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Buster Friently
Rosen Association
1456
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Posted - 2013.08.05 01:42:00 -
[1] - Quote
Arkena Wyrnspire wrote:The standard assault rifle variant is almost fine, in my opinion. The clip size is a bit too generous, and the recoil doesnGÇÖt work very well - I think that the recoil is laughable. All the recoil and kick disappears the moment you stop holding down the trigger, so thereGÇÖs hardly any recoil if you burst it even occasionally. The recoil doesnGÇÖt do much even if you do hold down the trigger too much.
This leads to the weapon being too accurate. I think the recoil should be increased quite significantly, and the mechanic tweaked so that the effect doesnGÇÖt reset if you let go of the trigger for an instant.
The burst assault rifle is lacklustre. The sights on it zoom in a bit too much, and the green scope is quite restrictive. The currently poor hit detection means that the burst fire mode also feels quite restrictive. The burst comes out quite slowly, meaning that if youGÇÖre on target for the first shot the next couple of shots might well miss if the target is strafing. The delay between bursts means that despite the higher base fire rate, because of the lower per bullet damage this variant tends to pull less dps than the automatic variant. Hit detection also affects this weapon significantly, as in CQC itGÇÖs harder to land a shot than with other weapons. The ammunition of this weapon is used up very quickly due to the higher fire rate and lower damage nature of the weapon.
To fix this, I would suggest changing the fire rate so that the GÇÿburstGÇÖ comes out very quickly, all at once, and having a momentGÇÖs delay between bursts. This is actually very similar to the state of the prototype variant right now - a flat fire rate between levels and only ramping up the damage would work better for this weapon. This would make the weapon more about landing a solid burst, and give it a more defined role than it has now. I would also suggest a change in the sights, as the high zoom sight isnGÇÖt great for the shorter range combat this rifle tends to find itself in. A slight buff to damage would also bring the damage output of this weapon up to par - alternatively, a marginal range increase would help this weapon a bit. A small increase to ammunition reserves would be worth considering as well.
The breach assault rifle isnGÇÖt in a very good place. A long time ago this weapon was king, but the nerfbat was swung too hard and itGÇÖs never really recovered. The damage buff in Uprising was a welcome change, and it has helped the breach quite a bit. However, this weapon suffers from the lower rate of fire - while fixing hit detection will likely help this a bit, with two similar dps weapons itGÇÖs better to go for the one with higher fire rate because youGÇÖre likely to land more of your damage output on the target. The damage output of the breach is actually lower than the automatic variantGÇÖs.
The breach has less damage and range than the automatic AR. LetGÇÖs compare the standard breach and the standard automatic. ItGÇÖs 34.1 HP at 750 RPM vs 51.0 HP at 400 RPM. ThatGÇÖs 426.25 dps vs 340 dps - showing that the breach has quite a bit less dps than the automatic.
Overall, the breach assault rifle has lower dps than the AR, lower fire rate, and, crucially, lower range. The lower range is something that the breach really suffers from, and with no trade-off worth the range reduction this rifle is consigned to the GÇÿuseless weaponsGÇÖ pile.
To fix this, a number of things need to be done. I think keeping it as a CQC weapon is a good thing, and it carves out its own role as a variant.
This weapon needs to reward accuracy in CQC - I believe that was the original intention. Because of this, I suggest tweaking this and going with a higher fire rate. The TAR already fills the job of high damage low fire rate at range, so range canGÇÖt simply be buffed. It shouldnGÇÖt be too much of an increase, so the weapon can still reward accuracy in CQC, but if you increased the fire rate a bit more whilst leaving the damage the same youGÇÖd get a more powerful weapon at short range, which is fairer than the current state of the weapon..
If you went with a fire rate of 588.2 rpm, youGÇÖd end up with 75 more dps than the standard assault rifle, which is a fair trade for the range, and with a lower fire rate itGÇÖs a little more rewarding for accuracy.
That simple fix would do wonders for the breach AR - the range doesnGÇÖt necessarily need to be increased much, as long as itGÇÖs notably more effective in CQC than the other variants of the AR are. This would suit the short range high damage philosophy of Gallente tech more.
The Tactical Assault Rifle was previously unquestionably overpowered. It was, luckily, nerfed.
I think this nerf has mostly worked. This is no longer a weapon which can wreck any suit in an instant. It remains very strong at range, but this is working as intending, and itGÇÖs weaker at CQC now. Perhaps itGÇÖs still quite accurate with hipfire, but I donGÇÖt think this is enough to warrant a tweak. The main reason that people use it right now is for its range - This is a good thing,as it fulfils its intended role, although ranges in general across all weapons could be a bit higher.
The standard AR has too large a magazine, is too accurate, caries too much ammo overall, and has too short a TTK to properly fill it's role as a generalist weapon. It is simply out shining too many weapons, and where niche weapons are actually better, there not better by a large enough amount.
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Buster Friently
Rosen Association
1456
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Posted - 2013.08.05 01:47:00 -
[2] - Quote
Arkena Wyrnspire wrote:[P12] Nova Knives
Nova knives are always going to be a lol weapon really, unless theyGÇÖre hopelessly overpowered (somehow). Due to the way they work, I think there simply isnGÇÖt much to be done. I know some people complain when their protosuit gets stabbed in the back and instakilled by charged proto nova knives, but frankly if you get killed like that you deserved it.
Nova knives need to be able to sprint while charged, though. IGÇÖm pretty sure thatGÇÖs not in yet.
[P13] Sniper Rifle
Sniper rifles have a bit of an issue with the risk vs reward paradigm, it would seem. Being a super long ranged weapon, theyGÇÖre designed to stay away from combat, but with current mechanics this enables them to do a couple of things.
Chiefly, they can sit deep behind their redline where the only thing that can really kill them is a countersnipe. IGÇÖm not a fan of this - I understand that there is kind of a need for a redline, and itGÇÖs an ancient debate, but when you can sit back behind the redline with no risk to yourself except countersniping, I donGÇÖt think thatGÇÖs good balance. ThereGÇÖs an ideal gameplay principle called GÇÿcounterplayGÇÖ, essentially where everything has a counter to it which isnGÇÖt itself, and thatGÇÖs somewhat lacking with redline snipers.
The upcoming TACNET changes could be quite bad for the sniperGÇÖs teamplay role - much of their utility for a squad is in tagging things onto the TACNET, and when thatGÇÖs gone theyGÇÖre not much more than K/DR padding tools.
So the main problems with this class arenGÇÖt with the weapon itself, theyGÇÖre with the role definition and dubious mechanics (the redline).
Something that IGÇÖd like to suggest would be that snipers should be able to tag players onto the TACNET for the entire team, and not just themselves. This gives them a unique ability and role definition as overwatch for the team.
Aside from these mechanical issues, there are a couple of balance problems within the class.
The first is the charge sniper rifle. When sniping, alpha damage, the initial damage that you put down, is very important. If it takes multiple shots to down the target, it alerts them and gives them a chance to get to cover.
Consider, then, that the Ishukone sniper rifle damage is 229.9. Then consider that the Charged sniper rifle damage is 321.9.
The Charged sniper rifle can hold its charge. This means that it can charge up whilst looking for a target - it doesnGÇÖt suffer from the charge time much when taking the initial shot, and it only needs to be on target for a moment. This front loaded damage effect makes the weapon very effective compared to others in its class, especially with damage mods. If you get a headshot with damage mods, you will almost certainly score an instant kill with this weapon. ThatGÇÖs very easy to do due to the nature of this weapon, only needing to be on target for a moment.
Thus, I think that the charge sniper rifle shouldnGÇÖt hold its charge. That way, it gives you a very high reward for keeping on target, and prevents such easy instant kills.
The second issue is the ThaleGÇÖs. Yes, itGÇÖs an officerGÇÖs weapon. Yes, itGÇÖs salvage only and rare. But itGÇÖs so far out of the league of the normal sniper rifles itGÇÖs ridiculous.
It has the same firing capabilities as the Ishukone - meaning that it fires shots instantly and doesnGÇÖt need to charge. It also has a decent RoF. It has 355.3 damage. ThatGÇÖs massive. ThatGÇÖs 50% higher than the Ishukone rifle, and it can one shot practically any suit with headshots, which it can snap off instantly.
ItGÇÖs an officerGÇÖs weapon, but itGÇÖs too far beyond the realms of normal weapons. Could the damage for this be brought back in line a little bit?
[P14] Grenades
Grenades are another one of those ubiquitous weapons. I think currently theyGÇÖre a little too ubiquitous.
Currently, you can carry three of them and they get restocked by portable items which you again can carry multiple of. Consider that a Core Locus Grenade is practically a personal nuclear weapon and spamming these becomes a very dangerous prospect.
A Core Locus Grenade does 600 damage. This is easily enough to 1 hit most suits straight out, and the damage doesnGÇÖt reduce much over the large splash area of 7.2m. This is very powerful on its own. This is the outlier, of course, but 400 damage over 6m is still fearsome, and the sheer number of grenades available makes them spammable.
Right now, everyone has plenty of grenades and itGÇÖs easy to get more. When someone ducks into cover, nobody thinks of flanking him or tactically outwitting him, they think of throwing grenades in there to kill him straight off, because they have so many they can just chuck them repeatedly at anyone who does that. And everyone has this same idea, because grenades are so plentiful.
Grenades are fine in terms of killing potential right now, but the sheer numbers are not fine at all. The grenade rain that happens any time someone is in cover isnGÇÖt fun for either side - especially as the alternative is tactics rich gameplay like flanking.
I think that carrying capacity for grenades should definitely be reduced - 3 grenades is far too many - 2 would be better, at least. Another suggestion I have would be to stop them being restocked from nanohives and limit them to being restocked at supply depots. This increases the strategic value of supply depots whilst simultaneously preventing standing in a nanohive spamming grenades at anything that moves.
This concludes the thread. Weaponry is a very debatable topic. What are your thoughts?
The charge sniper rifle does not need a nerf. If anything, it should hit a little harder considering that full damage shots have 4 seconds between shots. |
Buster Friently
Rosen Association
1456
|
Posted - 2013.08.05 01:55:00 -
[3] - Quote
BL4CKST4R wrote:pears the moment you stop holding down the trigger, so thereGÇÖs hardly any recoil if you burst it even occasionally. The recoil doesnGÇÖt do much even if you do hold down the
Thive. The burst comes out quite slowly, meaning that if youGÇÖre on target for the first shot the next couple of shots might well miss if the target is strafing. The delay between bursts means that despite the higher base fire rate, because of the lower per bullet damage this variant tends to pull less dps than the automatic variant. Hit detection also affects this weapon significantly, as in CQC itGÇÖs harder to land a shot than with other weapons. The ammunition of this weapon is used up very quickly due to the higher fire rate and lower damage nature of the weapon.
To fix this, I would suggest changing the fire rate so that the GÇÿburstGÇÖ comes out very quickly, all at once, and having a momentGÇÖs delay between bursts. This is actually very similar to the state of the prototype variant right now - a flat fire rate between levels and only ramping up the damage would work better for this weapon. This would make the weapon more about landing a solid burst, and give it a more defined role than it has now. I would also suggest a change in the sights, as the high zoom sight isnGÇÖt great for the shorter range combat this rifle tends to find itself in. A slight buff to damage would also bring the damage output of this weapon up to par - alternatively, a marginal range increase would help this weapon a bit. A small increase to ammunition reserves would be worth considering as well.
The breach assault rifle isnGÇÖt in a very good place. A long time ago this weapon was king, but the nerfbat was swung too hard and itGÇÖs never really recovered. The damage buff in Uprising was a welcome change, and it has helped the breach quite a bit. However, this weapon suffers from the lower rate of fire - while fixing hit detection will likely help this a bit, with two similar dps weapons itGÇÖs better to go for the one with higher fire rate because youGÇÖre likely to land more of your damage output on the target. The damage output of the breach is actually lower than the automatic variantGÇÖs.
The breach has less damage and range than the automatic AR. LetGÇÖs compare the standard breach and the standard automatic. ItGÇÖs 34.1 HP at 750 RPM vs 51.0 HP at 400 RPM. ThatGÇÖs 426.25 dps vs 340 dps - showing that the breach has quite a bit less dps than the automatic.
Overall, the breach assault rifle has lower dps than the AR, lower fire rate, and, crucially, lower range. The lower range is something that the breach really suffers from, and with no trade-off worth the range reduction this rifle is consigned to the GÇÿuseless weaponsGÇÖ pile.
To fix this, a number of things need to be done. I think keeping it as a CQC weapon is a good thing, and it carves out its own role as a variant.
This weapon needs to reward accuracy in CQC - I believe that was the original intention. Because of this, I suggest tweaking this and going with a higher fire rate. The TAR already fills the job of high damage low fire rate at range, so range canGÇÖt simply be buffed. It shouldnGÇÖt be too much of an increase, so the weapon can still reward accuracy in CQC, but if you increased the fire rate a bit more whilst leaving the damage the same youGÇÖd get a more powerful weapon at short range, which is fairer than the current state of the weapon..
If you went with a fire rate of 588.2 rpm, youGÇÖd end up with 75 more dps than the standard assault rifle, which is a fair trade for the range, and with a lower fire rate itGÇÖs a little more rewarding for accuracy.
That simple fix would do wonders for the breach AR - the range doesnGÇÖt necessarily need to be increased much, as long as itGÇÖs notably more effective in CQC than the other variants of the AR are. This would suit the short range high damage philosophy of Gallente tech more.
The Tactical Assault Rifle was previously unquestionably overpowered. It was, luckily, nerfed.
I think this nerf has mostly worked. This is no longer a weapon which can wreck any suit in an instant. It remains very strong at range, but this is working as intending, and itGÇÖs weaker at CQC now. Perhaps itGÇÖs still quite accurate with hipfire, but I donGÇÖt think this is enough to warrant a tweak. The main reason that people use it right now is for its range - This is a good thing,as it fulfils its intended role, although ranges in general across all weapons could be a bit higher.
The standard AR has too large a magazine, is too accurate, caries too much ammo overall, and has too short a TTK to properly fill it's role as a generalist weapon. It is simply out shining too many weapons, and where niche weapons are actually better, there not better by a large enough amount.
Reducing the clip would be a terrible thing since this game is a strafe shooter... also the TTK is practically the same when comparing the Assault Scrambler rifle, even if it had a basic variant the TTK would be almost the same, possibly higher on the ASCR.[/quote]
The Magazine carries enough ammo for 4 or 5 kills without reload if someone never missed. Now, of course people miss, but most weapons don't have that much depth in the magazine. It is true though, that the overall amount of ammo carried is a larger issue. |
Buster Friently
Rosen Association
1456
|
Posted - 2013.08.05 02:03:00 -
[4] - Quote
BL4CKST4R wrote:Buster Friently wrote:
The Magazine carries enough ammo for 4 or 5 kills without reload if someone never missed. Now, of course people miss, but most weapons don't have that much depth in the magazine. It is true though, that the overall amount of ammo carried is a larger issue.
If someone never missed but because gun fights in this game are about making your opponent miss then it is necessary to have a large clip. If the strafing speed were slowed down, and ADS strafe speeds were severely slowed down then a clip reduction would be fine. Also if the clip for the AR is to large what about the clip for the ASCR?
I'm not as familiar with the ASCR, so I wouldn't want to make recommendations to that weapon without more knowledge.
Maybe the clip size shouldn't be changed, but the AR does, compared to the other weapons that I know well, carry more lethality in the magazine, and more lethality overall.
Maybe it's be fine with just a reduction of damage per shot and an increase in dispersion.
Personally, I think it shoots too far for a blaster weapon as well.
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Buster Friently
Rosen Association
1456
|
Posted - 2013.08.05 02:12:00 -
[5] - Quote
BL4CKST4R wrote:Buster Friently wrote:BL4CKST4R wrote:Buster Friently wrote:
The Magazine carries enough ammo for 4 or 5 kills without reload if someone never missed. Now, of course people miss, but most weapons don't have that much depth in the magazine. It is true though, that the overall amount of ammo carried is a larger issue.
If someone never missed but because gun fights in this game are about making your opponent miss then it is necessary to have a large clip. If the strafing speed were slowed down, and ADS strafe speeds were severely slowed down then a clip reduction would be fine. Also if the clip for the AR is to large what about the clip for the ASCR? I'm not as familiar with the ASCR, so I wouldn't want to make recommendations to that weapon without more knowledge. Maybe the clip size shouldn't be changed, but the AR does, compared to the other weapons that I know well, carry more lethality in the magazine, and more lethality overall. Maybe it's be fine with just a reduction of damage per shot and an increase in dispersion. Personally, I think it shoots too far for a blaster weapon as well. Again I think its just best to wait for all rifle variants to be released then have them fall into their proper place.
With respect, adding more rifles isn't going to make the current AR any less OP vs the weapons that exist now.
CCP has been nerfing other weapons left and right to balance them vs the current crop of weapons. I see no reason why the AR should be immune, especially given the glaring issues.
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Buster Friently
Rosen Association
1458
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Posted - 2013.08.05 02:30:00 -
[6] - Quote
The standard AR is far from UP. They are being used to kill at 10 times the rate of scrambler rifles. |
Buster Friently
Rosen Association
1458
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Posted - 2013.08.05 03:00:00 -
[7] - Quote
Cat Merc wrote:Buster Friently wrote:The standard AR is far from UP. They are being used to kill at 10 times the rate of scrambler rifles. The fact that it's the most used doesn't say ****. Assault scrambler rifle is EXACTLY the same as the AR. Range, DPS, accuracy, etc' Only has a larger clip and a slightly tighter hipfire. Does anyone complain about it? No. Why? Because people hate what kills them most.
It says volumes. There's a reason that they're most used, and it's name is OP.
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Buster Friently
Rosen Association
1458
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Posted - 2013.08.05 03:21:00 -
[8] - Quote
Cat Merc wrote:Buster Friently wrote:Cat Merc wrote:Buster Friently wrote:The standard AR is far from UP. They are being used to kill at 10 times the rate of scrambler rifles. The fact that it's the most used doesn't say ****. Assault scrambler rifle is EXACTLY the same as the AR. Range, DPS, accuracy, etc' Only has a larger clip and a slightly tighter hipfire. Does anyone complain about it? No. Why? Because people hate what kills them most. It says volumes. There's a reason that they're most used, and it's name is OP. OR 1. They're the starter weapons 2. There are 3 blueprints of those 3. Everyone invested into AR's without checking out scrambler rifles They kill almost as much as 11 of the available 14 weapons in the game, combined. I think there's more to it than blueprints and lack of exploration.
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Buster Friently
Rosen Association
1458
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Posted - 2013.08.05 03:49:00 -
[9] - Quote
Cat Merc wrote:Buster Friently wrote:Cat Merc wrote:Buster Friently wrote:Cat Merc wrote: The fact that it's the most used doesn't say ****. Assault scrambler rifle is EXACTLY the same as the AR. Range, DPS, accuracy, etc' Only has a larger clip and a slightly tighter hipfire. Does anyone complain about it? No. Why? Because people hate what kills them most.
It says volumes. There's a reason that they're most used, and it's name is OP. OR 1. They're the starter weapons 2. There are 3 blueprints of those 3. Everyone invested into AR's without checking out scrambler rifles They kill almost as much as 11 of the available 14 weapons in the game, combined. I think there's more to it than blueprints and lack of exploration. Trust me, there isn't. It's easy to use, but that's about it. It's not spectacular at anything.
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
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