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WyrmHero1945
SyNergy Gaming EoN.
270
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Posted - 2013.05.16 21:36:00 -
[1] - Quote
Before reading, first look at this thread by Recon by Fire:
https://forums.dust514.com/default.aspx?g=posts&t=77164&find=unread
As you can see, the SR is weaker in all aspects vs. the Gallente AR. Scrambler Rifles have a low range and no skill to reduce dispersion, it's clear that the devs intention is that the gun is used for CQC-mid range combat.
I propose an increase in DPS for both SR variants. Keep the damage per hit, and increase the fire rate of the weapon. For the semi auto SR decrease heat build-up. Keep the range of both rifles. With this buff, SR wins vs AR at CQC-mid range, while AR wins at mid-long range with precise fire. This adds variety to the game and makes people think twice before pulling the trigger. |
WyrmHero1945
SyNergy Gaming EoN.
270
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Posted - 2013.05.16 21:50:00 -
[2] - Quote
Garrett Blacknova wrote:So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit.
So it seems, the SR has more dispersion and lower range than the AR. So it's that or nerf AR range, which would make lots of people mad.
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WyrmHero1945
SyNergy Gaming EoN.
270
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Posted - 2013.05.16 22:57:00 -
[3] - Quote
Guys I thought about range increasing, but then you see that the dispersion is actually higher than the AR. Increasing range would be useless if dispersion is not decreased, which means double work for the devs.
For those that say the SR is fine, please look at the numbers of the above thread. There's no reason at all to choose SR over AR. |
WyrmHero1945
SyNergy Gaming EoN.
270
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Posted - 2013.05.17 02:32:00 -
[4] - Quote
Gigatron Prime wrote:WTF. The scrambler rifle is the most balanced gun in the game. Dont you dare mess with it and destroy what is great.
You guys must be trolling me. The numbers don't lie gentlemen, the SR is underpowered compared to the AR.
-Garret, I saw the optimal ranges of Scrambler pistol and SMG. They both have around 20m optimal range. Then I saw the HMG's optimal, 30m, same as the assault SR. Projectile and laser technology seems to favor (?) close to mid range. It seems that CCP's intentions are to have low range on the Scrambler Rifle.
I would like that any dev can illuminate us on this matter and reply to this thread.
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WyrmHero1945
SyNergy Gaming EoN.
270
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Posted - 2013.05.17 03:07:00 -
[5] - Quote
Aisha Ctarl wrote:The SCR is just fine. I prefer the assault variant and will soon have the Carthum variant. The CRD-09 already owns enemy players, so the Carthum will be on par with a tentacled **** monster.
In short, the SCR is fine and does not need a buff.
Since you seem to not have read the above thread:
#1Posted: 2013.05.14 15:36 | Report | Edited by: RECON BY FIRE Why is the range worse than an AR?
GEK-38 Assault Rifle Max Range: 68m Optimal Range: 1 - 40m
CRD-9 Assault Scrambler Rifle Max Range: 73m Optimal Range: 1 - 29m
GLU-5 Tactical Assault Rifle Max Range: 95m Optimal Range: 1 - 62m
CRW-04 Scrambler Rifle Max Range: 83m Optimal Range: 1 - 45m
Save your SP people, AR is still the best gun around.
Edit:
Damage Comparison Between AR and SR
Overall DPS
Duvolle AR: 467.5 Carthum AS: 465.9
DPS vs Shields
Duvolle AR: 514.3 Carthum AS: 559.1
DPS vs Armor
Duvolle AR: 420.8 Carthum AS: 372.7
I say you save the SP, the Carthum ain't no monster dude. I use one. ;) |
WyrmHero1945
SyNergy Gaming EoN.
271
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Posted - 2013.05.17 06:04:00 -
[6] - Quote
Rusty Shallows wrote:WyrmHero1945 wrote:Save your SP people, AR is still the best gun around. Assault Rifles are the best weapon in Dust 514? Someone should notify the player-base immediately. Getting back on topic maybe CCP should offer variants and see how the reaction is. The breach and assault variants for some weapons have drastically altered their use from the standard models.
They are already informed, everyone's using the TAR.
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WyrmHero1945
SyNergy Gaming EoN.
273
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Posted - 2013.05.17 16:06:00 -
[7] - Quote
Korvin Lomont wrote:I think they should swap the optimals of both weapons. Leading to this numbers:
GEK-38 Assault Rifle Max Range: 68m Optimal Range: 1 - 29m
CRD-9 Assault Scrambler Rifle Max Range: 73m Optimal Range: 1 - 40m
As far as I know the Gallante Weapons should be more short ranged high ROF high DPS weapons therefore either lower the SR damage slightly or buff the AR damage slightly to seperate both weapons more in combination of the optimals range change (the same DPS with higher Range for any of the two weapons would result in another imbalance)
As I said before I believe the range was meant to be low, the gun doesn't have any reducing dispersion skill, nor recoil, etc. like the AR. If they increase range they'll have to reduce dispersion as well, no point in increasing range when the gun is not accurate. |
WyrmHero1945
SyNergy Gaming EoN.
274
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Posted - 2013.05.18 02:44:00 -
[8] - Quote
Still waiting on CCP to acknowledge if this gun is meant to have lower range than Gallente AR. With that, an increase to rate of fire is the best choice for any kind of buff. I prefer that they buff this weapon instead of nerfing the AR. |
WyrmHero1945
SyNergy Gaming EoN.
275
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Posted - 2013.05.18 21:46:00 -
[9] - Quote
Since no one is using this weapon, and the small number of guys using it saying it's fine, the chances that CCP buffs the SR are quite low. Either way, I'm bumping this thread so it gets their attention, I really want to know the future of this weapon, because if it's still underpowered by respec, I might just join the large population of duvolles. |
WyrmHero1945
SyNergy Gaming EoN.
277
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Posted - 2013.05.19 05:40:00 -
[10] - Quote
lol I just looked the MD thread with 11 pages and no response from CCP. This thread is not even close to that. This calls for a coalition of non-AR light weapon users. |
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WyrmHero1945
SyNergy Gaming EoN.
302
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Posted - 2013.05.22 04:58:00 -
[11] - Quote
Bump |
WyrmHero1945
SyNergy Gaming EoN.
305
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Posted - 2013.05.23 08:59:00 -
[12] - Quote
Kaze Eyrou wrote:Garrett Blacknova wrote:So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit. So much this. I've played Gallente so I'm familiar with blasters; not so much Amarr, but I have heard when you get range, you can melt people with your lasers. Anyways, I believe the Gallente Assault Rifle is similar to Blaster tech in EVE, while the Scrambler Rifle is similar to the Laser tech on Amarr ships in EVE (though admittedly I don't know if long range or short). In any case isn't the optimals and range on lasers greater than the blasters? EDIT: Never mind. Found this. https://forums.dust514.com/default.aspx?g=posts&m=834118#post834118
Yeah. And if you check the weapon ranges thread on the rookie training grounds section of the forums you can see that:
HMG and Assault SR have same optimal (30m).
SMG and Scrambler Pistol have same optimal as well (20m).
I don't think it's a coincidence. Scrambler technology (pulse) is meant to be for CQC and lower range than Blasters. Seems projectile technology is going the same route. Railgun, laser (beam) and missile should outrange the blaster. So if these are CCP's intentions I'm fine with the low range. But then an increase in DPS is necessary for balance, be it higher damage or ROF. |
WyrmHero1945
SyNergy Gaming EoN.
306
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Posted - 2013.05.24 03:03:00 -
[13] - Quote
Zeylon Rho wrote:The passive skill not helping the assault variant is another issue. A Heat build-up reduction skill would make more sense.
Pulse lasers ARE the shorter range range option between pulse & beam for Amarr in EVE, but they aren't CQC exactly.
Pulse Lasers are described as "Medium" range turrets, blasters are "Short" range turrets.
What does that mean in practical terms? Well, if we just look something like the Medium-sized turrets sets for both, Pulse lasers have an optimum range of about 12,000 meters, while Blasters have a range of about 3,000 meters. So, Pulse Lasers outrange blasters by about 4 to 1 (in EVE).
Anyway, better, head-reducing passive skill and a range bump would be great.
I get the feeling something like the TAC AR was more meant to be in the Rail Rifle set.
This makes sense. CCP why you don't do this?
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WyrmHero1945
SyNergy Gaming EoN.
307
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Posted - 2013.05.24 16:56:00 -
[14] - Quote
Bump |
WyrmHero1945
SyNergy Gaming EoN.
309
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Posted - 2013.05.25 07:07:00 -
[15] - Quote
So I just found out that the SR is super accurate, at least at mid range. This is one of the reasons I'm having so much trouble using it for CQC. The gun almost never hits when hip firing because of the low dispersion. So why make a very accurate gun with only 30m optimal? The same as an HMG!!!! The gun should have 60m optimal and 100m for the semi automatic one. I'll edit the OP. |
WyrmHero1945
SyNergy Gaming EoN.
309
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Posted - 2013.05.25 08:02:00 -
[16] - Quote
Zeylon Rho wrote:WyrmHero1945 wrote:So I just found out that the SR is super accurate, at least at mid range. This is one of the reasons I'm having so much trouble using it for CQC. The gun almost never hits when hip firing because of the low dispersion. So why make a very accurate gun with only 30m optimal? The same as an HMG!!!! The gun should have 60m optimal and 100m for the semi automatic one. I'll edit the OP. It should be comparable to EVE stats, where pulse lasers have a significant range advantage over plasma weapons. The heat, fire-rate, uneven dmg percentile (shields vs. armor), and large power draw are where the differences should be.
Thanks for the info it all makes sense now. |
WyrmHero1945
SyNergy Gaming EoN.
313
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Posted - 2013.05.26 07:39:00 -
[17] - Quote
Clair de Lune wrote:I wonder if they would consider making the round bigger? One difference I see between the AR and SR is that the dispersal at close range helps the ar users hit the moving target. So, oddly the accurate sr suffers in cqc. Also, I can't count the times I hard a charged head shot lined up and it looks like it should hit, but no it goes next to his head. Added to this is the aiming controls not being smooth enough to account for such a small difference in space. Even adjusting sensitivity I cannot account for it well.
So much this. Then if you begin to think why CQC weapons like the AR and the SMG have the Sharpshooter skill, which reduce dispersion. I could use this skill for the SR or the TAR, but for the conventional AR it means having a difficult time when hip firing at CQC.
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WyrmHero1945
SyNergy Gaming EoN.
313
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Posted - 2013.05.26 07:42:00 -
[18] - Quote
Zeylon Rho wrote:For illustration purposes, here's two roughly equivalent specimens from blasters and pulse lasers. They're both MEDIUM and META lvl 5.
Heavy Pulse Laser II 12,000m 4000m 5.25s 3.6x 35tf 231MW 0.08125
Heavy Blaster II 3,000m 4,000m 4.5s 3.375x 33tf 158MW 0.11 rad/s
The stats you can see are, in order: Optimal Range, Accuracy Fall-off, Rate of fire, damage modifier, CPU, PG, and tracking speed.
A pulse laser has 4x the range as a blaster in this instance, but about the same accuracy fall-off. You can also see a pulse laser uses more CPU and much more PG.
Thanks for this EVE comparison. Still waiting for CCP to at least tell us their intentions with the weapon.
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WyrmHero1945
SyNergy Gaming EoN.
320
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Posted - 2013.05.26 18:58:00 -
[19] - Quote
Zeylon Rho wrote:Dust HaHakoke wrote:Yes but the SR is a pulse laser and the LR isa beam Right.... I'd say comparably, that a Pulse Laser Weapon (Scrambler) should definitely be longer range than a blaster (the Gallente plasma blaster). A laser should be longer range than either of them (laser rifle - beam), the Sniper rifle is a rail rifle and should be longer range than that. A comparison of Beam and Railgun ranges is relatively much closer than pulse and blaster ranges though. Pulse lasers outrange blasters by 4 to 1. This is a HUGE difference, and isn't even remotely represented well in-game. A medium turret of Beam and Railgun at meta 5 would compare at ranges more like 24km to 29km. The laser has about 82% of the range of the railgun. If the laser rifle and sniper rifle are the current representatives of each in Dust, then it's another super-lopsided comparison where the hybrid weapon has been given a ridiculous edge on something that it's actually very similar to. In both cases they've screwed up the lore of their own universe.
I just had this crazy idea that the TAR is actually the place holder for the Caldari Gauss Rifle. Much longer range than SR and a bit more than LR, which would fit EVE ranges perfectly. Just needs to be balanced with spool time just like all the railguns (snipers don't count).
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WyrmHero1945
SyNergy Gaming EoN.
326
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Posted - 2013.05.27 06:30:00 -
[20] - Quote
Bumpa bump |
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WyrmHero1945
SyNergy Gaming EoN.
327
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Posted - 2013.05.27 17:03:00 -
[21] - Quote
Zeylon Rho wrote:Creedair Talor wrote:The SR is balanced it is a miniscule distance change and you have the advantage of the charge shot, i hit so many people with that then double tap 2more times really quick and they go down. If they have the range i shift my spot in cover or move. There's a few different points here. The Scrambler is a pulse laser, it's supposed to outrange blasters (in EVE, pulse outrange blasters by 4 to 1). Currently, the opposite is true, so a Scrambler user can be taken down by a blaster user at a range where they can't effectively counter. The scrambler is effectively less accurate than a blaster as well, for a combination of reasons. Even without the sharpshooter skill, the TAR is going to get tighter groups than the scrambler, and is much more accurate when hip-firing. Not only is the scrambler outclassed on shear numbers (range, etc.), it has a drawback to contend with - overheating. Besides rendering you unable to attack, switch weapons, or do anything else - it damages you. The AR takes a sizable jump in preference with that alone. The Scrambler passive skill only functions on the semi-auto variant, the assault variant gets nothing out of it. The passive isn't useful to begin with of course (charge time reduction), however - it makes the Scrambler Rifle the only weapon in the game to have a passive that doesn't benefit a variant at all. A heat build-up reducing passive would be more sensible. The charge shot will quickly overheat a weapon, and will be hard to follow-up after the first shot. The TAR wouldn't have this problem of course - without charging at all - they can put very high damage shots on a target in rapid succession. Scramblers also require more tanks in Light Weapon Op to use than AR, which is ultimately the superior weapon. So, basically - there's many reasons one might think the Scrambler has issues. Especially if you have any knowledge of EVE lore. I'd say fixing the passive problem is a big one. Superior range to blasters is another.
Very good reply, thank you.
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WyrmHero1945
SyNergy Gaming EoN.
336
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Posted - 2013.05.29 18:42:00 -
[22] - Quote
Rale Tolemy wrote:my only issue with the scrambler rifle is how quickly it overheats. I think MAYBE if its going to overheat, dont make it use a clip. because then on top of overheating you have to reload. other than that im good with it as is.
I think overheating is ok, are you using the assault Amarr dropsuit? It's a weapon that has to be used with that suit because it'll suck with the others. Also it's bad for CQC. It really needs the range buff. |
WyrmHero1945
SyNergy Gaming EoN.
341
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Posted - 2013.05.30 08:19:00 -
[23] - Quote
So apparently we're getting a range buff guys. Still waiting for CCP for further details. |
WyrmHero1945
SyNergy Gaming EoN.
349
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Posted - 2013.05.31 01:58:00 -
[24] - Quote
Bump |
WyrmHero1945
SyNergy Gaming EoN.
359
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Posted - 2013.06.04 03:05:00 -
[25] - Quote
Bump |
WyrmHero1945
SyNergy Gaming EoN.
378
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Posted - 2013.06.06 15:53:00 -
[26] - Quote
One last bump for this thread. |
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