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Jacques Cayton II
Fatal Absolution Covert Intervention
537
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Posted - 2014.01.15 23:30:00 -
[1] - Quote
stlcarlos989 wrote:Mordecai Sanguine wrote:Reiki Jubo wrote:Its recoil is really noticeable but I noticed the other night that its actually better if you hip-fire it. Its a long range weapon, right? shouldnt the hipfire be horrible then? I like the weapon but its another tac ar if the hipfire is good. No. At the contrary it's supposed to be the weapon with the best hip fire of all rifles. (See the "breach" descriptions of AR.) Rail rifle is the Breach Version of rifles. => Low ROF and bigger recoil but really good hip-fire pretty long range and average damage. Breach weapons are high damage short range weapons the rail is supposed to be long range NOT a CQC weapon Wait so you thought a gun that's accurate was going to have terrible hip fire? You don't know ccp do you took the nearly 2 years to fix the hmg
We fight for the future of the State not our
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Jacques Cayton II
Fatal Absolution Covert Intervention
537
|
Posted - 2014.01.15 23:36:00 -
[2] - Quote
Pokey Dravon wrote:Well here is the issue, it has to be stable and accurate to hit from far away, but that advantage is also reflecting onto the hip-fire as well, making it extremely powerful at close range. There are a couple factors you can play with here so I'll give my opinion of how to tweak the RR to make it less effective at close range but retain its advantage at long range.
- Increase Charge Time Slightly - The Charge time plays a much larger role in close quarters than it does at long range, by increasing the time it will be harder to fight up close. Nothing significant but a couple tenths of a second longer would be appropriate.
- Significantly increase recoil when fired from the hip - This gun should kick like a mule when fired from the hip. The dispersion should remain tight, but the recoil should be difficult to work with.
- Decrease turn speed when aiming down the sight (ADS)- Tracking speed isn't very critical when fighting from range, but it is critical up close. Reducing ADS tracking speed would prevent players from aiming down the sight to avoid the recoil at close range, but not hinder tracking at long range.
No answer to all of the above strafe I just out killed a Kaalakiota rail on a cko logi with my dren sentinel with a std hmg. Guys when you zig when your supposed to zag your gonna have a bad time. The RR is ok in cqc especially that charge up kills it. If you can't kill a rr up close you suck. Now the AR and cr are another story they are good at cqc scrambler depends on the player
We fight for the future of the State not our
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Jacques Cayton II
Fatal Absolution Covert Intervention
540
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Posted - 2014.01.16 08:47:00 -
[3] - Quote
The thing is that everyone always forgets is if you increase the hipfire it turns into a spray and pray weapon and honestly I wouldn't mind you increasing dispersion on hip fire. I won't have to aim any more just shoot till your dead
We fight for the future of the State not our
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Jacques Cayton II
Fatal Absolution Covert Intervention
540
|
Posted - 2014.01.16 10:33:00 -
[4] - Quote
It's like the forge gun all over again let's all just scream nerf till its useless yea because ccp listens. When they here nerf they nerf it to the ground can't wait to see the rr a situational gun that is only good at 70+ m because that's fair right
We fight for the future of the State not our
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Jacques Cayton II
Fatal Absolution Covert Intervention
541
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Posted - 2014.01.16 14:35:00 -
[5] - Quote
Ok riddle me this if it's so op then why in my heavy suit can only a cr scr or ar beat me in cqc but not the rr? Or maybe it's because the rr hits hard and does bonus damage to armor did you guys ever figure that into count? Especially since most people use armor suits they will feel the shot but in my Caldari suit I barely feel it. Tank shields and strafe you'll be fine no need to nerf anything except for the rof on RR and cr
We fight for the future of the State not our
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Jacques Cayton II
Fatal Absolution Covert Intervention
541
|
Posted - 2014.01.16 19:10:00 -
[6] - Quote
Dusters Blog wrote:user skill will never be even. if u can get all headshots with the SCR congratulations, you will do well with any weapon. Aim is king in shooter, no one will ever debate this. but when the weapon design is bad and everyone can use it against how it was intended it may be time for tuning.
the RR simply cant be designed as a close quarters weapon or it has no weaknesses. it and weapons like the SCR should have bat hipfire. the GEK & HMG should have good hipfire and faster ADS as they both gets outranged by weapons like the CR, SCR and RR. The CR should be the most balanced with solid ADS and and solid hipfire..though not as good as the SMG, HMG or gallente AR. RR has a weakness slow rof and charge up. You can fire 2 bursts with the cr in that time almost 4 shots with the at scr idk 3-5 hmg 100's. If you die from a rail rifle and complain because it killed you at 30m don't stand still move or wait till he reloads the rail rifle is very easy to manipulate
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
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Posted - 2014.01.17 03:27:00 -
[7] - Quote
Pokey Dravon wrote:NAV HIV wrote: Works for Rail tanks and Turrets, but fighting infantry it would have to be different.
How is it any different? Its two units with a weapon, moving and shooting at each other. Anyways did some quick calcs in my head for your scout scenario. At 80m and a Scout sprinting a 9m/s (which I think its actually faster than top speed) sprinting at a 90 degree angle from you, you would need a rotation speed of about 6.5 degrees a second to track him. At that speed it would take a little under a minute to do a full 360 rotation while aiming down the sight.....obviously this is insanely slow and I would never suggest it to be anything near that slow. At 30m under the same conditions, you would need a rotation speed of 17 degrees a second, or about 21 seconds to rotate 360 degrees. Again, also rather slow. I'll admit I have not done the calcs to see what the actual ADS turn rate is, but I can assure you it is not nearly as slow as these calculations require. In addition, this is a scout SPRINTING tangential to your line of sight. If he is moving normally, or moving at all away or closer to you, the needed rotation speed drops drastically. Guys the heavy had this and they got rid of it its not coming back
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
|
Posted - 2014.01.17 03:30:00 -
[8] - Quote
Stupid Blueberry wrote:Notice that the Rail Rifle doesn't have an accuracy rating in it's info, that's because it has perfect accuracy, your shot lands where the reticle is (or would be). I think it's working as intended. How are you people being killed by Rail Rifles in CQC? They A. Stand still B. Don't strafe C. Don't find cover D. No gun game
PS a+b kinda the same thing except I've seen guys just run away or straight at me which is dumb
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
|
Posted - 2014.01.17 03:36:00 -
[9] - Quote
Pokey Dravon wrote:Jacques Cayton II wrote:Pokey Dravon wrote:NAV HIV wrote: Works for Rail tanks and Turrets, but fighting infantry it would have to be different.
How is it any different? Its two units with a weapon, moving and shooting at each other. Anyways did some quick calcs in my head for your scout scenario. At 80m and a Scout sprinting a 9m/s (which I think its actually faster than top speed) sprinting at a 90 degree angle from you, you would need a rotation speed of about 6.5 degrees a second to track him. At that speed it would take a little under a minute to do a full 360 rotation while aiming down the sight.....obviously this is insanely slow and I would never suggest it to be anything near that slow. At 30m under the same conditions, you would need a rotation speed of 17 degrees a second, or about 21 seconds to rotate 360 degrees. Again, also rather slow. I'll admit I have not done the calcs to see what the actual ADS turn rate is, but I can assure you it is not nearly as slow as these calculations require. In addition, this is a scout SPRINTING tangential to your line of sight. If he is moving normally, or moving at all away or closer to you, the needed rotation speed drops drastically. Guys the heavy had this and they got rid of it its not coming back Incorrect. Heavies had reduced rotation speed all the time, which caused issues with movement because that speed reduction was on 100% of the time. I'm merely proposing a rotation speed reduction when aiming down the sight, completely different. If you remember correctly when uprising first hit hmgs couldn't turn while ads at least very fast get your facts straight
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
|
Posted - 2014.01.17 03:43:00 -
[10] - Quote
Pokey Dravon wrote:Jacques Cayton II wrote: If you remember correctly when uprising first hit hmgs couldn't turn while ads at least very fast get your facts straight
Someone is grumpy Also a weapon like the HMG should not have reduce ADS speed, that goes against the concept of close range weapons which is exactly what the HMG is. However for a long range weapon such as the Rail Rifle, it is a balancing mechanic. As I stated earlier, this is exactly how it works in EVE to much success. This isn't eve ccp has made that clear also spaceships aren't infantry fights can last hours on eve or fights are in seconds. If this was eve we would be standing still shooting guns at each other for 35 min till one guy dies ( i know it's not accurate by saying 35 min but whateves)
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
|
Posted - 2014.01.17 03:47:00 -
[11] - Quote
The thing is its not cqc it's garbage. Increase the charge up time to .5 if it'll make you happy
We fight for the future of the State not our
personal goals
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