Rifleman Archive
Thread: Comparisons to RL weapons
I am an avid rifle sportsman in real life, and heres how i see it.
The cdef and dlt20a are like .22 cal pea shooters. Shooting rifles in real life does take a toll on you physically. Shooting a .22 is not taxing. Several hundred rounds can be shot, till you get bored and go home.
The E11 and Laser rifles are kinda like your classic hunting/sniper rifles, say a 30-06 or Remington 7mm magnum, maybe even an elephant gun like the .300. These rifles, as in game, take more of a toll on you physically due to much heavier recoil. They are also slower to shoot again because of said recoil and its effect on reacquiring your target, particularly at range. Against armored targets these rifles can penetrate about 1 1/2 inches of steel, Therefore they have an AP rating, maybe it should be lowered to AR1.
The legendary Viet Nam sniper, Carlos Hathcock however preferred to use a .50cal machine gun with a scope mounted on it, (low cyclic rate of .50cal makes it quite simple to pop off a single round even though it is an automatic weapon) and successfully made kills at over 1800m with it. A .50 cal machine gun round with its 700 grain slug, is capable of piercing light tanks and is the equal of older anti tank rifles. This is what the T21 should be. It is unwieldly, slow, and very, very powerful..the most available in a portable projectile weapon for the most part. This should be at least AR2. The .50cal is very effective in its own right against armored vehicles. Capable even of disabling a tank with a lucky shot. (Track hit, gun optics, main gun barrel hit etc.)
The Commando class does not lose out, because it has several different damage types in its AP3 weapons. They have the equivalent maybe to the rpg/flamethrower. RPGs and the like are more adept at piercing armor than a rifle, but are not "tank killing weapons". They can also disable a tank, although the likelyhood of killing a tank in a single shot is almost nil. And then of course the rocket launcher being like a Dragon Anti-Tank missile. Anti-Tank missiles etc should be, obviously, AR3.
Everyone has done a great job already crunching the numbers for the t21 already soi dont need to go there. IMO the nerf hammer fell on the wrong item when it reduced the AP to 1, and it fell too hard on the max damage. Im not even gonna go into balance with the other classes, thats a real mess.
I was impressed that the devs unnerfed the gun to begin with though, even if it was only for 24 hours or so. That at least shows a brief glimpse into the fact that someone there has some sense, he just got overridden at the last moment. Ive seen far too many games that just nerf, counter-nerf, counter-counter nerf, counter-counter-counter nerf, until any semblance of what they started with is impossible to recover. Admitting to making a nerf mistake and undoing, then renerfing in another way is definitely a step in the right direction, now do it again!!