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Cat Merc
BetaMax.
3809
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Posted - 2013.08.04 01:27:00 -
[1] - Quote
Since the QQ is endless, I decided it's a good time to make a post about this. First of all, fix this:
Mobius Wyvern wrote:Like I said in other threads and my own thread on the subject, the current Gallente AR just needs a faster dispersion increase rate in order to require it to be fired in long bursts to stay accurate.
As well - and I'm not surprised at this, since this is CCP's first shooter - there is another issue.
The dispersion rate resets the moment your release the trigger. With the way the DS3 triggers work, this means that you can quickly release just enough pressure and then depress the trigger again to allow you to burn through an entire magazine while remaining completely accurate.
This is similar to how pulsing your trigger rapidly in Halo 3 would result in winning any AR v AR battle against someone who just held the trigger down.
The dispersion rate needs to have some kind of time-based falloff such that you can't feather the trigger to stay accurate without slowing your rate of fire.
This is the main source of problems ^^^^^^ Fix it ASAP!
Now, about the AR itself. It's supposed to be a high DPS low range weapon. However, compared to the Assault Scrambler rifle, the DPS is identical, the range is identical, pretty much everything is identical except for the SCR doing 10% extra damage to shields but 10% less damage to armor from the AR.
Here is what you should do: Drop the optimal range of the AR to 45m from 60m. Increase the fire rate to 857.1.
This will make it the low range high DPS weapon it's supposed to be. |
Cat Merc
BetaMax.
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Posted - 2013.08.04 01:32:00 -
[2] - Quote
Killar-12 wrote: This 100 times over with teircide
Link my tiercide thread, I lost track of it and I forgot the title so I can't search for it :P |
Cat Merc
BetaMax.
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Posted - 2013.08.04 01:37:00 -
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Cosgar wrote:Give it a more drastic falloff outside of optimal range and we got a deal. I don't have any issues with anything else with the AR really except for how effective it is way outside of optimal. People seem to be stacking on damage mods just to get around the falloff. I think the falloff is fine. It doesn't take long before the damage turns into bug bites. It will take even less with 45m optimal. About damage mods, I think they should only apply inside the optimal of the weapon, after that it shouldn't apply. |
Cat Merc
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Posted - 2013.08.04 01:46:00 -
[4] - Quote
meow |
Cat Merc
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Posted - 2013.08.04 02:17:00 -
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Buster Friently wrote:It carries way too much ammo as well. Honestly, the DPS is pretty high too. It just has too much going for it currently. Generalist weapon is one thing, but it's turning Dust into a brainless game. No, it's ammo capacity is just right. If you nerf it's ammo capacity, you should also nerf the ammo capacity of the Assault scrambler rifle, because this weapon is practically an exact match. |
Cat Merc
BetaMax.
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Posted - 2013.08.04 03:08:00 -
[6] - Quote
Buster Friently wrote:Cat Merc wrote:Buster Friently wrote:It carries way too much ammo as well. Honestly, the DPS is pretty high too. It just has too much going for it currently. Generalist weapon is one thing, but it's turning Dust into a brainless game. No, it's ammo capacity is just right. If you nerf it's ammo capacity, you should also nerf the ammo capacity of the Assault scrambler rifle, because this weapon is practically an exact match. And the SMG. Seems reasonable to me. Currently the ammo capacities on all those weapons, but especially the ARs, because of how overused they are, completely devalues nanohives and supply depots. Again, the strengths of the AR actually make the game dumber because they remove the necessity of a lot of the possible tactics. Wait, you mean CARRIED ammo? You joking right? Nanohives are the most bought item because people burn through ammo like mad. In a fire fight I think I have to restock on ammo every 3 minutes or so. |
Cat Merc
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Posted - 2013.08.04 21:02:00 -
[7] - Quote
Meow |
Cat Merc
BetaMax.
3838
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Posted - 2013.08.04 23:03:00 -
[8] - Quote
Meow |
Cat Merc
DUST CORE DARKSTAR ARMY
3854
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Posted - 2013.08.05 03:08:00 -
[9] - Quote
SponkSponkSponk wrote:I can get behind these changes.
And yes, you really, really need nanohives if you're packing an ammo-intensive weapon like the assault rifle. Scrambler rifle (Non assault) or TAC AR are two of the few weapons that don't need nanohives. |
Cat Merc
DUST CORE DARKSTAR ARMY
3920
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Posted - 2013.08.06 14:36:00 -
[10] - Quote
Korvin Lomont wrote:Cat Merc wrote: Now, about the AR itself. It's supposed to be a high DPS low range weapon. However, compared to the Assault Scrambler rifle, the DPS is identical, the range is identical, pretty much everything is identical except for the SCR doing 10% extra damage to shields but 10% less damage to armor from the AR.
Here is what you should do: Drop the optimal range of the AR to 45m from 60m. Increase the fire rate to 857.1.
This will make it the low range high DPS weapon it's supposed to be.
Lastly: Change the name to Plasma Rifle. New players see the name Assault rifle and think "Oh, I will be familiar with it", so they use it exclusively. If it was named Plasma Rifle, it wouldn't be as obvious, and they are as likely to use a Scrambler rifle as they are a AR. Make sure to give racial starter fits their racial weapon. I.E Amarr suits get Amarr Scrambler Rifles.
Agreed +1 But I guess some numers a bit mixed the current optimal range is around 40m for all standard Assault Rifles and effective Range is about 65m. So I would suggest upt 30m optimal Range and 45m effective Range. Damage falloff seems fine to me for the AR. On the ROF increase I am a bit undecided yes the AR needs more DPS when the Range gets lowered but with 857.1 ROF it is nearly identical with the burst variant. So maybe keep the Rof and increase damage hmmm but that would increase damage per clip as well. And maybe the Placeholder Weapons should be moved in seperate skilltrees.... Burst would have it's range untouched. |
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