EvanKester wrote...
EDIT: OK, the formatting is driving me crazy.
HEH... save as space delimited prn file from excel and then paste in code block.
EvanKester wrote...
EDIT: OK, the formatting is driving me crazy.
xBotharix wrote...
EvanKester wrote...
EDIT: OK, the formatting is driving me crazy.
HEH... save as space delimited prn file from excel and then paste in code block.
Modifié par EvanKester, 10 octobre 2012 - 08:48 .
Doctor Proctor wrote...
Trogdorx wrote...
Again I must ask. If you're going to use an AR without scope/stability mods and gear, and therefore aren't going to engage at long range with it, why not just take a shotgun? The damage bonus from EB/piercing isn't enough to make it out-perform a shotgun at close range, esp. the piranha, and the lower burst damage means you're spending more time exposed to the enemy, rather than evading while reloading. So to me, that means ARs are best used at medium to long range, which means you need mods that keep your AR from fighting you.
Unless you guys are magically able to connect with every bullet at long range despite wide spread and muzzle climb. In which case I apparently must remove my hat in recognition of your skill.
But assuming that's not the case, the damage boost from any barrel/piercing mod would have to be significantly higher to make it worth having bullets miss at those ranges, or to make it as effective as a shotgun at close range.
Off the top of my head, here's some examples of why someone might do just such a thing...
1) Stability Gear increases accuracy
2) Stability Equipment increases accuracy
3) Marksman increases accuracy
4) Devastator Mode increases accuracy
5) Some classes, I think the Turians, get big damage buffs to ARs, but not Shotguns
6) Someone might be using a Crusader (highly accurate non-pellet based) or Geth Shotgun (ditto) and needs the AR for engaging amored targets at short to medium range
Modifié par Trogdorx, 10 octobre 2012 - 09:47 .
Eric Fagnan wrote...
JC_aka_fps_john wrote...
DarkSpooky wrote...
Eric Fagnan wrote...
The Assault Rifle High-Velocity Barrel was never intended to increase weapon damage. We intended for it to be a heavier version of the existing penetration mod, so you get higher penetration for some extra weight. In hindsight, we should have called it something other than High-Velocity Barrel, as this seems to be leading to some confusion. We are looking into the possibility of renaming it.
WHAT?
I could have sworn that the HVBs were supposed to not only increase damage BUT add penetration as well. If that is the case, considering the sheer BS weight added on by using the HVB, I really doubt ANYONE will use it if they are not playing a niche role/kit; IE the GI with penetrating Javelin.
Wow, what a ****ing let down. Huh there is no RAGEEE emote.
The HVBs for the shotgun and the sniper rifle do add damage as well. The assault rifle one does not, which is what I really don't understand.
That's true, but the other weapons don't get as much penetration. The AR mod caps out at 90%, while the others cap out at 65%. This is not an insignificant amount. For example, just crunching some numbers here quickly, the damage done by a single clip from the Revenant on an armored target can increase by up to 20% when going from 65% to 90% penetration, depending on what bonuses you have on.
Drummernate wrote...
Rename it "The Penetrator..."
I dare you.
Not the point at all. A Geth Pulse Rifle with an HVB has a weight of 1.0. If you'll look back just one page, you'll see the math detailing the problem here.slescens wrote...
I remember a few complaints way back in the beginning that opening up every weapon class to every character class marginalized the benefits of playing a soldier vs. a power class.
Now that only heavy shock troop soldier types can get the most benefit out of a new Assault Rifle mod, we are complaining that the weight is too much to handle... interesting. Very interesting.
Modifié par EvanKester, 11 octobre 2012 - 12:55 .
slescens wrote...
I remember a few complaints way back in the beginning that opening up every weapon class to every character class marginalized the benefits of playing a soldier vs. a power class.
Now that only heavy shock troop soldier types can get the most benefit out of a new Assault Rifle mod, we are complaining that the weight is too much to handle... interesting. Very interesting.
Seargent_Braken wrote...
slescens wrote...
I remember a few complaints way back in the beginning that opening up every weapon class to every character class marginalized the benefits of playing a soldier vs. a power class.
Now that only heavy shock troop soldier types can get the most benefit out of a new Assault Rifle mod, we are complaining that the weight is too much to handle... interesting. Very interesting.
That's not what we're complaining about. We're complaining because the mod just isn't worth it, because it's just a marginal improvement over the original AP mod, AND it prevents you from using an Extended Barrel mod.
Modifié par slescens, 11 octobre 2012 - 12:13 .
In my experience, the classes that care about recharge have a harder time with armored targets, so would benefit from the mods more.Eric Fagnan wrote...
Granted, these mods aren't for every kit. The kits that care a lot about power recharge speed will probably have a hard time finding a use for them.
ASSUMINGDIRECTC0NTR0L wrote...
My Particle Rifle wielding Destroyer disagrees.
Eric Fagnan wrote...
The Assault Rifle High-Velocity Barrel was never intended to increase weapon damage. We intended for it to be a heavier version of the existing penetration mod, so you get higher penetration for some extra weight. In hindsight, we should have called it something other than High-Velocity Barrel, as this seems to be leading to some confusion. We are looking into the possibility of renaming it.
Modifié par The Shadow Broker, 11 octobre 2012 - 01:35 .
xBotharix wrote...
Uh.. how about you'd never catch a single of my characters with a GPR? But ya that one (or destroyer) could actually use it (marksman with ROF increase)Quething wrote...
xBotharix wrote...
My JustAss would never be caught dead with a PPR... or a GPR for that matter.. (well .. actually they might just.. seeing as they're such crappy guns for casters.)
Well, would you rather use the GPR on a turian soldier?
Eric Fagnan wrote...
Granted, these mods aren't for every kit. The kits that care a lot about power recharge speed will probably have a hard time finding a use for them.
Rebel_Raven wrote...
In my experience, the classes that care about recharge have a harder time with armored targets, so would benefit from the mods more.Eric Fagnan wrote...
Granted, these mods aren't for every kit. The kits that care a lot about power recharge speed will probably have a hard time finding a use for them.
Other, more weapon oriented classes can melt bosses efficiently as it is.