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Seigfried Warheit
76
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Posted - 2013.12.08 13:04:00 -
[1] - Quote
Are people actually calling the gun itself op or calling the gun with +15% damage from prof + watever damage mods + proto variant op?
What I think is really op is the ability to add so much damage to any given gun
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Sinboto Simmons
SVER True Blood Public Disorder.
2901
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Posted - 2013.12.08 13:08:00 -
[2] - Quote
Seigfried Warheit wrote:Are people actually calling the gun itself op or calling the gun with +15% damage from prof + watever damage mods + proto variant op? What I think is really op is the ability to add so much damage to any given gun I LOVE YOU!
Sinboto - The True Blood Minja
Forum Warrior level 2
STB-Infantry (Demolition)
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
568
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Posted - 2013.12.08 13:09:00 -
[3] - Quote
Seigfried Warheit wrote:What I think is really op is the ability to add so much damage to any given gun
I don't. You got to give up tank to get gank man. There's nothing wrong with damage mods.
{:)}{3GÇó>
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TheD1CK
Dead Man's Game
108
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Posted - 2013.12.08 13:11:00 -
[4] - Quote
I tried this post already, be prepared for a lot of defensive SR users
maybe the gun is ok.... but like you said the prof. and dmg mods add up way too much also AA is the demon behind this |
Keri Starlight
0uter.Heaven Proficiency V.
1888
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Posted - 2013.12.08 13:13:00 -
[5] - Quote
I don't think it's "OP", but it is in a dangerous position.
The weapon has much higher DPS than any other rifle, this sometimes gives little to no chance to survive against it. Of course, it has its drawbacks, but the receiving end just takes 1000 damage in one second and this might be fairly annoying.
https://forums.dust514.com/default.aspx?g=posts&m=1574031#post1574031
"I load my gun with love instead of bullets"
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Bad Heal
Pradox One Proficiency V.
94
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Posted - 2013.12.08 13:14:00 -
[6] - Quote
Seigfried Warheit wrote:Are people actually calling the gun itself op or calling the gun with +15% damage from prof + watever damage mods + proto variant op? What I think is really op is the ability to add so much damage to any given gun
I believe its do to the rate of fire. If you recall the Tac AR had the same issue. We all know the ScR has a heat build up, however, you get about 18 rapid fire rounds off before heating up and If you tone it down a little you can get off about 25. |
Aisha Ctarl
Scions of Athra
2041
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Posted - 2013.12.08 13:16:00 -
[7] - Quote
*Rubs fists*
Is someone gonna have to get punched?
Oh wait you're not directly calling the SCR op...I'll stand down...for now.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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Hecarim Van Hohen
Bullet Cluster Legacy Rising
347
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Posted - 2013.12.08 13:17:00 -
[8] - Quote
Son-Of A-Gun wrote:Seigfried Warheit wrote:What I think is really op is the ability to add so much damage to any given gun I don't. You got to give up tank to get gank man. There's nothing wrong with damage mods. My Amarr assault disagrees with you. Armor tankking leaves hi slots empty and only viable module is dmg mods.
Cheer up a bit will you
(n+ëGùòpâ«Gùò)n+ë:n+Ñn+ƒG£º:n+Ñn+ƒG£º
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
205
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Posted - 2013.12.08 13:19:00 -
[9] - Quote
Bad Heal wrote:Seigfried Warheit wrote:Are people actually calling the gun itself op or calling the gun with +15% damage from prof + watever damage mods + proto variant op? What I think is really op is the ability to add so much damage to any given gun I believe its do to the rate of fire. If you recall the Tac AR had the same issue. We all know the ScR has a heat build up, however, you get about 18 rapid fire rounds off before heating up and If you tone it down a little you can get off about 25.
Yep, it's the rate of fire... the rest of the gun is balanced. If they tone it down, the weapon will be balanced. There's no point adding other drawbacks. |
Chunky Munkey
Amarr Templars Amarr Empire
2497
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Posted - 2013.12.08 13:20:00 -
[10] - Quote
The problem is its CQC capabilities. Since I got my Amarr Assault up to proto I can kill anything but armour tanked Sentinels or Gallente logis in a single burst. I only have lvl4 operations. Just like the Pre-Nerf Tac I thought it was balanced when I used it at range, it was only when I was forced into close-quarters that I realised how inappropriately powerful it was.
No.
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1153
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Posted - 2013.12.08 13:23:00 -
[11] - Quote
Seigfried Warheit wrote:Are people actually calling the gun itself op or calling the gun with +15% damage from prof + watever damage mods + proto variant op? What I think is really op is the ability to add so much damage to any given gun
"It killed me once! It is OP!" |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
568
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Posted - 2013.12.08 13:25:00 -
[12] - Quote
Hecarim Van Hohen wrote:Son-Of A-Gun wrote:Seigfried Warheit wrote:What I think is really op is the ability to add so much damage to any given gun I don't. You got to give up tank to get gank man. There's nothing wrong with damage mods. My Amarr assault disagrees with you. Armor tankking leaves hi slots empty and only viable module is dmg mods.
Did you know that it has been tested in game, and shield extenders actually out DPS damage mods Vs. the AR? The only reason not to use shield extenders is because you are playing an armor oriented module/fitting type or Gallente, or you are afraid of the scrambler rifle. And if you are running shields, you should be afraid of the ScR.
{:)}{3GÇó>
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Scar Scrilla
Red and Silver Hand Amarr Empire
20
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Posted - 2013.12.08 13:32:00 -
[13] - Quote
I run SCR most of the time. Tbh, i dont think it's OP in general, but the charged shot to the head is devastating indeed :)
"Si tacuisses, philosophus mansisses"
Scar Scrilla, CEO of Cobra Kommando
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I-Shayz-I
I-----I
1558
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Posted - 2013.12.08 13:33:00 -
[14] - Quote
The hit detection fix with 1.6 made it so that you can still deal a ton of damage with the weapon up close. Hopefully by extending the range in 1.7 we will see less of the SR being used as a shotgun, and less people saying it's OP.
Links:
List of Most Important Threads
I make logistics videos!
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Knight Soiaire
BurgezzE.T.F Public Disorder.
3600
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Posted - 2013.12.08 13:49:00 -
[15] - Quote
Its too reliable in CQC. Reduce hipfire accuracy and it should be good.
Also, the ASCR needs to overheat quicker.
Buff Shotguns
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taxi bastard
Minor Trueblood
55
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Posted - 2013.12.08 14:28:00 -
[16] - Quote
Knight Soiaire wrote:
Also, the ASCR needs to overheat quicker.
As someone who on different characters uses both ill put the pro's and cons for each weapon for you.
ASCR pro's vs AR
nice sight 20% above base damage to shields. larger clip
ASCR negatives vs AR
a lot more fitting costs slightly less DPS 20% bellow base armour damage no range skill so worse at range ( should be the other way around.) more gun movement when firing so less accurate for sustained/semi sustained aimed fire( can only speak advanced vs advanced) costs a lot more ( 17k vs 10k at advanced and 77k vs 60k at proto)
the way I play the ASCR it does not overheat, why should it? I think that the SC may have mislead you to believe its something its not - see its an Assault (scrambler) Riffle
in short its better vs shields and worse vs armour than the vanilla AR - overall its harder to fit and is slightly worse than the AR with the added negative of costing significantly more isk wise.
I really think your barking up the wrong tree on this gun. I personally use this gun on one toon for the simple reason its not a vanilla AR
As for the SCR I rarely use it so I cannot comment. |
NOAMIzzzzz
Pradox One Proficiency V.
68
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Posted - 2013.12.08 14:29:00 -
[17] - Quote
Lol to me it seems like it's like the tac AR when it was op but...better nerf pls |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
453
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Posted - 2013.12.08 15:04:00 -
[18] - Quote
Son-Of A-Gun wrote:Hecarim Van Hohen wrote:Son-Of A-Gun wrote:Seigfried Warheit wrote:What I think is really op is the ability to add so much damage to any given gun I don't. You got to give up tank to get gank man. There's nothing wrong with damage mods. My Amarr assault disagrees with you. Armor tankking leaves hi slots empty and only viable module is dmg mods. Did you know that it has been tested in game, and shield extenders actually out DPS damage mods Vs. the AR? The only reason not to use shield extenders is because you are playing an armor oriented module/fitting type or Gallente, or you are afraid of the scrambler rifle. And if you are running shields, you should be afraid of the ScR.
Are we playing the same game? |
Nocturnal Soul
Immortal Retribution
1212
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Posted - 2013.12.08 15:07:00 -
[19] - Quote
TheD1CK wrote:I tried this post already, be prepared for a lot of defensive SR users
maybe the gun is ok.... but like you said the prof. and dmg mods add up way too much also AA is the demon behind this "Nock Nock"
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
454
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Posted - 2013.12.08 15:10:00 -
[20] - Quote
taxi bastard wrote:Knight Soiaire wrote:
Also, the ASCR needs to overheat quicker.
As someone who on different characters uses both ill put the pro's and cons for each weapon for you. ASCR pro's vs AR nice sight 20% above base damage to shields. larger clip ASCR negatives vs AR a lot more fitting costs slightly less DPS 20% bellow base armour damage no range skill so worse at range ( should be the other way around.) more gun movement when firing so less accurate for sustained/semi sustained aimed fire( can only speak advanced vs advanced) costs a lot more ( 17k vs 10k at advanced and 77k vs 60k at proto) the way I play the ASCR it does not overheat, why should it? I think that the SC may have mislead you to believe its something its not - see its an Assault (scrambler) Riffle in short its better vs shields and worse vs armour than the vanilla AR - overall its harder to fit and is slightly worse than the AR with the added negative of costing significantly more isk wise. I really think your barking up the wrong tree on this gun. I personally use this gun on one toon for the simple reason its not a vanilla AR As for the SCR I rarely use it so I cannot comment.
I run the ASCR as my primary and you've hit the description perfectly. I do think it needs a little bit more overheat...it takes that about 1.5 magazines on full auto to hit overheat. I think it should work so that if you cap off the whole Mag without coming off the trigger you overheat.
I think the ASCR is the most weapon in the game...actual pros/cons that matter.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
575
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Posted - 2013.12.08 15:23:00 -
[21] - Quote
Jaysyn Larrisen wrote:Son-Of A-Gun wrote:Hecarim Van Hohen wrote:Son-Of A-Gun wrote:Seigfried Warheit wrote:What I think is really op is the ability to add so much damage to any given gun I don't. You got to give up tank to get gank man. There's nothing wrong with damage mods. My Amarr assault disagrees with you. Armor tankking leaves hi slots empty and only viable module is dmg mods. Did you know that it has been tested in game, and shield extenders actually out DPS damage mods Vs. the AR? The only reason not to use shield extenders is because you are playing an armor oriented module/fitting type or Gallente, or you are afraid of the scrambler rifle. And if you are running shields, you should be afraid of the ScR. Are we playing the same game?
I play all four races on four alts, and when I play my Cal character I always run a pure shield tank, and I don't seem to be having any problem with shields at all. So, the only logical conclusion I can draw here is that you guys who are QQing about shields Vs. damage mods must just be a bunch of scrubs. Sorry for the bad news.
{:)}{3GÇó>
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Eldest Dragon
0uter.Heaven Proficiency V.
416
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Posted - 2013.12.08 15:29:00 -
[22] - Quote
I dont think most ppl hating on it have ever used it, although it might need a slight rate of fire nerf which im not against or for bc im not responsible for balancing, I will say some do not realize what the overheat can do.
It makes me lose my kills quite often, and you can only spam a lot of bullets if you do not charge shot, after a charge shot you have very limited bullets to finish the enemy off. And if you do overheat in cqc you have no chance of survival unless your against a very bad red dot.
p.s. It is easier to not overheat with the amarr assault, which I dont have atm, but tbh when paired with this suit it is less likely to overheat and therefore may be op in certain situations where it should fail.
When your playing dust and your frustrated...if all else fails...turn off the ps3. Works every time.
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calvin b
Molon Labe. RISE of LEGION
1119
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Posted - 2013.12.08 15:30:00 -
[23] - Quote
Like I said in previous post its not the weapon. I have used this weapon and I have to say it is a fun and challenging weapon. I have a feeling and so do many others, people are using Mod controllers that allow them a ridiculous rate of fire power. I have been in battles were I was able to dodge and strafe and return fire against a ScR, then in another it is like I am hit all at once and I have no chance to react. It clearly is abuse of the weapon. I have watched weapons overheat in users hands and that is there weakness, but when you spot someone and lay into them and they can turn and hit you and your dead before there shields drop something is wrong. Before you say its because they are tanking or heavy damage mods. I have an armor class pushing 700+ ehp and they have less than a total of 400ehp, is clear proof something is wrong somewhere.
F* the Snowflake
http://www.youtube.com/watch?v=TgKd3cdKdak
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Eldest Dragon
0uter.Heaven Proficiency V.
416
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Posted - 2013.12.08 15:38:00 -
[24] - Quote
calvin b wrote:Like I said in previous post its not the weapon. I have used this weapon and I have to say it is a fun and challenging weapon. I have a feeling and so do many others, people are using Mod controllers that allow them a ridiculous rate of fire power. I have been in battles were I was able to dodge and strafe and return fire against a ScR, then in another it is like I am hit all at once and I have no chance to react. It clearly is abuse of the weapon. I have watched weapons overheat in users hands and that is there weakness, but when you spot someone and lay into them and they can turn and hit you and your dead before there shields drop something is wrong. Before you say its because they are tanking or heavy damage mods. I have an armor class pushing 700+ ehp and they have less than a total of 400ehp, is clear proof something is wrong somewhere.
Some may be modding calvin, but this can be otherwise explained, bc when I use it as soon as I hit a charge shot I spam fast as possible. I literally spam 5 or 6 more bullets within tenths of a sec of landing a charge shot. Some ppl miss then it dont work, but spamming bullets is easy, so with a good aim, the landed charge shot is usually your destruction unless you miss a few follow ups.
The thing is you can do it so quick if your good, that usually, they have not really moved by the time you release the charge and press r1 4 or 5 times. Hence the reason that if my charge shot hits usually so do the rest.
When your playing dust and your frustrated...if all else fails...turn off the ps3. Works every time.
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
40
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Posted - 2013.12.08 15:41:00 -
[25] - Quote
Seigfried Warheit wrote:Are people actually calling the gun itself op or calling the gun with +15% damage from prof + watever damage mods + proto variant op? What I think is really op is the ability to add so much damage to any given gun there saying its OP cause they died by it should not die when you get shot in the face must be OP.
The clever combatant imposes his will on the enemy, but does not allow the enemy"s will to be imposed upon him. Sun Tzu
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M McManus
331
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Posted - 2013.12.08 16:00:00 -
[26] - Quote
Son-Of A-Gun wrote:Seigfried Warheit wrote:What I think is really op is the ability to add so much damage to any given gun I don't. You got to give up tank to get gank man. There's nothing wrong with damage mods.
Shields aren't tank armor is tank so no you don't have to give up tank. .. |
Defy Gravity
Ancient Exiles. Renegade Alliance
151
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Posted - 2013.12.08 16:18:00 -
[27] - Quote
Son-Of A-Gun wrote:Seigfried Warheit wrote:What I think is really op is the ability to add so much damage to any given gun I don't. You got to give up tank to get gank man. There's nothing wrong with damage mods.
Probably the only positive thing ever said in DUST 514. Im putting this as my sig....
Amarr FW Supporter.
"I will melt you with my scrambler rifle Minmatar filth!"
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Lea Silencio
0uter.Heaven Proficiency V.
813
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Posted - 2013.12.08 16:26:00 -
[28] - Quote
TheD1CK wrote:I tried this post already, be prepared for a lot of defensive SR users
maybe the gun is ok.... but like you said the prof. and dmg mods add up way too much also AA is the demon behind this
No...it's not. I have NEVER used AA with my SCR. In fact, I despise it, as is evidenced by my previous posts concerning AA in the past. Your logic is flawed.
PurificationGäó
It's what I do.
Amarr Victor
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Patrick57
Fatal Absolution
1939
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Posted - 2013.12.08 16:30:00 -
[29] - Quote
Seigfried Warheit wrote:Are people actually calling the gun itself op or calling the gun with +15% damage from prof + watever damage mods + proto variant op? What I think is really op is the ability to add so much damage to any given gun The Laser Rifle is better.
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE!
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Seigfried Warheit
80
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Posted - 2013.12.08 22:00:00 -
[30] - Quote
Son-Of A-Gun wrote:Seigfried Warheit wrote:What I think is really op is the ability to add so much damage to any given gun I don't. You got to give up tank to get gank man. There's nothing wrong with damage mods.
damage mods are fine..but the proficiency skill is redundant and makes the damage mods not really needed...they just make the gun overkill..I rather have the prof skill do something else so it becomes a real choice to "give up tank to get gank" |
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