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NAV HIV
The Generals General Tso's Alliance
798
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Posted - 2014.01.16 18:52:00 -
[1] - Quote
Pokey Dravon wrote:Jacques Cayton II wrote: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 It is fair, kinda like how the AR is only good at like 45- m? Differences in effective range are a part of the game, and long range weapons should be difficult to use at close range, just as short range weapons should be difficult to use at long range. I posted some suggestions earlier in the thread to tweak the RR making it less viable at close range, do you feel those changes were unreasonable?
The gun is not the Problem It's Perfectly Fine. The problem is AA... People who actually know how to Shoot, us ADS while Shooting. Saw a suggestion up here about making the Tracking lower?! Really?!
People complaining about hipfire, Have you been hit by a GEK, Duvolle, Carthum, Viziam, Boundless CR or Ishukone CR or any other Rifles close range?! You think most players are using Iron sights or ADS when shooting in CQC situation?! lol
They are spraying and praying for the kills. How do i know ?! I have Prototype of all these guns. Hell, i use the Viziam SCR as my Favorite Shotgun, it's much more effective than a Shotgun. At the very least one would have to aim properly with a Viziam and RR on CQC and people using Assault RR for long range battles?! Well i'll just LOL at them... \
All this, is part of Dust. People get butthurt over a gun they can't use themselves properly. So the logic : it must be OP or It must be a KBM user or It's Lag switchers and so on... TAC AR this, Imperial that, AR this AR that... All waa waa....
The gun hasn't changed since it's release. I'd like to ask people to spec into it and then complain about it's CQC abilities. Took me few weeks of practice and a lot of ISK to figure out what works with this gun and what doesn't... How to counter it's weaknesses. |
NAV HIV
The Generals General Tso's Alliance
798
|
Posted - 2014.01.16 19:05:00 -
[2] - 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.
LOL the CR outclasses AR by a lot right now. The only thing to Counter a CR right now is Another CR or pure luck. People using RR for CQC start firing even before turning a corner, can't blame that on the weapon. It's called player ingenuity. lol |
NAV HIV
The Generals General Tso's Alliance
799
|
Posted - 2014.01.16 19:30:00 -
[3] - Quote
Pokey Dravon wrote:NAV HIV wrote: The gun is not the Problem It's Perfectly Fine. The problem is AA... People who actually know how to Shoot, us ADS while Shooting. Saw a suggestion up here about making the Tracking lower?! Really?!
Actually lower tracking is exactly how railguns are balance in EVE. They have high damage but low tracking which makes them difficult to use against enemies up close with a high traversal velocity, but easy to use at long range where traversal is low. Blasters on the other hang have extremely high tracking, very high damage, but stupidly short range. My proposed lower tracking on the RR would only apply to ADS, this is because I also proposed significant recoil for the RR when fired from the hip. The decreased tracking would discouraged people from using ADS in close quarters to avoid that increased recoil, but would not negatively affect long range combat since traversal velocity is slow at range.
In other words your proposed proposal would be make the gun useless in both scenarios.
How am i supposed to Shoot the RR from over 80m with lower tracking ?! Hipfire?! I understand your concern about using ADS in CQC. But to use ADS in CQC it would take a lot of player skills, not AA.... Besides, this isn't EvE (My knowledge for that is limited) This is Dust, a FPS, where target's move way faster than GIANT ships do...
Hip-firing honestly is for players who can't shoot, or who can shoot but get's nervous cause they are jumped by a CR that has a ROF of over 1000 lol |
NAV HIV
The Generals General Tso's Alliance
799
|
Posted - 2014.01.16 19:37:00 -
[4] - Quote
Pokey Dravon wrote:Jacques Cayton II wrote: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 I think no weaknesses is a poor way to put it. I think the inherent weaknesses the RR has a close range are not prominent enough, making it more effective in CQC than was originally intended.
Well the reasons it's Effective at CQC are:
- Red dot thinks they are invincible and they walk straight towards the RR line of Fire. I encounter that quite a lot. Specially with heavies. With the CR and SCR i take em down even faster. Not CRs fault. People need to learn to evade bullets.
- Players actually use their brains to overcome the weakness of this Weapon. Ie; Starting to shoot before entering the Room or a tight corner
- Players actually have their sensitivity at 100 for both X and Y axis to use the ADS properly. (I wish i could choose 150)
- Aim Assist is the major problem for hipfire. If CCP took it out, the battlefield would become a bit more skill based...
Militia AR, until this day is the Most effective Weapon.... Just saying... |
NAV HIV
The Generals General Tso's Alliance
799
|
Posted - 2014.01.16 19:39:00 -
[5] - Quote
Eko Sol wrote:Pokey Dravon wrote:Jacques Cayton II wrote: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 I think no weaknesses is a poor way to put it. I think the inherent weaknesses the RR has a close range are not prominent enough, making it more effective in CQC than was originally intended. Since I'm a prominent user of the RR I'll chime in here. The only time my RR has any success in close range is when someone boxes themselves in and they can't get away. That being said, when I'm up against someone that can stick and move like they should then I have serious difficulty in the close range and lose. The biggest issue I find with people is that they run away from the RR like they would an AR. The problem is that you are giving an RR what they want. Instead, find cover immediately even if you are 60m away from the RR. People stay in the open and try to fight it out against an RR. There is no other weapon before 1.7 that required you to find cover at 60+ meters away. So everyone has this bad habbit of just moving left to right. FIND COVER.
Exactly... Btw it's fun fighting against you RR vs RR |
NAV HIV
The Generals General Tso's Alliance
799
|
Posted - 2014.01.16 19:44:00 -
[6] - Quote
Tolen Rosas wrote:Jacques Cayton II wrote: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 ur whining right now bro. RR is basically the Tac AR right now if it has great hipfire. Best hipfire should be the gallente weapons......I agree with the guys who recommended slower ADS. Since this is EVE the racial differences have to matter.
This DUST... lol Not one GIANT SHIP vs Another GIANT Ship... Targets actually move very fast here... Just saying.. |
NAV HIV
The Generals General Tso's Alliance
799
|
Posted - 2014.01.16 19:52:00 -
[7] - Quote
Dusters Blog wrote:NAV HIV wrote: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. LOL the CR outclasses AR by a lot right now. The only thing to Counter a CR right now is Another CR or pure luck. People using RR for CQC start firing even before turning a corner, can't blame that on the weapon. It's called player ingenuity. lol good point, that goes back 2 my point about player skill, where anticipation plays a big role. although I would say the charge up time should be increased a bit just like the CR ROF probably needs to come down.
That would be a better choice. It would take a lot more skill to use the RR in CQC and Would take a bit more effort from CR users to get kills, rather than spraying all over a red dots face |
NAV HIV
The Generals General Tso's Alliance
799
|
Posted - 2014.01.16 20:01:00 -
[8] - Quote
Pokey Dravon wrote:NAV I think you're misunderstanding me.
I think Plasma Rifle should be used ADS which is why it needs to have fast tracking when ADS since it is supposed to be used in CQC where traversal is high. The RR SHOULD be difficult to use in CQC, even when ADS because that's how rails are balanced to be ineffective in close quarters.
The increase to hipfire recoil in RR would be to prevent less skilled players from taking advantage of the very stable RR and hipfiring with pinpoint accuracy. Unfortunately you can't reduce tracking from the hip as it would hinder simple movement.
If you're fighting around the optimal range of the RR, tracking isn't an issue. I use it quite frequently and would not suffer at all from reduced tracking if fighting at the appropriate range.
Well it wouldn't be an issue if it's a Blueberry... But it would be very ineffective if its a skilled players.
Just a scenario. A proto Scout that you can probably stop from getting close to you at 70-80 m. You wouldn't be able to stop them from getting close to you with the CQC weapons. I'd be dead even before they reach 40m if they have a SCR, CR, AR... Scout has a very small hit box and a lot of movement ability.... So Slowing the Tracking would make the gun useless at long range... |
NAV HIV
The Generals General Tso's Alliance
799
|
Posted - 2014.01.16 20:04:00 -
[9] - Quote
Pokey Dravon wrote:Chaos Scum wrote:Pokey Dravon wrote:NAV I think you're misunderstanding me.
I think Plasma Rifle should be used ADS which is why it needs to have fast tracking when ADS since it is supposed to be used in CQC where traversal is high. The RR SHOULD be difficult to use in CQC, even when ADS because that's how rails are balanced to be ineffective in close quarters.
The increase to hipfire recoil in RR would be to prevent less skilled players from taking advantage of the very stable RR and hipfiring with pinpoint accuracy. Unfortunately you can't reduce tracking from the hip as it would hinder simple movement.
If you're fighting around the optimal range of the RR, tracking isn't an issue. I use it quite frequently and would not suffer at all from reduced tracking if fighting at the appropriate range. isn't the entire range of the rail its optimal? Negative. If that were the case there would no point in using any other rifle. Basically how they do it in EVE is optimal range is a calculated value that incorporates how far the gun can shoot before it starts losing damage, accuracy, and tracking speed. Long range weapons suffer from poor tracking, which means they can't rotate fast enough to hit stuff up close, but their damage reaches out very far. This gives turrets a sort of doughnut of optimal range, too close and the turret misses, too far and the damage falls off significantly.
Works for Rail tanks and Turrets, but fighting infantry it would have to be different. |
NAV HIV
The Generals General Tso's Alliance
800
|
Posted - 2014.01.16 20:35:00 -
[10] - 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 SPRINGING tangential to your line of sight. If he is morning normally, or moving at all away or closer to you, the needed rotation speed drops drastically.
Your calculation seems quite close. Let's see if we can work something out... |
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