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Oswald Rehnquist
963
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Posted - 2013.12.28 20:41:00 -
[1] - Quote
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.
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Oswald Rehnquist
963
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Posted - 2013.12.28 21:10:00 -
[2] - Quote
Kane Fyea wrote:Jacques Cayton II wrote:No they are balanced stop it scrub You're the only scrub here if you're defending these obviously broken rifles.
The rifles aren't broken, I just think that they aren't different enough from each other
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Oswald Rehnquist
963
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Posted - 2013.12.28 22:07:00 -
[3] - Quote
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.
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