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Darken-Soul
Tal-Romon Legion Amarr Empire
135
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Posted - 2014.01.24 05:14:00 -
[31] - Quote
strafe shooter. Lol. This is the only game I've seen with hit detection and aiming so poor dancing in front of your enemy is considered a skill.
I am the real Darken
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1557
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Posted - 2014.01.24 05:14:00 -
[32] - Quote
BL4CKST4R wrote:
In a normal fps a high rof weapon is better than low rof since you "overehelm" the enemy. In a strafe shooter a low rof weapon is better since your harder bullets have a higher chance to hit in between pauses.
I agree. A lower RoF is better in a strafing shooter. But a higher ROF is easier, more forgiving of misses. For someone with very little FPS experience, an AR is the way to go because it is less complicated and makes up for user mistakes more often.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Kira Takizawa
2Shitz 1Giggle
111
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Posted - 2014.01.24 05:18:00 -
[33] - Quote
I agree with you on the nerf my scouts cry :( |
Tectonic Fusion
998
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Posted - 2014.01.24 05:28:00 -
[34] - Quote
Kira Takizawa wrote:I agree with you on the nerf my scouts cry :( Let us mourn together!
Solo Player
Squad status: Locked
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Michael Arck
Onuoto Uakan Huogaatsu
2781
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Posted - 2014.01.24 05:35:00 -
[35] - Quote
The CQC argument about RRs are nothing more than QQs about them dying to it. And frankly, it's already tiring.
I'm sounding like a broken record here but what people don't understand is that a merc who learns his rifle through and through will optimize its usage and maximize is lethality.
Mercs are going into CQC battles expecting to win against the RR because it isn't supposed to be good. But player skill will help boost its potential in the CQC. The no respect attitude for this most likely probability has drawn people to state that the RR needs a nerf of some sorts
These are the same folks who cried that AR needed a nerf and now they are saying it needs a buff. They are not looking at the picture objectively.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1559
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Posted - 2014.01.24 05:47:00 -
[36] - Quote
Michael Arck wrote:The CQC argument about RRs are nothing more than QQs about them dying to it. And frankly, it's already tiring.
I'm sounding like a broken record here but what people don't understand is that a merc who learns his rifle through and through will optimize its usage and maximize is lethality.
Mercs are going into CQC battles expecting to win against the RR because it isn't supposed to be good. But player skill will help boost its potential in the CQC. The no respect attitude for this most likely probability has drawn people to state that the RR needs a nerf of some sorts
These are the same folks who cried that AR needed a nerf and now they are saying it needs a buff. They are not looking at the picture objectively. Not many look at things objectively. They let their emotions and in game experiences cloud their judgement too much. Balancing items in games is more than just stats, you have to look at how an item will be used, and what it will be used with, rather than how much it is used. High usage of an item usually points to a high ease of use to efficacy ratio, rather than it being OP.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
646
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Posted - 2014.01.24 05:47:00 -
[37] - Quote
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. |
Tectonic Fusion
999
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Posted - 2014.01.24 05:52:00 -
[38] - 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.
Solo Player
Squad status: Locked
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Jake Bloodworth
Molon Labe. Public Disorder.
290
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Posted - 2014.01.24 06:31:00 -
[39] - Quote
Espartoi wrote:What about laser rifles? Where is the non effective agaisnt armor part? You get melted in a few seconds.
Not sure if serious... |
Dusters Blog
Galactic News Network
579
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Posted - 2014.01.24 07:54:00 -
[40] - Quote
Ghosts Chance wrote:Assault rifle - best of the "assault" varients against shield tankers, struggles in long range like the other "assault" rifles its varients pick up the slack in this area but are the weaker of the longer ranged rifles as well.
Combat rifle - assault varient is king against anything with high amounts of armor, lower range means you have to get in close but if you use a minmatar suit with it thats not really a problem. the regular varient has the range lacking int he assault and excels in hit and run tactics, ducking in and out of cover, struggles in all out firefights against the other rifles if its not able to dodge enough fire to make up for it. the High ROF on the assault varient means your clip and ammo drain REALLY fast, meaning you can oftin catch the CB wielder on a reload or force a switch to a secondary
Rail rifle - worst in CQC the slow ROF means every missed shot is a bigger loss of dps then the rest, the spool up time means every time you let go of the trigger due to the target weaving in and out of cover is a potential opening for the target to get some free shots in. the assault varient mitigates the dps loss of missed shots but not the spool up time. this is the best at long ranges, but it needs to leverage that range at all times to keep its edge.
Scrambler - the power is in the first shot if that shot misses your left with alot of heat build up and nothing to show for it, this rifle cannot deal with sustained fire, it is the best on ammo however and will rarely get caught in a reload, the assault varient is the best anti- shield assaults there is, but against an armored foe it lacks the punch needed to win a strait up fight making the gallante rifle a better choice in most cases.
This. the RR should have the best range but worse hipfire and slower ADS, the spool time needs to be extended as well. the gallente plasma rifle should be the best in both categories. it should also have the highest dmg, ROF as well as a dominant CQC weapon. the Minmatar should be a flexible weapon with good hipfire, range and solid ADS speed but a 1200 ADS is probably excessive. |
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Mordecai Sanguine
What The French
327
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Posted - 2014.01.24 08:00:00 -
[41] - Quote
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.
Combat Rifle is the easiest to play. Easiest to FIT.
You should ad the fitting factor.
A Single SCR STD cost more than a Proto CR. |
devonus durga
P.L.A.N. B
202
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Posted - 2014.01.24 08:04:00 -
[42] - Quote
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.
Define bigger magazine. If by bigger magazine you use damage per magazine, well the RR wins that. And since when is slower ROF a downside? All that matters is DPS, which the normal rail rifle loses out by 3 DPS vs the assault rifle. The assault rail rifle out DPS es the Ar.
You also have roughly half a second lonet spray and pray time over the Ar. The RR rate of fire would only be an issue if its DPS wasn't so high. The recharge delay is shorter then the time it takes to say 1 miss when you say 1mississippi.
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Marad''er
Ancient Exiles. Renegade Alliance
550
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Posted - 2014.01.24 08:21:00 -
[43] - Quote
Darken-Soul wrote:strafe shooter. Lol. This is the only game I've seen with hit detection and aiming so poor dancing in front of your enemy is considered a skill. And yet, it was the most funniest shooter I've ever played when you could do that.
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1574
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Posted - 2014.01.24 08:27:00 -
[44] - Quote
devonus durga 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. Define bigger magazine. If by bigger magazine you use damage per magazine, well the RR wins that. And since when is slower ROF a downside? All that matters is DPS, which the normal rail rifle loses out by 3 DPS vs the assault rifle. The assault rail rifle out DPS es the Ar. You also have roughly half a second lonet spray and pray time over the Ar. The RR rate of fire would only be an issue if its DPS wasn't so high. The recharge delay is shorter then the time it takes to say 1 miss when you say 1mississippi. *Veins appear on forehead* One more time I guess. Word for word so I can make sure you guys comprehend the words I am saying. I Am Not Comparing Their Effectiveness In Battle, I Am Comparing How Easy They Are To Use Relative To One Another. A Slower RoF Makes A Weapon Harder To Use, While A Faster RoF Make A Weapon Easier To Use. Rail Rifles Are Better, But A Bit Less User Friendly. Assault Rifles Are Not As Good, But Are An Easy To Pick Up Weapon For Unskilled Players.
If you guys seriously think "easier to use" means a weapon is better, you must be bad at shooters.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Korvin Lomont
United Pwnage Service RISE of LEGION
505
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Posted - 2014.01.24 08:39:00 -
[45] - Quote
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.
Well here is my List: Bigger Magazine (+) Faster RoF (+) Range (-) Damage per shot (-) Damage per clip (-) easy to manage kick (+)
RR: Small Charge ( - ) Better Hipfire (+) Slower RoF ( - ) Damage per shot (+) Damage per clip (+) Range (+)
All in all I would say the RR is easier in more situations...
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1575
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Posted - 2014.01.24 08:53:00 -
[46] - Quote
Korvin Lomont 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. Well here is my List: Bigger Magazine (+) Faster RoF (+) Range (-) Damage per shot (-) Damage per clip (-) easy to manage kick (+) RR: Small Charge ( - ) Better Hipfire (+) Slower RoF ( - ) Damage per shot (+) Damage per clip (+) Range (+) All in all I would say the RR is easier in more situations... You are confusing easier to use with more efficient. Damage per shot has no effect on how easy something is to use, neither does damage per clip. Those two things purely affect its efficacy. I will admit to forgetting range, but its effects on ease of use are small.
Things that do effect ease of use: RoF (the more the easier) Hitscan or not Magazine Size (bigger magazines are easier, as they promote pray 'n spray) Reload Speed Kick Charge Times Heat Factors Range Projectile Drop Projectile Speed Hipfire Dispersion (not too tight, not too loose) Strange Qualities (such as the Laser's backwards damage profile)
All of these things also affect efficacy.
Things that purely affect efficacy:
DPS Damage per Shot Damage per Reload
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4716
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Posted - 2014.01.24 09:01:00 -
[47] - Quote
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.
Should try using the AR before saying it has no kick.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1575
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Posted - 2014.01.24 09:04:00 -
[48] - Quote
Aeon Amadi 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. Should try using the AR before saying it has no kick. It doesn't for like the first 30-40 rounds, then it suddenly does for the rest of the Magazine.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Monkey MAC
Lost Millennium
1646
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Posted - 2014.01.24 09:15:00 -
[49] - Quote
CR absolutely wrecks armour being full projectile. Apart from that it looks about right, but only when compared to each other. Add in the other weapon types and you get.
Assault Rifle, Easiest to Use, Largest Magazine, Defeats Shield Tankers - Wrecks anything but a Rifle Combat Rifle, Second Hardest to use, Wrecks Armour - Wrecks anything but a Rifle Scrambler Rifle, Hardest to Use, Wrecks Shields - Wrecks anything but a Rifle Rail Rifle, Second easiest to use, defeats armour tankers - Wrecks anything but a rifle
There only 2 known exceptions, the SMG and the HMG which are both HROF weaponry anyway.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1646
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Posted - 2014.01.24 09:20:00 -
[50] - Quote
Aeon Amadi 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. Should try using the AR before saying it has no kick.
None of them have what could even be deemed a substantial amount of kick.
AR has no recoil until ~35 RR has no recoil until ~ 18 ScR has kick, but translates to very little recoil CR has a moderate form of recoil, but when used as burst fire, you reset your barrel every shot.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Korvin Lomont
United Pwnage Service RISE of LEGION
506
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Posted - 2014.01.24 09:24:00 -
[51] - Quote
Fizzer94 wrote:Korvin Lomont 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. Well here is my List: Bigger Magazine (+) Faster RoF (+) Range (-) Damage per shot (-) Damage per clip (-) easy to manage kick (+) RR: Small Charge ( - ) Better Hipfire (+) Slower RoF ( - ) Damage per shot (+) Damage per clip (+) Range (+) All in all I would say the RR is easier in more situations... You are confusing easier to use with more efficient. Damage per shot has no effect on how easy something is to use, neither does damage per clip. Those two things purely affect its efficacy. I will admit to forgetting range, but its effects on ease of use are small. Things that do effect ease of use: RoF (the more the easier) Hitscan or not Magazine Size (bigger magazines are easier, as they promote pray 'n spray) Reload Speed Kick Charge Times Heat Factors Range Projectile Drop Projectile Speed Splash Radius Hipfire Dispersion (not too tight, not too loose) Strange Qualities (such as the Laser's backwards damage profile) All of these things also affect efficacy. Things that purely affect efficacy: DPS Damage per Shot Damage per Reload Splash Damage
Sure it is a bit mixxed but IMHO effiicay infuences the ease of use to degree. For insance thehigher damage per tranlates direkt in less shots needed to kill where as the higher rof also means you will miss a lot more shots.
The higher range means you can engage from greater distances so its easier to use than a SG for instance you don't have to sneak up or get close (as getting close is really tricky unless you are a scout). |
Darken-Soul
Tal-Romon Legion Amarr Empire
136
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Posted - 2014.01.24 10:28:00 -
[52] - Quote
Marad''er wrote:Darken-Soul wrote:strafe shooter. Lol. This is the only game I've seen with hit detection and aiming so poor dancing in front of your enemy is considered a skill. And yet, it was the most funniest shooter I've ever played when you could do that.
I love it when people try to strafe the ScP. That's funny.
I am the real Darken
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BL4CKST4R
WarRavens League of Infamy
1675
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Posted - 2014.01.24 11:16:00 -
[53] - Quote
Fizzer94 wrote:Michael Arck wrote:The CQC argument about RRs are nothing more than QQs about them dying to it. And frankly, it's already tiring.
I'm sounding like a broken record here but what people don't understand is that a merc who learns his rifle through and through will optimize its usage and maximize is lethality.
Mercs are going into CQC battles expecting to win against the RR because it isn't supposed to be good. But player skill will help boost its potential in the CQC. The no respect attitude for this most likely probability has drawn people to state that the RR needs a nerf of some sorts
These are the same folks who cried that AR needed a nerf and now they are saying it needs a buff. They are not looking at the picture objectively. Not many look at things objectively. They let their emotions and in game experiences cloud their judgement too much. Balancing items in games is more than just stats, you have to look at how an item will be used, and what it will be used with, rather than how much it is used. High usage of an item usually points to a high ease of use to efficacy ratio, rather than it being OP.
I have been playing FPS games for years, my favorite weapons are high ROFF cqc weapons. I don't know why I just love high rof weapons lol, regardless the the ARE is the fastest rof rifle aside from the ACR, so it fits well with the play style I am used to for years. In sum I am very experienced with how the AR should work, and let me tell you it doesn't work very well anymore. In a 1v1 CQC fight when only comparing DPS the AR and RR are matched, this should not be so the AR should have the advantage. In hip fire accuracy the RR beats the AR again this is wrong. And when it comes to range the RR does its job properly but it's high DPS ensures that it out classes every other gun. The only thing the RR has that is a valid drawback is the high kick when scoped, which in terms of other FPS it's pretty bad in itself, but it shouldn't have so much kick.
Armor and Shields are not the same!
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NAV HIV
The Generals General Tso's Alliance
880
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Posted - 2014.01.24 15:09:00 -
[54] - Quote
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
CR is the easiest to use... Just saying.... |
Master Smurf
Nos Nothi
40
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Posted - 2014.01.24 15:48:00 -
[55] - Quote
NAV HIV 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 CR is the easiest to use... Just saying....
So pulling a trigger repetitively is easier than just holding that trigger down
"Shine bright like a diamond"
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Jack McReady
DUST University Ivy League
1085
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Posted - 2014.01.24 15:53:00 -
[56] - Quote
Tectonic Fusion wrote:So... Scrambler Rifle: best weapon, complete obliterates eveyrthing despite -20% damage to armor. ability to one shot suits with its charged shot into the head and able to spill out 900dps.
fixed.
none of the rifles are hard to use. the SCR drawback is also easy to manage. if you consider to stop pressing a button "hard" then this game is not for you.
the only weapon that is able to hold against it is the RR outside of the SCR range. |
devonus durga
P.L.A.N. B
235
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Posted - 2014.01.24 17:25:00 -
[57] - Quote
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.
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Tectonic Fusion
1003
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Posted - 2014.01.24 18:52:00 -
[58] - 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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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1687
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Posted - 2014.01.24 19:07:00 -
[59] - Quote
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).
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Tectonic Fusion
1003
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Posted - 2014.01.24 19:22:00 -
[60] - 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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