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Bunny Demon
DUST INFERNO
3
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Posted - 2013.11.03 08:34:00 -
[31] - Quote
Oswald Rehnquist wrote:Bunny Demon wrote:Oswald Rehnquist wrote:The reason I think this might be the case is the SCR head shot multiplier.
Plus, having a gun with skill based, head shot KO potential has room to argue against potential nerf seekers on the basis of a weaker aim assist. I might be wrong but I thought the headshot multiplier was only absurdly large for the pistol,and the rifle was only slightly better than the other weapons The pistol is 4x, which is huge, but its a pistol (which I main) I don't know the multiplier on the SCR, its not 4x but it is clearly noticeable over other non scrambler weapons. Last night I tried AR and SR without aim assist and there's a big difference with both
Donate isk to the guy above ^
(Or me, whichever you prefer)
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Egypt Musk
A.N.O.N.Y.M.O.U.S.
72
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Posted - 2013.11.03 09:55:00 -
[32] - Quote
Bunny Demon wrote:Is it just me who thinks that the amount of aim assist for the scrambler rifle is way too low compared to the AR, I'm not saying they should increase it for the SR as that was really OP when AA first came out but they should at least make it feel they same (ie decrease the AA on ARs)
I know things like the sniper don't have aim assist and that's fine but shouldn't the more mid-short range weapons be on an relatively equal playing field when it comes to assists? Maybe it's because the SR is generally used for longer engagements and AA decreases with range but then that seems un balanced to me, shouldn't the strength of the assist be equal for each weapons optimal range? (Excluding obvious exceptions like the MD where you want to aim ahead of the person)
Has anyone else thought this?
And I have proto tier in both AR and SR with lvl 1 and 3 proficiency respectively so it's not like I'm using a sh*tty SR with a beastly AR. Also this is the normal type of each weapon (not breach, burst, assault, tactical etc.)
TL;DR Respectively the aim assists (for the weapons which have them) should be optimised for the average engagement range of the weapon and all the assists should be equalised so there isn't an imbalance of a lower skilled player using assistsbeating a higher skilled player without as strong assists
Buff the scrams AA plus give it more kick and a damage nerf... as soon as the ar nerf goes life I will see that all of that happens
T Rex of Adetide-Anon's Official pirate radio talk show host & Realtor
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SponkSponkSponk
The Southern Legion The Umbra Combine
462
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Posted - 2013.11.03 10:46:00 -
[33] - Quote
Oswald Rehnquist wrote: I don't know the multiplier on the SCR, its not 4x but it is clearly noticeable over other non scrambler weapons.
all rifles do +50% damage on headshots.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Bunny Demon
DUST INFERNO
4
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Posted - 2013.11.03 22:27:00 -
[34] - Quote
Egypt Musk wrote:Bunny Demon wrote:Is it just me who thinks that the amount of aim assist for the scrambler rifle is way too low compared to the AR, I'm not saying they should increase it for the SR as that was really OP when AA first came out but they should at least make it feel they same (ie decrease the AA on ARs)
I know things like the sniper don't have aim assist and that's fine but shouldn't the more mid-short range weapons be on an relatively equal playing field when it comes to assists? Maybe it's because the SR is generally used for longer engagements and AA decreases with range but then that seems un balanced to me, shouldn't the strength of the assist be equal for each weapons optimal range? (Excluding obvious exceptions like the MD where you want to aim ahead of the person)
Has anyone else thought this?
And I have proto tier in both AR and SR with lvl 1 and 3 proficiency respectively so it's not like I'm using a sh*tty SR with a beastly AR. Also this is the normal type of each weapon (not breach, burst, assault, tactical etc.)
TL;DR Respectively the aim assists (for the weapons which have them) should be optimised for the average engagement range of the weapon and all the assists should be equalised so there isn't an imbalance of a lower skilled player using assistsbeating a higher skilled player without as strong assists
Buff the scrams AA plus give it more kick and a damage nerf... as soon as the ar nerf goes live I will see that all of that happens I don't think that's a very well thought out change, it would just put weaker players almost on par with more skilled players who have honed their skill
Donate isk to the guy above ^
(Or me, whichever you prefer)
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