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Thread Statistics | Show CCP posts - 6 post(s) |
Jebus McKing
Molon Labe. RISE of LEGION
112
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Posted - 2013.10.25 18:20:00 -
[1] - Quote
My thoughts on the new rifles and range changes so far:
- Combat Rifle: As a Minmatar player I have to say it looks fantastic. Almost too fantastic.
It all depends now on how the Burst ROF will transport over to the game. From the stats it seems that the DPS might be VERY good but as I said we'll have to see how this gun actually works in-game.
Assault variants seem pretty well balanced compared to the assault variants of the rest of the rifles.
The one thing that concerns me slightly though is the relatively low CPU/PG requirement, especially for the proto variants. It seems like the CR is way easier to fit than any other rifle, though DPS is not any worse, if not better, than those of the rest of the rifles.
- Rail Rifle: I'm not sure about this weapon.
DPS looks like it is comparable to the AR but with way more range.
But then the 0.2 charge up time and the reload of 3.2 seconds really make clear that this gun is not meant to be effective close range.
It would be a really decent weapon IMO if it was not for the Scrambler Rifle range buff.
- Scrambler Rifle: Wow, assuming that no other stats will be changed but the range, this will be an absolutely awesome weapon.
In comparison to the current Tactical AR stats you will get: more range, larger clipsize, less recoil, more damage, better ROF. Though these come at a hefty CPU/PG requirement, but still these changes have the potential to make this weapon VERY good.
And here comes my problem with this: Comparing the Kaalakiota Rail Rifle and the Imperial Scrambler Rifle, why would I ever prefer to use the Rail Rifle over the Scrambler Rifle assuming I have the CPU/PG to fit the SR? For a mere +8 CPU and +3 PG I can use the SR which has no charge up time and is better in almost everything the RR does.
Either I'm missing something or the RR has something to it that's not represented through its stats. Maybe a Dev can share some insights of the RRs performance in the play-tests.
- Assault Rifle: Hm, looking at the stats of the rest of the rifles, I guess the slight range buff is absolutely necessary.
The gun is easy to fit, easy to use has very good DPS, and should still be an absolute beast in close to mid-range combat.
The one thing I'm concerned about though is my personal favourite: the Tactical AR. The range nerf (-10m) is quite hefty IMO and in combination with its slow ROF, small clipsize, huge hip-fire spread I don't see me wanting to use this weapon very much anymore.
All in all it looks like we get some decent new weapons soonTM. I'm hyped!
BTW I made s small spreadsheet with what all the weapons stats will look like with those changes. Including RPM and DPS for each weapon: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing |
Jebus McKing
Molon Labe. RISE of LEGION
112
|
Posted - 2013.10.25 19:24:00 -
[2] - Quote
Raz Warsaw wrote:the rail rifle doesn't overheat That's true, but then again even if you fire as fast as you can you won't overheat before getting at least 17 shots out and that should be enough to kill most people, especially at range. If you can't do that you should probably not use the SR. The heat build-up is a thing you learn to manage quite fast in my experience.
And also the SR gets the ability to charge up shots, with which you can kill people in seconds. |
Jebus McKing
Molon Labe. RISE of LEGION
112
|
Posted - 2013.10.25 21:56:00 -
[3] - Quote
SgtDoughnut wrote:Why does the SCR optimal range go down as you go up in teirs? 65 - 72 - 78 It is not going down. |
Jebus McKing
Molon Labe. RISE of LEGION
113
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Posted - 2013.10.26 09:44:00 -
[4] - Quote
Aeon Amadi wrote:I'm skeptical about it, really. Higher recoil kinda makes sense for a short range weapon but it doesn't make that much sense for a long range weapon - especially if it's intent is to be fully automatic. It sort of negates the premise of it being a long range weapon. Being based on the breach rifle it's going to have a higher hip-fire accuracy so the recoil might just help it out in CQC. Won't know until we see it and by that point, if I'm correct in my assumptions, it'll be the Flavor of the Month. I don't think any of us are ready to deal with yet another OP weapon that persists for months until CCP up and decides to not be stubborn and actually fix something. You're assuming that all fights occur with both fighters firing at the same time - this almost never happens. There are too many variables to take into account, whether or not one person saw the other, personal reaction time, network connection, etc. It's always best to assume that one is going to get the jump on the other and in the case of the Rail Rifle having damage as high as it is, that first second isn't going to mean much when both parties start moving around to evade fire streams. The higher damage per round with increased hip fire accuracy that comes with it being based on the Breach AR is going to make it an insanely good CQC weapon, I think, solely because of the fact that you can remain mobile and put more rounds on target without needing to use your sights.
The problem I see with the RR, especially with the assault variant, is its charge up time. If you fire continuously spread will very likely increase over time as it does for the AR. The AR does not have a charge up time, so you can stop firing for less than a second and then immediately start firing again with almost no spread. The Assault RR can't do this as effectively as the AR. Everytime you release the trigger you will have to charge up for your next shots and this fact alone will make a huge difference in favour of the AR, assuming the fight happens within the ARs optimal range. Especially in CQC cover is very important. The Assault RR user will be wasting a lot of shots when the AR user constantly fires a few shots and then hides behind cover again. As an RR user you will have to decide to hold the trigger and waste huge amounts of your ammo or if you stop firing and take the charge up time again.
Yes, on paper it seems like the Assault RR is superior in DPS and range but things like the charge up time, slower ROF, smaller clipsize and longer reload time make me question the usefulness of this weapon when fighting against an AR inside the ARs optimal range. Outside the ARs optimal the Assault RR has an advantage, no doubt, and that is intentional.
But all those things and the fact that the RR has higher PG requirements make me doubt that the RR will be FOTM. In fact, looking at the stats of all the rifles I'd say they are fairly well balanced. Except the SR, which seems to become VERY powerful, but then again has hefty CPU/PG requirements. We will have to see how those weapons work in-game to make our final judgement, but looking at the stats I don't see any reason why one of those weapons might be overall superior compared to the rest of the rifles. |
Jebus McKing
Molon Labe. RISE of LEGION
113
|
Posted - 2013.10.26 10:59:00 -
[5] - Quote
Korvin Lomont wrote:(...)The new Rifles : Hmm this hard I really don't like what ccp did here instead of unique roles in terms of dps and range ccp gives all rifles insane dps and tries to balance that with some sort of game mechanic. That reallly worries me. If you look at the dsp rating they are pretty close apart from the railrifle the difference is just 6 dps from AR to CR, while the RR outshines all others. But if you look at the range the difference becomes quite noticeable so the lowest range AR has basicla the same or lower dps than the longer range rifles. I dont think this will work well balance wise . Especially when the longest range weapon also get the highest dps... I think the AR should get the dps from the RR The RR the dps from the CR and the CR the dps of the current AR (even with this change the RR would be quite powerfull) The Duvolle AR will have delivered 90+ damage before the Ishukone Assault RR has finished charging up. So I'd say the 480.5 DPS potential of the Ishukone Assault RR are not that much of an advantage - if at all - over the Duvolle ARs 467.5 DPS (-13 DPS).
Like I said earlier, in close range fights the AR will most likely still be superior. But outside of the ARs optimal the RR will have an advantage. So, working as intended.
EDIT: I included a 'damage after 1 second' stat in my rifle comparison spreadsheet, so you can see for yourself: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing |
Jebus McKing
Molon Labe. RISE of LEGION
113
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Posted - 2013.10.26 11:24:00 -
[6] - Quote
Korvin Lomont wrote:Jebus McKing wrote:Korvin Lomont wrote:(...) (...) I do not question a slight advantage but what I question is if this very slight advantage is enough compared to the huge range advantage of the RR. IMHO the dps of the current AR is not enough compared to the other assault rifles if you consider the Range where these weapons are effective. A signifivicant disadvantage in range should come with a signicant bonus to dps. But the AR HAS the best DPS! The Ishukone Assault RR needs ~7 seconds to catch up in damage output compared to the Duvolle AR.
The charge up time is a huge factor and I get the feeling many people underestimate that.
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Jebus McKing
Molon Labe. RISE of LEGION
113
|
Posted - 2013.10.26 13:57:00 -
[7] - Quote
CCP Logibro wrote:The Rail Rifle in my experience has a fair bit of kick to it. I'll talk to CCP Wolfman and see if we can get some footage of all four rifles firing a full clip without any input correction (player moving the trigger to keep it on target). That would be awesome!
+1 |
Jebus McKing
Molon Labe. RISE of LEGION
114
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Posted - 2013.10.26 15:16:00 -
[8] - Quote
The only weapon I'm quite worried about at the moment is the Scrambler Rifle.
Looking at the proto assault variant it requires less CPU and just 2 PG more than the Duvolle AR, but has an optimal range comparable to the current Tactical AR. It is full-auto, deals comparable amounts of damage per second and has a significantly larger clipsize, reloads faster and has a red dot sight.
I'm not calling it OP yet, but looking at the stats I guess this will be a VERY good weapon. |
Jebus McKing
Molon Labe. RISE of LEGION
114
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Posted - 2013.10.26 19:07:00 -
[9] - Quote
Daxxis KANNAH wrote:Jebus McKing wrote:The only weapon I'm quite worried about at the moment is the Scrambler Rifle.
Looking at the proto assault variant it requires less CPU and just 2 PG more than the Duvolle AR, but has an optimal range comparable to the current Tactical AR. It is full-auto, deals comparable amounts of damage per second and has a significantly larger clipsize, reloads faster and has a red dot sight.
I'm not calling it OP yet, but looking at the stats I guess this will be a VERY good weapon. Yes it also costs 30k more and is actually a Pro 1 level weapon. The Proto CR might be better too (than Duvolle) with the ROF but lets just wait to see before throwing out OP. Duvolle and GEK are already monsters so dont know whats the issue. Dont tell me those are tears welling up. I'm raising concerns and giving feedback based on the stats we have. This has nothing to do with QQ-ing. Quite the contrary. I expect CCP to be VERY careful concerning balancing in order to avoid having to rebalance weapons again, which - as they said during EVE Vegas - costs them a lot of time and money.
From the stats I gathered here: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0 the SR to me looks like it has the potential to be phenomenally good.
In a highly competitive environment like Planetary Conquest no one gives a **** about a mere +30k ISK per clone or those ~31k SP you need for Prof. 1.
But this is what I think about this weapon and if my feedback makes CCP take another look at the SRs stats even if they don't change a thing because the data gathered during playtesting did not raise any balancing concerns then I consider this a success. |
Jebus McKing
Molon Labe. RISE of LEGION
114
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Posted - 2013.10.26 23:03:00 -
[10] - Quote
Daxxis KANNAH wrote:I take your point about balancing but you do have to agree that the higher tier weapon is usually better.
Also the AR's do really well right now against AScR's and while they are getting a range bump, if the scopes are going to stay the same then ironsight users will be fine in my opinion.
It just seems AR users dont want people doing to them what they do. If you arent one I apologize.
AS for PC - dont play so I wont say whether that is the level the weapons should be balanced for (others feel different) but as far as I know, tactics and the squad trump a weapon.
My point is that I think ARs and SRs are fairly well balanced right now. I personally use both of them and each has something unique to it that makes it more useful in certain situations than the other.
With those changes it seems to me that the SR has just too many things to it that make it superior to any other rifle, not only to ARs. But maybe those stats make the gap look bigger than it actually is and that's why I hope CCP will check their data once more so they don't have to rebalance again after the update.
In PC matches lag trumps everything else actually. |
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Jebus McKing
Molon Labe. RISE of LEGION
115
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Posted - 2013.10.27 11:03:00 -
[11] - Quote
D legendary hero wrote:Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs.... The 0.05 ROF is the time between each shot of a burst. (SHOT-0.05-SHOT-0.05-SHOT)
For comparision the AR has a ROF of 0.08 between each shot, the GK-13 Burst AR has 0.072 and the Allotek Burst AR 0.064.
So the CR bursts are significantly faster and the RPM is then only limited by how fast you can pull the trigger after each burst, which should result in you theoretically being able to shoot every 0.1 seconds.
This would lead to a DPS maximum of 960 for the standard CR. As this sounds like it'd be way too much I guess in reality you will not be able to pull the trigger that fast. Then again I don't expect the CRs real DPS to be much worse than that of the AR. Also from what I heard from the Devs the CR seems to be a really good weapon.
BL4CKST4R wrote:Would love to see a DPS comparison between all 4 rifle types, the GAR should have the highest DPS for its range sacrifice while the Rail rifle should have the lowest DPS for its higher range, what this does is maintain each gun dominant within its range fields. If the DPS remains the same for each gun what would happen is that the longest range weapon becomes the FOTM and the low range weapons become novelty.
Looking at the ranges the GAR should have at least a 25-40% DPS advantage against the Rail rifle, while the Combat rifle and scrambler sit in between, keep in mind that outside of optimal and maximum range the DPS advantage has no advantage. Remember that DPS does not mean high damage, DPS is usually judged by low damage-per-shot and high ROF or a mixture of medium damage and medium-high ROF, while low DPS is usually (for high damage weapons) high-damage-per-shot and low ROF. A good way to see how this comes into play is by comparing the gameplay of a Blaster cannon and Rail gun on a tank, at long ranges the Rail gun will always beat the blaster, but at close ranges the Blaster will always beat the Rail gun. This works for either burst, tactical, or assault variants.
Without adding the GAR and the Scrambler to this weapon comparison its hard to see how this will add a balanced gameplay, so far these two new rifles seem (at least to me) to overpower the previous rifles.
I made a small spreadsheet with the stats of all rifles, including interesting stats like RPM, DPS, damage after 1 second, damage per clip, and time to empty a clip. You can find it here: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0
Borne Velvalor wrote:(...)So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
(...)Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons?
The 0.2 second charge up time for the Rail Rifle is so significant that it can never catch up to the damage output of an AR.
As for the Laser Rifle, well, I guess we have to see how the Rail Rifle works in-game. You have to remember though that the Laser Rifle does not have any recoil no matter for how long you pull the trigger. I expect the Rail Rifle to have some form of recoil that also might increase over time and each time they release the trigger they have to charge up again. But if this is enough to balance the LR against the RR we'll have to see once we can actually use the new rifles.
Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil.
The AR does more DPS than the RR. Due to the charge up time and a longer reload time the RR can never catch up on damage output. For example in the first second after pulling the trigger the Duvolle AR will have dealt 467.5 damage while the Ishukone Assault RR will have dealt only 384.4 damage, all due to the charge up time.
Like I said before, here is a spreadsheet with stats of all rifles: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0 |
Jebus McKing
Molon Labe. RISE of LEGION
116
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Posted - 2013.10.27 15:07:00 -
[12] - Quote
Bright Cloud wrote:The Rail rifle will be much better at fighting over distance simply cause at range the Assault rifle does like 10HP per hit while you still do full damage with the rail rifle and murdering every 1. This is just going to be as popular as the TAC AR in the beginning where it was the none plus ultra. If you can outrange your enemy you basically won the firefight. And with the recent heavy usage of active scanners you cant really say that the 0.2 secs charge time is a handicap. People will just pre fire around corners to bridge the charge time. And you seem to forget that the rail rifle deals more damage per bullet which means that you need less to kill somebody and that saves you ammo.
There seem to be a lot of concerns regarding the Rail Rifle, but in my perception the Rail Rifle looks like it is going to be the weakest of the four rifles.
Those 0.2 seconds charge up time make a huge difference and absolutely diminish the RRs usefulness in any close range fights. For example a Duvolle AR will be able to deliver 90+ damage before the RR even finished charging up and it can never catch up in damage output when fighting inside the ARs optimal range. Outside of the ARs optimal range, the RR will certainly be a good weapon, but it probably won't stand a chance against an AR in close range fights.
The reason why the Tactical AR was so popular was not just its range, but the ability to be effective in close range fights too. That's the reason why CCP nerfed the hip-fire accuracy, ROF and clipsize of the TAR. |
Jebus McKing
Molon Labe. RISE of LEGION
117
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Posted - 2013.10.27 19:07:00 -
[13] - Quote
Rei Shepard wrote:So they are making a long range Rail rifle and people are already whining it cant compete with a gun designed for close encounters?
If the new RR would be better at Close range or the same, wouldnt that just make it so the Blaster is useless? Yup, but many people in here obviously seem to have the impression that the RR will be exactly like an AR but with better DPS and more range, which is not the case. RR will be a good long range weapon but suck at close ranges and for the AR it is the other way around, and IMO that is the way it should be. So, everything is fine. |
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