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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
77
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Posted - 2014.01.13 11:56:00 -
[31] - Quote
they are fine.
the cbr is the one that's op. killing me from 70m in under 3 seconds. lame.
Unofficial D.A.R.K.L.E.G.I.O.N team mascot.
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thomas mak
STRONG-ARMED BANDITS Public Disorder.
16
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Posted - 2014.01.13 11:59:00 -
[32] - Quote
CC is most op, light CPU/PG, work in long range even it is short range, high DPS, like a SR if you give a short break after each brush.
Real tanker dies with their tanks!
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KEROSIINI-TERO
The Rainbow Effect
986
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Posted - 2014.01.13 12:00:00 -
[33] - Quote
BL4CKST4R wrote:There are people who swear it sucks in CQC by even the standard variant is a monster. The best way to fix it, and other issues with long range, is nerfing the rof of long range weapons so that their DPS is always lower than short range weapons. And as the range goes higher the DPS gets lower.
Design logic like that tends to create unusable weapons. Or, at least ones that no one will want to use.
Better to have other types of handicaps.
Some examples here, no means conclusive list. Close quarters handicaps: - Extreme hipfire kick - Extreme hipfire spread - increased spool up time - No hipfire, only ads - Other aiming handicaps
And omni balancing methods: - Clip size - Reload time
FEEDBACK: Analysis on 1.7 tank functionality
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Happy Violentime
L0ST PR0FITS
174
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Posted - 2014.01.13 12:04:00 -
[34] - Quote
Spartan MK420 wrote:they are fine.
the cbr is the one that's op. killing me from 70m in under 3 seconds. lame.
Scr is a 2 shot kill on a medium suit. |
Palatinate
Fatal Absolution Covert Intervention
209
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Posted - 2014.01.13 12:33:00 -
[35] - Quote
RR has more negatives than positives and people want to nerf it already?
It has a spool up time which REDUCES dps.
It has almost 1/3 the ROF of the Combat Rifle and significantly lower than the AR.
Even with max operation, while ADS you cant empty the whole clip without extreme recoil/spread.
If someone plays peek-a-boo with you it forces you to consistently re-spool.
The hipfire is tight which is good and bad. You have to be "locked" onto the target which is hard for most people.
It has a small clip and reloading is the longest of all the rifles.
I get torn up by the CR in CQC just because of their fire rate and lack of tight spread so they can spray easier while I'm focused on just keeping my aim on him, while he is probably strafing as well. The only thing I would warrant an nerf on the RR would be spool-up time to .25 seconds if its such a problem in CQC. Other than that the weapon is fine.
Hiding will be seen as an act of aggression! - Battlefield 3
Me: lol what?
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BL4CKST4R
WarRavens League of Infamy
1563
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Posted - 2014.01.13 12:44:00 -
[36] - Quote
Palatinate wrote:RR has more negatives than positives and people want to nerf it already?
It has a spool up time which REDUCES dps.
.25 seconds that's nothing...
It has almost 1/3 the ROF of the Combat Rifle and significantly lower than the AR.
But it has the same DPS which mean it is at the same level.
Even with max operation, while ADS you cant empty the whole clip without extreme recoil/spread.
We are talking about CQC you don't ADS in CQC.
If someone plays peek-a-boo with you it forces you to consistently re-spool.
This situation is rare... since cover is extremely scarce...
The hipfire is tight which is good and bad. You have to be "locked" onto the target which is hard for most people.
It has a small clip and reloading is the longest of all the rifles.
The reload is marginally longer but not long enough to open a vulnerability.
I get torn up by the CR in CQC just because of their fire rate and lack of tight spread so they can spray easier while I'm focused on just keeping my aim on him, while he is probably strafing as well. The only thing I would warrant an nerf on the RR would be spool-up time to .25 seconds if its such a problem in CQC. Other than that the weapon is fine.
It needs it's ROF reduced so compensate for its longer range the gun will always be OP as long as the DPS is the same as short range weapons...
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Garrett Blacknova
Codex Troopers
4285
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Posted - 2014.01.13 12:56:00 -
[37] - Quote
I use my Rail Rifle with hipfire out to about 30m on a regular basis, sometimes further.
In CQC, my Shotgun beats almost every RR user I've encountered, and I usually die when fighting Shotgunners with my own Rail Rifle.
SMGs are a sidearm, and still offer a tough challenge to the RR in CQC, even if they don't routinely win. A Sidearm running almost even with a primary weapon sounds about right given the circumstances.
Many players - particularly the ones who prefer CQC - are running armour-heavy fittings, which the Rail Rifle hits harder against. If you're using a Combat Rifle against a shield-heavy RR user, they have better resistance to your weapon than you have against theirs. If you're using a Plasma AR against an armour-heavy suit, they have the advantage against your weapon.
It's not ONLY range that you need to consider. Also, with aim assist in its current state - reduced from how it was previously - and even moreso when you do as I did, and turn it off, near-perfect accuracy can become a liability in CQC. Inaccuracy can act as a minor form of lag compensation in DUST, and also allows partial damage when you fail to anticipate your opponent's movements correctly and end up with your crosshairs off-target. This may not be a regular problem for everyone, but anyone who says they keep their enemies in sight every second in CQC is either lying or has never fought a competent opponent in CQC without an overly aggressive aim assist. |
Happy Violentime
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Posted - 2014.01.13 13:07:00 -
[38] - Quote
Garrett Blacknova wrote:I use my Rail Rifle with hipfire out to about 30m on a regular basis, sometimes further.
In CQC, my Shotgun beats almost every RR user I've encountered, and I usually die when fighting Shotgunners with my own Rail Rifle.
SMGs are a sidearm, and still offer a tough challenge to the RR in CQC, even if they don't routinely win. A Sidearm running almost even with a primary weapon sounds about right given the circumstances.
Many players - particularly the ones who prefer CQC - are running armour-heavy fittings, which the Rail Rifle hits harder against. If you're using a Combat Rifle against a shield-heavy RR user, they have better resistance to your weapon than you have against theirs. If you're using a Plasma AR against an armour-heavy suit, they have the advantage against your weapon.
It's not ONLY range that you need to consider. Also, with aim assist in its current state - reduced from how it was previously - and even moreso when you do as I did, and turn it off, near-perfect accuracy can become a liability in CQC. Inaccuracy can act as a minor form of lag compensation in DUST, and also allows partial damage when you fail to anticipate your opponent's movements correctly and end up with your crosshairs off-target. This may not be a regular problem for everyone, but anyone who says they keep their enemies in sight every second in CQC is either lying or has never fought a competent opponent in CQC without an overly aggressive aim assist.
Also, while 0.25s is a tiny delay, less than half that time will usually be the deciding factor in a CQC fight between skilled players. When you aren't ALLOWED to fire in that window because of the way your gun works, that's a potentially MASSIVE handicap. It's situational, but it's still a valid balancing element. You can't just dismiss it as irrelevant because you don't see the impact when you're on the other end of the barrel.
Good post +1 |
Th3rdSun
L.O.T.I.S. D.E.F.I.A.N.C.E
563
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Posted - 2014.01.13 13:57:00 -
[39] - Quote
Mortedeamor wrote:rr is listed as a long range weapon but exhibits omni range properties it operates from cqc to over 100m and is the most op rifle ccp has ever introduced
Most ignorant post ever.
Scrambler Rifle still beats out RR hands down.SCR can OHKO people,but the RR can't.Case closed.
This whole thread sounds like a bunch of armor tankers complaining that there's finally a gun that can take them down just as easily as if they were shield tanked going against a SCR.
Even with the SCR still being the most OP gun in the game,all the ARs are the most balanced they have ever been.
Another thing that people seem to not take into consideration is if they are getting hit from multiple people,and if any of them are using damage mods.Just because you don't see another person behind you shooting you doesn't mean that they aren't there helping to chip away at your HP.I know,because I do it to help my teammates all the time. |
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