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Master Smurf
Nos Nothi
42
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Posted - 2014.01.24 19:29:00 -
[61] - Quote
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RR: Arck stop trying to protect your weapon with that outdated argument.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.
"Shine bright like a diamond"
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Tectonic Fusion
1004
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Posted - 2014.01.24 20:00:00 -
[62] - 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RR: Arck stop trying to protect your weapon with that outdated argument.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.
Solo Player
Squad status: Locked
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Zimander
Tickle My Null-Sac
25
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Posted - 2014.01.24 20:04:00 -
[63] - 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.
u just drop down from tree RR wit 1.5 sec charge this is not a Sniper rifle |
Tectonic Fusion
1004
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Posted - 2014.01.24 20:06:00 -
[64] - 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.
Solo Player
Squad status: Locked
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Master Smurf
Nos Nothi
42
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Posted - 2014.01.24 20:07:00 -
[65] - Quote
Oh I wasnt saying OP vs the RR. This was prior to the RR even being out.
I was saying to stop the ScR spam of uncharged shots you could implement something like that. The reason you dont see much of it anymore is that people have moved on to the RR because more DMG and no chance of overheat.
"Shine bright like a diamond"
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1691
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Posted - 2014.01.24 20:46:00 -
[66] - Quote
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.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
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Tectonic Fusion
1006
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Posted - 2014.01.24 20:52:00 -
[67] - 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.
Solo Player
Squad status: Locked
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Zimander
Tickle My Null-Sac
25
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Posted - 2014.01.24 21:59:00 -
[68] - Quote
Tectonic Fusion wrote: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.
reload for RR is 3.5 sec when u add more time to charge u gone stop using in cuz u gone be death all the time in close situation when u almost win but u need to reload u clip
happen to me and I can bet to many |
Galthur
Fatal Absolution Covert Intervention
283
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Posted - 2014.01.24 22:20:00 -
[69] - 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). The AR is short as is why make it shorter, Nerf all weapons but AR the least, then Scr, then CR, then RR nerfed the most
Get recruits for me, receive millions of ISK. Buying BPO Codes.
[Forum Level: 8]
[Scamming Level: 3]
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Your Absolut End
SVER True Blood Public Disorder.
339
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Posted - 2014.01.24 23:17:00 -
[70] - Quote
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
another one bites the Dust...
Born as Kameira, die as Kameira, my life for the Empress!
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Tectonic Fusion
1008
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Posted - 2014.01.24 23:45:00 -
[71] - 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.
Solo Player
Squad status: Locked
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1698
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Posted - 2014.01.24 23:54:00 -
[72] - Quote
Galthur 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). The AR is short as is why make it shorter, Nerf all weapons but AR the least, then Scr, then CR, then RR nerfed the most
It's supposed to be short range. It currently is not. More importantly, buffing the DPS relative to the other rifles without reducing the range would make it OP again.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
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Darken-Soul
Tal-Romon Legion Amarr Empire
144
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Posted - 2014.01.25 00:27:00 -
[73] - Quote
I use an exile Prof V like a boss on my scout. Its bad ass. I don't know why people are crying.
I get the RR is op. They should give it scope sway or something while moving. It really made the game boring to have to shoot it out with people afraid to CQC. If I have to I just bring a bigger blaster ... say80gj or so. They pussed out first, that's what I tell myself.
I am the real Darken
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