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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
595
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Posted - 2013.12.28 20:59:00 -
[1] - Quote
Mordecai Sanguine wrote:"Hey my weapons are op ! Can we buff the ENTIRE GAME instead of just nerfing 4 weapons ? (Rifles) " Dude seriously. With your simple quote you just prove than these weapons are OP. BUT i think the others rifle are Op too or not working as intended. SOOOOOO Nerf the 4 Rifles (and SMG) BAM balanced Game. (Infantry)
The actual problem is that people defend their rifle by saying "Hey it's not op against this other rifle ! it's balanced" WRONG. These 4 rifles are ALL OP. Yes they are balanced each others. But they ****** up the whole game with this ridiculous TTK and make the game a bad copy of COD. It even kill the "Fitting" of the game which is now just "DAMAAAAAGER". These 4 rifles need Balance not just NEEERF or "we let this destroy the game because i make kill with it *Douchebag*" It needs to be balanced.
Scrambler Rifle : Nerf the RoF (15% less RoF) and lower the Mag of the semi-auto Version to 25 => But give a small bonus to Headshot (5/10% more damage than now in Headshot) it will reward players that takes their time to make perfect charge shots and punish the "spam" players that hit their shoot button as fast as possible. No need for other nerf this weapon already takes 11PG to fit STD and 20 at PRO that's a HEAVY cost when you fit your dropsuit. As intended. The Assault version is pretty balanced BUT it should heat up quickly and make it lose his mag when it Heat up. (Only the Assault Version)
Assault Rifle : Nerf the Effective Range to make it worse at range it's supposed to be the less effective rifle at mid/long range. And Nerf the optimal range.. But give more RoF (50 RPM) And Better accuracy when not aiming (Sorry for my bad english). You think that's a buff ? Not really an Worse range make a weapon really weaker. BAM awesome CQC rifle but not OP at range. As intended. I don't think the others version of the Assault rifle should exist they should be deleted (With SP and ISK refund)
Combat Rifle : Supposed to be an Mid range Weapon it's more an "I see you so you're dead BAM One shot bitchies" First make the time between each burst higher. (At least Twice) But make the burst shot 3 more bullet. Then add more Recoil at the end of each burst. It have 10% more damage on armor and 5% less on Shield Where is the logic here ???? It's more powerful than all other weapon by that fact...... Bring 0% on armor and 0% on shield. No advantage no drawbacks : Balanced. It's minmatarr technology it's explain the low PG/CPU fitting. But it should also cost less ISK : 25% less than now making it a cheap weapon easy to fit and average against everything. Polyvalent Weapon. As intended. The Armor/Shield Balance already affect the Assault version just add some bigger Recoil.
Rail Rifle : Supposed to be an long range weapon it actually outclass the other rifle (So all the weapon) at mid range. Higher the charge up time before start shooting. (0.5sec) Make the bullets had trace like the sniper rifle : We could know from where we have been shot. Higher the Recoil of the assault Version. Higher the Damage of 1 for all version.
Here are your balanced weapons. Don't think one of them rifles are not totally ****** up THEY ARE. That's not a question "Are they ?" They are and her's the solution not just nerf or buff but Balance. Not to each others but each to ALL THE GAME. Sorry for my bad english ask if you don't understand something i xcould maybe try to say it correctly (with other words)
Respectfully, no.
If everything is "OP" then nothing is. What if the buffer modules were buffed? Or perhaps an across the board 5% drop in damage for all rifles?
Reference the rail rifle... If you increase the spool time anymore it drops effectiveness dramatically even at range. Also, with your stated charge increase that would give it higher spool time than a rail turret - probably not a good idea.
You stated yourself that all weapons are now a viable, if that's the case, why not adjust a different aspect of the game? People focus on the weapons a lot but there are a lot of other things that can be done to work on the feel of the game...including addressing TTK. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
595
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Posted - 2013.12.28 21:33:00 -
[2] - Quote
Oswald Rehnquist wrote:This is funny because I almost had the exact thing I was going to post today, I was going to make my own thread but might as well bump yours.
The main thing is that the weapon ranges niches need to be reinforced a little bit more
Rail Rifle
The rail rifle is easy considering it has a spool up time to play with,
We could theoretically give it a spool up time to some number and increase its range by some number, and you'd reinforced its range and increased its cqc weakness.
An example number to throw in there would be a spool up time of .75-1.0, this is plasma cannon realm, which sucks but with an increase in optimal and effective by 30 M, that really gives you about 150 effective to play and since the damage curve is negatively skewed it means that its quite effective at those ranges.
Scrambler Rifle
The ScR should have a standard distribution curve like the LR but obviously more plateau than the LR, and have that high damage range be in between the CR and RR, (which with the suggested RR range buff it is currently). I also think the heat build up of charge shots and uncharged shots should be reversed, making it actually make it feel more like a tactical rifle.
Combat Rifle
Not nearly as knowledgeable on these to even make a somewhat decent suggestions like the others, but an small delay between shots should be adequate (enough aggravate turbo controllers), which would make aiming with the burst a little more important, but still able to spray an pray since its the suppose to have decent cqc. While I am open to your thoughts on all I am especially interested in your thoughts on the CR
Assault Rifle
I just think it needs greater bullet spread, and that's it. This makes tracking much easier in cqc and screws you at range.
I don't understand the desire to increase the spool time for the RR. I use it exclusively and the current .25 sec spool time is quite significant; that's a more significant nerf than any of the other suggestions I've seen. At close quarters two equally skilled shooters, one with RR and one with AR...the AR has a noticeable advantage with first shot on target, rate of fire, ability to engage multiple targets or use bursts.
Just so folks don't think I'm simply trying to defend my chosen weapon I'm not a fan of changing really any of them at this point.
My understanding is that all rifles should be at least functional in all situations BUT optimized for their niche. I think all the rifles are pretty much spot on with this at the moment in that regard. You could probably tweak all the weapons in some way but creates other second and third order issues that we might not even foresee right now.
I wouldn't attempt to tweak any of the weapons at the moment. So many people were trying out the shiny new rifles for the last few weeks I might be giving folks a skewed perception. I've been seeing a lot more Duvolles and GEKs on the field again, let's give it time to see how things work out. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
597
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Posted - 2013.12.28 22:19:00 -
[3] - Quote
Mordecai Sanguine wrote: Oh wait a second !! I'm okay with you on some point. But i'm NOT giving my impression only by what is shooting on me.
My Alt account is an Commando with 9 Million SP. Before speaking about these rifle i got level 5 with these 4 rifles. My perception is not maded by my ennemies only but because i'm playing with them.
Well the AR would maybe win in CQC bacause....it's the AR niche maybe huh ? 0.25 is not really high and not even noticable when i'm using it. Anyway yes maybe 0.5sec of spool is too high i'm okay with that but 0.25 is....too little 0.30 would be better then you don't think ?
How about this...increase the RR spool time to .40 sec BUT add a second tier skill that lowers the spool time so that at level V your spool time is .20 seconds. I'm ok with weapons functioning at this level with the requisite investment of SP.
BTW...I like your thoughts on adjusting the other weapons and leave the rifles alone for a bit. I think several weapons are underutilized at the moment and are primed for a resurgence. If we ever do get a respec I'm actually thinking of putting some serious SP into mass drivers or perhaps Plasma Cannons. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
603
|
Posted - 2013.12.29 04:21:00 -
[4] - Quote
Oswald Rehnquist wrote:Jaysyn Larrisen wrote:[
I don't understand the desire to increase the spool time for the RR. I use it exclusively and the current .25 sec spool time is quite significant; that's a more significant nerf than any of the other suggestions I've seen. At close quarters two equally skilled shooters, one with RR and one with AR...the AR has a noticeable advantage with first shot on target, rate of fire, ability to engage multiple targets or use bursts.
Just so folks don't think I'm simply trying to defend my chosen weapon I'm not a fan of changing really any of them at this point.
My understanding is that all rifles should be at least functional in all situations BUT optimized for their niche. I think all the rifles are pretty much spot on with this at the moment in that regard. You could probably tweak all the weapons in some way but creates other second and third order issues that we might not even foresee right now.
I wouldn't attempt to tweak any of the weapons at the moment. So many people were trying out the shiny new rifles for the last few weeks I might be giving folks a skewed perception. I've been seeing a lot more Duvolles and GEKs on the field again, let's give it time to see how things work out. This isn't life or death for me, I don't use any of the battle rifles myself, but the ideas was to make them stronger in their niche and a little weaker outside of it. the RR for example would get another 30 m of range and a longer spool up, which is a buff and a nerf in one which makes it more defined. This also allows non battle rifles to find their niche when you make the generalist weapons more niche themselves. By making the battle rifles slightly more extreme you give way for counters from non battle rifles.
I see where you are coming from but if you give me 30m more optimal range then I'm definitely getting me into pseudo-sniper territory and the spool up makes the weapon useless as you close the gap. I think the key is how do have the rifles be functional across the spectrum of engagements.
The single biggest advantage the RR has is range, which is admittedly significant and not easy to balance. Many maps of situations negate that advantage and you have of deal with that so I think it evens out a bit.
Let me be clear on my position...if you increase the spool time then either A) give me a weapon skill I can sink SP into to offset the increase, or B) make the Caldari assault perk lower the spool time per level.
I have a fair amount of respect for your opinion and I think you should invest some time working with the different weapons before laying out some pretty sweeping ideas of changing them.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
603
|
Posted - 2013.12.29 04:40:00 -
[5] - Quote
John Demonsbane wrote:Too much going in here to address it all, but here's a few focused thoughts:
1) I'll summarize the OPs point succinctly, he has the disadvantage of not being a native English speaker: the 4 rifles are balanced, but only against each other. There are what, a dozen light weapons in this game? Nerf the rifles, buff the others, whatever, but diversity is the lifeblood of this game and while 4 OP rifles is better than 1 or 2, there is still work to be done.
2) People are barking up the wrong tree with damage mods. The stacking penalty keeps them in check and they really are not substantially better than tanking (proven by maths) Should there be more variety? Sure. Just chill out with the damage mod hate, they are a red herring. Again, diversity = good. Add alternatives instead of taking things away!
3) I think the ScR and CR are in a pretty good place right now, you need to use something as a reference point to balance everything else against and I pick those.
4) AR should get its range reduced, with increased recoil and spread, with a commensurate increase in DPS. Make it the CQC rifle a Gallente weapon should be.
5) RR absolutely needs bullet trails, it's a damn ninja weapon right now. Hipfire should not be as accurate as it is. It's a freaking rail gun for crying out loud, it should be really hard to control if you are not ADS, and it absolutely should not be even close to as viable as it is in CQC.
6) Using those as a baseline you then need to balance out the other weapons. Example, mass driver should lose its damage reduction against vehicles. LR should get a wider optimal and a range increase, with more advantage to using higher tiers. TBH, I'm not so sure even the beta Viziam would be OP right now with the RR around as a counter.
I like where you are coming from on this, John.
I agree whole heartedly with you and Mordecai that diversity and viable alternatives are better than simple nerfs. Frankly, that's one of the biggest beefs I have with the game...they are forever tweaking and nerf/buffing. I also think we are far too weapon centric in these discussions. Probably some novel mods or defensive perks that could be brought into play.
As for your specific weapon recommendations: I think you are onto some good ideas. I wouldn't pull back the AR range too much since your getting into a different flavor SMG at that point, but damage fall off is good way to scale things.
I 100% agree that the RR needs better bullet trails and that they can back down its hip fire accuracy a bit but still let it drive nails in ADS mode. These are noticeably better recommendations than increasing the spool time.
I can't speak to the CR since I've only played around with it a couple times.
Prior the RR I was a dedicated SCR user and could wreck shop with it easier than I do with my RR to be honest. I wouldn't change much on it. It is legit that the ASCR overheat quicker - say 80% of a mag without coming off the trigger. I was in a Caldari suit and could just about get through a magazine and a half before overheat. |
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