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New Weapon stats!

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C C P
C C P Alliance
#1 Posted: 2013.10.25 06:32  |  Edited by: CCP Frame
Hi guys,

It’s time for some stats! Before you dive in to them let me remind you these are still a work in progress Smile

First off there has been a fair bit of speculation surrounding the upcoming Combat Rifle and Rail Rifle. Speculate no more, for here are their current stats:



As a part of their introduction to the game we also plan to rejig the rifle range profiles in line with the weapon type. Rail Rifles are hybrid – railgun tech and are therefore the longest range weapons in the game, followed by laser weapons, projectile weapons and then hybrid – blaster weapons. In the chart below you can see how they stack up Vs one another:



Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far we’ve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. These are the current numbers we are testing:

- Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 )
- Reduced swarm launcher damage (330 -> 220)
- Reduced Swarm Launcher lock-on range from 400m to 175m

We’re looking forward to hearing your feedback!

CCP Wolfman
C C P
C C P Alliance
#2 Posted: 2013.10.25 06:34  |  Edited by: CCP Frame
Glue applied!

Tip: images are clickable for full-size version.
Nyain Chan
#3 Posted: 2013.10.25 06:35
respec on av now pleaseBig smile
State Terrestrial Mercenaries
#4 Posted: 2013.10.25 06:35
o7 Tra Swarms.

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#5 Posted: 2013.10.25 06:37
Loving the scrambler rifle changes... Now how bout that heavy laser weapon... Big smile

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D.E.F.I.A.N.C.E
#6 Posted: 2013.10.25 06:38
CCP Wolfman wrote:
Hi guys,

It’s time for some stats! Before you dive in to them let me remind you these are still a work in progress Smile

First off there has been a fair bit of speculation surrounding the upcoming Combat Rifle and Rail Rifle. Speculate no more, for here are their current stats:

[img]http://web.ccpgamescdn.com/dust/news.control/65248/1/riflestats17.jpg[/img]

As a part of their introduction to the game we also plan to rejig the rifle range profiles in line with the weapon type. Rail Rifles are hybrid – railgun tech and are therefore the longest range weapons in the game, followed by laser weapons, projectile weapons and then hybrid – blaster weapons. In the chart below you can see how they stack up Vs one another:

[img]http://web.ccpgamescdn.com/dust/news.control/65234/1/rifleranges17.jpg[/img]

Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far we’ve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. These are the current numbers we are testing:

- Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 )
- Reduced swarm launcher damage (330 -> 220)
- Reduced Swarm Launcher lock-on range from 400m to 175m

We’re looking forward to hearing your feedback!

CCP Wolfman


Nice. So now advanced and proto tanks can stomp harder. Brilliant move.

Just when you think CCP are getting things right.

At least assault is getting more weapons to kill us heavies with.

Lets see if they ruin the forge gun like they ruined the HMG.


Den of Swords
#7 Posted: 2013.10.25 06:38  |  Edited by: Iron Wolf Saber
Woot.

My only concern is the lock range though.

Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.

Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle.

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GunFall Mobilization
#8 Posted: 2013.10.25 06:38  |  Edited by: Coleman Gray
full auto long range rifle that deals 56 dmg a shot? yes please Lol

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Minmatar Republic
#9 Posted: 2013.10.25 06:41
Did you know that a toothpick is the object most choked on by americans?

You are now enlightened.
#10 Posted: 2013.10.25 06:42
Dat assault rifle range!

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#11 Posted: 2013.10.25 06:42  |  Edited by: Rei Shepard
Hmm proto Rail rifle 42 Rounds, 81 something damage, full auto ? Sounds like the upgrade to a scrambler rifle seizing up at round 23, rail rifle no problem just keep slugging.

Unless the recoil is going to be horrible on that thing?

Edit: Most suits will be 2-3 shot with the average Proto being 4 shot, even my suit will be a 5 shot (0.6 seconds) and then youll have enough rounds lef for another 8 suits...

sounds to me like the New Tac Fotm

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#12 Posted: 2013.10.25 06:47  |  Edited by: Fizzer94
Feedback: the font on those charts... The 6s look like 8s.
Also, Combat Rifles look like they don't use much resources, even at prototype.

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Gallente Neutron Rifle

Nyain Chan
#13 Posted: 2013.10.25 06:47
Rei Shepard wrote:
Hmm proto Rail rifle 42 Rounds, 81 something damage, full auto ? Sounds like the upgrade to a scrambler rifle seizing up at round 23, rail rifle no problem just keep slugging.

Unless the recoil is going to be horrible on that thing?


its 61.6 but yer 100m range,scope and full autoShocked i think we just found the new FOTHRoll
ck.0
#14 Posted: 2013.10.25 06:50
This Wolfman, I like him! Another! But yeah, loving these changes.

And as swarm user myself (exclusively), I can understand those changes just fine.

ck.0

Algintal Core
Gallente Federation
#15 Posted: 2013.10.25 06:56
Good to see they nerfed the swarms by 1/3 of it's damage, I was struggling to kill rep tanks and now I dont even need to bother going after them. Rejoice armor tanks, you win.
The Southern Legion
League of Infamy
#16 Posted: 2013.10.25 06:56  |  Edited by: SponkSponkSponk
combat rifle: 1200 rounds per minute (SMG-like) (if you can click a lot)

Rail rifle: 450 rounds per minute with a 0.2 second spool up (rail turret-like)

I don't think rail rifles will be doing any quick-scoping like the scrams will, but then again they'll be able to put a lot of damage down range without worrying about heat or the massive recoil of the TAC AR.

o/

Den of Swords
#17 Posted: 2013.10.25 06:56
Fizzer94 wrote:
Feedback: the font on those charts... The 6s look like 8s.
Also, Combat Rifles look like they don't use much resources, even at prototype.


Its minmatar.

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Goonfeet
Special Planetary Emergency Response Group
#18 Posted: 2013.10.25 06:58  |  Edited by: meri jin
I would love to see the Rail and Combat rifle with the other two rifles in one sheet(Rifle Stats).
It would be a lot of easier to compare them.

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OSG Planetary Operations
Covert Intervention
#19 Posted: 2013.10.25 06:59
Thanks for the post, CCP Wolfman.

I like how you guys are shaping the weapons and giving some nice trade offs. Really looking forward to ditching my ASCR for the Rail Rifle.

On a related note... Any sidearms being worked that we may seen soon? I was specifically looking for info on the Caldari MagSec SMG.

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#20 Posted: 2013.10.25 07:01
It seems the DPS on the Rail Rifles is about the same at the DPS on Blaster Rifles. I was expecting it to be lower as a tradeoff for its range. Maybe the RRs will kick pretty hard? Or maybe they will have the worst hipfire?

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Gallente Neutron Rifle

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