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ZDub 303
TeamPlayers EoN.
2040
 |
Posted - 2013.09.06 16:51:00 -
[61] - Quote
Cosgar wrote:semperfi1999 wrote:Why would anyone ever spec into AR if they do the changes you suggest then? the ASCR is already better than the AR. If you do those changes the ASCR will absolutely roflpwn the AR. If you want to change the AR then you need to think about changing the scr too. I'm only talking about enough range to make the ScR's range superior to the TAC AR since the TAC AR is meant to only emulate it. There's a whole topic on the subject. Adding a militia variant (along with every other weapon) needs to happen as well so that new players can try everything out without having to spend SP. Also, including a full auto racial rifle on each racial starter fit would stop funneling players into just using the AR.
No I think if the AR is to recieve a kick nerf, then the AScR should probably recieve an overheat nerf. Something along the lines of increasing heat build up by 40% or so. |

Cosgar
ParagonX
4837
 |
Posted - 2013.09.06 17:01:00 -
[62] - Quote
ZDub 303 wrote:Cosgar wrote:semperfi1999 wrote:Why would anyone ever spec into AR if they do the changes you suggest then? the ASCR is already better than the AR. If you do those changes the ASCR will absolutely roflpwn the AR. If you want to change the AR then you need to think about changing the scr too. I'm only talking about enough range to make the ScR's range superior to the TAC AR since the TAC AR is meant to only emulate it. There's a whole topic on the subject. Adding a militia variant (along with every other weapon) needs to happen as well so that new players can try everything out without having to spend SP. Also, including a full auto racial rifle on each racial starter fit would stop funneling players into just using the AR. No I think if the AR is to recieve a kick nerf, then the AScR should probably recieve an overheat nerf. Something along the lines of increasing heat build up by 40% or so. I haven't used the AScR alt since 1.4 (Can't really stomach playing my main now either) so I haven't seen how the new skill affected the AScR yet. Whatever the case, I'm thinking it should be that mid range, brawler rifle that has less kick and dispersion than the standard AR at the cost of overheating. Did this change? |

Cosgar
ParagonX
4955
 |
Posted - 2013.09.08 03:07:00 -
[63] - Quote
Bump |

Zeylon Rho
Subdreddit Test Alliance Please Ignore
2300
 |
Posted - 2013.09.08 03:22:00 -
[64] - Quote
Cosgar wrote:ZDub 303 wrote:Cosgar wrote:semperfi1999 wrote:Why would anyone ever spec into AR if they do the changes you suggest then? the ASCR is already better than the AR. If you do those changes the ASCR will absolutely roflpwn the AR. If you want to change the AR then you need to think about changing the scr too. I'm only talking about enough range to make the ScR's range superior to the TAC AR since the TAC AR is meant to only emulate it. There's a whole topic on the subject. Adding a militia variant (along with every other weapon) needs to happen as well so that new players can try everything out without having to spend SP. Also, including a full auto racial rifle on each racial starter fit would stop funneling players into just using the AR. No I think if the AR is to recieve a kick nerf, then the AScR should probably recieve an overheat nerf. Something along the lines of increasing heat build up by 40% or so. I haven't used the AScR alt since 1.4 (Can't really stomach playing my main now either) so I haven't seen how the new skill affected the AScR yet. Whatever the case, I'm thinking it should be that mid range, brawler rifle that has less kick and dispersion than the standard AR at the cost of overheating. Did this change?
The assault scrambler has never had any serious heat issues, and while heat build on the level of the semi-auto would be too much, it probably needs some. The AR should kick/recoil more (especially in contrast to the burst), the assault scram needs more heat build-up for it to even be a factor. So, he has an accurate request in that case I think. |

SgtDoughnut
M.E.R.C. Elite D.E.F.I.A.N.C.E
32
 |
Posted - 2013.09.08 03:24:00 -
[65] - Quote
Yes please, short term bandages should be removed when new and better solutions are put in (such as AA being removed or toned down when they get their control right for m/kb and ds3 balance) |

Cosgar
ParagonX
4960
 |
Posted - 2013.09.08 03:25:00 -
[66] - Quote
Zeylon Rho wrote:The assault scrambler has never had any serious heat issues, and while heat build on the level of the semi-auto would be too much, it probably needs some. The AR should kick/recoil more (especially in contrast to the burst), the assault scram needs more heat build-up for it to even be a factor. So, he has an accurate request in that case I think Yeah, I see what you're getting at, I tried it a bit today. If that's going to be the case, then the ScR should have 0 dispersion and only superficial levels of kick since the overheat is going to be the balancing mechanic. Getting off topic though.
**** aim assist!
Much better. |

Aythadis Smith
Sebiestor Field Sappers Minmatar Republic
118
 |
Posted - 2013.09.08 04:00:00 -
[67] - Quote
I wonder if CCP Devs are trolling us |

Godin Thekiller
Hellstorm Inc League of Infamy
561
 |
Posted - 2013.09.08 04:01:00 -
[68] - Quote
Cosgar wrote:Remove the 10% weapon damage buff on all weapons that was a short term solution to aiming problems in 1.0 and remove the strafing speed cap. Discuss!
That would just hurt light frames even more.  |

OZAROW
WarRavens League of Infamy
582
 |
Posted - 2013.09.08 04:02:00 -
[69] - Quote
DON'T YOU DARE TOUCH MY KNIVES! |

Cosgar
ParagonX
4961
 |
Posted - 2013.09.08 04:09:00 -
[70] - Quote
Godin Thekiller wrote:Cosgar wrote:Remove the 10% weapon damage buff on all weapons that was a short term solution to aiming problems in 1.0 and remove the strafing speed cap. Discuss! That would just hurt light frames even more.  How so? Unless you're referring to the shotgun, this is a whole different issue. My suggestion increases TTK back to comfortable levels while giving scouts the mobility they desperately need.
OZAROW wrote:DON'T YOU DARE TOUCH MY KNIVES! Wouldn't dream of it. |
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The-Errorist
Mannar Focused Warfare Gallente Federation
180
 |
Posted - 2013.09.08 20:09:00 -
[71] - Quote
I too would like base damage decreased by 10% and small increase in strafe speed. That will compensate for the aim assist, improved hit detection, and strafing being less effective.
The time to kill people is too low in this build. |

NOAMIzzzzz
BIG BAD W0LVES
37
 |
Posted - 2013.09.08 20:18:00 -
[72] - Quote
The aim assist is "OK" but man i'm a heavy and omg i get wrecked waaaay to fast by ARS. in 1.3 it was fine but whatever u did in 1.4 it really facked me over. |

Cosgar
ParagonX
5015
 |
Posted - 2013.09.09 02:24:00 -
[73] - Quote
NOAMIzzzzz wrote:The aim assist is "OK" but man i'm a heavy and omg i get wrecked waaaay to fast by ARS. in 1.3 it was fine but whatever u did in 1.4 it really facked me over. How's the new HMG? Haven't tried it yet on my alt since I can barely stomach playing on my main. |

First Prophet
Unkn0wn Killers
982
 |
Posted - 2013.09.09 02:27:00 -
[74] - Quote
Buff MD. |

Medical Crash
Pro Hic Immortalis
137
 |
Posted - 2013.09.09 02:52:00 -
[75] - Quote
Want to remove AA? Fine, no problem, BUT. In return max aiming sensitivity for the DS3 needs to be increased by somewhere around 250%, and the acceleration is still too much. Give us a stand alone option to tweak the acceleration. I don't want to have to move the right stuck very far to aim my shotty. Hard to twitch aim when my controls are still gimped.
Also, Cap the dpi Mouse users have closer to what DS3 limitations are. If I can't turn like the flash then neither should M/KB users. Fairs fair right? |

SirManBoy
Molon Labe. RISE of LEGION
190
 |
Posted - 2013.09.09 03:21:00 -
[76] - Quote
I'm not convinced that 10% would be enough. You don't balance a 300% increase in TTK with a 10% reduction in damage. |

Cosgar
ParagonX
5017
 |
Posted - 2013.09.09 04:04:00 -
[77] - Quote
Medical Crash wrote:Want to remove AA? Fine, no problem, BUT. In return max aiming sensitivity for the DS3 needs to be increased by somewhere around 250%, and the acceleration is still too much. Give us a stand alone option to tweak the acceleration. I don't want to have to move the right stuck very far to aim my shotty. Hard to twitch aim when my controls are still gimped.
Also, Cap the dpi Mouse users have closer to what DS3 limitations are. If I can't turn like the flash then neither should M/KB users. Fairs fair right? Personally, I don't care if we have AA or not. But this magnetic autopilot BS has to go or people on the business end of a gun should have the chance to defend themselves. From what I've seen, the M/KB input is already on the level of the DS3 since it's using joystick emulation. You can't turn a 180 or anything crazy like that because we don't have raw input. AA is meant for controllers to compete with mice, but right now the DS3 has an unfair advantage.
SirManBoy wrote:I'm not convinced that 10% would be enough. You don't balance a 300% increase in TTK with a 10% reduction in damage. I've been saying that once we get aiming and hit detection problems resolved, weapon balance needs to be addressed. I hope that's what they look into for 1.5 or we're in trouble. |

Killar-12
The Corporate Raiders
1037
 |
Posted - 2013.09.09 04:35:00 -
[78] - Quote
ZDub 303 wrote:Cosgar wrote:semperfi1999 wrote:Why would anyone ever spec into AR if they do the changes you suggest then? the ASCR is already better than the AR. If you do those changes the ASCR will absolutely roflpwn the AR. If you want to change the AR then you need to think about changing the scr too. I'm only talking about enough range to make the ScR's range superior to the TAC AR since the TAC AR is meant to only emulate it. There's a whole topic on the subject. Adding a militia variant (along with every other weapon) needs to happen as well so that new players can try everything out without having to spend SP. Also, including a full auto racial rifle on each racial starter fit would stop funneling players into just using the AR. No I think if the AR is to recieve a kick nerf, then the AScR should probably recieve an overheat nerf. Something along the lines of increasing heat build up by 40% or so. or make overheat damage in the lines of the Laser Rifle |

Medical Crash
Pro Hic Immortalis
137
 |
Posted - 2013.09.09 11:41:00 -
[79] - Quote
Cosgar wrote:Medical Crash wrote:Want to remove AA? Fine, no problem, BUT. In return max aiming sensitivity for the DS3 needs to be increased by somewhere around 250%, and the acceleration is still too much. Give us a stand alone option to tweak the acceleration. I don't want to have to move the right stuck very far to aim my shotty. Hard to twitch aim when my controls are still gimped.
Also, Cap the dpi Mouse users have closer to what DS3 limitations are. If I can't turn like the flash then neither should M/KB users. Fairs fair right? Personally, I don't care if we have AA or not. But this magnetic autopilot BS has to go or people on the business end of a gun should have the chance to defend themselves. From what I've seen, the M/KB input is already on the level of the DS3 since it's using joystick emulation. You can't turn a 180 or anything crazy like that because we don't have raw input. AA is meant for controllers to compete with mice, but right now the DS3 has an unfair advantage. SirManBoy wrote:I'm not convinced that 10% would be enough. You don't balance a 300% increase in TTK with a 10% reduction in damage. I've been saying that once we get aiming and hit detection problems resolved, weapon balance needs to be addressed. I hope that's what they look into for 1.5 or we're in trouble. I'm not a KB/M guy, so I can't back this up, but; can't certain mouses now once again bypass the turn restrictions? It needs to have onboard drivers though right? That's what I was talking about. I'm not aware of any way to bypass the DS3's turn restriction, unless you know a way? |

OZAROW
WarRavens League of Infamy
589
 |
Posted - 2013.09.09 13:29:00 -
[80] - Quote
DON'T TOUCH MY KNIVES |
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