|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
690
|
Posted - 2014.01.19 03:39:00 -
[1] - Quote
Gavr1lo Pr1nc1p wrote:If the rail rifle stops shooting, it should have the same affect as when a large railgun installation stops holding R1 in the middle of the shot, and the charge up has to go back down before another shot can be fired
That's exactly how it works now...you let off the trigger and you get a .25sec delay. That is a huge disadvantage in CQC and against multiple targets.
"Third star to the right...straight ahead 'till morning."
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
690
|
Posted - 2014.01.19 03:49:00 -
[2] - Quote
Charlotte O'Dell wrote:How to fix combat rifle.
Change CR from +10% vs armor and -5% vs shields to +5% vs armor and -5% vs shields.
Change charge on RR to 0.35s
Char, I have to disagree a bit with you on this.
Excerpt from my comment in a recent thread discussion on a similar topic...
I ... You know I'm a pretty dedicated rail rifle operator and i've used it exclusivley since they were introduced. My point is not that I'm a "protect my weapon at all costs guy" but a more that the RR supports the Caldari style that I want to play. Also...and I think this is key...I've got an average gun game and the RR keeps me honest as far as the intended use. Any varsity player can make just about any weapon seem "OP" and therefore they need a nerf.
Increasing charge time: Totally disagree with this. During testing the charge time was already increased once from .2 to .25sec to offset advantages of the weapon. I can tell you from my experience the RR is a dicey CQC weapon against an evenly matched player. I find myself often having to switch to my SMG when in tighter quarters already. You can manage a single target in CQC with some practice at shaping the engagement but when you have don't have the initiative or you are facing mulitple targets...the RR drops in effectiveness dramatically.
With variations of player skill, weapon tiers, and damage mods I'm not sure I can say that any weapon is where it needs to be in terms of balance. I do know that player skill is always the ulitmate trump card...a whole lot of proto weapon and drop suit users get killed by militia weapons and BPO suits.
All rifles need to be functional in a fairly broad band of engagements and clearly optimized for a smaller band. I actually think all four racial base rifles are in a pretty decent place.
IF there is a need to increase the charge time then give the Caldari Assault and Commando a perk to lower the charger per level or perhaps a SP sink in the skills that will do the same.
"Third star to the right...straight ahead 'till morning."
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
691
|
Posted - 2014.01.19 17:49:00 -
[3] - Quote
Marad''er wrote:The combat rifle is basically the m16 of cod. The burst does so much dmg so fast that it makes it OP as hell.
The rail rifle is r3tardedly OP. the range on the gun is insane. So much dmg per shot..
Plasma rifle... Don't see them often anymore. I either see CR for cqc or RR outside. However it still has 100% accuracy no recoil for half it's clip....
Scrambler.. I use scrambler. 3 dmg mod amarr assault... Yeah I'm that guy. It's OP. the rate of fire is the biggest problem. Don't need a mod controller. It's pretty easy to spam r1.
Conclusion: most of them are OP as ****. Lack of actual recoil for all these weapons are most likely the reason. BF makes sure they'res plenty of recoil. That way you're not spraying people at 75m+ range while barely having to aim.
Ttk is also a problem. There's no point in using niche weapons when you can use one of the rifle variants and do better 99% of the time. Not entirely sure how to fix that though.
You're making some good points and frankly I'm not sure how to fix all this either. Lots of opinions on how to do it but not sure how without over-nerfing or over-buffng. My general concern is how you factor in player skill, SP investment, and damage mod usage when figuring out how, if at all, to adjust the weapons. I continue stand by the statement a good player can make any weapon seem OP to the guy on the other end of the barrel....remember the gripes about BPO ARs shreding proto dropsuits?
You also have to factor in weapon bias from the folks on the forums as well. Long time AR users struggling becasue their weapons are outranged now by design, the SCR is still a hammer, the CR is a bullet hose, and the RR outranges everything. For the record I don't think we should change anything with these weapons at the moment.
I think work tweaks to the LR, Shotty, MD, Sniper, and sidearms to make them more viable and use defensive stats in Dropsuits to address issues is preferable than the continual nerf / buff of the base weapons. It's incredibly frustrating that you can't invest significant SP into a weapon without the very real concern that it will heavily nerfed and devauling your SP investment. Broadly, any nerf that is done should have an SP sink to offset it...that seems like a fair way to go for me.
"Third star to the right...straight ahead 'till morning."
|
|
|
|