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Thread Statistics | Show CCP posts - 6 post(s) |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3257
|
Posted - 2013.10.25 17:35:00 -
[361] - Quote
Disturbingly Bored wrote:Theresa Rohk wrote: a .02 charge up time is pretty significant, as is the seizure mechanic on the scrambler, so I expect the gun is pretty well balanced around that to offset its better stats.
Have faith, and wait until you see the gun in action before saying its unbalanced.
.02 charge up time is not even remotely significant. Look at the post immediately above yours: Aero Yassavi wrote:On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/Turn the metronome to tempo 300, that is 0.2 seconds between each beat. Spool up time probably needs to increase quite a bit. 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare). On a GEK with no mods or proficiency, that means 71.4 damage for a head start. On a duvolle with not mods or proficiency, that means 74.8 damage for a head start. Now if you have to stop firing at any time during the engagement, which usually happens, that's another 71.4 damage or 74.8 damage, respectively. Then factor in that the rail rifle's clip size is one third that of the assault rifle. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
450
|
Posted - 2013.10.25 17:36:00 -
[362] - Quote
That link states 400 milliseconds... which is 0.4 seconds. |
Parson Atreides
Ahrendee Mercenaries EoN.
822
|
Posted - 2013.10.25 17:36:00 -
[363] - Quote
Takahiro Kashuken wrote:
lolrailgun
It has shell travel time, its not instant shot
It also dips
It has poorer splash damage then a FG
It requires a direct hit to kill whoever, that means a direct hit to kill that SL who is bunny hopping about 300m away
With any other turret on it the SL has a big advanatge since lolmissiles and blasters cannot reach 200m out currently
Squad size is 6 - thinking it will take 6 AV'er to kill a tank lolno
I have proto swarms, i can solo any tank but to make it easier i can team up with spkr with his proto FG and we can whack any vehicle alot easier
If vehicle pilots can use teamwork in tanking but also in AV and vehicle destruction why cant AV'ers use teamwork?
A shell has travel time? It's close enough to instantaneous to be so. And if you want to talk about travel time, maybe we can talk about how long it takes swarms to get to your tank from 400m out.
The splash damage is still damage. The FG debate is another one entirely.
If you're fine with ignoring low amount sof splash damage, then swarms require a direct hit too.
Then hide near or behind a rock, structure or box of crates. The missiles are stupid and half will be destroyed while trying to turn a corner.
A tank still only takes one guy. Thinking it should take any more than one person to kill it is "lolstupid"
Of course they can. But if these changes go through, then they'll have to. Tankers don't have to use teamwork to get kills.
I should have known Spkr was your friend. I guess that's why you can't stop riding RND's d.ick whenever one of us posts something. |
DeeJay One
Guardian Solutions DARKSTAR ARMY
104
|
Posted - 2013.10.25 17:39:00 -
[364] - Quote
Goric Rumis wrote: Besides, you're missing the point: if a tank needs to be opposed by several people in order to neutralize it, it unbalances the entire field of play. If it takes four infantry to neutralize a tank, for example, you're now fighting a 12 v 15 battle instead of 16 v 16. That's a big deal.
Not really, three suits (two with swarms, one heavy with a forge, maybe a fourth doing anti infantry jobs - and you still got two in the squad left) are still dirt cheap when compared with the cost of a tank. KDR doesn't matter, ISK does. Also bring your own tank - the enemy will have to switch to AV and you're even. |
Disturbingly Bored
The Strontium Asylum
853
|
Posted - 2013.10.25 17:40:00 -
[365] - Quote
Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing.
The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight.
It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range.
That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all.
As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids. |
Avinash Decker
Seykal Expeditionary Group Minmatar Republic
79
|
Posted - 2013.10.25 17:40:00 -
[366] - Quote
Any changes to the Plasma cannon? |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 17:46:00 -
[367] - Quote
Daxxis KANNAH wrote:Aero Yassavi wrote:Rabbit C515 wrote:Good Job!
Then Where is the Laser Rifle?
Also will CCP adjust the magnification of scope? since their range are increased. Laser rifle is not part of the same class of weapons. Just because it says "rifle" doesn't mean you should compare it with assault rifle, scrambler rifles, combat rifles, and rail rifles. I mean, by that case we should also be trying to compare sniper rifles in this group as well. Has a great point about scope though - ScR and RR could probably get a slightly greater magnification but I doubt it is happening.
Lol. Not that I disagree, but by that logic, rail guns should have a 12x scope. Haha |
Beck Weathers
Ghosts of Dawn
174
|
Posted - 2013.10.25 17:46:00 -
[368] - Quote
I would also like to see a video showcasing how these guns fire in both CQC and at range. hip fire and ADS in both cases prefered. |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 17:48:00 -
[369] - Quote
Disturbingly Bored wrote:Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing. The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight. It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range. That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all. As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids.
No, the 0.2 charge Time will nerf it in close engagements. |
Shotty GoBang
Pro Hic Immortalis
1749
|
Posted - 2013.10.25 17:50:00 -
[370] - Quote
Beck Weathers wrote:I would also like to see a video showcasing how these guns fire in both CQC and at range. hip fire and ADS in both cases prefered. Please and thank you. |
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Tectonic Fusion
the unholy legion of darkstar DARKSTAR ARMY
421
|
Posted - 2013.10.25 17:51:00 -
[371] - Quote
Cosgar wrote:Fizzer94 wrote:It seems the DPS on the Rail Rifles is about the same at the DPS on Blaster Rifles. I was expecting it to be lower as a tradeoff for its range. Maybe the RRs will kick pretty hard? Or maybe they will have the worst hipfire? Probably a lower RoF since the breach was its placeholder. Which brings up a question- what's the scope zoom going to be like on it? 2/3 or 1/2 of a sniper scope prolly. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3484
|
Posted - 2013.10.25 17:52:00 -
[372] - Quote
CharCharOdell wrote:Disturbingly Bored wrote:Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing. The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight. It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range. That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all. As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids. No, the 0.2 charge Time will nerf it in close engagements.
Think you guys are -drastically- over estimating this 0.2 seconds business... It might as well not even be there it's so short... |
Disturbingly Bored
The Strontium Asylum
853
|
Posted - 2013.10.25 17:55:00 -
[373] - Quote
CharCharOdell wrote:No, the 0.2 charge Time will nerf it in close engagements.
No, it won't nerf it.
See? I supported my argument as well as you did.
...
Now let me try to be more civil. I honestly hope you're correct, but I doubt it.
The clip size is not small enough to counteract just holding the trigger and ignoring the 0.2 penalty. And you assume two people meet each other and start firing at the same time, while the vast majority of firefights start asymmetrically.
A smart player with a Rail Rifle is simply more cautious about what battles he fights. If he can negate the 0.2 penalty by firing first, he wins. |
Panoscape
BurgezzE.T.F Public Disorder.
148
|
Posted - 2013.10.25 17:57:00 -
[374] - Quote
Having swarms at 5 and prof. at 4, these changes pretty much make this SP allocation worthless. I call for a respec.
You can't change a weapon this dramatically and not give something back, it's an entirely different weapon now. |
Takahiro Kashuken
Red Star. EoN.
1515
|
Posted - 2013.10.25 18:02:00 -
[375] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:
lolrailgun
It has shell travel time, its not instant shot
It also dips
It has poorer splash damage then a FG
It requires a direct hit to kill whoever, that means a direct hit to kill that SL who is bunny hopping about 300m away
With any other turret on it the SL has a big advanatge since lolmissiles and blasters cannot reach 200m out currently
Squad size is 6 - thinking it will take 6 AV'er to kill a tank lolno
I have proto swarms, i can solo any tank but to make it easier i can team up with spkr with his proto FG and we can whack any vehicle alot easier
If vehicle pilots can use teamwork in tanking but also in AV and vehicle destruction why cant AV'ers use teamwork?
A shell has travel time? It's close enough to instantaneous to be so. And if you want to talk about travel time, maybe we can talk about how long it takes swarms to get to your tank from 400m out. The splash damage is still damage. The FG debate is another one entirely. If you're fine with ignoring low amount sof splash damage, then swarms require a direct hit too. Then hide near or behind a rock, structure or box of crates. The missiles are stupid and half will be destroyed while trying to turn a corner. A tank still only takes one guy. Thinking it should take any more than one person to kill it is "lolstupid" Of course they can. But if these changes go through, then they'll have to. Tankers don't have to use teamwork to get kills. I should have known Spkr was your friend. I guess that's why you can't stop riding RND's d.ick whenever one of us posts something.
Rail still has travel time
Swarms 400m out have travel time but all 3 volleys are in the air so 9k dmg will hit me in 3seconds and prob will still go around the corner to hit me, i will go wtf because i never see the swarms launch lolrendering, i cant see the missiles at any time while in the air lolrendering, they will still go around stuff to hit me loltracking, i dont know where they are at any point
Swarms require i direct hit. you dont say *pic of the cage* big ******* difference the railgun user has to aim, think of that i have to aim where swarms are a fire and forget no aiming required and always hit even around corners while its missiles and the user are invisible to the vehicle pilot unless the tank is next to him then he will render just
Hide near a rock, doesnt realise that tracking with swarms is uber broken, they track where the vehicle is at launch of the swarms travel to that point and if the vehicle has moved lets say around a corner the missiles then pull a 90deg turn and travel toward the tank which could be in cover and out of LOS of the swarmer, if the missiles actually tracked the tanks movements as it was going around the corner the missiles would hit the wall
Tanks takes 1 guy its OP its OP, okay then tanks will take 2 or 3ppl BUT ONLY if it reuires 2-3ppl to shoot your assault rifle or use your repper so one to pull the gun out and the 3rd to fire it, okay? we have a deal?
I have to use teamwork every game with my tank, if i go blaster how can i shoot 300m away at AV? i cant, i need to use teamwork to survive against the AV we have, ive done it for most builds now, 6+months of nerfs and here swarms recieve its 1st nerf in a long time and you cant even adapt to it
But you are bad players, hence your original post that you basically dont like crutch swarms being nerfed, you had trouble in destroying a APC from MAG so really its no suprise you have trouble with the vehicles in this game
Much better AV players than you will adapt and change and deal and will still destroy tanks and other vehicles, you on the otherhand will most likely drop all skills and sulk in the corner with an AR crying about how it cant damage a tank anymore |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3259
|
Posted - 2013.10.25 18:11:00 -
[376] - Quote
Disturbingly Bored wrote:Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing. The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight. It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range. That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all. As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids. I don't think it'll match the AR close at all in close combat, and I already gave my math and mechanic reasoning behind that. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3259
|
Posted - 2013.10.25 18:14:00 -
[377] - Quote
Disturbingly Bored wrote:CharCharOdell wrote:No, the 0.2 charge Time will nerf it in close engagements. No, it won't nerf it. See? I supported my argument as well as you did. ... Now let me try to be more civil. I honestly hope you're correct, but I doubt it. The clip size is not small enough to counteract just holding the trigger and ignoring the 0.2 penalty. And you assume two people meet each other and start firing at the same time, while the vast majority of firefights start asymmetrically. A smart player with a Rail Rifle is simply more cautious about what battles he fights. If he can negate the 0.2 penalty by firing first, he wins. You also assume that during engagements you never let go of the trigger. From what I remember back when I didn't have a scrambler rifle, and what I see from streams and youtube videos, engagements with the AR usually always result in a seize fire at least once before the kill is made, so that's another moment the rail rifle has to charge up for 0.2 seconds. |
Beck Weathers
Ghosts of Dawn
176
|
Posted - 2013.10.25 18:14:00 -
[378] - Quote
Panoscape wrote:Having swarms at 5 and prof. at 4, these changes pretty much make this SP allocation worthless. I call for a respec.
You can't change a weapon this dramatically and not give something back, it's an entirely different weapon now.
It is a diferant weapon, but you will also be shooting it at an entirely revamped set of vehicals, so you really cant call for a respec till you have had time to shoot it at the revamped vehicals. |
Jebus McKing
Molon Labe. RISE of LEGION
112
|
Posted - 2013.10.25 18:20:00 -
[379] - 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 |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
135
|
Posted - 2013.10.25 18:26:00 -
[380] - Quote
CCP Wolfman;
Will these new weapons have ADS groupings like the AR or the assault scrambler?
What I mean is when you shoot while aiming downsight, the accuracy of the shots is very different between the AR and the assault scrambler. Will these new weapons also have differences with the aim down sight accuracy? |
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crazy space 1
Unkn0wn Killers
1920
|
Posted - 2013.10.25 18:51:00 -
[381] - Quote
Iron Wolf Saber wrote:crazy space 1 wrote:why aren't you getting rid of the burst AR and TAR?
doesn't the rail and combat rifle make them obsolete? Also weren't they place holders?
Plus now gallente get 4 guns, then ammar gets 2, minmatar gets 2, caldari get 2.
Blasters: Full-auto/Burst/Long range/Breach Rail guns: Full-auto/Long range Projectiles: Full-auto/Burst Lasers: Full-auto/Charge
So you remove burst and Long range variants of the current weapon, and now every rave gets a automatic weapon, and a weapon based on their racial technology.
Also this would open up the breach for a serious buff. Cut the guns range in half, give it a huge damage increase and RoF nerf. It's a blaster, now that we have 4 racial types of the weapon you can balance them more effectively. ! Not everyone is going to train up the other races rifles up.
likes crazy space :11 CPM: 0
Crazyspace for CPM! |
Disturbingly Bored
The Strontium Asylum
854
|
Posted - 2013.10.25 19:01:00 -
[382] - Quote
Aero Yassavi wrote:You also assume that during engagements you never let go of the trigger. From what I remember back when I didn't have a scrambler rifle, and what I see from streams and youtube videos, engagements with the AR usually always result in a seize fire at least once before the kill is made, so that's another moment the rail rifle has to charge up for 0.2 seconds.
Quick note off topic: I did see the math, and there's a respectable argument there. You're the best rail proponent I've seen about backing up your arguments. Thanks for that.
On topic: I'd argue that if I was in the habit of using the Rail Rifle, I most definitely would not let go of the trigger. I'd learn to deal with the recoil while aiming from the hip.
Now... it begs the questions, what will the recoil be like? If it kicks like a mule, then it may well be balanced both in CQC and at range. (Need to take your finger off full-auto to readjust your aim, which reduces the very high DPS.)
I hate it, but we'll have to wait and see. Comparing numbers to numbers, however, the Rail looks it out-competes in all categories.
TOTAL SIDE NOTE: Since there's going to be a bunch of long range rifles in the game, can we increase the Laser Rifle's range, please?
Or at least remove the minimum effective distance? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3260
|
Posted - 2013.10.25 19:01:00 -
[383] - Quote
crazy space 1 wrote:Iron Wolf Saber wrote:crazy space 1 wrote:why aren't you getting rid of the burst AR and TAR?
doesn't the rail and combat rifle make them obsolete? Also weren't they place holders?
Plus now gallente get 4 guns, then ammar gets 2, minmatar gets 2, caldari get 2.
Blasters: Full-auto/Burst/Long range/Breach Rail guns: Full-auto/Long range Projectiles: Full-auto/Burst Lasers: Full-auto/Charge
So you remove burst and Long range variants of the current weapon, and now every rave gets a automatic weapon, and a weapon based on their racial technology.
Also this would open up the breach for a serious buff. Cut the guns range in half, give it a huge damage increase and RoF nerf. It's a blaster, now that we have 4 racial types of the weapon you can balance them more effectively. ! Not everyone is going to train up the other races rifles up. likes crazy space :11 CPM: 0 Crazyspace for CPM! Though CCP specifically did say that the other weapons were NOT placeholders, but would be tweaked (which is happening, see OP). Instead of removing two variants of the AR, they are going to add more variants to the other rifles in the future. So what is still to come:
Breach Scrambler Rifle Burst Scrambler Rifle Breach Combat Rifle Tactical Combat Rifle Burst Rail Rifle Tactical Rail Rifle
I reckon they're only giving each of the new rifles it's assault variant right now because assault is pretty easy, "Make it go pew pew pew faster." Though for the other variants, they may be exploring more interesting and unique mechanics. |
SHANN da MAN
D3LTA FORC3
99
|
Posted - 2013.10.25 19:01:00 -
[384] - Quote
Goric Rumis wrote:SHANN da MAN wrote:Ryme Intrinseca wrote:Foundation Seldon wrote: With this in mind ... YES! What this means is that more than likely it'll require a bit of teamwork to take out a well fit vehicle and the act of soloing a tank is going to be a much more difficult endeavor. THIS IS OKAY because Tanks will be in no way as dominant as they were in previous builds of the game because they'll have to keep ammo sufficiently supplied in order to be effective. If it takes a team of infantry to take down a tank then of course the tank is dominant. If one player can do something that requires several players on the opposing side to counter it, then that thing provides a decisive numerical advantage. Rocks-paper-scissors requires that one 'paper' (AV) can beat one 'rock' (tank). If it takes two or three AV to beat one tank, then AV is futile, as you'd be better off just bringing out your own tank. In other words, you don't have rock-paper-scissors but rather tank>infantry. The problem with your scenario is that AV is not the paper, it is just the sharp end of the scissors (Infantry) In the ROCK-PAPER-SCISSORS scenario, ROCK = Vehicles, SCISSORS = Infantry, PAPER = Aircraft There is not a problem with AV ... the Problem is that there are no Attack/Bomber Aircraft (PAPER) to counter the HAV's (ROCK) If CCP would provide Effective Bomber Dropships, or anti-Vehicle weapons for dropships, the balance would be restored. The problem with your argument is that one would then have to expect infantry to be highly effective against aircraft--or else, effective against whatever is effective against aircraft. The reason AV fits the rock-paper-scissors scenario is because AV infantry is weak against AI infantry. Besides, you're missing the point: if a tank needs to be opposed by several people in order to neutralize it, it unbalances the entire field of play. If it takes four infantry to neutralize a tank, for example, you're now fighting a 12 v 15 battle instead of 16 v 16. That's a big deal. All the same, I don't have an issue with the swarm launcher changes just yet. I think the range nerf is good, and the damage nerf is probably necessary after the recent ROF buff. We'll have to test it out against the changes to vehicles. I did not miss the point of the original argument, I offered a counterpoint. Infantry AV is highly effective vs. aircraft - most dropships cannot survive more than a minute vs. a competent Infantry AV soldier (Forge or Swarm). It Should take more than one Infantry (or a great effort by one individual) to destroy a HAV, a HAV's primary predator Should be Air Power, but there are no AV Aircraft (ie. Bombers or Dropship AV Weapons) in the Game.
I have edited my original post to more clearly describe my point.
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Raz Warsaw
Capital Acquisitions LLC Public Disorder.
41
|
Posted - 2013.10.25 19:03:00 -
[385] - Quote
Jebus McKing wrote: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=sharingEDIT: Oh, also, please nerf ForgeGuns into oblivion. Those tower FG snipers are ******* annoying. the rail rifle doesn't overheat
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crazy space 1
Unkn0wn Killers
1920
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Posted - 2013.10.25 19:03:00 -
[386] - Quote
Cosgar wrote:Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP.
OK I want tto make everyone saw this. According to the CPM Iron Wolf Saber, we will not be anything ANYTHING planned out and promised in the weekly dust updates over the past year. Since those ideas are now too old. SO WE BETA TESTED FOR NOTHING.
KAGEHOSHI Horned Wolf wrote:
The base assault rifle is a "assault", fires in fast automatic fire. Also gets a breach variant. Also gets a burst variant. Also gets a tactical variant. So assault rifle is missing NOTHING, and gets EVERYTHING.
We wouldn't want to train anything but the gallente assault rifle , obviously. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3261
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Posted - 2013.10.25 19:10:00 -
[387] - Quote
crazy space 1 wrote:KAGEHOSHI Horned Wolf wrote:
The base assault rifle is a "assault", fires in fast automatic fire. Also gets a breach variant. Also gets a burst variant. Also gets a tactical variant. So assault rifle is missing NOTHING, and gets EVERYTHING.
We wouldn't want to train anything but the gallente assault rifle , obviously. Again, it's likely the other three rifles only have the "assault" as their variant because assault is easy to do, "make things go pewpewpew faster."
Now the other variants also have some general characteristics, Tactical - single, powerful shots Burst - volley of shots Breach - slow, powerful shots
But there's also plenty of room for interesting and unique mechanics. For instance, the base scrambler rifle is the tactical, but instead of just firing single, powerful shots it also has a charge function and heat build up. So for the Tactical Combat Rifle and Tactical Rail rifle, would you rather it simply fire one shot at a time like the tactical AR or would you rather give them more time to think up some other mechanics that still fall within that general frame but are more unique? |
Heimdallr69
Imperfect Bastards
1089
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Posted - 2013.10.25 19:11:00 -
[388] - Quote
Parson Atreides wrote:Heimdallr69 wrote:Hey scrub talk to venery you know an Imperfect? He puts out that much say what you want lmfao get good..your forgetting dmg mods and all that goodstuff aswell you can't do math if your forgetting the equation smart guy also is this current stats or updated.? There's no need to account for damage mods or proficiency when no amount of those are going to raise 2,000 damage to 6,000. And I'm using the current stats. 6 missiles at 330 damage. The bonus to armor would help a little, but I even gave you the benefit of the doubt and assumed you had no resistances (in which case you deserve to lose the tank). I skilled out of tanks long ago av takes no sp compared to tanks...and cost wayyy less |
ADAM-OF-EVE
Svartur Bjorn
456
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Posted - 2013.10.25 19:12:00 -
[389] - Quote
thank god i stopped wasting sp in swarms after the last change. not 1 but a double nerf into oblivion. can i have my sp back so i can put into something that is actually going to work |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
820
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Posted - 2013.10.25 19:15:00 -
[390] - Quote
CCP Logibro wrote:One thing you guys should be aware of is that the Rail Rifle (all variants) have a 0.2 second charge time before they start firing at full auto (so it goes charge -> fire -> fire, not charge -> fire -> charge -> fire) What |
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