I don't find it to be a very good talent because a reload counts towards the three only when reloading from empty, so tactical reloads don't count. (The Gunner specialization reload talent doesn't have this issue.)Originally Posted by NPCRonnie Go to original post
Overflowing increases your sustained DPS by essentially making one in four reloads "free." Tactical reloads (i.e., reloads when your mag isn't empty) increase your sustained DPS by allowing you to reload when you have no target to shoot at or when you are moving (during which you can't fire), but these work against each other. If you dump the remainder of your mag before doing a reload when you don't have a target, you're now spending time dumping when you could be moving or reloading.
Especially if you have a play style where you are positioning yourself as much as possible to put some of your potential targets out of LOS (if they are not in LOS they can't hit you and so you're taking less fire) and using movement to move more targets into LOS as you take out others, it seems to me you're better off just going with tactical reloads and choosing another talent (preferably one that increases per-mag DPS).
By the way, though reloading when running slows you down, reloading during cover-to-cover movements does not appear to do so. So unless you're using something with a huge reload time (like an LMG), it's almost always a good idea to do a reload just after you start a cover-to-cover movement. (Except perhaps when you're using Overflowing on your weapon.)
That's is what I try to do as often as I can: reload while cover to cover. It both saves time, and helps to keep the enemy from outflanking you.Originally Posted by CategoryTheory Go to original post
It does more damage per bullet. On burstDPS, the M4's higher RPM gives it the slight edge - but when you factor in the reload speed, the Carbine7 pulls ever so slightly ahead thanks to the total damage over time. It's super close, and essentially splitting hairs.Originally Posted by CategoryTheory Go to original post
As for the handling, my opinion is purely subjective - I didn't say the gap was large, just the Carbine7 in play seems to have less reticule bounce.
Heavies. The Minigun black tusk dudes, the Heavy MG hyenas, True Sons nade guys, Outcast hammer bros, Cleaner flame heavies, Riker Shield nailgun guys, etc etc etc.Originally Posted by Aspoiu Go to original post
Easier to just call them chungas. Although I have no idea where the term originated. It's just a community term.
Even if you're not moving far enough to prevent flanking (say, between a couple of cover points a few meters apart), the enemies seem to take a brief moment to get their fire directed on to your new position after you pop up and they see you've moved, so it can still reduce the amount of damage you're taking. If you're going to be spending time reloading anyway, you might as well use the same time to move to adjacent cover.Originally Posted by Sircowdog1 Go to original post
IMO:
Honey Badger > Carbine 7, due to identical handling stats, 1 less mod slot (muzzle), but significantly more base dmg. I can't tell the difference, handling-wise. And 1x Optimal Range mod and I'm at 42m.
G36 > P416, due to significantly more base dmg, but a lot less accuracy than the P416. Stability on the G36 is rock solid, and the slow dmg taper after 42m means I'm hitting full powered shots at 90m. I can only guess Ranger is compensating 1:1 for the dmg drop off.
I play from range (+35m & pvp mostly), using Ranger, and 2x Optimal Range attachments on the weapon. So I compensate the lack of accuracy on the G36 by using Braced. I occasionally swap to the HB, but the side-to-side kick at long distances keeps me from landing shots since I'm so busy correcting. And I inevitably switch back to the G36.
750 & 790 RPM seems to be the sweet spot for distanced dmg dealing.
It looks like only slightly more base damage, according to the spreadsheet: 47952 / 47012 is 2% more.(Still, an extra 2% damage is helpful.)Originally Posted by badkarmacreepin Go to original post
It would be more convincing if you could show screenshots of the spread, side by side, as I did in my post above.I can't tell the difference, handling-wise.
Concerning the discussion whether AR might be better than another AR:
I personally think it doesn't really matter in basically every PvE-endgame-content. I regularly play any kind of endgame content, from sometimes assisting other agents on hard difficulty in the Summit, strolling around in my challenging open world, playing heroic content solo or with clan mates or clearing legendary missions and both raids on a very regular basis.
And I have all my favorite ARs – every single one optimized, every single one with my favorite talent Optimist, and of course all having damage to targets out of cover as third attribute – to choose from when playing. And as they are all at the same spot concerning rolls, attributes, and talent it is pretty easy to compare them.
Just for the record: the ARs I regularly use are the Carbine 7, FAMAS, Mk16, G36, Police M4, CTAR-21, and sometimes the Shield Splinterer (named F2000 with Perfect Optimist).
So the thing is – in most of my builds it does not make any kind of content significantly easier or harder if use this AR or that AR. Yes, there are minor differences concerning the stats, but the pure numbers do not make a significant difference. If you like the G36 more than a Police M4... that's fine. Prefer the CTAR over the FAMAS? Fine. If a gun feels good for you (e. g. because of the handling stats or the optimal range or the RPM, whatever), then you usually play better with it, get familiar with it, feel more comfortable with it, land more shots with it, and thus deal more damage with it. I just think that currently most ARs really are mainly on par. And you should just choose whatever gun appeals the most to you. And not choose a gun that doesn't feel as good to you, because it has a mod slot more or a 1% higher base damage or 50 RPM more or whatever...
Addendum:
I personally just generally prefer the Mk16 over ARs like the FAMAS or the CTAR when playing a 3-3-0 build. Simply because of the higher ammo consumption of the latter two and the higher damage per shot of the Mk16. Which both seems very beneficial to me when not playing with a full red build.