Arkena Wyrnspire wrote:The standard assault rifle variant is okayish, in my opinion. However, the clip size is 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.
Also, the clip size should be reduced a bit. 60 rounds is unnecessary and leads to far too much spraying 'and praying'.
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.