Buff Assault Rifle


Adeon Hawkwood

 

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Originally Posted by ClawsandEffect View Post
Realism isn't that difficult with that set.
It's rather more difficult when people start suggesting swapping out less realistic powers for more versions of Burst, because then you have to convince me why my implausible future-gun suddenly lost one of its implausible abilities for more realistic ones.

Arachnos guns are fun and all, but they are NOT the omnigun I had in mind when I made my AR Blaster. I don't want "just a rifle." I want a set with a variety of different gun attacks. Burst, slugs, grenades, fire, rockets...

Speaking of which, I notice you neglected to explain Cryo Freeze Ray and Long Range Missile Rocket. I know they're not technically part of the set, but they use the same gun without redraw.

You'll also note that Arachnos guns have limited to Wolf Spiders and have a total of three gun attacks, with the rest being grenades. To be honest, I'd still rather have a fancy frankengun than a gun which fires bullets in three firing modes and grenades with different fillings.

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As far as fixing Assault Rifle goes, I still maintain that it needs more single-target, which we could find either in Ignite if that were changed, or in Buckshot if that were changed.

Say, how's about this:

Buchshot retains its current spread, but does an extra heavy damage component on the one target you're aiming at, kind of like how Electric Melee -> Thuder Strike does. It probably still won't be very endurance-efficient as a single-target attack, but it should still keep its cone utility. That'd help a long way.

Beefing up Sniper Rifle a little in the absence of Aim would also be a huge boon. Maybe then I can ask for a more powerful sound for it without having people laugh at me.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by IanTheM1 View Post
Full Auto needs to be rebalanced around its animation time, preferably with a damage buff rather than anything exotic like Hail of Bullets.
I've always found Full Auto to be a bit... weak... when you compare it to Rain of Arrows.

I think the devs honestly assume that the two powers are balanced against each other though, if you look at the numbers, there are definite disparities.

For animation time and timing, RoA doesn't draw attention until right before the damage is dealt. Full Auto draws attention immediately deals the damage over the entire animation. Point for RoA.

For area of effect, RoA has nearly twice the area of effect and, rather than being a thin cone effect, is a targeted AoE. Both in ease of use and area of effect, RoA gets points.

For the number of affected targets, RoA can hit 16 while Full Auto can only hit 10. Big point for RoA.

For accuracy, RoA has a base accuracy of 1.6 (iirc, I'm pretty sure the attack info listed for the pseudo pet is wrong on the accuracy). Full Auto has a base accuracy of 1.35. Point for RoA (unless the pseudo pet is wrong, upon which FA gets a point, albeit a largely useless once since higher base accuracy doesn't really mean much since you're going to be operating at 95% chance to hit almost regardless).

Most importantly (right after the max number of targets, imo), for damage (level 50 Blaster base numbers), Rain of Arrows deals 225.2 lethal. Full Auto deals 178.6 lethal. Massive point for RoA.

The powers have the exact same recharge time. The only place that FA actually beats out RoA is endurance cost, which isn't really a major concern for most people since it's not even by an amount that would actually limit performance (FA costs 15.6 while RoA costs 20.8).

I'm not entirely sure which power is supposed to be the "normal" power, but there is obviously a very large difference between the two. At the very least, I'd increase the number of targets for FA to 16 targets and widen the arc so that you can hit more targets more reliably.


 

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Originally Posted by Umbral View Post
I'm not entirely sure which power is supposed to be the "normal" power, but there is obviously a very large difference between the two. At the very least, I'd increase the number of targets for FA to 16 targets and widen the arc so that you can hit more targets more reliably.
I would wager that's Rain of Arrows (or at the very least it should be), if for no reason other than because Full Auto is a TERRIBLE power in actual practice. I will say without a shadow of a doubt that Full Auto has killed ME about as many times as it has killed other things per use of the power. Part of this is because the power is weak and doesn't tend to KILL things, part of this is that it kills me a LOT.

Rain of Arrows has a four-second activation and a bit of a delay before the pseudo-pet delivers its damage, but the amount of time you spend locked in animation AND under attack is laughably small, if it even exists, simply because enemies aggro AFTER your animation has played. Full Auto keeps you rooted and under fire for its entire four-second duration.

Basically, Rain of Arrows deals more damage with greater ease over a larger area for less threat in return. This is not balanced, specifically since Rain of Arrows comes with Aim, to boot. Honestly, how does this keep being neglected for, what... Five years now? Oh, they altered the power all right! Once upon a time, they increased its recharge from I think 20 seconds to 60 seconds. Ugh...

Show of hands: When's the last time Assault Rifle has received a numbers buff? It got a special damage component on Sniper Rifle that fires if used with Targeting Drone on, for what fat load of good that did. And then... What? The animation increase doesn't really count for a numbers buff, but I'll take it. Of course, it came at the cost of castrating Ignite without actually improving its animation...


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Col_Blitzkrieger View Post
Never going to happen, but I'd just replace Beanbag with a ranged version of Follow Up and name it 'Draw a Bead'.
Leave Beanbag alone!

You don't like stunning an enemy so he's not shooting back at you, especially any specialists like Sappers or anyone that can mez?

Do not spread Auto Fire's cone AoE but instead extend it's range of effect. Bullets just don't stop and drop at 80' (or whereever the effects stops) .

I like Slug. Automatic rifles do have single shot settings. Decrease it's reactivation time.


 

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Originally Posted by Gaming_Glen View Post
Leave Beanbag alone!
Agreed. The synergy that exists between primary set stuns and secondary set stuns is, IMO, far too important to disrupt.

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I like Slug. Automatic rifles do have single shot settings. Decrease it's reactivation time.
The problem there is that all Blaster Tier 1 and 2 powers are equal in stats (excluding secondary effects), which is why I suggested swapping Slug and Burst around.


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Originally Posted by IanTheM1 View Post
The problem there is that all Blaster Tier 1 and 2 powers are equal in stats (excluding secondary effects), which is why I suggested swapping Slug and Burst around.
To be fair, Slug being stronger than Burst actually does make sense. True, burst fires, what? Five shots? But they look and sound like low-calibre rounds, like those of a submachine gun. From what I've seen, shotgun slugs tend to have a LOT more power and a LOT more kick, and firing it out of a long rifle ought to improve its accuracy over a low-calibre burst, as well. Basically, I have no problem with one big round being stronger than several small ones.

Personally, though, I feel Assault Rifle suffers from "unimpressive effects." Its sounds are embarrassingly tame, even for shots that are supposed to be high-calibre, like Sniper Rifle. Slug needs a bigger bang, in my opinion, and a bigger hit effect. When Alucard shoots vampires, he puts BIG HOLES in their chests. When AR shoots enemies, it kind of sparkles very slightly. Can't we get at least a bigger hit effect on that?


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by IanTheM1 View Post
That was where I was coming from, actually. Slug doesn't really sound like a shotgun slug...it sounds like a single bullet shot.
Heh, in that case I guess I could self-plug and repost my mock video of alternate and more realistic Sniper Rifle sounds. I'd do one for Slug, but I honestly don't see the point.

If you care, I also made a few others for Full Auto, just as a thought experiment for the All Things Art thread.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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I liked the hispano or the mg one best nice work, particularly with timing


 

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Originally Posted by Samuel_Tow View Post
Heh, in that case I guess I could self-plug and repost my mock video of alternate and more realistic Sniper Rifle sounds. I'd do one for Slug, but I honestly don't see the point.

If you care, I also made a few others for Full Auto, just as a thought experiment for the All Things Art thread.
The first one was very nice, the second two didnt fit at all, IMO (sniper rounds)

Keep em coming, Sam, these are good =]


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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AR does not need to be buffed and anyone who pretends otherwise is either a troll or just sucks at playing it. It's not "less damage" or "more inaccurate", and if you think it is, you're missing the point of it being AoE based and not a ST juggernaut like other blast powers.


 

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Originally Posted by ClawsandEffect View Post
My explanation as to why my assault rifle can fire standard bullets and shotgun shells is as follows: .45 caliber rounds and .410 shotgun shells are close enough to the same diameter that it is possible to chamber a gun to fire both (This is fact, there are guns that really exist chambered to fire both). And the size of the rounds most assault rifles fire isn't too far off a .410 shell, so I could see a clip made to fit either as well.
My explanation as to why my assault rifle can fire standard bullets and shotgun shells is as follows: It's a multi-purpose weapon, designed with different barrels and launchers to accomodate all its different firing modes. Ever look at the original AR model?

In any case, I remember a nice way of explaining it for the other weapon models. You had a rifle proper with an attached, underslung shotgun or launcher. The shotgun could fire any number of special shells- solid slugs, buckshot, grenades, even incendiary devices. This means Burst, Sniper Rifle and Full Auto are the actual gun firing, while Slug, Buckshot, Beanbag, M30 Grenade, Flamethrower and Ignite are the shotgun attachment.

By the way, you might want to take a look at this picture.


 

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Originally Posted by MondoCool View Post
AR does not need to be buffed and anyone who pretends otherwise is either a troll or just sucks at playing it.
You really want to make a splash in these parts, dontcha?


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I would rework Assault Rifle with as a double primary build.

Simply your allowed 2 power choices for the corresponding levels. This way they can fix Assault Rifle without really fixing it or at least give the appearance of it.

Those who love the old style powers can stick with them and those that don't can respec out to the new power choices.

Instead of buckshot you can pick slug. Single target kb / stun / disorient. Not all 3 effects, I'm just putting out the choices.

Instead of Ignite some sort of aim or build up. Same for Flamethrower

Instead of Full Auto, some sort of Super Flamethrower.

Basically you can mix and match old and new.


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Originally Posted by MondoCool View Post
AR does not need to be buffed and anyone who pretends otherwise is either a troll or just sucks at playing it. It's not "less damage" or "more inaccurate", and if you think it is, you're missing the point of it being AoE based and not a ST juggernaut like other blast powers.
You love trolling the suggestion forums dont you?

Two suggestions that seem well liked in game and you managed to troll your way into both lol.

As before Im guessing you didnt even bother to read the post before commenting. So again il say theres nothing wrong with the AoE side of AR besides animation time, its the single target side plus ignite being pointlessly complicated to use. The animation times often leave your being hit whilst still animating, and flamethrower is a stupidly high endurence cost for the damage it does and time it takes to animate.

One point I would like to raise though, if theres nothing wrong with AR then how come fire can deal more single target AND Area damage than AR could ever hope to achieve in half the time to animate?

Theres a reason you have so much negative rep, go find a new hobby instead of pointlessly trolling.


 

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I really couldnt see them going to extreme of making two sets of powers for AR, its gonna take too much work and they could just as easily add a new powerset rather than rework something thats already in game in this way.

All it really needs is a few powers changing a bit, not much to ask and fairly simple to do.


 

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You have no nose. Your argument is irrelevant.


 

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Originally Posted by Dr_HR View Post
argeed.. tho i dont think they will add a aim power as that means getting rid of a power- beanbag if they have to cos not many AR users use it.
it will take out an annoying lieutenant (or boss, with multiple applications) plus it's a great spot to add a (relatively) cheap purple set in Absolute Amazement.

If you're trolling for a lame power to replace start with the grenade- crummy damage & irritating scatter mean it has no home in my build.


/edit
not that I think AR is all that underpowered- it's a great AoE afflicted with the most widely resisted damage type in the game (which is one reason I slotted the heck out of Flamethrower and Ignite). combined with /dev is where it underperforms, IMHO.


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Flamethrower wouldnt be a bad power if it didnt take so much endurence and take so long to animate.

Thats ARs single biggest issue, animation time.


 

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If they cut the endurance cost of flamethrower (massivlely disproportionate for its damage) and/or front loaded the damage, that would solve a chunk of the problem.
And probably cut the endurance cost of M30. That thing costs and awful lot for what it does.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I have read alot in here, and as I have had an AR/Fire when I first started out and have logged nearly 2500 hours on him I wanted to chime in.

No matter what they do: DO NOT TAKE MY BEANBAG.

I am concerned at the amount of people who consider it a useless power... although so did I for 4 years. But you put an Absolute Amazement or two in there and you are able to stun ANYTHING with 3 shots outside of GMs (which is not entirely impossible either.) I don't necessarily think that its the animation times themselves that is the biggest problem but definitely the rooting could go.

Now. Full Auto is still my favorite power on this game. I'm not sure where the thought of it being almost skippable given its animation is coming from but I respect that. But on Dead, my recharge is higher anyway so Full Auto comes back like a champ. Slot it correctly and you have a near nova that does not wipe your endurance and comes back really really fast.



Now after I have said all that.... I can truly understand the frustrations you can have with an AR. Imagine doin an AR/Fire all the way to 50 and being half at i5.


I just kinda wanted to make some points about some of my favorite powers, and I will always be happy to give demonstrations


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Originally Posted by Techbot Alpha View Post
Except that wet haddock is more use in PvP than an AR Blaster.
Trust me, I've tried, and suffered.
I did have to comment on this too... on Liberty and on Test I was able to win several ladders matches with AR.

I am starting to believe I am the exception to a rule I did not know existed because I have not had this kind of problem with AR. I still dont suggest people use it cause it is a very difficult set to play.

So like I said anybody wanting demos of what I am talking about come on down to Liberty, hell you can even use the SG vent so you can tell that I am not being smarmy or condescending cause I'm not trying to be. I just really want to defend a powerset that I have been in love with since day 1.


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Posted

AR may have some damage/animation/End cost problems, but I think the one real buff it needs is to the snipe.

AR's snipe should be the longest ranged snipe in the game. Long enough that you have time to do other things before you come under attack for having shot someone with it.

It's a Sniper Rifle in a super hero/comic book game. Let us USE it like one, and actually hit someone at serious range. Make AR the "Sniper Set".


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