Ryme Intrinseca
The Rainbow Effect
320
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Posted - 2013.12.09 16:10:00 -
[2] - Quote
Texs Red wrote:The ScR has alpha damage, but poor over all DPS. This bodes bad for suits that do not have a large tank of HP but very well for someone who does. Say my ScR does 102 damage, x2 for my initial charge shot then my maximum of 4 follow up shots otherwise I overheat (overheat = death in CQC). This allows me to apply 612 damage in about 1.5 seconds, yes that is a lot of damage. However I must then wait a few seconds for it to cool down before I can apply damage again or risk overheating.
The AR DPS is about 437.5 for 4.8 seconds, this means the AR can deal 2,100 damage in 4.8 seconds. 4.8 is probably about the time the ScR can shoot again after doing a charged shot and 4 follow ups. That's over triple the potential damage. So to kill a heavy with a ScR who is tanked for 1,100 armor and 600 shields would take him about 3 charge sets, so almost 15 seconds. The AR user can kill the same heavy in under 4.8.
Who is really OP here? On paper the ScR has double the DPS of the AR. It's not hard to work out, it's just damage*RPM/60, so at proto 932 DPS for ScR versus 476.5 for AR. In practice good players can only manage two thirds of the 705.9 max RPM on the ScR, but that's still around 30% more damage than the AR can manage.
If you're only managing 612 damage in 1.5 seconds you are simply using the weapon badly. As for 15 seconds to kill a heavy, what planet are you on? You can get 20+ rounds off with an Amarr assault suit before overheat, enough to drop any heavy. The theoretical minimum for 20 shots is 1.7 seconds, more realistically you should put 20 rounds out in about 2.5 seconds.
Then there are the other advantages of the ScR. It has a long range, without any drop off in short range effectiveness, as other long range weapons like the LR and SR have. It also has a massive effective ammo capacity - 17,820 total ammo damage compared to 11,220 for AR. This makes it much easier to keep a ScR in the battle than an AR.
The ScR is OP simply because it has so many advantages and only one drawback, the overheat, which is minor when used on the correct suit (Amarr assault). I would hate to see a massive, weapon breaking nerf like the TAR got, as I do like the weapon, so I think we need to talk about smaller tweaks before it gets to that stage. They should probably do something like reduce the RoF to 500 (which is beyond human capabilities and would prevent turbo/macro abuse), keep the range at current levels (not 1.7 buff levels), and reduce total ammo so it's more in line with other rifles (the CR has even less total ammo than AR). |