Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
TheD1CK
Dead Man's Game
292
|
Posted - 2013.12.25 18:49:00 -
[1] - Quote
When are people going to realise that EVERYONE complained about TAC AR It got 'nerfed' and is now only seen in the hands of skilled shooters 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
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
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
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
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
Minmatar Demolitions Specialist
Plasma Cannon Pro
|
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
40
|
Posted - 2013.12.25 19:00:00 -
[2] - Quote
TheD1CK wrote:When are people going to realise that EVERYONE complained about TAC AR It got 'nerfed' and is now only seen in the hands of skilled shooters 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
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
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
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
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
i would like to see the TAC assault rifles brought back to former glory reason they were nerfed is because people complained they were better then sniper rifles but as you said scramblers rail rifles and combat rifles can do the same if not better then the TAC rifle before it was nerved
but unfortunately mate even though the assault rifles have been nerved 4 times since closed better people still complain there OP without taking into account of the 3 to 4 damage mods stacked into them if they restricted the damage mods or put a penalty on the mods say 3% dispersion per mod you put on it will balance all the guns in the game out because people wont want to risk 9% to 12% percent less accuracy for 24% to 28% more damage
they will be wasting more shots trying hit there targets then doing much damage
SMG are beast but has a very short range it only is effective up to 20 meters tops i don't think it should be nerved if you do i say reduce the ROF a little bit or lower the magazine size from 80 to 60
a standard SMG can do 1840 damage if you reduced the clip they will do 1380 thats 460 damage less granted its not much but its a start |
Nocturnal Soul
Immortal Retribution
1393
|
Posted - 2013.12.25 19:07:00 -
[3] - Quote
Gallente use blaster tech (high DMG/low rang) get use to it. The overheat mechanic is a huge drawback to the SCR I actually have to time my shots and lead my enemies to take them down. And the RR need to have at least a 1.5 sec charge up with the assault being slightly the same. I agree with the SMG nerf. But the CR just needs to actually have a pause in between burst that boundless lives up to its name for sure.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
|
TheD1CK
Dead Man's Game
298
|
Posted - 2013.12.25 19:20:00 -
[4] - Quote
From looking at the AR variants stats spreadsheet upon release it shows that all Gallente AR's under perform on range compared to the other variants
Fixes to DMG mod stacking could be applied in a few ways...
- As Alan stated, decrease accuracy in return for DMG
- Increase ISK/CPU/PG cost for DMG mods, making stacking unpractical
- Greater penalty for stacked mods
- Change function of DMG mods, to increased clip size or RoF maybe even range increases
The 15% off prof.5 is more than enough kick to any weapon, being able to add another 20% is stupid
But even without DMG mods the AR's are hitting to hard, It has killed the use of MD/LR/PLC
Heavys once out ranged are just easy targets, and Scouts are suffering from depression
Minmatar Demolitions Specialist
Plasma Cannon Pro
|
TheD1CK
Dead Man's Game
298
|
Posted - 2013.12.25 19:33:00 -
[5] - Quote
Fair enough, Gallente should be low range with the blaster tech but based on that logic the SR shouldn't be effective in CQC as I presume it uses the same tech as LR
Rails are good and I have noticed a pattern in how to take them on, it doesn't change the fact that they melt 1000+HP off a Heavy in no time at all regardless of shield tank
The CR rifle has a small delay, though if you are skilled at timing the bursts it's harder to notice, yet If the CR got slowed down without the others being 'fixed' then it would be the most ineffective weapon in the game
Please refrain from posting here If you intend to defend your weapon of choice and target the opposition I have stated since 1.7 that ALL variants need work, I am not looking to have one 'nerfed' so mine is better
We need a balance so more roles can be effective rather than having crutch weapons provide easy kills
Minmatar Demolitions Specialist
Plasma Cannon Pro
|
Kallas Hallytyr
Skullbreakers
201
|
Posted - 2013.12.25 19:40:00 -
[6] - 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. |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
42
|
Posted - 2013.12.25 19:52:00 -
[7] - Quote
actually your wrong a lot of people think assault rifles got a buff in last update they didnt
they had range reduced to 76 meters that is medium range as far as i am concerned the assault rifle is also a short to medium ranged rifle |
TheD1CK
Dead Man's Game
300
|
Posted - 2013.12.25 19:55:00 -
[8] - Quote
Nice counter to my post
- 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
- I accept the RR being better at range, It's CQC that it is too effective
- Regardless of HMG V AR , I am pointing out how fast the AR's kill Heavy Suits not the fight between weapons
- CR thats a decent summary
Can we make some productive feedback here rather than you searching for arguments??
Minmatar Demolitions Specialist
Plasma Cannon Pro
|
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
42
|
Posted - 2013.12.25 19:57:00 -
[9] - Quote
TheD1CK wrote:Nice counter to my post
- 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
- I accept the RR being better at range, It's CQC that it is too effective
- Regardless of HMG V AR , I am pointing out how fast the AR's kill Heavy Suits not the fight between weapons
- CR thats a decent summary
Can we make some productive feedback here rather than you searching for arguments??
i like trains lol |
Kallas Hallytyr
Skullbreakers
202
|
Posted - 2013.12.26 02:20:00 -
[10] - 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. |
|
Xaviah Reaper
Nyain San Renegade Alliance
227
|
Posted - 2013.12.26 03:09:00 -
[11] - Quote
i would highyl prefer the tac un nerfed, and a new tier of gear released to compensate for the OPness of weaponry atm..
Best game with a Python:
33kills 1 death (1.6)
24kills 1 death (1.7)
|
Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
93
|
Posted - 2013.12.26 05:16:00 -
[12] - Quote
I still think the SCR rifle is OP. Its not much different than the TAC when it was god mode. The overheat mechanic is there but from many battles i have seen players spam 10 or so rounds easy without the OH really being a pain, maybe its modded controller users but any gun designed for long range shouldn't be all that effective in CQC. Those 10 rounds may seem insignificant but at standard the damage equates to 720DPS easily. Lower the RoF for the scrambler, that alone would limit CQC utility and would have more users utilize the charge function(which i find unique).
RR is melting peoples face off as well i think the assault rail rifle is doing a lot of damage per shot with the RoF but its melting suits even up close with the main variant. Dispersion needs to be widened
CR already has a brief pause but an experienced user can still fire decently. The ammo consumption is already a huge drawback and the amount of damage per clip in the assault limits the take-down of multiple opponents. Although a minmatar clip bonus to projectile clip would be great utility to min suit users.
The AR is still pretty beast up close. I think many users find they are out ranged by the other guns. However the AR is supposed to be the supreme CQC gun. They want more range but that is the shortcoming of the AR, which is its short range so #dealwithit
I think the most important thing is that people are stacking damage mods without penalty. Which easily skews many guns into OP status. I believe we should add penalty's to the modules so you get the DMG boost but you get a drawback in return. Perhaps you get an increase to the amount of heat buildup per shot or increase your hip-fire dispersion. Imagine a proto bear stacking Complex Dmg Mods with 5% increase to dispersion. 4 complex mods will increase your guns dispersion by 20% which darn nears cancels the sharpshooter skill at max. A heat buildup could increase charge shot lethality but render automatic fire a double edge sword for SCR users.
Trust in the Rust!
7-Time Matar Mass Driver World Champion
Combat Rifle is for Combat!
|
Denn Maell
PIanet Express
26
|
Posted - 2013.12.26 05:35:00 -
[13] - Quote
I love the new RailGǪbut I can see that CCP will nerf it soon. I do feel that for a Marksmanship-style rifle its RoF is unusual and could probably be halved, or increase the charge up time or both. But the damage over range might not need too much nerving for such precision work.
As far as the Scrambler, it was more of a Tac rifle. A corp-mate of mine investigated with it and found the full auto variant ridiculously OP shredding through shields and armor with no DMG Mods. I haven't experimented myself with the lasers yet, but the heat build up seems like a nice mechanic to keep users on their toes but not quite enough to discourage.
As a suggestion what would you say to linking the heat build up to damage mods? Triple stacked Damage mods providing triple heat damage? |
Delenne Arran
Ivory Hounds
55
|
Posted - 2013.12.26 05:40:00 -
[14] - Quote
I've not used the ScR much since ~1.4 when I took a break from DUST, but back then it was possible to fire about 16 shots before overheating, with some kb/m users reporting about 21. This was before the ScR Ops skill was 5% bonus to cooldown speed and I don't know how much they've tweaked the gun itself since then. That said, I wouldn't quite describe it as OP. It's somewhat viable in CQC, but 10-15 shots from basically any gun in the game will kill you at range right now. I could see it having its dispersion kicked up a bit or ROF lowered slightly, but I don't think it's particularly necessary. I haven't really seen them used much aside from the occasional Assault variant or Viziam. |
Martyr Saboteur
Amarrtyrs
45
|
Posted - 2013.12.26 06:52:00 -
[15] - Quote
TheD1CK wrote:When are people going to realise that EVERYONE complained about TAC AR It got 'nerfed' and is now only seen in the hands of skilled shooters 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
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
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
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
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 First of all I want to say that I agree with your belief of the racial rifles being OP. Just wanted to get that out of the way.
Now... The ScR is not as good as the Prenerf TAC AR. I think people are forgetting how OP that thing was...it completely phased out the AR.
Compared to the prenerf TAC the ScR has... 1.) Lower DPS (Just barely, but still...) 2.) Lower RoF (705 vs 750) 3.) Shorter Range (72m vs 80m) 4.) Overheat 5.) Smaller effective magazine size due to overheating. (18-22 rounds vs 36 rounds) 6.) Easier to fit (90CPU/13PG vs 92CPU/20PG)
ABCDEFGHIJKLMNOPQTSTALLION... I AM THE STALLION
|
TheD1CK
Dead Man's Game
310
|
Posted - 2013.12.26 12:46:00 -
[16] - Quote
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
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
As for DMG mods, I really like the idea that if using DMG mods, you would OH faster In other weapons this could be applied by, making ammo deplete faster while using DMG mods.. because I do not want to see SR 'nerfed' without others being changed We need a balance, right now its a bit messy .. as for the 5% dispersion, If that would apply then I think it should be 15% per dmg mod active, making stacking a real pain if you need accuracy
- 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
I think these penalties may work, if they where applied when using dmg mods and had a greater penalty for stacked mods...
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 ....
I'm only suggesting what could be done, so keep the feedback coming there are some good posts here
Minmatar Demolitions Specialist
Plasma Cannon Pro
|
Kallas Hallytyr
Skullbreakers
204
|
Posted - 2013.12.26 13:06:00 -
[17] - 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. |
TheD1CK
Dead Man's Game
311
|
Posted - 2013.12.26 13:53:00 -
[18] - Quote
Good stuff, We turned a disagreement into something productive you don't see that enough on here
I'm not complaining about the Amarr Assault bonus, it makes that class perfect for their weapons but we do need to get better bonuses on the other Assault suits...
- Gallente, that reduction bonus is useful, and leaves them a better module selection so I am not too sure if it needs altering
- Caldari, the bonus isn't that great considering it gives them no combat adge, just a bit more HP
- Minmatar, Is clearly the worst bonus.. the 25% shield recharge to a base of 18 is pretty lame and I don't agree with the sidearm bonus as it should have something related to primary weapon
It is looking pretty clear that DMG mods are the issue with OP weaponary, so I would like to know if any DEV's could add some input as to whether they intend to change it or not
also I will address that the Gk.O is almost too perfect to be used with a stack on mods, this needs changing the 5 lows give it an awesome tank, with 3 highs I think leaving Dmg mod stacking an easy option as they do not have to sacrifice their main HP unlike the Minmatar/Caldari
Cat Merc has an awesome thread detailing how DMG mods could be changed .. I suggest checking it out
[Request] MOAR weapon upgrades - Because damage mods are BORING
It gives a detailed list of the effect dmg mods could apply to weapons
Minmatar Demolitions Specialist
Plasma Cannon Pro
|
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
43
|
Posted - 2013.12.26 17:25:00 -
[19] - Quote
TheD1CK wrote:Good stuff, We turned a disagreement into something productive you don't see that enough on here I'm not complaining about the Amarr Assault bonus, it makes that class perfect for their weapons but we do need to get better bonuses on the other Assault suits... - Gallente, that reduction bonus is useful, and leaves them a better module selection so I am not too sure if it needs altering - Caldari, the bonus isn't that great considering it gives them no combat adge, just a bit more HP - Minmatar, Is clearly the worst bonus.. the 25% shield recharge to a base of 18 is pretty lame and I don't agree with the sidearm bonus as it should have something related to primary weapon It is looking pretty clear that DMG mods are the issue with OP weaponary, so I would like to know if any DEV's could add some input as to whether they intend to change it or not also I will address that the Gk.O is almost too perfect to be used with a stack on mods, this needs changing the 5 lows give it an awesome tank, with 3 highs I think leaving Dmg mod stacking an easy option as they do not have to sacrifice their main HP unlike the Minmatar/Caldari Cat Merc has an awesome thread detailing how DMG mods could be changed .. I suggest checking it out [Request] MOAR weapon upgrades - Because damage mods are BORING It gives a detailed list of the effect dmg mods could apply to weapons
minminter should have something like 15% more damage to all blaster weapons like the SMG and combat rifle
|
Mordecai Sanguine
What The French
223
|
Posted - 2013.12.26 17:58:00 -
[20] - Quote
TheD1CK wrote:When are people going to realise that EVERYONE complained about TAC AR It got 'nerfed' and is now only seen in the hands of skilled shooters 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
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
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
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
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
That's not very logic. But i'm okay with you in the fact that all the Rifles are totally OP.
-First the SCR the damage are good (lower would make it useless) the heat up is VERY fast. And once you've heat up too much you can't do NOTHING during 6 sec which means DEATH. (not even run) But the weapon is way too "spammy" and "shoot as fan that i can". To rule the problem just reduce the RoF making it a real "sharpshooter (Semi) and heavy damage (Charge up) " weapon. The Range is good and as intended.
-The Rail Rifle he's supposed to be the beast as Long Range yes it is but why he's also REALLY good at short and mid range ? Less Damage would make it useless and lower RoF will too. I think we should just make the "Charge up" littely longer (Come on 0.2 sec is NOTHING). OR reduce the Mag to avoid a "I full my mag like an *******"
-The Assault Rifle : He's supposed to be the best Rifle at close range and the worst at long range (and not really good at mid range). So that's simple HIGHLY reduce his Range (Almost an SMG range) but Buff the damage to make it a "true" CQC weapon. Like that he would be a beast at close range (as intended) but useless at long range and poorly effective at mid range.
-The Combat rifle : The most OP weapon of all time. Can battle against 4 guys without even die. When devs said "it's the best to engage several ennemies" i didn't think it was meant to be "Kill everybody at the same time easily". Too big ROF. (Better than others rifle at long/close/mid range) Way more range. (Sometime better than SCR or Rail rifle at long range) Too easy without aiming. Mag too big. (It's like "just spray and killlllllls") Too much damage. (Come on it's almost an HMG RoF with twice more accuracy...) Too easy to fit (Less than a Secondary it's a JOKE ????) No armor/shield problem it kills evrything at the same. percent (almsot) So ther's NOTHING to counter it.
It's simple : Reduce the Range (Come on it's little to make it easier to fit but it can't have range damage AND ROF with that....) the damage i dunno what it's almost EVERYTHING that is OP with this weapon. My little Commando with 5 million SP standard CR with almost no passive can kill 3 Protos at once with no difficulty...... It kills SO FAST. FROM EVERYWHERE.
His "niche" is the battlefield by himself. |
|
TheD1CK
Dead Man's Game
335
|
Posted - 2013.12.26 19:57:00 -
[21] - Quote
The CR is the most OP weapon of all time..?? c'mon now I really don't think so.....
how many of us can OHK with a CR..?
I already stated the RoF needs lowering to SMG standards, It drains ammo really fast and like CCP stated it is capable of engaging multiple targets... so it is working as intended
Do you propose the CR shouldn't kill while engaging multiple targets..?? How do you think survival is possible if you are fighting multiple enemys, without killing them...
My logic mightn't be very good, I never claimed it was but I can give my opinion and I am posting here to get a discussion going, As I can only see gameplay from my perspective so I cant claim to know the flaws of everything in game
You say the CR is the most OP weapon ever.. quite a statement seeing as it is out-ranged by two of it's counterparts while dealing less dmg... you claim there is no counter yet it is clearly being countered by weapons at range, and by the higher dmg in CQC....
You may be stomping in pubs with it as your commando, and killing proto suits with it But a proto suit does not make a pro, try your godly CR in a tough fight and see how much of an advantage you have when you are out-ranged by most peoples weapons and they have enough skill to avoid some of your fire.....
Minmatar Demolitions Specialist
Plasma Cannon Pro
|
Denn Maell
PIanet Express
30
|
Posted - 2013.12.29 03:32:00 -
[22] - Quote
Each of the rifles could stand a little tweaking to better fit their roles, but at this point I can't argue that 1 is more OP than another. I have a healthy respect for each and every one of them.
I hope CCP doesn't intend for Dust to be one of those shooters where they patch guns constantly and one weapon is glitches this week and another is glitched that week.
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
602
|
Posted - 2013.12.29 03:51:00 -
[23] - Quote
Nocturnal Soul wrote:Gallente use blaster tech (high DMG/low rang) get use to it. The overheat mechanic is a huge drawback to the SCR I actually have to time my shots and lead my enemies to take them down. And the RR need to have at least a 1.5 sec charge up with the assault being slightly the same. I agree with the SMG nerf. But the CR just needs to actually have a pause in between burst that boundless lives up to its name for sure.
That tells me you have absolutely no idea what your talking about.
I've been playing rail rifle from the first day it came out. I suspect I've got at least as good a subjective and objective read on the weapon as anyone in the player base and for the for about 80% of the players that use it the drawbacks and advantages even out and it rewards Caldari-esque playstyles and puts you at risk for trying to run and gun or trade DPS. The other 20% or so high end players can absolutely slay with the RR like nobodies business...BUT they are the same guys that can do that with ANY of the rifles.
Seriously...if you are top end player and regularly go, say, 20/2 or better match after match does your score really change that much depending on which rifle you use? My get is your KDR doesn't change that appreciably across 10 games. |
General12912
Gallente Marine Corps
43
|
Posted - 2013.12.29 05:47:00 -
[24] - Quote
the Ar needs a bit more of a damage buff. i've been losing proto Ar's and the proto suits they are equipped to at CLOSE RANGE. On top of that, you know the RR is too OP when you see proto suits running around with the standard to advanced variants of it. if its too good for protostompers to not even go proto in, its WAY TO GOOD. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |