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Post by JRandall0308 on Jun 2, 2017 19:01:46 GMT
It seems like if I were designing a game there would some standard guns I would absolutely want to nail:
* Semi-auto 'battle rifle' (like the Sabre or Halo's DMR) that rewards precise, measured shooting and is accurate and high damage. Great out to long range and can even compete with sniper rifles on everything except burst damage. * Full-auto 'assault rifle' that is moderately accurate and moderately damaging and rewards firing in 'short, controlled bursts' (or whatever space magic lets you have super high accuracy even on full auto). Great out to mid range. This is also the gun you balance everything else around. It needs to be fun and effective against all but the toughest enemies. * Full-auto 'machine gun' that is low accuracy but has a big clip of moderately damaging bullets and rewards MOAR DAKKA feelings. Great up close, not great anywhere else.
Now do we have that in MEA? No. Maybe. (Ghost is close but Gold enemy DR hurts it badly.) Maybe. (I hear good things about the Revenant, but I feel like Gold DR hurts it badly.)
The Avenger S was their chance to fulfill the 'gun you balance the game around'... but no. Not happening.
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TormDK
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Post by TormDK on Jun 2, 2017 19:07:26 GMT
It seems like if I were designing a game there would some standard guns I would absolutely want to nail: * Semi-auto 'battle rifle' (like the Sabre or Halo's DMR) that rewards precise, measured shooting and is accurate and high damage. Great out to long range and can even compete with sniper rifles on everything except burst damage. * Full-auto 'assault rifle' that is moderately accurate and moderately damaging and rewards firing in 'short, controlled bursts' (or whatever space magic lets you have super high accuracy even on full auto). Great out to mid range. This is also the gun you balance everything else around. It needs to be fun and effective against all but the toughest enemies. * Full-auto 'machine gun' that is low accuracy but has a big clip of moderately damaging bullets and rewards MOAR DAKKA feelings. Great up close, not great anywhere else. Now do we have that in MEA? No. Maybe. (Ghost is close but Gold enemy DR hurts it badly.) Maybe. (I hear good things about the Revenant, but I feel like Gold DR hurts it badly.) The Avenger S was their chance to fulfill the 'gun you balance the game around'... but no. Not happening. Yeah, the Avenger S seems to be where the initial Avenger should have been. At the end of the day though, they need to balance around the Raptor for mid-range ARs, the bloom on the Avenger S and similar typed weapons makes them fairly unfit for mid (25-40m) range combat, and they do too little damage in the sub-25m range as is.
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Post by The Joe-Man on Jun 2, 2017 19:08:52 GMT
Bioware quoted the weight of these S guns during the stream yesterday as if that gave some big advantage. They still haven't figured out that they've made the weight system all but irrelevant as compared to the way it worked in ME3.
As far as damage goes. I used my Avenger S VI quite a bit last night. It felt pretty good... for an AR, but I was giving it a lot of help. Turian soldier -> Barrel X -> Disruptor Ammo III -> AR Rail IV. Most ARs need that kind of help though. I totally agree with gethadept. Avenger S, Revenant, Thokin, Ghost could all use a bit of love.
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Post by Sentinel2010 on Jun 2, 2017 19:15:42 GMT
Pfft, that is not how you compare weapons. In terms of DPS & multi-clip DPS: 1. AvengerS and Ghost both have meh DPS (577.5 vs 580) 2. But Ghost has better multi-clip DPS because its clip size is much larger than AvengerS AvengerS with magazine mod=(45/(525/60))/(45/(525/60)+1.5)*577.5 = 447.10 Ghost with magazine mod = (113/(600/60))/(113/(600/60)+1.5)*580 = 512.03 In terms of priming: Since both weapons don't have good DPS, their role serves as a primer at best, and in this case Ghost's 600rof is priming 1.14x faster than Avengers's 525 rof. In terms of range (which is determined by accuracy): Being very accurate after 1 sec of shooting VS Only accurate for the first one sec. And you can't tell which one is FAR better? In terms of weight: Ghost has a weight of 10, Avenger has a weight of 13 In terms of max ammo: Ghost has 985 max ammo, AvengerS has 656 max ammo. Seriously, any sane person would choose Ghost over AvengerS if it is unrelated to any subjective factors such as being a Bioware fanboy. And your logic is still funny. Even if I stop bitching as if I am, it doesn't mean it is okay for you to tell lies that the new weapons are okay. Edit: Oh btw, vanquisher is also near-strictly better than viperS, only because viperS is slightly more accurate than vanquisher, lol. I havn't taken a closer look at the pistols, as I am going to sleep now. You are quoting weight ( 13vs10 ) and max ammo reserves like they mean something here. And you have nothing else to pick. Avenger S even gets outperformed in the tiniest meaningless stats. Throw it out of the airlock.
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Post by killabkilledb on Jun 2, 2017 20:03:10 GMT
You are quoting weight ( 13vs10 ) and max ammo reserves like they mean something here. And you have nothing else to pick. Avenger S even gets outperformed in the tiniest meaningless stats. Throw it out of the airlock. No, I'm in gold now with both weopons equipped... not really noticing a significant different between them...
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Post by Uchimura on Jun 2, 2017 20:39:52 GMT
The Avenger S was their chance to fulfill the 'gun you balance the game around'... but no. Not happening. Don't think they could actually buff it anymore without breaking their rule of 'ARs can't be strong' (that's been in place since 3). Also, Revenant is a turd. Throw enough at it to compensate, but it's still won't be as good as other weapon classes.
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Post by JRandall0308 on Jun 2, 2017 20:46:43 GMT
But *why* can't ARs be strong?
We have ridiculously strong SMGs (or Pistols) now, why not ARs?
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Post by TormDK on Jun 2, 2017 20:56:17 GMT
But *why* can't ARs be strong? We have ridiculously strong SMGs (or Pistols) now, why not ARs? We have strong everything but ARs.
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Post by Uchimura on Jun 2, 2017 21:06:12 GMT
Don't know..
Still, despite being weak, I think they're definitely some of the most popular weapons. Everyone wants to play 'soldier' if you get what I mean.
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Post by rolenka on Jun 2, 2017 21:08:26 GMT
So they are adding S versions of every weapon?
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Post by mydamnalterego on Jun 2, 2017 21:09:09 GMT
It seems like if I were designing a game there would some standard guns I would absolutely want to nail: * Semi-auto 'battle rifle' (like the Sabre or Halo's DMR) that rewards precise, measured shooting and is accurate and high damage. Great out to long range and can even compete with sniper rifles on everything except burst damage. * Full-auto 'assault rifle' that is moderately accurate and moderately damaging and rewards firing in 'short, controlled bursts' (or whatever space magic lets you have super high accuracy even on full auto). Great out to mid range. This is also the gun you balance everything else around. It needs to be fun and effective against all but the toughest enemies. * Full-auto 'machine gun' that is low accuracy but has a big clip of moderately damaging bullets and rewards MOAR DAKKA feelings. Great up close, not great anywhere else. Now do we have that in MEA? No. Maybe. (Ghost is close but Gold enemy DR hurts it badly.) Maybe. (I hear good things about the Revenant, but I feel like Gold DR hurts it badly.) The Avenger S was their chance to fulfill the 'gun you balance the game around'... but no. Not happening. I'd say - you omitted certain moments (IMHO, of course). And exactly: * Semi-auto battle rifles (like ME2 Mattock/Halberd/Sandstorm/ME2 Vindicator/Valkyrie) shall also have serious stagger on hit to make them viable for fighting more, than one enemy at a time; * Full auto machine gun - like rifles like Revenant/Typhoon shall have very good cover accuracy bonus, being (as a trade-off) rather inaccurate on the move, i.e. act mostly as weapons for static defense. Plus some general principles: * All kinetic weapons, besides damage, shall have some kind of force applied to the target - i.e. that mentioned stagger / knockback on hit (knockback is mostly for shotguns and shiper rifles). * Energy weapons, in term, shall have bonus damage versus shields plus some after-hit DoT. * Assault rifles must actually kill, which IMHO means - no more, than 10 shots to kill a basic enemy for full-auto ones and 5-6-7 for semi-auto ones.
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Post by The Joe-Man on Jun 2, 2017 21:15:13 GMT
But *why* can't ARs be strong? We have ridiculously strong SMGs (or Pistols) now, why not ARs? This is what happens when we have a shooting game designed by people who've never handled a gun in real life. They don't understand the relationship between things like calibre and recoil or barrel length and muzzle velocity and manoeuvrability. Or how all those things affect weapon weight. They're just manipulating numbers on a spreadsheet.
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Post by The Joe-Man on Jun 2, 2017 21:26:25 GMT
It seems like if I were designing a game there would some standard guns I would absolutely want to nail: * Semi-auto 'battle rifle' (like the Sabre or Halo's DMR) that rewards precise, measured shooting and is accurate and high damage. Great out to long range and can even compete with sniper rifles on everything except burst damage. * Full-auto 'assault rifle' that is moderately accurate and moderately damaging and rewards firing in 'short, controlled bursts' (or whatever space magic lets you have super high accuracy even on full auto). Great out to mid range. This is also the gun you balance everything else around. It needs to be fun and effective against all but the toughest enemies. * Full-auto 'machine gun' that is low accuracy but has a big clip of moderately damaging bullets and rewards MOAR DAKKA feelings. Great up close, not great anywhere else. Now do we have that in MEA? No. Maybe. (Ghost is close but Gold enemy DR hurts it badly.) Maybe. (I hear good things about the Revenant, but I feel like Gold DR hurts it badly.) The Avenger S was their chance to fulfill the 'gun you balance the game around'... but no. Not happening. I'd say - you omitted certain moments (IMHO, of course). And exactly: * Semi-auto battle rifles (like ME2 Mattock/Halberd/Sandstorm/ME2 Vindicator/Valkyrie) shall also have serious stagger on hit to make them viable for fighting more, than one enemy at a time; * Full auto machine gun - like rifles like Revenant/Typhoon shall have very good cover accuracy bonus, being (as a trade-off) rather inaccurate on the move, i.e. act mostly as weapons for static defense. Plus some general principles: * All kinetic weapons, besides damage, shall have some kind of force applied to the target - i.e. that mentioned stagger / knockback on hit (knockback is mostly for shotguns and shiper rifles). * Energy weapons, in term, shall have bonus damage versus shields plus some after-hit DoT. * Assault rifles must actually kill, which IMHO means - no more, than 10 shots to kill a basic enemy for full-auto ones and 5-6-7 for semi-auto ones. Good list but you missed one. *Guns shall recoil and not bloom. On another note, semi-auto guns need some sort of physical or audio indicator to match their ROF. Think of the Saber in ME3. It had a slow ROF but you knew when it could shoot again because to muzzle dropped and the audio matched the rate. Boom -> kachink -> Boom -> kachink. Compare that to the Halberd, which I want to love. It's got a very nice clapk to it, like the Mattock, but the gun doesn't give you any indication that it's done cycling. Just "Clap -> wait, is it ready yet? -> pull trigger too soon -> nothing -> damnit." Why can't it fire? The round's cycled and I'm on target. It leaves the gun feeling very unresponsive. You could say "well you have to learn the rhythm of the thing", which is fine for Dance, Dance, revolution but in a shooting game I expect my guns to act like guns.
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Post by kaileena_sands on Jun 2, 2017 21:50:52 GMT
Sounds good, your thread gives me a bit of hope it may not be completely useless. Also... Still need a solid UR assault rifle (soned is a novelty gimmick and the paw is decent as it primes well but I want a solid ROF, high damage UR AR (not a finger hurting valkyrie or a guess where the bullets will go soned)... So basically you want this:
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Post by killabkilledb on Jun 2, 2017 22:08:37 GMT
Sounds good, your thread gives me a bit of hope it may not be completely useless. Also... Still need a solid UR assault rifle (soned is a novelty gimmick and the paw is decent as it primes well but I want a solid ROF, high damage UR AR (not a finger hurting valkyrie or a guess where the bullets will go soned)... So basically you want this: Yes lol... Ghost and AvengerS are virtually identical in gold play. Played both today and kept switching. Was forgetting which one was which at times...
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Post by 3rdpig on Jun 3, 2017 2:11:22 GMT
But *why* can't ARs be strong? We have ridiculously strong SMGs (or Pistols) now, why not ARs? This is what happens when we have a shooting game designed by people who've never handled a gun in real life. They don't understand the relationship between things like calibre and recoil or barrel length and muzzle velocity and manoeuvrability. Or how all those things affect weapon weight. They're just manipulating numbers on a spreadsheet. Nailed it. With guns like the PAW, Shadow and Sweeper they can do anything they want because there is no real world equivalent. But it's utterly absurd to think that technology advanced to the degree that we can travel to other galaxies, but can't produce a projectile type assault rifle much superior to one that the Soviets could design and mass produce in 1947... a time when most combat aircraft were still using propeller driven engines and we were still 14 years from putting a man in space and 22 years from putting a man on the moon.
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Post by ramsen on Jun 3, 2017 2:23:49 GMT
Sounds good, your thread gives me a bit of hope it may not be completely useless. Also... So basically you want this: Yes lol... Ghost and AvengerS are virtually identical in gold play. Played both today and kept switching. Was forgetting which one was which at times... That's the problem with these S weapons. They are too similar to other silver/gold weapons and worse in most cases. Disciple > Katana S Vanquisher > Viper S Sidewinder > Pred S Ghost ? Avenger S Equalizer > Charger S
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Post by vomder on Jun 3, 2017 3:09:22 GMT
This is what happens when we have a shooting game designed by people who've never handled a gun in real life. They don't understand the relationship between things like calibre and recoil or barrel length and muzzle velocity and manoeuvrability. Or how all those things affect weapon weight. They're just manipulating numbers on a spreadsheet. Nailed it. With guns like the PAW, Shadow and Sweeper they can do anything they want because there is no real world equivalent. But it's utterly absurd to think that technology advanced to the degree that we can travel to other galaxies, but can't produce a projectile type assault rifle much superior to one that the Soviets could design and mass produce in 1947... a time when most combat aircraft were still using propeller driven engines and we were still 14 years from putting a man in space and 22 years from putting a man on the moon. At least the shotguns we get are able to kill at range unlike a lot of games
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Post by Pounce de León on Jun 3, 2017 11:00:34 GMT
It seems like if I were designing a game there would some standard guns I would absolutely want to nail: * Semi-auto 'battle rifle' (like the Sabre or Halo's DMR) that rewards precise, measured shooting and is accurate and high damage. Great out to long range and can even compete with sniper rifles on everything except burst damage. * Full-auto 'assault rifle' that is moderately accurate and moderately damaging and rewards firing in 'short, controlled bursts' (or whatever space magic lets you have super high accuracy even on full auto). Great out to mid range. This is also the gun you balance everything else around. It needs to be fun and effective against all but the toughest enemies. * Full-auto 'machine gun' that is low accuracy but has a big clip of moderately damaging bullets and rewards MOAR DAKKA feelings. Great up close, not great anywhere else. Now do we have that in MEA? No. Maybe. (Ghost is close but Gold enemy DR hurts it badly.) Maybe. (I hear good things about the Revenant, but I feel like Gold DR hurts it badly.) The Avenger S was their chance to fulfill the 'gun you balance the game around'... but no. Not happening. First thing I would do is that a headshot is a headshot and ppl wouldn't need to sink a whole magazine in trying to make heads explode.
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Post by Gya on Jun 3, 2017 11:07:32 GMT
I am always disappointed with the ARs in MEMP. I wanted a good standard, full-auto rifle but nope, they only gave me 3-point-burst, spray machine-gun, laser and other shits. Saber is a good gun but that's semi-auto, more like battle rifle than AR. Ghost is the closest thing to my expectation in this game. Sad thing its damage doesn't do any good. Here are some facts about MEAMP ARs. 1. ARs were very popular pre-patch 1.06. People used AR unless they are using Vanquisher. 2. Patch 1.06 buffed things based on user feedback and usage statistics. 3. Popular ARs(including Revenant, Falcon, Zalkin etc) which were used a lot not because they are good but because they are barely tolerable compare to other garbage weapons got absolutely no buff in patch 1.06. **Because we didn`t bitch about Revenant, Falcon and Zalkin... unlike Soned and Mattock. Other ARs were not even discussed for most part so they were presumed to be perfectly balanced by BW. 4. As the result of not being touched by patch 1.06 (which buffed some weapons' effectiveness by over 200%)... now ARs have become garbage. BW sucks at balancing and have no idea what they are doing. We just gotta be patient as they catch up very very slow. Who the shitting hell used the Zalkin more than once? The reason no-one complained about it was because it was so bad everyone was trying to forget it existed. It turned my finger into a demented claw, but unlike with the Mattock I couldn't think back to how good it was in ME2. On topic, if these are actually decent them my salty rage about this whole thing might be slightly lessened. Only got the Katana S at rank I so far though, and seeing no reason to use it over the Disciple.
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Post by Durza on Jun 3, 2017 11:34:13 GMT
Want a not-so-shitty new weapon = want an instant-win weapon? Great logic over there. Just FYI, X5Ghost is very close to strictly superior than AvengerS. And Disciple is strictly superior than KatanaS. You don't realease a new weapon that is stritcly or near strictly inferior to the old ones. Only a fanboy would feel fine about it. DOesn't excel in any of them but is okay in all of them. Its solid all around. Now in the future I'd like an UR version of this (e.g. harrier). More like the Lancer. The Harrier was pinpoint accurate (bugged accuracy and recoil, actually. It kicked more in cover than out of cover because someone gave it... shotgun recoil values instead of AR recoil values from what I can tell) and had stupid high DPS, but had terrible ammo to compensate. The Lancer was a *little* lacking in this regard as well, since they sacrificed some DPS and accuracy for its finicky recharge gimmick.
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Post by Durza on Jun 3, 2017 12:38:34 GMT
Bioware quoted the weight of these S guns during the stream yesterday as if that gave some big advantage. They still haven't figured out that they've made the weight system all but irrelevant as compared to the way it worked in ME3. ... Been saying this since week 1. They've made weight largely irrelevant by removing the +100% recharge boost, and made this game a little less fun in the process.
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Post by misguidedworm7 on Jun 3, 2017 12:52:31 GMT
I like the common weapons, was rocking gold with my basic human soldier / avenger/ katana for fun before, so getting some that do more damage is nice enough I guess.
It's all really pointless to use any weapon that isn't super lethal and weighs nothing, a pistol in other words.
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Post by Uchimura on Jun 4, 2017 5:25:59 GMT
I was checking to see if BW replied to JR's question thread; not yet, but I happened to miss Bastiaan's reply to the S weapons thread. From Bastiaan Frank on Reddit: Picked out the highlight: > With that said, if the S versions don't end up being quite right for Gold still, we will of course adjust them. But we would compare them rank for rank with other Gold guns.
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Post by Feneckus on Jun 4, 2017 5:47:16 GMT
Jesus Christ, I've had it with their incompetence.
Earlier guns became less than ideal quickly ? How about all the Gold/UR guns that already are less than ideal ? Isharay, Black Widow, Valiant, Soned, Eagle, Revenant, Sandstormm, Valkyrie, Halberd ? Weapons that are either totally useless or completely outclassed by another weapon.
These weapons have fans too. I'd love to be able to use the Isharay. The Javelin/regular Widow were probably my favorite non-Claymore guns in ME3. The Typhoon was quite popular but its equivalent, the Soned, sucks more than Paris Hilton in a New Year's Eve party. I guess the Halberd is supposed to be a marksman rifle a la Saber, except it feels like a Phalanx.
Furthermore, adding 50 rare cards just for the hell of it, did they really think it was a good idea ? "Oh some people have maxed out their rares ? What should we do ? Oh fuck it, there's no time, just reskin some old weapons and give them an irrelevant damage bonus, that'll make them happy". Sigh
Sometimes, I wish I could be as bad as these guys at my own job.
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