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Tectonic Fusion
996
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Posted - 2014.01.24 04:17:00 -
[1] - Quote
So... Assault Rifle: Easiest to use. Good against multiple targets, but the shortest range. Defeats shield tankers. Scrambler Rifle: Hardest to use. Excels in one on one combat, and has good range. Completely obliterates shields. Rail Rifle: Second easiest to use. Good against multiple targets, while having the best range. Defeats armor. Combat Rifle: Second hardest to use. Second best at one on one combat, and has good range. Good against all types.
Is that about right?
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Tectonic Fusion
997
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Posted - 2014.01.24 04:54:00 -
[2] - Quote
Espartoi wrote:What about laser rifles? Where is the non effective agaisnt armor part? You get melted in a few seconds. The Laser Rifle is an Amarr specific weapon, and thus doesn't count in terms of these rifle balancing. As for the other thingy, I decided to not put that in.
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Tectonic Fusion
998
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Posted - 2014.01.24 05:00:00 -
[3] - Quote
HYENAKILLER X wrote: Why punish rail rifles? They are specificaly used for range.
Because they are apparently too good at CQC according to a lot of people, and this will keep it from used as the jack of all trades anti armor monster it is. And hopefully used like a Caldari weapon, not a Gallente weapon.
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Tectonic Fusion
998
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Posted - 2014.01.24 05:02:00 -
[4] - Quote
Fizzer94 wrote:Kira Takizawa wrote:Fizzer94 wrote:Kira Takizawa wrote:Tectonic Fusion wrote:So... Assault Rifle: Easiest to use. Good against multiple targets, but the shortest range. Defeats shield tankers. Scrambler Rifle: Hardest to use. Excels in one on one combat, and has good range. Completely obliterates shields. Rail Rifle: Second easiest to use. Good against multiple targets, while having the best range. Defeats armor. Combat Rifle: Second hardest to use. Second best at one on one combat, and has good range. Good against all types.
Is that about right? Switch AR and RR around in terms as easiest to use.. Then you are prefect AR: Bigger Magazine (+) Faster RoF (+) NO kick (+) RR: Small Charge ( - ) Better Hipfire (+) Slower RoF ( - ) The AR is easier to use. The RR is better overall. These two things are not the same. Take your AR into an all RR fig-... Oh wait... I do that almost everyday.. RR is better. AR is easier to use. There is a difference. The RR does need a nerf however. So does the CR. Technically they all need a nerf. A DPS nerf. Hell, anything to make my 300EHP scout survive longer.
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Tectonic Fusion
998
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Posted - 2014.01.24 05:05:00 -
[5] - Quote
Justin Tymes wrote:Lol Shield v Armor doesn't matter to Rifles. Scrambler Rifle is supposedly weak against Armor, yet it melts Armor tankers all the same. Well...if they have over 500 armor, the Scrambler Rifle does lose a lot of effectiveness. And that isn't very common. You will do massive damage, however, overheat will murder you.
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Tectonic Fusion
998
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Posted - 2014.01.24 05:28:00 -
[6] - Quote
Kira Takizawa wrote:I agree with you on the nerf my scouts cry :( Let us mourn together!
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Tectonic Fusion
999
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Posted - 2014.01.24 05:52:00 -
[7] - Quote
Justin Tymes wrote:I'm of the opinion that all Rifles need an overheat mechanism or a clip size reduction to put a cap on the DPS it is able to achieve. It would make them more reliant on side-arms, and prevent them from being able to take down X amount of people alone. This would also help fix the "slayer Logi"; they would be without a sidearm and extremely vulnerable alone. Next update slayer logi's will be irrelevant.
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Tectonic Fusion
1003
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Posted - 2014.01.24 18:52:00 -
[8] - Quote
devonus durga wrote:Math time everyone! Everyone seems to think higher ROF = easier to use because of higher margin of error. This is true in most cases, however n the great RR vs AR debate it isn't, in fact the rail rifles lower rate of fire gives it the edge. I use the basic RR and AR for this comparison.
The damage per clip is the primary number to keep in mind for your ease of use, as well as hose time (amount of time firing with full auto)
Ar stats: 435 DPS, damage per clip: 2040 , 12.5 rounds per second, 60 rounds per magazine, hose time 4.8 RR stats: 432 DPS, damage per clip: 2400, 6.66 rounds per second, 42 rounds per magazine, hose time 5.6
At the start of an engagement if an RR and AR pull the trigger at the same time, the AR inflicts 108 damage while the RR spools up At the 4.8 second mark {when AR must reload} the damage output stands at AR: 2040, RR 1932. For an additional 1.05 seconds past this mark, the RR outputs an additional 468 DPS. (Still assuming both started firing at the same time). This means it is easier-áto use in a spray and pray capacity, which is easiest way to use a weapon.
Then, this is the important part, there is the effect missed bullets have, which is the main reason the rail rifles rate of fire makes it easier vs the AR high rate of fire.
For every 1 second off target, when bullets hit nothing, the AR loses 21.3% of its total posible damage from its magazine. The RR, in contrast, loses only 18% of its total possible damage per magazine in 1 second. This gives the rail or rifle roughly a 3.3% higher degree of error over one second, meaning it can afford to miss more (yet has higher hip fire accuracy)
Over a 4.8 second engagement, a rail rifle can afforrd to miss 15.8% (roughly 6 shots} more of the Tim then AR, and still inflict the roughly the same damage(less 108 damage from spool up lag, if you factor that in the rail rifle still can miss roughly 10.6% more of the time}. It then inflicts more damage after this point, while the AR reloads.
So in the ease of use, though AR and rail rifle are close, the rail wins.
Now an AR can beat it, since it doesn't have to keep firing unlike the rail rifle, it can fire in bursts. But in spray and pray conditions, the easiest way to use any weapon, the Rail rifle has the edge. Then let's add on the range, etc etc. Making rails the "easier" weapon to use. They don't have to get within 37m to do max damage, have a higher degree of error, and allow them to output more DPS. As a lot of people don't factor in reloads, but a rail rifles sustained DPS actually outclasses the AR as well.
I apologize for the math, but I'm so tired of everyone saying its ROF is a negative for the rail rifle vs other rifles, when really, it isn't.
For those interested in the sustained DPS here it is. Sustained DPS means its damage output with reload factored in. Using the above stats and the additional reload spoad stats AR: 3 seconds RR 3.2 leaving a difference of .2 however the RR gains an additional .8 seconds of fire over the AR before reloading. Subtract the .2 difference in reload speed and you are left with .6. So the RR receives an extra .6 seconds per firing cycle
Example: rail rifle firing continuously over 60 second. Would have to reload 6 times. Total time firing: 40.8 seconds= 17625 damager per minute
Assault rifle firing continuously for 1 minute. Reloads 7 times: total time firing= 39 seconds. 16956 damage per minute
16956/17625
And yes I know, neither weapon has enough base ammunition capacity to sustain fire for a minute. I'll be factoring ammunition capacity in my own mega thread I'm about to start eventually.
Why so serious?
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Tectonic Fusion
1003
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Posted - 2014.01.24 19:22:00 -
[9] - Quote
John Demonsbane wrote:Take the CR, ScR, put them aside. They're ok. Maybe OP compared to anything but the other 2 rifles but that's another discussion.
AR: Make it shorter range with a higher ROF/DPS/whatever than currently. It's a gallente weapon.
RR: Arck stop trying to protect your weapon with that outdated argument. Smart players have figured out by now that the RR is good in CQC, they aren't vastly underestimating it and rushing people blindly. The spool-up time needs to be increased, at the very least it should spool up more slowly with hipfire. DPS maybe can stay the same, I think the spool up time is more important.
(btw, everyone consider this: The RR originally had a 25% SHORTER spool time). I agree 100%. But because people still say the Scrambler Rifle is OP, which it is if you have a lot of skill, decrease the damage by 5%. The reason the RoF needs to stay is because it gives you more freedom when firing. You can fire slowly when if you are managing your heat build up, or fire fast in a tight situation, however you will have to wait to kill somebody else, or switch to a sidearm.
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Tectonic Fusion
1004
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Posted - 2014.01.24 20:00:00 -
[10] - Quote
Master Smurf wrote:Tectonic Fusion wrote:John Demonsbane wrote:Take the CR, ScR, put them aside. They're ok. Maybe OP compared to anything but the other 2 rifles but that's another discussion.
AR: Make it shorter range with a higher ROF/DPS/whatever than currently. It's a gallente weapon.
RR: Arck stop trying to protect your weapon with that outdated argument. Smart players have figured out by now that the RR is good in CQC, they aren't vastly underestimating it and rushing people blindly. The spool-up time needs to be increased, at the very least it should spool up more slowly with hipfire. DPS maybe can stay the same, I think the spool up time is more important.
(btw, everyone consider this: The RR originally had a 25% SHORTER spool time). I agree 100%. But because people still say the Scrambler Rifle is OP, which it is if you have a lot of skill, decrease the damage by 5%. The reason the RoF needs to stay is because it gives you more freedom when firing. You can fire slowly when if you are managing your heat build up, or fire fast in a tight situation, however you will have to wait to kill somebody else, or switch to a sidearm. A while back I was having a discussion with someone about the ScR and I proposed that if the spam was seen as the issue you could decrease the damage of the uncharged shots but increase the multiplier so charged shots would still be devastating and it would promote the use of tactical firing and give more room for the AScR to be the genuine alternative. Honestly the only scrambler rifles users I see are the "pros" using them. Most are fail blueberries killing themselves with it. I am decent with it, and this is coming from someone using it since 1.0. It's not an easy weapon to use like the Rail RIfle. I don't get why people don't understand that.
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Tectonic Fusion
1004
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Posted - 2014.01.24 20:06:00 -
[11] - Quote
Zimander wrote:Tectonic Fusion wrote:So... Assault Rifle: Easiest to use. Good against multiple targets, but the shortest range. Defeats shield tankers. Scrambler Rifle: Hardest to use. Excels in one on one combat, and has good range. Completely obliterates shields. Rail Rifle: Second easiest to use. Good against multiple targets, while having the best range. Defeats armor. Combat Rifle: Second hardest to use. Second best at one on one combat, and has good range. Good against all types.
Is that about right? EDIT: The combat rifle is the jack of all trades, but the AR needs to have a little more damage in this meta game, or the Rail Rifle needs a 1.5 second charge up time. u just drop down from tree RR wit 1.5 sec charge this is not a Sniper rifle I don't see the problem. It wouldn't lose it's long range effectiveness. And hey, people might use the laser again.
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Tectonic Fusion
1006
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Posted - 2014.01.24 20:52:00 -
[12] - Quote
John Demonsbane wrote:Tectonic Fusion wrote:Zimander wrote:Tectonic Fusion wrote:So... Assault Rifle: Easiest to use. Good against multiple targets, but the shortest range. Defeats shield tankers. Scrambler Rifle: Hardest to use. Excels in one on one combat, and has good range. Completely obliterates shields. Rail Rifle: Second easiest to use. Good against multiple targets, while having the best range. Defeats armor. Combat Rifle: Second hardest to use. Second best at one on one combat, and has good range. Good against all types.
Is that about right? EDIT: The combat rifle is the jack of all trades, but the AR needs to have a little more damage in this meta game, or the Rail Rifle needs a 1.5 second charge up time. u just drop down from tree RR wit 1.5 sec charge this is not a Sniper rifle I don't see the problem. It wouldn't lose it's long range effectiveness. And hey, people might use the laser again. 1.5 is a bit much. I was thinking more like 0.3-0.35, unless you were to go down the same spool up with ADS but higher with hipfire argument, then 0.5 or higher might work for hipfire only. 0.5 would be fine, but the reason I want it higher is because of the passive skill.
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Tectonic Fusion
1008
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Posted - 2014.01.24 23:45:00 -
[13] - Quote
Your Absolut End wrote:still funny how exactly the same guys who defended the op-ar in the last months now cry all over the forums how sadly badly its supposed to be underpowered. just grab another gun, same advice you spread out like crazy back in the day True dat.
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