a tank.
Uh Gallente have a strong regen and Amarr have a big buffer
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Smooth Assassin
Condotta Rouvenor Gallente Federation
14
|
Posted - 2013.08.01 20:10:00 -
[43] - Quote
Beren Hurin wrote:A) You are using a plasma weapon. It is made for close range fighting (<35m). B) With reduced choppiness and slowly better framerate and server/client issues people are getting better at longer ranges. C) More long range weapons are incoming. D) Aim-assist is incoming which will further help longer range tracking and killing.
Do not expect a buff to your AR range because plasma is supposed to be the shortest range rifle. (Should be called carbine btw)
Do not complain that you are losing all of your shield all the time to charged laser shots because that is their vulnerability.
I'm just saying you should be forewarned that the days of the AR are numbered. Scrambler rifle? or plasma cannon? |
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