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Monkey MAC
Lost Millennium
1278
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Posted - 2013.12.20 13:24:00 -
[1] - Quote
Lets be honest all four rifles are too effective for their own good. However it MAY be possible to balance them without changing the damage.
1) Add some actual dispersion - currently you can hit a target with pinpoint accuraccy, there is no need for leading your target or anything.
Now while adding projectile speeds for bullets would be overly intensive, we could at least have some dispersion even while ADS.
2) Add REAL recoil - the recoil on these weapons are pitiful at the moment not to mention that you go 15 rounds (520 damage) with absolutely none. Add recoil per shot, you can do it the hacky way and just move the barrel up a set amount after each shot, or you can do it properly, move it up, move it right, then move it down again (but not as much as it moved up) to increase immersion and feel of the weapon.
3) Remove the recoil reset function - currently even if you don't kill your opponent in the first 15 shots, you can keep firing until you stop hittimg him, then just feather the trigger and you are back where you started, completely nullifying recoil all together. You may have said its a feature but its not a very good one, it eliminates the need to readjust your gun after prolonged fire, which in turn reduces immersion, lowers skill level etc.
4) Add momentum dispersion - as you move you should become less accurate with your weapon, no matter how well you are trained. Simply add say 20% extra dispersion while moving, you could even add more during jumping if you want to discourage bunny hoping(wouldn't advise that but you could).
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1281
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Posted - 2013.12.20 22:32:00 -
[2] - Quote
Crimson Cerberes wrote:Baal Omniscient wrote:Crimson Cerberes wrote:Lorhak Gannarsein wrote:Crimson Cerberes wrote:Actually it is 1003.9 DPS. Someone did the math before, 35.2 (base dmg for proto CR) X 1.15 (proficiency 5) X 1.24 (3 complex damage mods) X 20 (rounds per second) yep, at a simple 6.6 presses per second, which is easily achievable. Test yourself out here. F uck me that's ScR DPS. What even? SCR would require you to pull the trigger 50% faster for comparible DPS. Oh yeah and it overheats. So for 1000 DPS from a scrambler, you need to pull the trigger nearly 10 times a second (i.e. you need a turbo controller) Is that ScR base damage? Or is that with lvl 5 prof & 3 complex damage mods like you showed on the CR? I don't know how much you've used the CR, but timing one burst after the next isn't something most can do consistently. You may tag two to three bursts in a row without missing the rhythm, but even a millisecond too early and you stutter the burst having to pull the trigger again, and too late and you automatically cut your DPS. You are talking about it's DPS as if everyone playing this game has a computer calculating exactly when to pull the trigger and pulling the trigger for them at exactly the right time to get maximum DPS. Apart from the handful of scrubs who use turbo controllers, this is FAR from the case. In addition, CR has to hit with all of it's rounds per trigger pull for it's DPS to count, so if your aim is even slightly to the side and your crosshairs slip off mid burst, part of your burst doesn't even register and just causes shield flares . The ScR is an Alpha damage weapon. It's round hits with all it's damage at once damage, and it has a charged shot which can OHK many suits. It can also fully kill almost any suit with a charged shot plus 3-4 follow ups regardless of it's shield/armor ratio. The RoF for the ScR is high enough that there are very few people who can actually stutter it's fire pattern by accidentally firing too fast, and it's cooldown time is fast enough to move from one engagement to the next with very little delay (ask Arkena Wyrnspire, we all remember THOSE threads from a few weeks ago). On top of all that, it get's a larger than usual headshot multiplier, which means a headshot with a charged round is absolutely devastating (I've seen plenty of kb/m players using this to their advantage). It's basically a long range shotgun that overheats. And can be fired pretty much fired as fast as you can pull the trigger. And can be charged. And has insanely strong hip-fire aim assist. Keep trying to make the CR out to be better, it's not working bro. 1) In order to stutter the fire pattern of a CR(assuming this actually happens), you must be mashing the button faster than 6.6667 times per second, something you and your counter-parts deem unlikely. 2) I can unload the entire clip in 3 seconds, that means a DPS of 634 base. I have seen this happen many, many times. 3) that is the lvl 5 prof 5 3 dmg mod SCR (actually you can fire 11.75 times per second for 1320 DPS for 1.5secs and then 5 seconds of being defensless) 4) hitting with rounds applies to all weapons, not just the SCR. We are arguing damage potential. I could miss with all of the rounds of an AR or SCR and that is 0 DPS plus being defenseless on overheat for 5 seconds, doesn't change the amount of damage I can do with it. 5) Most people believe hip-fire for the SCR has been nerfed in 1.7 In the end though, the CR does 143% more DPS than an AR while having more range, nothing you say changes that. BOTH the SCR and the CR need a RoF nerf.
In the end even the rail rifle has nearly double the dps of any other none rifle weapons.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1282
|
Posted - 2013.12.20 22:56:00 -
[3] - Quote
Daxxis KANNAH wrote:Monkey MAC wrote:Lets be honest all four rifles are too effective for their own good. However it MAY be possible to balance them without changing the damage.
1) Add some actual dispersion - currently you can hit a target with pinpoint accuraccy, there is no need for leading your target or anything.
Now while adding projectile speeds for bullets would be overly intensive, we could at least have some dispersion even while ADS.
2) Add REAL recoil - the recoil on these weapons are pitiful at the moment not to mention that you go 15 rounds (520 damage) with absolutely none. Add recoil per shot, you can do it the hacky way and just move the barrel up a set amount after each shot, or you can do it properly, move it up, move it right, then move it down again (but not as much as it moved up) to increase immersion and feel of the weapon.
3) Remove the recoil reset function - currently even if you don't kill your opponent in the first 15 shots, you can keep firing until you stop hittimg him, then just feather the trigger and you are back where you started, completely nullifying recoil all together. You may have said its a feature but its not a very good one, it eliminates the need to readjust your gun after prolonged fire, which in turn reduces immersion, lowers skill level etc.
4) Add momentum dispersion - as you move you should become less accurate with your weapon, no matter how well you are trained. Simply add say 20% extra dispersion while moving, you could even add more during jumping if you want to discourage bunny hoping(wouldn't advise that but you could). While I agree in principle- you do know the CR has more dispersion and recoil than the AR
Only while not ADS, recoil as pointed out is pointless, you can still get 2-3 bursts before feathering the trigger, but with a burst rifle you feather it all the time, making it more pointless.
The Rifles would be balanced IF it wasn't so easy to hit the target, the potential DPS is high and rightly so, but it should require skill to achieve that kind of damage.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1282
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Posted - 2013.12.20 23:43:00 -
[4] - Quote
Bunny Demon wrote:Leovarian L Lavitz wrote:Shield tank, problem solved. EDIT: Combat rifles do 15% less damage against shields than they do armor. ( - 5 % shields, +10% armor, becomes 15% WORSE against shields than armor) Not quite, let's assume we have dps of 100 (it's a nice number) so in 1 second you will do: 95 damage to shield OR 110 damage to armour The percentage difference is 1-(110/95) which equals 15.78% so it's actually closer to 16% less damage against shields compared to armour You have just been educated Ps (it's effin' armour not armor ) did they redo damage profiles? I thought it was,
Projectile(Combat Rifle) - +20% armour -20% shields Hybrid Projectile(Rail Rifle) +10% armour -10% shields Hybrid Energy (Plasma Rifle) -10% armour +10% shields Energy(Scrambler Rifle) -20% armour +20% shields
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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