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#feedback

Editado por Electu999: 2/6/2015 3:52:36 PM
7

Weapon tuning and auto rifle subclasses feedback.

DeeJ, I fully understand that you are unable to reply all the feedback placed in the forum. The amount of inputs is just inhuman and sometimes it's clearly just to avoid pointless polemic. That said I have a feedback that may be shared by some people, please reply if you find it relevant. I've been through the weapons tuning update. It does make sense to me and I believe most of the community will realize that when they get the feel of it in the "battlefield". The explanation on why not make the correction just by buffing items is simple and logical. My only doubt comes from auto rifles statistics. As the weapon class is clearly divided by two main archetypes, low damage high ROF and high damage low ROF, I would like to see the same analysis treating them separately. Was this looked into by the team? If so, is it ok to share the results? I have not put data together to support this opinion but my "player feeling" is the two families of rifles may need to be handled separately (and this may be a coding nightmare). Thanks for listening.

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  • I agree 100%, the Necrochasm will be left in the dust after these weapon changes and as a trophy gun, i dont want it to become less of a gun and more of a trophy if ya know what i mean

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  • They are being treated separately as stated in the notes. What specifically do you not want to see happen?

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    • Editado por magburner: 2/7/2015 8:41:23 PM
      I do not understand why people cling to Auto Rifles, when there are far better primaries out there. I recieved the Monti Carlo last Nightfall, and for giggles I thought that I would give it a blast. It is a great weapon, but from a hand cannon users perspective, it is slow at getting kills. I frequently found myself bored of shooting the weapon, because of the number of rounds it takes to kill even a lowly red barred enemy. With a hand cannon, it is one precision kill, then move onto the target, etc, etc. However, with an autorifle it is shoot in the head, shoot in the head, shoot in the head, shoot in the head, and hope the last round scores a precision hit. How is that a viable attack vector? In fluid combat situations, Auto Rifle users are easily swamped when there are more than two or three targets in front of them. With a hand cannon, I can easily manage twice that number. It is worth pointing out too, that whenever I use the Monti Carlo, instead of a hand cannon, my kills per game drop like a stone.

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    • This is my take on the update. Just combined a couple responses I made elsewhere. Also, in regards to the RoF differences, I got out of it that any amount of damage reduction would depend on the RoF. I could be wrong and have to read it again, but that's the impression I got. [quote]The point of the AR "Nerf" was mostly about effective range and a very slight damage adjustment tied into RoF. They aren't breaking anything, they're just trying to get weapons back into their proper positioning for when and where they're effective. It is going to enhance gameplay and benefit players who know how to strategize and use the map layouts to maximize weapon potential. Contrary to popular belief, the current map designs really aren't catered to ARs. It's actually pretty well balanced when you learn the maps. The problem is that so many weapons are effective at ridiculous ranges right now. Take Blind Watch for example. If I'm up above B with an AR, I shouldn't be able to headshot fools down by the rocket ammo spawn with ease. That's scout (and to a lesser extent pulse rifle) range, but my Up for Anything, Vanquisher and Suros are all headshot machines from there. Same thing on Shores of Time. I can sit back behind C with an AR and shoot snipers down at the end by A. That shouldn't be possible. And the fusion rifle change is the perfect solution to fix the builds that allow some of them to be fusion snipers without touching their close combat effectiveness. What your going to see is that the maps will now play more realistically and your scout will be at an advantage from 50-100 yards vs an AR instead of equal to and the AR will still slaughter your scout at 25-50 yards.[/quote]

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      • A very reasonable point. Another thought I had was quite simply that auto rifles are a "preferred" weapon type given similar performance from other categories. Every friend I've had who comes to play the game starts their journey using an auto rifle. They hate scout rifles (until they get one worth using). They hate hand cannons (until they get one worth using). I wonder how much the PvE statistics end up being weighted in terms of whether a character is max level or not, how long they have bee playing, etc. It would be lovely to see some hard statistics regarding DPS calculations, etc.

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        • Bump, and just leave them alone

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        • The one intelligent statement recently posted has no comments? Now I remember why I don't visit forums haha well said my man.

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