Hero,
This is the third post I have seen you make about this topic. I would like to direct you to the forums rules (for your convience I have only posted the ones that apply to you
):
12. Spamming is prohibited.
Spam is defined as the repetitive posting of the same topic or nonsensical post that has no substance and is often designed to annoy other forum users. This can include the words GÇ£firstGÇ¥, GÇ£go back to *insert other game name*GÇ¥ and other such posts that contribute no value to forum discussion. Spamming also includes the posting of ASCII art within a forum post.
16. Redundant and re-posted threads will be locked.
As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.
I find #12 especially pertinent since it says spamming is defined as, "repetitive posting of the same topic." You've already got your tears thread. Could you please just include your facts in that one.
Great info by the way but did you notice that the HMG does more damage? Or that that AR does have kick during extended bursts while the assault scrambler rifle does not (though it does still have a very small cone of dispersion).
What about actual reload speed numbers. I believe the scrambler beats it there as do almost all the side arms based upon my in game testing experience with all these weapons though I could be wrong.
Your statement that the BPO varients of the AR are more effective than any non-AR proto weapon are also patently false.
1) Given elevation or at less than 30m an advanced MD will ruin even a skilled AR user with an equivalent or better AR. If this is combined with fluxes it is an even more dramatic win for the MD user.
2) Against shield tankers the scrambler rifle is vastly more useful (Have you tried them? They are great!)
3) Only heavy weapons can't be fit on any suit so I don't see the point of #8
4) They do not actually out range any weapon other than sniper rifles. I'd like you to look at the
Dev Blog for proof about this one. The scrambler wins again! And the TAR, which you rightly point out still has extremely long range, is actually rather hard to kill with thanks to its perfectly low rate of fire. The TAR is a very situationally usefull weapon right now.
5) How long would it take a heavy to kill an AR user assuming every round hits and assuming the person is in a standard assault suit? I'm guessing it is a bit longer than it takes to kill a heavy with an AR...am I right?
6) How long does it take a scout to kill an AR user with a shotgun, once again assuming every shot actually hits and that the AR user in question is in assault gear. From experience I can tell you that a scout can one shot an assault suit if hit detection is working.
I would also like to point out that your damage figures seem to have failed to take the damage bonses into account. Remember that laser weapons get huge shield bonuses causing them to do more effective DPS against shields and explosive weapons get a similar boost vs armor. To really get accurate numbers you should give damage figures vs a suit with say 200 shields and 200 armor (just a even number for easy comparison) and talk about the time it would take each weapon to melt said suit, taking into account damage bonuses. Then to get even more technical you should really describe some real suit fits and how long it would take each of the weapons to kill those fits, taking into account damage bonuses once again. Doing so would show you that against armor tankers MD are going to be more effective and SR will be more effective against shield tankers. The AR will, I am going to guess split the difference, but I'd love for you to prove me wrong.
Now, when you add all that up it doesn't look like the AR is that OP after all. Hmmm funny that. Perhaps it is hit detection issues that are causing your woes?