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Kallas Hallytyr
Skullbreakers
201
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Posted - 2013.12.25 19:40:00 -
[1] - Quote
TheD1CK wrote:yet the scrambler is as tough as the old TAC with a charge shot capability no overheat mechanic can balance that, unless you get burnt after every shot that is
Um...have you tried using the SCR? The old TAR had no overheat and a roughly similar size clip, so it could output it's whole magazine rapidly with higher damage and longer range. The SCR has overheat, which means unless you have high Operation and/or high Amarr Assault, you'll not be able to output the whole magazine in one burst. Even short pauses can be fatal in combat and the risk of overheating at an inopportune time can mean death and failure.
TheD1CK wrote:I don't need to say anything about the RR, we have all seen that a lot lately and it is a tough gun to fight, I do not have enough experience using it to say what needs to be changed but I have heard the opinion of many RR users and they themselves say it is OP
Is this people complaining about taking on a RR at range? Because up close it's not brilliant. It's definitely got power behind it, but it's not the easiest gun to control.
TheD1CK wrote:SMG's are OP due to RoF , I would propose that the SMG RoF be lowered and the CR lowered to the same RoF of the current SMG's
Um...no. SMG's are good up really close, but they suffer over 10/12m. The CR is, again, very potent but has it's drawbacks: it chews through it's ammo very quickly, it requires some measure of skill to avoid some pretty bad kick and otherwise has limitations.
TheD1CK wrote:Gallente are still beast in CQC but I think the tactical needs more range as no variant in the Gallente class matches up to the other rifles range
Wait, the Gallente short-range Hybrid-Blaster weapons are worse at long ranges than...LONGER RANGE WEAPONS?!
STOP THE PRESSES! We must get word out about this SHOCKING REVELATION!
TheD1CK wrote:CCP, I fully accept that Assault rifles are the go-to weapon in FPS but you really need to find a better balance as every class is being owned by the AR variants, even Heavys who should be soaking up those bullets
HMG's, as our only short-/mid-range heavy weapon, is absolutely overpowering in a head-to-head fight in it's optimal. Outside of it's best operational range against weapons in their optimal ranges it will lose. This is working as intended.
Stop being reactionary and consider what you're complaining about. |
Kallas Hallytyr
Skullbreakers
202
|
Posted - 2013.12.26 02:20:00 -
[2] - Quote
TheD1CK wrote:- SR has near same DMG and clip as old TAC, which needed nerf .... how much of that clip can you fire without overheat if you don't charge??? quite a bit of it and if your not charging it is easy to keep it cool
By quite a bit, you mean roughly a quarter? At a high rate of fire, the Scrambler Rifle overheats after roughly ten-twelve shots, give or take some depending on the actual speed and what your Operation is at. That's quite a bit of damage, but the drawback is that you cannot engage multiple enemies in a small timeframe, because overheating is a massive penalty (which is fine) that almost ensures you get your teeth kicked in.
Essentially what I'm saying is that the overheat mechanic is absolutely fine for the SCR.
TheD1CK wrote:- I accept the RR being better at range, It's CQC that it is too effective
I disagree. Having used it and fought against it, I think the RR is fine because it does lack control close in. This could simply be perceptive differences.
TheD1CK wrote:- Regardless of HMG V AR , I am pointing out how fast the AR's kill Heavy Suits not the fight between weapons
Everything kills everything quickly. The AR does kill a Heavy quickly, it takes roughly 3-5 seconds to kill a heavy with a standard AR in optimal range (40-48m.) I think an AR should be able to kill a heavy quickly...it does still cost 28/60 rounds against a completely unskilled, untanked heavy assuming all of your standard, non-buffed rounds hit. Factor in skills and variables, you're probably looking at three-quarters of a clip to kill a heavy.
That does not seem unfair to me.
TheD1CK wrote:Can we make some productive feedback here rather than you searching for arguments??
I was not being argumentative, I was disagreeing with your opinions. Both of our posts contain relative opinions, I was merely expressing mine, albeit somewhat aggressively. |
Kallas Hallytyr
Skullbreakers
204
|
Posted - 2013.12.26 13:06:00 -
[3] - Quote
TheD1CK wrote:So there are varied opinions about the SR being able to fire without over-heat From my view as long as you don't spam R1 or charge there is absolutely no worry of OH
I bolded the part I disagree about: if you're not spamming the trigger (ie, taking your time with your shots) then your DPS is substantially reduced. Even 5 shots a second brings the SR down to 360 DPS which is much lower than the other rifles. The Overheat mechanic brings balance by allowing that massive damage output but risks the drawback if you're not careful.
Personally, I've been running Gallente Scout with a Standard SCR (Operation only level 1) and I can usually take down any suit that is smaller than a Heavy Frame. If I come up against a Heavy/tanked Protosuit (even some ADV suits can get sufficient EHP) I have to consider: do I engage and likely overheat trying to kill them, or do I harass them using charged shots and running away?
I can kill those Protosuits by just hammering the trigger, but if I'm lucky I'll only overheat once they're dead and not kill myself. Often I will get killed because they dodge enough to ramp up my heat, or they have enough tank to cause me to overheat, or they have enough time to respond. Really, the SCR is best against lighter suits that are not completely tanked up to the nines, but even against those there care must be taken because if there are multiple enemies you risk overheating during an engagement.
TheD1CK wrote:then the skill at level 5 , making it easier to avoid OH .... plus Amarr Assault bonus.. It makes the weapon too tough and if this is going to stay that way then the other racial assaults should have an effective bonus on their own primary weapons
Operation 5 definitely helps and should be a balancing factor, but factoring in Amarr Assault is an unfair statement: that player has dumped substantially more Skill Points into a specific style of combat, so of course their weapon is much more effective. A Proto Amarr Assault with Proto SCR is going to be immensely more powerful than even an Amarr Logistics, because the Amarr Assault bonus is what's doing the lion's share of the work, not the SCR's skills.
I definitely agree that the other Racial Assaults should have a bonus to their primary weapons. This is more to do with Suit Bonuses and less to do with the weapons.
TheD1CK wrote:As for DMG mods, I really like the idea that if using DMG mods [snip] - SR - faster OH with more OH dmg - AR - Increased dispersion and clip empties faster - CR - lower RoF with increased dispersion - RR - Increase in dispersion, with longer charge time
Very interesting... I like it. Like how both Armour Plates and Shield Extenders bring a downside with their up, a damage mod should also. +1
TheD1CK wrote:It's a tough one to solve but the main enemy behind the 'OP' weapons is the stacked mods which are ruining gameplay and reducing the skill needed to win a fire-fight ....
Definitely agree here. Damage mods skew a lot of gameplay and due to the nature of Dust (as opposed to EVE) we cannot be certain whether opponent X has damage mods, or if Y has scanning mods. We have substantially less information to work with when analysing what is balanced than EVE does. |
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