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8213
BIG BAD W0LVES
775
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Posted - 2013.11.21 09:22:00 -
[61] - Quote
I've used both, and I could name countless counter points to the semi-facts you sated, of the very few you did state, but simply put; I've never committed suicide with a TacAR. |
8213
BIG BAD W0LVES
775
|
Posted - 2013.11.21 09:24:00 -
[62] - Quote
Exmaple Core wrote:Nocturnal Soul wrote:A proto heavy no, a proto medium maybe but a scout yes it's completely fine. .... a proto medium maby. wow. Anyways, you realise there is NO OTHER anti infaintry weapon besides the very balanced shotty that can one hit 400HP?
Lol you make 400HP seem like its something to awe about[/quote] Something to awe about being killed? Nah not all. Awe about being one shotted by an AR? yes! 400 HP in one shot is waaaaay too much and you cant deny that. Its not even a head shot!! If you dont want to kill that with a charged shot then fine 3 shots and hes dead. 3 shots 400 health in .5 of a second. Cant react and instant death but its balanced right? its /only/ 400 HP in .5 of a second. its not like it was one second of shooting or anything[/quote]
Okay, seriously, where did this 400 damage charged shot number come from? Because when I charge shot people, I'm sure as heck not doing 400 damage. |
Korvin Lomont
United Pwnage Service RISE of LEGION
240
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Posted - 2013.11.21 09:31:00 -
[63] - Quote
To be honest both the SCR and the old Tac are similar they are not identical as the SCR has the overheat. The SCR is not as OP as the old TAC was but it can get close to this opness.
Especially as the overheat is a little tricky it is based on time and not per shot (or trigger pulled) this is exploitable if you can pull the trigger really fast and there is still the glitch to bypass the overheat.
IMHO CCPs idea to balance OP weapon stats by a gamemechanic is rather stupid but that my personal view towards this topic. |
Fizzer94
L.O.T.I.S. Public Disorder.
846
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Posted - 2013.11.21 11:30:00 -
[64] - Quote
8213 wrote:Okay, seriously, where did this 400 damage charged shot number come from? Because when I charge shot people, I'm sure as heck not doing 400 damage. The maximum damage a charged shot can do is 407, and that is with proficiency V and 5 complex damage mods. The only way to obtain that is by using a Caldari Logi, an Imperial ScR with Prof V, and 5 damage mods. Also, he was wearing a heavily shield biased suit. He really has no reason to complain that a laser-type weapon tore him up. Even if the ScR user only had 1 damage mod equipped, it would have been an instakill. If he had a single basic armor plate on, he would have survived the charge shot.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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Mortedeamor
WASTELAND JUNK REMOVAL
786
|
Posted - 2013.11.21 11:36:00 -
[65] - Quote
hey its being balanced ccp is buffing it members?
omfg ccp you suck royally for that one btw ..beyond you trolling the whole vehicle community with the idea of a vehicle lock in 1.7 this deserves u 2 b burned at the stake |
Borne Velvalor
Endless Hatred
970
|
Posted - 2013.11.21 11:38:00 -
[66] - Quote
Don't worry, OP. Scrambler Rifles are gaining 15-30m in range, even the Assault variant, as of 1.7. TARs are also getting a 5-7m range nerf, to go along with their halved DPS and moderate recoil over the Scrambler Rifle.
I love my TAR. If it's UP in 1.7, I'm swapping to the Scrambler Rifle or Combat Rifle and not looking back.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Fizzer94
L.O.T.I.S. Public Disorder.
847
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Posted - 2013.11.21 11:42:00 -
[67] - Quote
Mortedeamor wrote:hey its being balanced ccp is buffing it members?
omfg ccp you suck royally for that one btw ..beyond you trolling the whole vehicle community with the idea of a vehicle lock in 1.7 this deserves u 2 b burned at the stake Really? I thought our community was above giving devs death threats. Grow up.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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Borne Velvalor
Endless Hatred
970
|
Posted - 2013.11.21 11:45:00 -
[68] - Quote
Fizzer94 wrote:Mortedeamor wrote:hey its being balanced ccp is buffing it members?
omfg ccp you suck royally for that one btw ..beyond you trolling the whole vehicle community with the idea of a vehicle lock in 1.7 this deserves u 2 b burned at the stake Really? I thought our community was above giving devs death threats. Grow up.
What makes it even funnier is that it's a free to play game.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Protected Void
Endless Hatred
187
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Posted - 2013.11.21 13:28:00 -
[69] - Quote
Exmaple Core wrote:...the SCR rifile skills reduce heating per shot and decrease cool down time...
The scrambler rifle has exactly one skill affecting heating: Scrambler rifle operation. This skills decreases cooldown time, ie. it doesn't affect how fast the gun overheats if you're firing rapidly.
The other skill that affects heating is not a scrambler rifle skill. It's a suit skill: Amarr Assault suit. This skill decreases heat buildup, ie. increases the number of rapid shots you can fire before overheat - if you're in an Amarr Assault fitting.
If anything is overpowered, it's the combination of those two skills.
I run Gallente scout and scrambler rifle. If I fire a charged shot and then follow up with rapid fire, I overheat after three or four follow-up shots, depending on precisely how fast I fire them.
BTW: charged scrambler rifle shots are less precise than uncharged ones, hence they're harder to land.
Also, for comparison: The Black Eagles scout suit event has sort of "forced" me to play quite a bit with the assault rifle, since only kills with the weapons the suit comes with counts towards the event goals. I do just as well with the militia assault rifle on that suit as I do with the scrambler rifle on my regular fittings. To put that into perspective, I have ScR operation level 5, ScR proficiency level 4 and usually run the advanced level ScR. I have no skills whatsoever in assault rifles, and I'm also neither used to nor experienced in using them. Plus, I have less EHP on the Black Eagles suit than on my usual fitting. Now, what does that tell you about which rifle is the most OP? |
Borne Velvalor
Endless Hatred
973
|
Posted - 2013.11.21 13:36:00 -
[70] - Quote
Protected Void wrote:Exmaple Core wrote:...the SCR rifile skills reduce heating per shot and decrease cool down time... The scrambler rifle has exactly one skill affecting heating: Scrambler rifle operation. This skills decreases cooldown time, ie. it doesn't affect how fast the gun overheats if you're firing rapidly. The other skill that affects heating is not a scrambler rifle skill. It's a suit skill: Amarr Assault suit. This skill decreases heat buildup, ie. increases the number of rapid shots you can fire before overheat - if you're in an Amarr Assault fitting. If anything is overpowered, it's the combination of those two skills. I run Gallente scout and scrambler rifle. If I fire a charged shot and then follow up with rapid fire, I overheat after three or four follow-up shots, depending on precisely how fast I fire them. BTW: charged scrambler rifle shots are less precise than uncharged ones, hence they're harder to land. Also, for comparison: The Black Eagles scout suit event has sort of "forced" me to play quite a bit with the assault rifle, since only kills with the weapons the suit comes with counts towards the event goals. I do just as well with the militia assault rifle on that suit as I do with the scrambler rifle on my regular fittings. To put that into perspective, I have ScR operation level 5, ScR proficiency level 4 and usually run the advanced level ScR. I have no skills whatsoever in assault rifles, and I'm also neither used to nor experienced in using them. Plus, I have less EHP on the Black Eagles suit than on my usual fitting. Now, what does that tell you about which rifle is the most OP?
This is very true. I took a stock Scrambler and used it on my Gallente fitting. The overheat was just enough to screw me over several times. However, with the extra bullets of the Amarr Assault, I would've done a lot better. The Scrambler Rifle is odd in that it's overall utility is affected a lot more than other guns by the suit you use.
The Scrambler Rifle as it is now is not OP. It has huge burst damage potential, but it's tricky to use. The numbers are high, but who can hit the fire cap consistently without overheating and land all of their shots, while also getting Charged Shots off? Anyone can hit the maximum DPS for an Assault Rifle simply by holding the trigger. Pulse it and there's not even any recoil. I gun frailer suits down 60, 70 meters away by pulsing the trigger.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Funkmaster Whale
Fatal Absolution
1172
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Posted - 2013.11.21 16:01:00 -
[71] - Quote
The real problem is aim assist. Every idiot who can pull a trigger is landing exponentially more shots which makes high-damage single-shot guns like the ScR so deadly.
This game was so much more fun before aim assist.
Let me play you the song of my people!
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Thor Odinson42
Molon Labe PC RISE of LEGION
1975
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Posted - 2013.11.21 16:06:00 -
[72] - Quote
Funkmaster Whale wrote:The real problem is aim assist. Every idiot who can pull a trigger is landing exponentially more shots which makes high-damage single-shot guns like the ScR so deadly.
This game was so much more fun before aim assist.
I don't believe this to be true. It's the bigger hit box and the improved hit detection.
I don't even notice a difference if I switch the aim assist off and on.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Kaughst
0uter.Heaven Proficiency V.
40
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Posted - 2013.11.21 16:14:00 -
[73] - Quote
I think this has alot to do with the TTK although I wouldn't imagine that this is not just also a systemic problem the AR tactical faced, CCP having said that if the Tac AR was over preforming past the last nerf they gave they would go on to adjusting it some more, arguably you could say the SR is over preforming from where the AR Tac left off. Personally it doesn't feel like a big issue as the Flaylock was...but of course the more people make a weapon a 'go-to' gun the more CCP will start to rear it's ugly head.
Kaughst, kost, kogist, kaust, kahst, kog. I go by many names. Mostly because people do not know how to pronounce my name
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Funkmaster Whale
Fatal Absolution
1172
|
Posted - 2013.11.21 16:15:00 -
[74] - Quote
Thor Odinson42 wrote:Funkmaster Whale wrote:The real problem is aim assist. Every idiot who can pull a trigger is landing exponentially more shots which makes high-damage single-shot guns like the ScR so deadly.
This game was so much more fun before aim assist. I don't believe this to be true. It's the bigger hit box and the improved hit detection. I don't even notice a difference if I switch the aim assist off and on. You don't notice it because you most likely attribute your hits to your own ability to aim. I guarantee that statistically you're landing way less shots than you would with aim assist.
I switched over from M/KB to DS3 because the aim assist was so amazing, and that's after being a PC FPS gamer for well over a decade. The crap M/KB controls/input lag makes close-quarter combat a nightmare vs someone with DS3/aim assist. It's pretty baffling. In any other game when I'm using M/KB my aim tracking is pretty damn spot on, but for some reason in this game my aiming goes completely herp-derp when I try to stay on target at <10m.
When I switched over to DS3 I was shocked at just how well I was able to pretty much stay constantly on target with my bullet-hose. The only time I really use the M/KB anymore is for sniping/Forge gunning, which is still far better.
I mean, in one regard I understand that M/KB and DS3 input needs to be balanced by aim assist, but at the same time they completely gimped the mouse controls somehow and inadvertently made DS3 far better. Of course, most people will have no sympathy for M/KB because it's a "console" game, but it's still a huge problem. Honestly, without decent M/KB support I don't even want to play this game, and I'm sure there are many more like me.
Again, "good riddance" is what you all will say, but in a game with sub-4000 people playing CCP needs to do their best to please both sides of the island. Give me ******* raw input to counter this aim assist nonsense!
Let me play you the song of my people!
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XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
548
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Posted - 2013.11.21 16:17:00 -
[75] - Quote
it seems as if the Scrambler is doing more damage to armor then its intended to
like the damage multiplier is wrong Vs armor
SCAN ATTEMPT PREVENTED
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Thor Odinson42
Molon Labe PC RISE of LEGION
1975
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Posted - 2013.11.21 16:19:00 -
[76] - Quote
Funkmaster Whale wrote:Thor Odinson42 wrote:Funkmaster Whale wrote:The real problem is aim assist. Every idiot who can pull a trigger is landing exponentially more shots which makes high-damage single-shot guns like the ScR so deadly.
This game was so much more fun before aim assist. I don't believe this to be true. It's the bigger hit box and the improved hit detection. I don't even notice a difference if I switch the aim assist off and on. You don't notice it because you most likely attribute your hits to your own ability to aim. I guarantee that statistically you're landing way less shots than you would with aim assist. I switched over from M/KB to DS3 because the aim assist was so amazing, and that's after being a PC FPS gamer for well over a decade. The crap M/KB controls/input lag makes close-quarter combat a nightmare vs someone with DS3/aim assist. It's pretty baffling. In any other game when I'm using M/KB my aim tracking is pretty damn spot on, but for some reason in this game my aiming goes completely herp-derp when I try to stay on target at <10m. When I switched over to DS3 I was shocked at just how well I was able to pretty much stay constantly on target with my bullet-hose. The only time I really use the M/KB anymore is for sniping/Forge gunning, which is still far better. I mean, in one regard I understand that M/KB and DS3 input needs to be balanced by aim assist, but at the same time they completely gimped the mouse controls somehow and inadvertently made DS3 far better. Of course, most people will have no sympathy for M/KB because it's a "console" game, but it's still a huge problem. Honestly, without decent M/KB support I don't even want to play this game, and I'm sure there are many more like me. Again, "good riddance" is what you all will say, but in a game with sub-4000 people playing CCP needs to do their best to please both sides of the island. Give me ******* raw input to counter this aim assist nonsense!
I'll take your word for it, but I noticed it A LOT when the updated aim assist was released (don't remember which update). After all of the QQ I noticed it decrease in effectiveness.
For a while hip firing an SMG seemed effortless. I have to move my joystick now. Sometimes it feels like I'm fighting the AA with the AR.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Funkmaster Whale
Fatal Absolution
1173
|
Posted - 2013.11.21 16:39:00 -
[77] - Quote
Thor Odinson42 wrote:I'll take your word for it, but I noticed it A LOT when the updated aim assist was released (don't remember which update). After all of the QQ I noticed it decrease in effectiveness.
For a while hip firing an SMG seemed effortless. I have to move my joystick now. Sometimes it feels like I'm fighting the AA with the AR. They only updated aim assist once and that was when they brought back magnetism and adhesion. Before it was only "aim friction". Friction was what reduced input when you were close to the target, meaning the same angle of joystick movement moved your view less when your reticle was on target.
Magnetism and adhesion brought about the "sticky reticle" that (a) made your crosshair veer towards your target as you turned toward them, and (b) made your crosshair stick to them as they moved away. They explicitly said that they haven't made any changes to aim assist since then in a blue post and that any claims to reductions in AA effectiveness was nothing but rumor mongering. It's still as powerful as it was when it first came about.
Let me play you the song of my people!
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Thor Odinson42
Molon Labe PC RISE of LEGION
1975
|
Posted - 2013.11.21 16:52:00 -
[78] - Quote
Kaughst wrote:I think this has alot to do with the TTK although I wouldn't imagine that this is not just also a systemic problem the AR tactical faced, CCP having said that if the Tac AR was over preforming past the last nerf they gave they would go on to adjusting it some more, arguably you could say the SR is over preforming from where the AR Tac left off. Personally it doesn't feel like a big issue as the Flaylock was...but of course the more people make a weapon a 'go-to' gun the more CCP will start to rear it's ugly head.
I'm skilling into the SCR as I speak. I've got the Templar BPO and it's pretty damn beasty.
I'll probably have Amarr Assault Adv suit and Prof 3 in SCR just in time for a nerf.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Cody Sietz
Bullet Cluster Legacy Rising
1505
|
Posted - 2013.11.21 16:53:00 -
[79] - Quote
DONT try to argue, people will bring up the overheat mechanism over and over again.
Also the RPM are 710 on the ScR
And something like 400 on the TAC AR. |
Zatara Rought
Fatal Absolution
1721
|
Posted - 2013.11.21 16:58:00 -
[80] - Quote
Borne Velvalor wrote:
This is very true. I took a stock Scrambler and used it on my Gallente fitting. The overheat was just enough to screw me over several times. However, with the extra bullets of the Amarr Assault, I would've done a lot better. The Scrambler Rifle is odd in that it's overall utility is affected a lot more than other guns by the suit you use.
The Scrambler Rifle as it is now is not OP. It has huge burst damage potential, but it's tricky to use. The numbers are high, but who can hit the fire cap consistently without overheating and land all of their shots, while also getting Charged Shots off? Anyone can hit the maximum DPS for an Assault Rifle simply by holding the trigger. Pulse it and there's not even any recoil. I gun frailer suits down 60, 70 meters away by pulsing the trigger.
Link
Look at the overheat mechanic in action. Watch it.
Can you tell me how much damage the overheat inflicted to this logi? How long did that overheat prevent him from shooting? Replay it and watch him unload the rest of the clip as the cooldown mechanic overpowers the overheat.
Couldn't you just overheat it and then burst with no issue until reload?
Tell me where you see recoil from the SCR.
as posted elsewhere the max dps of the scr is more than double that of the ar.
That's Master nader to you scrub.
Skype me @ Zatara.Rought
CCP's Motto: "SoonGäó"
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Meeko Fent
Commando Perkone Caldari State
1633
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Posted - 2013.11.21 17:01:00 -
[81] - Quote
Fizzer94 wrote:Exmaple Core wrote:D Tac damage per bullet: 78.5 Imperial Scrambler Rifle damage per charge: 79.5?
Accuracy of D Tac: Zero recoil, 100% perfect accuracy ADS or hipfire unless on the move but still accurate Imperial Scrambler Rifle: Zero recoil, 100% perfect accuracy ADS or hipfire unless on the move but still accurate
Sights of D Tac: A nice ACOG scope with a small zoom but loses preferential vision Sights of Imperial Scrambler: A red dot sight with an insignificant zoom but retains preferential vision
Clip size of D Tac: had a clip of 36. Clip size of Imperial Scrambler: 45? But can overheat. Not sure how much it effects the Imperial, but hinders the standard version
Rate of fire of D Tac: Rediculas Rate of fire of an Imperial Scrambler: More rediculas. Wish i was in front of my PS3 to determine the exact ROF
Both do more damage than tank blaster turrets with a damage mod and max profficentcy, but the SCR gains a bonus to sheilds and a debuff to armor. Admitively, it doesent matter if your armor speced you die quickly ethire way but its death to shield suits. Well, faster death. The D Tac killed everyone just as quick and everyone was screwed, but they were screwed equally.
So the orginal D Tac was indeed OP AF, and it got nerfed pretty good. But the SCR has the same stats as the orginal D tac except it fires faster, has more ammo & clip, murders shields faster, does slightly more damage in general and has an overheat function. Not entirely sure how much that effects the later variants, but it effects the standard rifle. Then again, i have the absolute minimal stats to get standard so i geuss it wont matter much at imperial.
So we cried the D tac was OP because it was, so why hasent the SCR been balanced yet? Is it because not every single person in the game is using them yet, like it happened with the D Tac? P.S, im gona use it here and there untill its nerfed. it really doesent matter at this point The ScR usually overheats at about 18 rounds, this severely limits its actual clip size. The ScR also has a shorter effective range than the D Tac did. Effective range is one of the most important stats for a gun, I would place it right behind DPS. Yup.
And, you would have to either have a modded controller, or have a REALLY freaking fast trigger finger.
And, you would need a huge amount of SP to dump in proficiency to get that "Tank gun", plus drop a Shield extender.
For those who want it good, and can be good at using it, it is potent gun.
Any scrub can still pwn anybody with an AR though. ScR takes skill, and ability.
Hitting that charge shot, and hitting the follow up. It is a skillshot weapon.
For the State! For Caldari FW join Caldari Hierarchy
Replication Warrior
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Cody Sietz
Bullet Cluster Legacy Rising
1507
|
Posted - 2013.11.21 17:11:00 -
[82] - Quote
Zatara Rought wrote:Borne Velvalor wrote:
This is very true. I took a stock Scrambler and used it on my Gallente fitting. The overheat was just enough to screw me over several times. However, with the extra bullets of the Amarr Assault, I would've done a lot better. The Scrambler Rifle is odd in that it's overall utility is affected a lot more than other guns by the suit you use.
The Scrambler Rifle as it is now is not OP. It has huge burst damage potential, but it's tricky to use. The numbers are high, but who can hit the fire cap consistently without overheating and land all of their shots, while also getting Charged Shots off? Anyone can hit the maximum DPS for an Assault Rifle simply by holding the trigger. Pulse it and there's not even any recoil. I gun frailer suits down 60, 70 meters away by pulsing the trigger.
LinkLook at the overheat mechanic in action. Watch it. Can you tell me how much damage the overheat inflicted to this logi? How long did that overheat prevent him from shooting? Replay it and watch him unload the rest of the clip as the cooldown mechanic overpowers the overheat. Couldn't you just overheat it and then burst with no issue until reload? Tell me where you see recoil from the SCR. as posted elsewhere the max dps of the scr is more than double that of the ar. Holy ****, that guy was badassz |
Shotty GoBang
Pro Hic Immortalis
2345
|
Posted - 2013.11.21 17:11:00 -
[83] - Quote
Meeko Fent wrote:ScR takes skill, and ability.
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Zatara Rought
Fatal Absolution
1722
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Posted - 2013.11.21 17:14:00 -
[84] - Quote
Shotty GoBang wrote:Meeko Fent wrote:ScR takes skill, and ability.
More like..............................
That's Master nader to you scrub.
Skype me @ Zatara.Rought
CCP's Motto: "SoonGäó"
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Kaughst
0uter.Heaven Proficiency V.
40
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Posted - 2013.11.21 17:29:00 -
[85] - Quote
Thor Odinson42 wrote:Kaughst wrote:I think this has alot to do with the TTK although I wouldn't imagine that this is not just also a systemic problem the AR tactical faced, CCP having said that if the Tac AR was over preforming past the last nerf they gave they would go on to adjusting it some more, arguably you could say the SR is over preforming from where the AR Tac left off. Personally it doesn't feel like a big issue as the Flaylock was...but of course the more people make a weapon a 'go-to' gun the more CCP will start to rear it's ugly head. I'm skilling into the SCR as I speak. I've got the Templar BPO and it's pretty damn beasty. I'll probably have Amarr Assault Adv suit and Prof 3 in SCR just in time for a nerf.
They are more likely to reduce damage on all weapons before the SR gets touched by then.
Kaughst, kost, kogist, kaust, kahst, kog. I go by many names. Mostly because people do not know how to pronounce my name
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THUNDERGROOVE
ZionTCD Public Disorder.
326
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Posted - 2013.11.21 17:53:00 -
[86] - Quote
Fizzer94 wrote: It can compete with most weapons in the range game no doubt. The introduction of the Rail Rifle might change this, but we cannot be sure yet. I also believe that HMG has a significant falloff because its range is so short, falloff is tied to effective range, so a weapon with 70m effective range has a much more gradual falloff than a weapon with a 30m effective range. There are exceptions to this though, like the Shotgun and Laser Rifle. Some weapons don't even have a falloff obviously, like the Plasma Cannon or Mass Driver.
It's not actually always like that, for example, the laser rifle. It's damage is hard capped directly after it's optimal which is pretty ****** in my opinion
ZionTCD Director & Ammar Loyalist
Amarr Sentinel | Amarr Logi | Losematar Scout
What is a signature?
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Ridire Greine
37
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Posted - 2013.11.21 17:58:00 -
[87] - Quote
No.
SCR has more fitting requirements.
I can fire off 15 Shots before overheating and causing damage to myself, the D Tac had double that, and didn't damage you when you emptied the clip, also, you can change weapons if you need to reload, you cant once the SCR overheats.
Want a respec?
Send me 50mil ISK
"Woh i rlly god a respek, 11/10" - IGN
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Alldin Kan
Imperfects Negative-Feedback
782
|
Posted - 2013.11.21 17:59:00 -
[88] - Quote
Exmaple Core wrote:D Tac damage per bullet: 78.5 Imperial Scrambler Rifle damage per charge: 79.5?
Accuracy of D Tac: Zero recoil, 100% perfect accuracy ADS or hipfire unless on the move but still accurate Imperial Scrambler Rifle: Zero recoil, 100% perfect accuracy ADS or hipfire unless on the move but still accurate
Sights of D Tac: A nice ACOG scope with a small zoom but loses preferential vision Sights of Imperial Scrambler: A red dot sight with an insignificant zoom but retains preferential vision
Clip size of D Tac: had a clip of 36. Clip size of Imperial Scrambler: 45? But can overheat. Not sure how much it effects the Imperial, but hinders the standard version
Rate of fire of D Tac: Rediculas Rate of fire of an Imperial Scrambler: More rediculas. Wish i was in front of my PS3 to determine the exact ROF
Both do more damage than tank blaster turrets with a damage mod and max profficentcy, but the SCR gains a bonus to sheilds and a debuff to armor. Admitively, it doesent matter if your armor speced you die quickly ethire way but its death to shield suits. Well, faster death. The D Tac killed everyone just as quick and everyone was screwed, but they were screwed equally.
So the orginal D Tac was indeed OP AF, and it got nerfed pretty good. But the SCR has the same stats as the orginal D tac except it fires faster, has more ammo & clip, murders shields faster, does slightly more damage in general and has an overheat function. Not entirely sure how much that effects the later variants, but it effects the standard rifle. Then again, i have the absolute minimal stats to get standard so i geuss it wont matter much at imperial.
So we cried the D tac was OP because it was, so why hasent the SCR been balanced yet? Is it because not every single person in the game is using them yet, like it happened with the D Tac? P.S, im gona use it here and there untill its nerfed. it really doesent matter at this point With my soon to be completed Amarr fit, I'll be ready for war in Uprising 1.7
CCP, promoting exploits with every update
LOL Commando
LOL Plasma Cannon
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Borne Velvalor
Endless Hatred
977
|
Posted - 2013.11.21 18:03:00 -
[89] - Quote
Zatara Rought wrote:LinkLook at the overheat mechanic in action. Watch it. Can you tell me how much damage the overheat inflicted to this logi? How long did that overheat prevent him from shooting? Replay it and watch him unload the rest of the clip as the cooldown mechanic overpowers the overheat. Couldn't you just overheat it and then burst with no issue until reload? Tell me where you see recoil from the SCR. as posted elsewhere the max dps of the scr is more than double that of the ar.
My point about the Assault Rifle was simply that it is easy for anyone to hit the maximum DPS and that it's recoil doesn't even stand in the way of that. Anyone can hold the trigger and occasionally pulse it at a distance. As for the Scrambler Rifle, it's not OP in most player's hands, especially on its own. Yes, you can make it OP, especially with the Amarr Assault. The maximum DPS is indeed double; I have stated it myself several times. The DPS of the Imperial with 2 Complex Light Damage Modifiers and Proficiency 5 is over 1200, and the Duvolle is over 600. Most players cannot hit this. Really, my suggestion for a rebalance would be to nerf the Amarr Assault's heat bonus and cap the fire rate on the Scrambler. The only problem with the Scrambler Rifle is its RoF, which makes its DPS in situations like those posted dependent on how fast you can mash the trigger. Differing controllers, such as turbos or even mice, significantly change the players DPS profile.
Cap the RoF to what most players can realistically achieve and don't make it so that using a certain suit allows you to fire for substantially longer, and you wouldn't end up with that. Most players I see are not like that.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Vell0cet
Company of Marcher Lords Amarr Empire
581
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Posted - 2013.11.21 18:17:00 -
[90] - Quote
CCP needs to nerf most weapon base damage to bring TTK back into line. This will significantly impact the ScR because the overheat will be a larger factor. Turbo controllers need to be addressed. The game could detect this by seeing if your controller firing intervals are constant (or super-humanly fast). When the game detects a turbo controller, it should immediately overheat the gun, or if using a weapon without overheat, have the gun jam with the same result.
Quick/Dirty Test Range Idea
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