Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Piercing Serenity
PFB Pink Fluffy Bunnies
385
|
Posted - 2013.08.07 05:17:00 -
[31] - Quote
If it's any help to you, here's a few pages of community feedback on the AR. Maybe you'll find some use in it.
And good work Aeon. +1 |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2391
|
Posted - 2013.08.07 09:04:00 -
[32] - Quote
I'm only going to test the AR if I feel that there's something wrong with it and considering that it's my main weapon I haven't found anything wrong with it to date.
The whole reason I've done the 'Perfecting the Roles' series was because each individual section of it covers a topic that has something inherently wrong with it, in this case it was over a myth that Mass Drivers did full splash damage no matter what the range in their splash radius. In disproving this, I found a degree of other things.
That being said the only issue I see with AR's is the Breach Assault Rifle due to it's low performance but I don't have to test it to tell you that it's under-powered, it's under-powered on paper.
As far as the weapon trees, I don't see anything wrong with them because they're there because the racial variants aren't in-game right now and taking them out is just hurting players who invested the time/SP into them for the sake of that versatility. If you remove the weapon trees from AR's, you have to remove the weapon tree from Scrambler Rifles, small as it may be. I don't think anyone would like that idea.
Honestly, considering that the Assault Rifle is so accurate, it puts more emphasis on the player's skill. A submachine is a 'spray and pray' weapon and while it does rely on a lot of player skill when aiming down the sights, it's not so much when firing from the hip. Considering that the Assault Rifle has no splash damage and is slightly more effective against shields than armor (but not so much to be discombobulating to the player) it's the most well-balanced skill intensive weapon we currently have in the game.
I'm against taking things away once they've been introduced because it's more of a drastic change than simply fine-tuning and tweaking. It's the difference between balancing the Tactical Rifle and outright removing the Marauder Tanks. Anytime you remove something from the game - for whatever reason - you're hurting the players who used that particular item, more so than if you had just nerfed it.
What I feel the Assault Rifle -does- need in the game, however, is for specialist weapons to actually achieve their roles. Laser Rifles are a big issue in that they're just too impractical to use. ADS settings for it were built for precision but given that it's effective range puts it into a situation where it can't aim fast enough to hit a moving target at the range it was built for, well, I'm sure you see where this is going. I'll have to write an article about it later.
So, yes, I feel that the Assault Rifle is in a good place - but the other weapons are not.
.... but if you can convince me that there's something wrong beyond the skill tree, I might be more willing. |
Absolute Idiom II
Greatness Achieved Through Training EoN.
373
|
Posted - 2013.08.07 09:30:00 -
[33] - Quote
This is a good thread Aeon. I hope these issues get raised as defects - especially the reduced splash damage range for friendly fire to oneself. At the very least I'd expect this thread to be highlighted in the 'bugs discussed this week' to at least determine if this is 'by design' or not. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2392
|
Posted - 2013.08.07 09:35:00 -
[34] - Quote
Absolute Idiom II wrote:This is a good thread Aeon. I hope these issues get raised as defects - especially the reduced splash damage range for friendly fire to oneself. At the very least I'd expect this thread to be highlighted in the 'bugs discussed this week' to at least determine if this is 'by design' or not.
Lol, by design...
This is why explosives weaponry in real life often have a system in play that prevents them from exploding too close to the user - rather than magical rainbow physics that causes the radius to be reduced to the person with the weapon in hand. |
Mobius Kaethis
Molon Labe. League of Infamy
439
|
Posted - 2013.08.07 10:05:00 -
[35] - Quote
Out of interest did you find that explosive weapon shots that were direct hits did both the direct hit damage and splash damage to the target? I have had a hunch this is happening but have no testing/data to confirm or debunk the theory. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2394
|
Posted - 2013.08.07 10:09:00 -
[36] - Quote
Mobius Kaethis wrote:Out of interest did you find that explosive weapon shots that were direct hits did both the direct hit damage and splash damage to the target? I have had a hunch this is happening but have no testing/data to confirm or debunk the theory.
No, they don't and you can see from my video that they do not. This is a myth that spawned from Flaylock pistols doing large amounts damage but as I explain in another thread it's entirely possible to get that sort of damage with extreme fittings.
All (flaylock) skills level 5, damage mods and headshot damage could easily exceed the value that you would get with direct + splash damage. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2408
|
Posted - 2013.08.09 06:05:00 -
[37] - Quote
I'd like to bring another aspect to the table in this edition of Perfecting the Roles
Unfortunately it's going to require some extensive testing when I have more time (exhausted from studying right now).
This time I want to see the effects of the 'camera shake' from a Mass Driver round as opposed to other things as this seems to be rather unique to weapons that have splash damage. I feel this is adding to their adverse conditioning as a truly balanced weapon as it seems a bit difficult to fire back when your camera is jerking around unnecessarily simply because of one weapon - whereas weapons like Laser Rifles, HMGs and Assault Rifles do not do this. |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |