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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8375
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Posted - 2014.01.24 21:41:00 -
[1] - Quote
*All stats are from prototype version* *Rages can be found here*
[Comparison] AR Range: 45m optimal, 78m effective DPS: (750 x 37.4 / 60) = 467.5
RR Range: 75 optimal, 102 effective DPS: (461.54 x 60.5 / 60) Gëê 465.39
[Analysis] The RR is basically the same as the AR DPS-wise (about s 2 point difference), but with waaaaaaaaay more range; the RR's optimal range is almost as high as the AR's effective range. For this massive range advantage. The only downside is a bit of kick, and a short spool up time. There is a problem.
The RR must suffer disadvantages at close range (close range is meant to be the AR's domain) to counter its amazing long range, and lack of DPS sacrifice. The RR has to spool up as a close range disadvantage, but the problem is the spool up time is so negligible; this allows the RR to still be effective at close range. The RR has much more kick than the AR, but recoil only matters at long ranges.
[Solution] It needs to have a higher spool up time (0.5 seconds) to make it not as good in close range. A damage or ROF reduction might also be necessary, something with that much range should not have as much DPS. I actually think the RR and breach AR should switch ROF stats, the RR is too good, and the breach AR doesn't have anything going for it.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8378
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Posted - 2014.01.24 21:54:00 -
[2] - Quote
INFINITE DIVERSITY IDIC wrote:KAGEHOSHI Horned Wolf wrote:*All stats are from prototype version* *Rages can be found here* [Comparison]AR Range: 45m optimal, 78m effective DPS: (750 x 37.4 / 60) = 467.5 RR Range: 75 optimal, 102 effective DPS: (461.54 x 60.5 / 60) Gëê 465.39 [Analysis]The RR is basically the same as the AR DPS-wise (about s 2 point difference), but with waaaaaaaaay more range; the RR's optimal range is almost as high as the AR's effective range. For this massive range advantage. The only downside is a bit of kick, and a short spool up time. There is a problem. The RR must suffer disadvantages at close range (close range is meant to be the AR's domain) to counter its amazing long range, and lack of DPS sacrifice. The RR has to spool up as a close range disadvantage, but the problem is the spool up time is so negligible; this allows the RR to still be effective at close range. The RR has much more kick than the AR, but recoil only matters at long ranges. [Solution]It needs to have a higher spool up time (0.5 seconds) to make it not as good in close range. A damage or ROF reduction might also be necessary, something with that much range should not have as much DPS. I actually think the RR and breach AR should switch ROF stats, the RR is too good, and the breach AR doesn't have anything going for it. Your not factoring in the shield efficacy bonus gal plasma rifle has. Your also not comparing 2 of the same versions of weapon, the gek or duvolle should only be comparable with the sl4 or iskukone. AR shield bonus is matched by RR armor bonus, so no need to account for bonuses/resistances. I compared the Kaalakiota rail rifle to the Duvolle AR, both prototype, both automatic. I don't see why I should only compare it against the assault RR.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8378
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Posted - 2014.01.24 22:01:00 -
[3] - Quote
darkiller240 wrote:really RR isent OP only the combat is a bit, the only reason your getting killed so quikely is becuase your amour tanking and your at their optimal range, RR at point blank range does half the damage AR noob So RR gets a massive optimal that's about the size of the AR's effective range, but it doesn't sacrifice any DPS compared to the AR to get that huge range advantage; gaining huge advantages without gaining disadvantages as well is the definition of imbalance, advantages and disadvantages have to be balanced with each other. Even if the AR fights an RR in the AR's own optimal range, the DPS between both rifles will just be about the same, and the AR doesn't have any decisive advantages even in its own optimal. I'm not an "AR noob", I use SCR.
RR noob
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8378
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Posted - 2014.01.24 22:05:00 -
[4] - Quote
Zimander wrote:KAGEHOSHI Horned Wolf wrote:*All stats are from prototype version* *Rages can be found here* [Comparison]AR Range: 45m optimal, 78m effective DPS: (750 x 37.4 / 60) = 467.5 RR Range: 75 optimal, 102 effective DPS: (461.54 x 60.5 / 60) Gëê 465.39 [Analysis]The RR is basically the same as the AR DPS-wise (about s 2 point difference), but with waaaaaaaaay more range; the RR's optimal range is almost as high as the AR's effective range. For this massive range advantage. The only downside is a bit of kick, and a short spool up time. There is a problem. The RR must suffer disadvantages at close range (close range is meant to be the AR's domain) to counter its amazing long range, and lack of DPS sacrifice. The RR has to spool up as a close range disadvantage, but the problem is the spool up time is so negligible; this allows the RR to still be effective at close range. The RR has much more kick than the AR, but recoil only matters at long ranges. [Solution]It needs to have a higher spool up time (0.5 seconds) to make it not as good in close range. A damage or ROF reduction might also be necessary, something with that much range should not have as much DPS. I actually think the RR and breach AR should switch ROF stats, the RR is too good, and the breach AR doesn't have anything going for it. NO ITS NOT RR have -15% to armor and +10% or +15% to shield when AR have -5% to shield and +5 to armor or something like that so when u go against Armor u loos
LOL
RR has -10% against shields, and +10% against armor AR has +10% against shields, and -10% against armor
Get your facts straight
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8378
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Posted - 2014.01.24 22:07:00 -
[5] - Quote
darkiller240 wrote:KAGEHOSHI Horned Wolf wrote:INFINITE DIVERSITY IDIC wrote:KAGEHOSHI Horned Wolf wrote:*All stats are from prototype version* *Rages can be found here* [Comparison]AR Range: 45m optimal, 78m effective DPS: (750 x 37.4 / 60) = 467.5 RR Range: 75 optimal, 102 effective DPS: (461.54 x 60.5 / 60) Gëê 465.39 [Analysis]The RR is basically the same as the AR DPS-wise (about s 2 point difference), but with waaaaaaaaay more range; the RR's optimal range is almost as high as the AR's effective range. For this massive range advantage. The only downside is a bit of kick, and a short spool up time. There is a problem. The RR must suffer disadvantages at close range (close range is meant to be the AR's domain) to counter its amazing long range, and lack of DPS sacrifice. The RR has to spool up as a close range disadvantage, but the problem is the spool up time is so negligible; this allows the RR to still be effective at close range. The RR has much more kick than the AR, but recoil only matters at long ranges. [Solution]It needs to have a higher spool up time (0.5 seconds) to make it not as good in close range. A damage or ROF reduction might also be necessary, something with that much range should not have as much DPS. I actually think the RR and breach AR should switch ROF stats, the RR is too good, and the breach AR doesn't have anything going for it. Your not factoring in the shield efficacy bonus gal plasma rifle has. Your also not comparing 2 of the same versions of weapon, the gek or duvolle should only be comparable with the sl4 or iskukone. AR shield bonus is matched by RR armor bonus, so no need to account for bonuses/resistances. I compared the Kaalakiota rail rifle to the Duvolle AR, both prototype, both automatic. I don't see why I should only compare it against the assault RR. AR has a fatser TTK and a higher ROF meaning its easier to hit your target and quiker to take them down. I already showed in the OP that they have nearly identical TTK with the damage per second calculations.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8380
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Posted - 2014.01.24 22:11:00 -
[6] - Quote
Leadfoot10 wrote:AR works better against shields.
RR has spool up, which limits DPS in the first second.
Neither were taken into account by the OP. Seriously? The shields/armor advantages and disadvantages cancel each other out since neither has a bigger bonus or disadvantage to their respective strong point (shield or armor) than the other.
I did cover the spool up time, I said it wasn't enough to really make a difference. The massive range advantage still more than makes up for it.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8380
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Posted - 2014.01.24 22:17:00 -
[7] - Quote
darkiller240 wrote:KAGEHOSHI Horned Wolf wrote:darkiller240 wrote:really RR isent OP only the combat is a bit, the only reason your getting killed so quikely is becuase your amour tanking and your at their optimal range, RR at point blank range does half the damage AR noob So RR gets a massive optimal that's about the size of the AR's effective range, but it doesn't sacrifice any DPS compared to the AR to get that huge range advantage; gaining huge advantages without gaining disadvantages as well is the definition of imbalance, advantages and disadvantages have to be balanced with each other. Even if the AR fights an RR in the AR's own optimal range, the DPS between both rifles will just be about the same, and the AR doesn't have any decisive advantages even in its own optimal. I'm not an "AR noob", I use SCR. RR noob ......................................__................................................ .............................,-~*`-»lllllll`*~,...................................... .......................,-~*`lllllllllllllllllllllllllll-»`*-,........................... ..................,-~*llllllllllllllllllllllllllllllllllllllllllll*-,..................... ...............,-*llllllllllllllllllllllllllllllllllllllllllllllllllllll.\.................. .............;*`lllllllllllllllllllllllllll,-~*~-,llllllllllllllllllll\................. ..............\lllllllllllllllllllllllllll/.........\;;;;llllllllllll,-`~-,............... ...............\lllllllllllllllllllll,-*...........`~-~-,...(.(-»`*,`,................. ................\llllllllllll,-~*.....................)_-\..*`*;..).................... .................\,-*`-»,*`)............,-~*`~................/..................... ..................|/.../.../~,......-~*,-~*`;................/.\.................. ................./.../.../.../..,-,..*~,.`*~*................*...\................. ................|.../.../.../.*`...\...........................)....)-»`~,.................. ................|./.../..../.......)......,.)`*~-,............/....|..)...`~-,............. ..............././.../...,*`-,.....`-,...*`....,---......\..../...../..|.........-»```*~-,,,, ...............(..........)`*~-,....`*`.,-~*.,-*......|.../..../.../............\........ ................*-,.......`*-,...`~,..``.,,,-*..........|.,*...,*...|..............\........ ...................*,.........`-,...)-,..............,-*`...,-*....(`-,............\....... ......................f`-,.........`-,/...*-,___,,-~*....,-*......|...`-,..........\........ Mayby becuase you havent relised as you never used the 'OP' RR but having an increased optimal reange means at close range it Does Less Damage try briging a RR at close range agaist a AR, your sure to lose
OMG, I'm getting annoyed at this misinformation. The optimal starts from 0 meters and goes up to 75. At close range it is still in its optima range, and will do FULL DAMAGE. The laser rifle is the only weapon in which the optimal does not start at 0, thus does less damage at close range. The RR and every other weapon does not work like that.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8382
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Posted - 2014.01.24 22:22:00 -
[8] - Quote
darkiller240 wrote:KAGEHOSHI Horned Wolf wrote:darkiller240 wrote:KAGEHOSHI Horned Wolf wrote:darkiller240 wrote:really RR isent OP only the combat is a bit, the only reason your getting killed so quikely is becuase your amour tanking and your at their optimal range, RR at point blank range does half the damage AR noob So RR gets a massive optimal that's about the size of the AR's effective range, but it doesn't sacrifice any DPS compared to the AR to get that huge range advantage; gaining huge advantages without gaining disadvantages as well is the definition of imbalance, advantages and disadvantages have to be balanced with each other. Even if the AR fights an RR in the AR's own optimal range, the DPS between both rifles will just be about the same, and the AR doesn't have any decisive advantages even in its own optimal. I'm not an "AR noob", I use SCR. RR noob ......................................__................................................ .............................,-~*`-»lllllll`*~,...................................... .......................,-~*`lllllllllllllllllllllllllll-»`*-,........................... ..................,-~*llllllllllllllllllllllllllllllllllllllllllll*-,..................... ...............,-*llllllllllllllllllllllllllllllllllllllllllllllllllllll.\.................. .............;*`lllllllllllllllllllllllllll,-~*~-,llllllllllllllllllll\................. ..............\lllllllllllllllllllllllllll/.........\;;;;llllllllllll,-`~-,............... ...............\lllllllllllllllllllll,-*...........`~-~-,...(.(-»`*,`,................. ................\llllllllllll,-~*.....................)_-\..*`*;..).................... .................\,-*`-»,*`)............,-~*`~................/..................... ..................|/.../.../~,......-~*,-~*`;................/.\.................. ................./.../.../.../..,-,..*~,.`*~*................*...\................. ................|.../.../.../.*`...\...........................)....)-»`~,.................. ................|./.../..../.......)......,.)`*~-,............/....|..)...`~-,............. ..............././.../...,*`-,.....`-,...*`....,---......\..../...../..|.........-»```*~-,,,, ...............(..........)`*~-,....`*`.,-~*.,-*......|.../..../.../............\........ ................*-,.......`*-,...`~,..``.,,,-*..........|.,*...,*...|..............\........ ...................*,.........`-,...)-,..............,-*`...,-*....(`-,............\....... ......................f`-,.........`-,/...*-,___,,-~*....,-*......|...`-,..........\........ Mayby becuase you havent relised as you never used the 'OP' RR but having an increased optimal reange means at close range it Does Less Damage try briging a RR at close range agaist a AR, your sure to lose OMG, I'm getting annoyed at this misinformation. The optimal starts from 0 meters and goes up to 75. At close range it is still in its optima range, and will do FULL DAMAGE. The laser rifle is the only weapon in which the optimal does not start at 0, thus does less damage at close range. The RR and every other weapon does not work like that. Last time i checked this was true to all guns I seriously suggest you get on Dust now, get in close range to a friendly with a sniper rifle, rail rifle, or anything besides the laser rifle, aim at him, and read the efficiency percentage. The percentage decreases when you're not in optimal range (also factor in the damage profile to shields and armor, like sniper rifle is -10% shields).
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8385
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Posted - 2014.01.24 22:34:00 -
[9] - Quote
darkiller240 wrote:. even if the close range thing isent true have you taken the fact of the spool timer?, 0.5 seconds is important in an FPS
great the quots glitched Right now the spool up is only 0.25, not long enough to disadvantage it in close range, and a weapon with so much range AND damage per second needs to have a disadvantage at close range.
I tested the RR at only standard tier, only got level 1 operation skill, and it was amazing even at close range. I even managed to kill an HMG heavy in close range in a tight corridor while using a BPO standard assault suit with it; that probably just means the heavy was bad, and I was strafing a lot, but I should have a serious disadvantage in close range while using it. Mostly I just shared the story about the heavy because its a really fond memory
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8386
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Posted - 2014.01.24 22:39:00 -
[10] - Quote
darkiller240 wrote:KAGEHOSHI Horned Wolf wrote:Right now the spool up is only 0.25, not long enough to disadvantage it in close range, and a weapon with so much range AND damage per second needs to have a disadvantage at close range. I tested the RR at only standard tier, only got level 1 operation skill, and it was amazing even at close range. I even managed to kill an HMG heavy in close range in a tight corridor while using a BPO standard assault suit with it; that probably just means the heavy was bad, and I was strafing a lot, but I should have a serious disadvantage in close range while using it. Mostly I just shared the story about the heavy because its a really fond memory i thought the spool was 0.5 sec? Well its 0.25, feel free to check
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8386
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Posted - 2014.01.24 22:54:00 -
[11] - Quote
darkiller240 wrote:KAGEHOSHI Horned Wolf wrote:darkiller240 wrote:KAGEHOSHI Horned Wolf wrote:Right now the spool up is only 0.25, not long enough to disadvantage it in close range, and a weapon with so much range AND damage per second needs to have a disadvantage at close range. I tested the RR at only standard tier, only got level 1 operation skill, and it was amazing even at close range. I even managed to kill an HMG heavy in close range in a tight corridor while using a BPO standard assault suit with it; that probably just means the heavy was bad, and I was strafing a lot, but I should have a serious disadvantage in close range while using it. Mostly I just shared the story about the heavy because its a really fond memory i thought the spool was 0.5 sec? Well its 0.25, feel free to check well my game is off as its late in my country but umm still thats 116Hp AR can put more into an enemy then a RR Also RR is less accurate, remember it has recoil When you're just a few meters from someone in close range, recoil doesn't really matter. Good point with the 116 damage, but can easily be countered by tapping R1 to stay spooled if you know where the enemy is. This is often the case because of passive scans, and the prevalence of active scanners. The spool up time is only a serious downside if you don't know the enemy is coming, or nearby, and even then I don't think its enough.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8399
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Posted - 2014.01.25 00:02:00 -
[12] - Quote
Michael Arck wrote:You put one bad idea into the forums and watch the natives go nuts repeating that bad idea. This is typical in this forum. The tank thread brought about the idea of removing the redline....which is very bad idea by short sighted folks. Let's not forget the AR, that needed a nerf but folks wanted to exclude the fact that there were a less amount of racial weapon variants available at the time, so of course majority of folks had ARs and of course it seemed too lethal when folks been popping its triggers for months on end.
Now its the RR. In which the pattern continues yet again. Over abundance is what drives this. An over abundance of death. An over abundance of its usage. Those two things push the idea that the RR must be nerfed somehow.
Also, people flocking to RR is nothing more than the option in COD that allows you to gain the same weapons as you recent killer. So folks get killed by RR, they run and get the RR. Which furthers pushes the idea to many who fall to it that somehow it needs to be nerfed since, more deaths has come from the RR and more people are learning how to use the rifle.
The question is, if it were the CR, would it happen the same way? More than likely, yes. The problem here is that the community, as stated many times before, don't think objectively when viewing the unique problems. They would have the charge time increased and if so, causes those FOTM users to switch over since its been changed. Then they would probably try the CR and then the CR will become famous. Then the community will cry for the nerf hammers for that as well, without thinking that, hey, plenty deaths and usage doesn't equate to it being nerfed.
The same thing happened with tanks. Tanks on the first day of the changes, were flooding the field. Instead of folks thinking that it will all pass because its the new toys, they cry "Tank 514!!!" from the top of their lungs because of the over abundance of usage and deaths. Tanks are nowhere near the same problem that it once was when the changes came. No one is talking about that though.
This is the never ending facepalming formula that I have experienced on these forums time and time again. It never stops and they never learn. The community, better yet the majority of the community, is hell bent on nerfing anything that kills them too much or is used too much. So essentially, they are wanting to nerf the users of those items. But you can't do that, so you just nerf the weapons that they use in attempt to find something that would give them even ground. Nevermind that skill has nothing to do with this. He killed me with that too many times, that's gotta be nerfed.
This is happened in COD, where dual wielding SMGs were strong and killed many. Same thing with Halo with the battle rifle.
I enjoy coming to the forums, but it boogles me sometimes how people view this game and view what needs to be nerfed or not. If the opinions were objective, then I wouldn't have much to say. But they aren't. You complain about the irrational need to nerf whatever is getting the kills, yet you are being irrational by dismissing the numbers and my analysis based on your own feelings. My argument wasn't "there are too many RRs killing me!", my argument was "if it has more range, it should have less DPS and less close range effectiveness to compensate". You are the one not being objective here.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8399
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Posted - 2014.01.25 00:06:00 -
[13] - Quote
Fire of Prometheus wrote:Doesn't RR have Dmg bonus to armour and the AR has a Dmg bonus to shields?
Otherwise good writeup :) Thanks I covered the shield/armor damage bonuses in the OP though. People kept bringing it up, so I added it through an edit a while ago.
KAGEHOSHI Horned Wolf wrote: AR Damage profile: -10% shields, +10% armor
RR Damage profile: +10% shields, -10% armor
The shields/armor advantages and disadvantages cancel each other out since neither has a bigger bonus or disadvantage to their respective strong point (shield or armor) than the other.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8401
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Posted - 2014.01.25 00:28:00 -
[14] - Quote
Michael Arck wrote:KAGEHOSHI Horned Wolf wrote:Michael Arck wrote:You put one bad idea into the forums and watch the natives go nuts repeating that bad idea. This is typical in this forum. The tank thread brought about the idea of removing the redline....which is very bad idea by short sighted folks. Let's not forget the AR, that needed a nerf but folks wanted to exclude the fact that there were a less amount of racial weapon variants available at the time, so of course majority of folks had ARs and of course it seemed too lethal when folks been popping its triggers for months on end.
Now its the RR. In which the pattern continues yet again. Over abundance is what drives this. An over abundance of death. An over abundance of its usage. Those two things push the idea that the RR must be nerfed somehow.
Also, people flocking to RR is nothing more than the option in COD that allows you to gain the same weapons as you recent killer. So folks get killed by RR, they run and get the RR. Which furthers pushes the idea to many who fall to it that somehow it needs to be nerfed since, more deaths has come from the RR and more people are learning how to use the rifle.
The question is, if it were the CR, would it happen the same way? More than likely, yes. The problem here is that the community, as stated many times before, don't think objectively when viewing the unique problems. They would have the charge time increased and if so, causes those FOTM users to switch over since its been changed. Then they would probably try the CR and then the CR will become famous. Then the community will cry for the nerf hammers for that as well, without thinking that, hey, plenty deaths and usage doesn't equate to it being nerfed.
The same thing happened with tanks. Tanks on the first day of the changes, were flooding the field. Instead of folks thinking that it will all pass because its the new toys, they cry "Tank 514!!!" from the top of their lungs because of the over abundance of usage and deaths. Tanks are nowhere near the same problem that it once was when the changes came. No one is talking about that though.
This is the never ending facepalming formula that I have experienced on these forums time and time again. It never stops and they never learn. The community, better yet the majority of the community, is hell bent on nerfing anything that kills them too much or is used too much. So essentially, they are wanting to nerf the users of those items. But you can't do that, so you just nerf the weapons that they use in attempt to find something that would give them even ground. Nevermind that skill has nothing to do with this. He killed me with that too many times, that's gotta be nerfed.
This is happened in COD, where dual wielding SMGs were strong and killed many. Same thing with Halo with the battle rifle.
I enjoy coming to the forums, but it boogles me sometimes how people view this game and view what needs to be nerfed or not. If the opinions were objective, then I wouldn't have much to say. But they aren't. You complain about the irrational need to nerf whatever is getting the kills, yet you are being irrational by dismissing the numbers and my analysis based on your own feelings. My argument wasn't "there are too many RRs killing me!", my argument was "if it has more range, it should have less DPS and less close range effectiveness to compensate". You are the one not being objective here. It's obvious my post is saying that I'm tired of hearing these RR nerf necessity threads. I understand what you're saying, I'm not a brain dead mercenary here. Your bandwagon thread lead me to create that long post. Second, the RR is just fine the way it is. Just what is supposed to do in close range? Spray confetti at you with clown horns to boot? DPS? It's a freakin rail rifle with rail technology!! Of course the DPS is going to be pretty big!!! Smh You are being unreasonable, and placing your understanding of lore before balance. You are also wrong about the lore, yes rail tech is supposed to be high damage and high range, but lore does not necessitate that it comes with a high enough rate of fire to match the DPS of close range weapons. Sniper rifle for example is rail tech; has high damage, high range, but its ROF leads it to have low DPS.
Consider these options (X remains constant): A) X number DPS B) X number DPS, +30% more range.
No one in their right mind would pick option A. Right now the AR is option A, and the RR is option B. Ideally no weapon should be clearly better than another, each should have their own strengths and weaknesses, regardless of lore.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8405
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Posted - 2014.01.25 00:40:00 -
[15] - Quote
Michael Arck wrote:KAGEHOSHI Horned Wolf wrote:Michael Arck wrote:KAGEHOSHI Horned Wolf wrote:Michael Arck wrote:You put one bad idea into the forums and watch the natives go nuts repeating that bad idea. This is typical in this forum. The tank thread brought about the idea of removing the redline....which is very bad idea by short sighted folks. Let's not forget the AR, that needed a nerf but folks wanted to exclude the fact that there were a less amount of racial weapon variants available at the time, so of course majority of folks had ARs and of course it seemed too lethal when folks been popping its triggers for months on end.
Now its the RR. In which the pattern continues yet again. Over abundance is what drives this. An over abundance of death. An over abundance of its usage. Those two things push the idea that the RR must be nerfed somehow.
Also, people flocking to RR is nothing more than the option in COD that allows you to gain the same weapons as you recent killer. So folks get killed by RR, they run and get the RR. Which furthers pushes the idea to many who fall to it that somehow it needs to be nerfed since, more deaths has come from the RR and more people are learning how to use the rifle.
The question is, if it were the CR, would it happen the same way? More than likely, yes. The problem here is that the community, as stated many times before, don't think objectively when viewing the unique problems. They would have the charge time increased and if so, causes those FOTM users to switch over since its been changed. Then they would probably try the CR and then the CR will become famous. Then the community will cry for the nerf hammers for that as well, without thinking that, hey, plenty deaths and usage doesn't equate to it being nerfed.
The same thing happened with tanks. Tanks on the first day of the changes, were flooding the field. Instead of folks thinking that it will all pass because its the new toys, they cry "Tank 514!!!" from the top of their lungs because of the over abundance of usage and deaths. Tanks are nowhere near the same problem that it once was when the changes came. No one is talking about that though.
This is the never ending facepalming formula that I have experienced on these forums time and time again. It never stops and they never learn. The community, better yet the majority of the community, is hell bent on nerfing anything that kills them too much or is used too much. So essentially, they are wanting to nerf the users of those items. But you can't do that, so you just nerf the weapons that they use in attempt to find something that would give them even ground. Nevermind that skill has nothing to do with this. He killed me with that too many times, that's gotta be nerfed.
This is happened in COD, where dual wielding SMGs were strong and killed many. Same thing with Halo with the battle rifle.
I enjoy coming to the forums, but it boogles me sometimes how people view this game and view what needs to be nerfed or not. If the opinions were objective, then I wouldn't have much to say. But they aren't. You complain about the irrational need to nerf whatever is getting the kills, yet you are being irrational by dismissing the numbers and my analysis based on your own feelings. My argument wasn't "there are too many RRs killing me!", my argument was "if it has more range, it should have less DPS and less close range effectiveness to compensate". You are the one not being objective here. It's obvious my post is saying that I'm tired of hearing these RR nerf necessity threads. I understand what you're saying, I'm not a brain dead mercenary here. Your bandwagon thread lead me to create that long post. Second, the RR is just fine the way it is. Just what is supposed to do in close range? Spray confetti at you with clown horns to boot? DPS? It's a freakin rail rifle with rail technology!! Of course the DPS is going to be pretty big!!! Smh You are being unreasonable, and placing your understanding of lore before balance. You are also wrong about the lore, yes rail tech is supposed to be high damage and high range, but lore does not necessitate that it comes with a high enough rate of fire to match the DPS of close range weapons. Sniper rifle for example is rail tech; has high damage, high range, but its ROF leads it to have low DPS. Consider these options (X remains constant): A) X number DPS B) X number DPS, +30% more range. No one in their right mind would pick option A. Right now the AR is option A, and the RR is option B. Ideally no weapon should be clearly better than another, each should have their own strengths and weaknesses, regardless of lore. LOL but in another thread, you would state that the weapon must be bound to the lore!!!! C'mon man, are you for real? It sounds like alot of you guys need to toughen up a bit I love lore, and I'm all for lore, as long as it doesn't hurt gameplay. Like I already explained, lore does not necessitate high DPS, only high damage and high range; the DPS is dependent on both ROF and range, and nothing in the lore necessitate that rail tech ROF be high enough to lead to DPS as good as close range weapons. Even if lore was somehow more important, you're still wrong about it necessitating high DPS.
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.25 00:42:00 -
[16] - Quote
axis alpha wrote:I have no got damn reason why you people are complaining about to AR... Just because there's a weapon that can out range the AR? I swear...
I can out gun a rr user on my altar with gek from the AR option range.... You know how? BY STRAFING I'm fine with weapons having more range than another of the same class, as long as that advantage is balanced by another disadvantage. The fact that you can win by strafing is irrelevant because RR users can also strafe.
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.25 05:49:00 -
[17] - Quote
Michael Arck wrote:axis alpha wrote:I have no got damn reason why you people are complaining about to AR... Just because there's a weapon that can out range the AR? I swear...
I can out gun a rr user on my altar with gek from the AR option range.... You know how? BY STRAFING Glad to see someone got the brains and the toughness to find ways to succeed. I respect that sir, honestly. o7 Both of you should read post 91
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.25 19:16:00 -
[18] - Quote
Marlin Kirby wrote:KAGEHOSHI Horned Wolf wrote:Leadfoot10 wrote: RR has spool up, which limits DPS in the first second.
I did cover the spool up time, I said it wasn't enough to really make a difference. The massive range advantage still more than makes up for it. The spool up time screws me all the damn time, KAGE. Especially when I'm using the non-assault version, especially when the enemy has cover nearby and playing peek-a-boo, and especially when the enemy is a heavy. Being flanked during CQC is also a common bane to me because turning, acquiring, and firing a target takes a quarter second longer. This is a life-time in CQC engagements. However, this isn't nearly as big as a problem for the aRR because of the higher DPS. Doubling the charge-up time would probably make the RR the way of the flaylock (dodo). It would become far too situational to use like Mass Driver or Laser Rifle. CCP doesn't exactly have a good track record of balancing weapons being nerfed, this includes my understand of how they treat EVE. Izlare Lenix wrote:In cqc the spool up time of the RR is meaningless when soooooo many squads are running around with scanners. When a RR user knows someone is about to come around the corner they prefire the gun so they are shooting the red one he shows his face, thus minimizing the effect of the spool up time.
While this is not necessarily the RRs fault, the current meta gameplay which focuses heavily on scanners has allowed the long range RR to become very powerful in cqc. Then nerf the scanners. This can be applied to any weapon. __________________________________ Lastly, I want to note that everyone is saying that CCP is going to reduce the base damage of almost every weapon. I don't know enough because I need to follow up on news more often. However, demanding a nerf for any weapon, regardless of how overpowered it is, when the gungame itself is in the process of being changed is a bad idea. Everyone here is talking about the 1.7 RR, not 1.#whatever RR. In my honest opinion, this discusion should be postponed until after the gungame is apparently eventually modified.
Plenty of others have close range success with the RR contrary to your experience with one. You are not supposed to be effective at close range with it, as long as it is still great at medium to long range it will not go extinct. You are seriously making the case that a close range nerf to a medium-long range weapon is going to kill it.
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.25 19:55:00 -
[19] - Quote
Chunky Munkey wrote:darkiller240 wrote:really RR isent OP only the combat is a bit, the only reason your getting killed so quikely is becuase your amour tanking and your at their optimal range, RR at point blank range does half the damage AR noob 3/10 troll attempt. He eventually accepted that the majority of weapons do full damage at point blank, and that the laser rifle was the only exception.
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.25 21:55:00 -
[20] - Quote
Marlin Kirby wrote:KAGEHOSHI Horned Wolf wrote:Marlin Kirby wrote:KAGEHOSHI Horned Wolf wrote:Leadfoot10 wrote: RR has spool up, which limits DPS in the first second.
I did cover the spool up time, I said it wasn't enough to really make a difference. The massive range advantage still more than makes up for it. The spool up time screws me all the damn time, KAGE. Especially when I'm using the non-assault version, especially when the enemy has cover nearby and playing peek-a-boo, and especially when the enemy is a heavy. Being flanked during CQC is also a common bane to me because turning, acquiring, and firing a target takes a quarter second longer. This is a life-time in CQC engagements. However, this isn't nearly as big as a problem for the aRR because of the higher DPS. Doubling the charge-up time would probably make the RR the way of the flaylock (dodo). It would become far too situational to use like Mass Driver or Laser Rifle. CCP doesn't exactly have a good track record of balancing weapons being nerfed, this includes my understand of how they treat EVE. __________________________________ Lastly, I want to note that everyone is saying that CCP is going to reduce the base damage of almost every weapon. I don't know enough because I need to follow up on news more often. However, demanding a nerf for any weapon, regardless of how overpowered it is, when the gungame itself is in the process of being changed is a bad idea. Everyone here is talking about the 1.7 RR, not 1.#whatever RR. In my honest opinion, this discussion should be postponed until after the gungame is apparently eventually modified. Plenty of others have close range success with the RR contrary to your experience with one. You are not supposed to be effective at close range with it, as long as it is still great at medium to long range it will not go extinct. You are seriously making the case that a close range nerf to a medium-long range weapon is going to kill it. Just to be clear, I know you have the best intentions in mind, KAGE. I know you want what's best for the game with true balance, unlike other people who just want their weapon/equipment/vehicle of choice to be king of everything. Regarding your post, yes I do because objectives are in CQC situations. The RR should be in a small disadvantage, not unusable. If I can't even use a weapon in CQC then there is no point in using it. That is why snipers are useless in games like these. In my opinion, every rifle except for sniper-like weapons should be usable at almost any range. If two people, one with an AR and the other with a RR, with equal FPS skill shoot each other in CQC, the guy with the AR should win 3/5 times and vice versa. The extreme of 9/10 times is irrational. I think part of the problem here is that people are getting killed in CQC a few times and people complain forgetting all the times when the RR guy didn't even get a chance to fire because of the charge time. If someone gets the up on someone else, regardless if he/she has a RR, he/she is usually going to win. Not to sound accusational (is that a word?), are those who think the RR is OP mainly armor tank or have used the weapon? I ask this genuinely because I shield tank and I don't have a real problem with enemy RRs. And because I shield tank, I naturally think the ScR is OP, but I know that's unfair because then I'd be complaining about a weapon designed to kill my playstyle. I did think the Flaylock and Mass Driver was OP because explosive weapons was easily killing me, I believed I had merit there. One of the issues I was having before the new rifles came out was how much more difficult it was for me to kill armor tankers because of my AR couldn't be used effectively against them. Things were made more difficult as more and more people armor tanked. At the same time, fewer and fewer people complained about the AR and ScR.....except for scouts of course. I don't know for sure, but I think it takes about the same amount of rounds to kill an ADV Gallente guy opposed to an ADV Caldari guy because of the nature of high hp armor and low hp shields with the hybrid-rail bonuses. This would take some complex math that I don't have time for right now. Would someone else mind doing the math for 422/150 vs. 150/500(?) with an ADV RR? I suspect (but cannot confirm) that the armor guys met their one weakness, now that FL and MD are a rarity, and complaining about it. I wish a had stats on the Dust market place so I could prove or deny my hypothesis. This outrageously long message was brought to you by The not Logic Bomb! Where no logic or stats were used, but sure wish he had them to prove some points. I don't want it to be completely useless at close range, but I want close range weapons that only function at close range to have an actual edge against the RR at close range since that is their niche.
RR has almost identical DPS compared to the AR, and the spool up time doesn't make enough of a difference in CQC to really give close range weapons the edge they need. Why would anyone use an AR instead of RR?
0.5 spool up time would not make it useless in CQC, just give it enough of a disadvantage to balance out its range advantage.
I would be fine if the RR's spool up time stays the same, but the DPS (preferably through ROF decrease) was reduced to make the AR shine in its own element. AR should have a clear DPS advantage.
I also think you are underestimating the medium and long range weapon usefulness. You don't have to get that close to an objective to make a difference, from 40-50 meters away you can clear an objective from enemies and be very useful.
Yeah, I'm an armor tanker, but I don't let it cloud my judgement when it comes to balance; I have always defended the mass driver from claims of it being OP despite being susceptible to it. I didn't make the thread because RRs kill me
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.26 00:04:00 -
[21] - Quote
Jaysyn Larrisen wrote:KAGEHOSHI Horned Wolf wrote: I don't want it to be completely useless at close range, but I want close range weapons that only function at close range to have an actual edge against the RR at close range since that is their niche.
RR has almost identical DPS compared to the AR, and the spool up time doesn't make enough of a difference in CQC to really give close range weapons the edge they need. Why would anyone use an AR instead of RR?
0.5 spool up time would not make it useless in CQC, just give it enough of a disadvantage to balance out its range advantage.
I would be fine if the RR's spool up time stays the same, but the DPS (preferably through ROF decrease) was reduced to make the AR shine in its own element. AR should have a clear DPS advantage.
I also think you are underestimating the medium and long range weapon usefulness. You don't have to get that close to an objective to make a difference, from 40-50 meters away you can clear an objective from enemies and be very useful.
Yeah, I'm an armor tanker, but I don't let it cloud my judgement when it comes to balance; I have always defended the mass driver from claims of it being OP despite being susceptible to it. I didn't make the thread because RRs kill me KAGE, first I have a lot of respect for your opinions and I appreciate the mature and logical approach when laying this out. My isssue and I think to degree Martin Kirby's is the effect of the charge time is NOT the way to go on balancing this rifle specifically. There are other ways of controlling or shaping the balance of the base weapons. I have a very similar experience with Martin in CQC - the intended effect of the spool time does in fact put me at a real disadvantage. In fact, I routinely switch to my SMG when pushing into an OBJ or transitioning through tight areas of the maps to gain back that critical reaction time. I don't think anyone doubts this is a difficult area to determine how to use the subtlest of touches to achieve the desired effect on weapon function or balance between weapons. I think the spool time is one of those factors that can legitmately ruin a weapon if you go a shade overboard with the tweak. Additionally, this is one of the few drawback mechanics that do not have some method of offsetting them; examples would be Amarr advantages for SCR overheat, Minmatar bonuses ref. ammo supply, and in the skill trees how you tone down dispersion, recoil, and ammo capacity via SP investment. The concern of tapping R1 to overcome the spool issue can be fixed. Similar to how large rail turrets work if you balk on the trigger (come off it before firing a round) you incur an increased charge delay. The most logical area to tweak seems to be the hip fire accuracy. You could lower that factor and that would make a fair amount of sense...this is a pretty common trade off for distance weapons in other games. In the same vein you could slightly increase the hip fire accuracy of the AR to give an even greater advantage to the opposite racial (i.e. caldari vs gallente) weapon. I like the idea of a hipfire buff for AR, and a hipfire nerf for the RR. I don't know it will be enough, but its a reasonable start, and it might really be enough. +1
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.26 00:05:00 -
[22] - Quote
Monkey MAC wrote:KAGEHOSHI Horned Wolf wrote:*All stats are from prototype versions* *Ranges can be found here* [Comparison]AR Range: 45m optimal, 78m effective DPS: (750 x 37.4 / 60) = 467.5 Damage profile: -10% shields, +10% armor RR Range: 75 optimal, 102 effective DPS: (461.54 x 60.5 / 60) Gëê 465.39 Damage profile: +10% shields, -10% armor [Analysis]The RR is basically the same as the AR DPS-wise (about s 2 point difference), but with waaaaaaaaay more range; the RR's optimal range is almost as high as the AR's effective range. For this massive range advantage. The only downside is a bit of kick, and a short spool up time. There is a problem. The RR must suffer disadvantages at close range (close range is meant to be the AR's domain) to counter its amazing long range, and lack of DPS sacrifice. The RR has to spool up as a close range disadvantage, but the problem is the spool up time is so negligible; this allows the RR to still be effective at close range. The RR has much more kick than the AR, but recoil only matters at long ranges. The shields/armor advantages and disadvantages cancel each other out since neither has a bigger bonus or disadvantage to their respective strong point (shield or armor) than the other. there is a reason sniper rifles don't have the same DPS as ARs. Same DPS plus a lot more range = OP. While the RR isn't a sniper rifle, the same principle applies here [Solution]It needs to have a higher spool up time (0.5 seconds) to make it not as good in close range. A damage or ROF reduction might also be necessary, something with that much range should not have as much DPS. I actually think the RR and breach AR should switch ROF stats, the RR is too good, and the breach AR doesn't have anything going for it. Sorry could you break down your DPS calculation for me. ROF stat in the game shows rounds minute, so I divided by 60 to get the rounds per second. I multiply the rounds per second by the damage of each round to get damage per second.
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.26 00:13:00 -
[23] - Quote
Monkey MAC wrote:KAGEHOSHI Horned Wolf wrote:Monkey MAC wrote:KAGEHOSHI Horned Wolf wrote:*All stats are from prototype versions* *Ranges can be found here* [Comparison]AR Range: 45m optimal, 78m effective DPS: (750 x 37.4 / 60) = 467.5 Damage profile: -10% shields, +10% armor RR Range: 75 optimal, 102 effective DPS: (461.54 x 60.5 / 60) Gëê 465.39 Damage profile: +10% shields, -10% armor [Analysis]The RR is basically the same as the AR DPS-wise (about s 2 point difference), but with waaaaaaaaay more range; the RR's optimal range is almost as high as the AR's effective range. For this massive range advantage. The only downside is a bit of kick, and a short spool up time. There is a problem. The RR must suffer disadvantages at close range (close range is meant to be the AR's domain) to counter its amazing long range, and lack of DPS sacrifice. The RR has to spool up as a close range disadvantage, but the problem is the spool up time is so negligible; this allows the RR to still be effective at close range. The RR has much more kick than the AR, but recoil only matters at long ranges. The shields/armor advantages and disadvantages cancel each other out since neither has a bigger bonus or disadvantage to their respective strong point (shield or armor) than the other. there is a reason sniper rifles don't have the same DPS as ARs. Same DPS plus a lot more range = OP. While the RR isn't a sniper rifle, the same principle applies here [Solution]It needs to have a higher spool up time (0.5 seconds) to make it not as good in close range. A damage or ROF reduction might also be necessary, something with that much range should not have as much DPS. I actually think the RR and breach AR should switch ROF stats, the RR is too good, and the breach AR doesn't have anything going for it. Sorry could you break down your DPS calculation for me. ROF stat in the game shows rounds minute, so I divided by 60 to get the rounds per second. I multiply the rounds per second by the damage of each round to get damage per second. Wait the RR hits 60 damage a shot then? 60.5 damage per shot at prototype.
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.26 00:43:00 -
[24] - Quote
Marlin Kirby wrote:KAGEHOSHI Horned Wolf wrote: 1. I don't want it to be completely useless at close range, but I want close range weapons that only function at close range to have an actual edge against the RR at close range since that is their niche.
2 RR has almost identical DPS compared to the AR, and the spool up time doesn't make enough of a difference in CQC to really give close range weapons the edge they need. Why would anyone use an AR instead of RR?
3 0.5 spool up time would not make it useless in CQC, just give it enough of a disadvantage to balance out its range advantage.
4 I would be fine if the RR's spool up time stays the same, but the DPS (preferably through ROF decrease) was reduced to make the AR shine in its own element. AR should have a clear DPS advantage.
5 I also think you are underestimating the medium and long range weapon usefulness. You don't have to get that close to an objective to make a difference, from 40-50 meters away you can clear an objective from enemies and be very useful.
6 Yeah, I'm an armor tanker, but I don't let it cloud my judgement when it comes to balance; I have always defended the mass driver from claims of it being OP despite being susceptible to it. I didn't make the thread because RRs kill me
1 - So we want the same thing. The question is to what degree. I gave the odds 3/5 in favor of the AR. What would be your preference? 2 - I think it does make a difference. One of my biggest gripes about the gun is the charge-up time. While the initial delay takes away potential damage being done it also takes away the ability to fire sometimes at all. Remember when I said the enemy will occasionally play "peek-a-boo?" If the enemy knows I'm around, he has a even larger advantage oppose if I was using any other rifle. 3. - The quarter second is already a huge hindrance. See #2 4. - That would be better, but again, CCP has a horrible track record for nerfing weapons. I just hope it isn't too much. I may not think the RR is OP, but if it really needs to be nerfed, then this the way to go about it, not increasing the charge time. 5. - Only if you have the significant high ground and I still need to push up eventually. 6. - Then why did you make it? Because everyone else was complaining about it? I once made a thread (which I don't believe in anymore because of aim-assist [seriously, get rid of aim-assist]) that the camera shake from explosions should be reduced or removed. That was my solution to the problem. Had nothing to do with damage or blast radius. Mortedeamor wrote:Marlin Kirby wrote: In my opinion, every rifle except for sniper-like weapons should be usable at almost any range. If two people, one with an AR and the other with a RR, with equal FPS skill shoot each other in CQC, the guy with the AR should win 3/5 times and vice versa. The extreme of 9/10 times is irrational. I think part of the problem here is that people are getting killed in CQC a few times and people complain forgetting all the times when the RR guy didn't even get a chance to fire because of the charge time. If someone gets the up on someone else, regardless if he/she has a RR, he/she is usually going to win.
if my lr worked just as well in cqc as everything else i wouldnt want the rr nerfed as is when compared to the other weapons in dust its cqc should be nerfed One of the problems with this game it that there are so many weird weapons that don't appear in any other game, the LR being one of them. I have no idea how to effectively balance the LR. If it were up to me, I'd have the chromosome LR brought back. That thing kicked my ass, but still terrible in CQC. Still would have LR users use an SMG or something instead. Effectively making it like a MG42 from WWII. This thread isn't about the LR though.
1) I would like it if 2 players of equal skill fight at close range, one with RR, another with AR, that the AR one always wins. Just like right now if 2 players of equal skill fight at long range, the RR user will win. If the RR user should be able to win at close range if he is sufficiently more skilled than the AR user, but its hard to quantify skill to say how much more skill he would need compared to the AR-wielding enemy.
2-3) Guess we'll just have to agree to disagree whether its enough.
4) I'd willing to take the chance despite their track record.
5) Even on flat terrain, you will win fights at 40-50 meters with an RR because of damage dropoff of other weapons.
6) I made the thread because I found it way too good from experience; I only used the standard one with only lv1 operation, and I found it way too good. I also noticed the "tryhard" protostomp corps are disproportionately gravitating towards is (usually a sign something is OP). Because of these things I decided to do a bit of research, look at the ranges, the DPS, etc and found it in need of rebalancing. It started with a suspicion, but had the numbers contradicted my suspicions, then I would have adjusted my opinion accordingly.
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.26 05:26:00 -
[25] - Quote
Jaysyn Larrisen wrote:KAGEHOSHI Horned Wolf wrote:[quote=Marlin Kirby][quote=KAGEHOSHI Horned Wolf]
1 - So we want the same thing. The question is to what degree. I gave the odds 3/5 in favor of the AR. What would be your preference?
1) I would like it if 2 players of equal skill fight at close range, one with RR, another with AR, that the AR one always wins. Just like right now if 2 players of equal skill fight at long range, the RR user will win. The RR user should be able to win at close range if he is sufficiently more skilled than the AR user, but its hard to quantify skill to say how much more skill he would need compared to the AR-wielding enemy.
KAGE..."always wins" is pretty strong. That's what would pretty much ruin the RR - when it stops being at least functional across the spectrum of engagements that's when folks aren't going use it. How would the "always wins" paradigm work for CR and SCR? Where should they always win? I think the biggest concern is the engagement range...that's what ultimately makes it a concern and it's really difficult to balance. The SCR delivers more damage, the CR has better ROF, and the AR out preforms all in CQC (at least on paper), and the signature advantage of the RR is the range. All the other signature strengths seem to be more palatable for understandable reasons. I wonder what the average engagement range for kills would be over, say, a given week or month. I think you would find that the vast majority of kills fall into the a range band that all four racial rifles can at least effect. Always wins if 2 players are of equal skill (which hardly ever happens).
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.26 08:03:00 -
[26] - Quote
Jaysyn Larrisen wrote:KAGEHOSHI Horned Wolf wrote:Jaysyn Larrisen wrote:[quote=KAGEHOSHI Horned Wolf][quote=Marlin Kirby]
KAGE..."always wins" is pretty strong. That's what would pretty much ruin the RR - when it stops being at least functional across the spectrum of engagements that's when folks aren't going use it. How would the "always wins" paradigm work for CR and SCR? Where should they always win?
I think the biggest concern is the engagement range...that's what ultimately makes it a concern and it's really difficult to balance. The SCR delivers more damage, the CR has better ROF, and the AR out preforms all in CQC (at least on paper), and the signature advantage of the RR is the range. All the other signature strengths seem to be more palatable for understandable reasons.
I wonder what the average engagement range for kills would be over, say, a given week or month. I think you would find that the vast majority of kills fall into the a range band that all four racial rifles can at least effect. Always wins if 2 players are of equal skill (which hardly ever happens). If the RR user is more skilled than the AR user; then the RR user should win, or be capable of winning; not sure how more more skill should be required compared to the AR user, but I'm not saying the AR user should win always no matter what, period. Sounds like the AR is pretty close to delivering what you are asking acording to the stats you posted earlier. If two guys of same skill, same dropsuit fits, proto AR vs RR and engage each other at the same time the AR wins the DPS race. Let's say they are strafe dancing and not all shots hit and the engagement extends. The reload time for the RR is significantly faster and you stack on the .25sec charge time against an evading opponent...major advantage to AR user. The AR does have an edge in close range, but that edge can easily be overcome by pre-spooling. Even without pre-spooling it isn't enough to justify the range difference. The massive range advantage more than makes up for the spool disadvantage at close range, so while the AR is preferable at close range, the RR is overwhelmingly preferable to an AR in general. A point 0.25 spool up time is not much of a sacrifice for a huge range advantage. Because of this, the AR's advantage in close range should be bigger. I also think a high range weapon with the same DPS as the AR is inherently OP, because in close range most weapons you can fight back and perhaps win, but its kind of hopeless to fight back against that same DPS when you're being hit from outside the range of of most other weapons.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
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Posted - 2014.01.26 11:03:00 -
[27] - Quote
Lynn Beck wrote:Nerf rr damage by 15%, or RoF by 20%. Either make it so you need more thab 5 shots to kill someone, or make it so those 5 shots need to be consecutive.
Currently it's 'spray this 42 shot clip till 6-8 land correctly, then i win!' With AR it's 'spray 5/6 of this clip to maybe kill them' CR it's 'time these bursts JUST RIGHT, AND keep on target 86% of the time, and -maybe- i'll kill them.' With SCR it's 'spam this for the right time-frame, or just charge shot it correctly' I think the ROF nerf would be fine, honestly I think just a 15% ROF nerf would probably fix it.
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KAGEHOSHI Horned Wolf
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Posted - 2014.01.27 04:39:00 -
[28] - Quote
Jaysyn Larrisen wrote:Good points...however, I think the thrust of our discussion was AR vs RR in CQC, right? The RR works at the range it's supposed to. The RR, SCR, and CR work across the board...so really are we talking about the "RR is OP and needs nerf" or does the AR just need to be tweaked in it's optimal area?
A bit of my concern is that you nerf the long range weapon too much and the CQC optimized weapon is still perceived as underpreforming against SCR / CR due to engagement ranges/ROF/alpha damage. The effect would be people just use the SCR and CR since it has the broadest overlap of engagement ranges.
I honestly wonder if there are ways to fix some of these issues without crushing one weapon over the other...that seems to be the washing machine cycle of aggravation. The CR's range is closer to the AR, so its higher DPS compared to the RR would be justified, though I think its likely OP. The SCR can only fire 15 quick shots before damaging and paralyzing its user with overheat. I feel the rifles in general are too effective compared to other weapons, so I would rather seem them nerfed than buffed (RR more than the others since it is the best).
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
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Posted - 2014.01.29 22:32:00 -
[29] - Quote
Jaysyn Larrisen wrote:KAGEHOSHI Horned Wolf wrote:Jaysyn Larrisen wrote:Good points...however, I think the thrust of our discussion was AR vs RR in CQC, right? The RR works at the range it's supposed to. The RR, SCR, and CR work across the board...so really are we talking about the "RR is OP and needs nerf" or does the AR just need to be tweaked in it's optimal area?
A bit of my concern is that you nerf the long range weapon too much and the CQC optimized weapon is still perceived as underpreforming against SCR / CR due to engagement ranges/ROF/alpha damage. The effect would be people just use the SCR and CR since it has the broadest overlap of engagement ranges.
I honestly wonder if there are ways to fix some of these issues without crushing one weapon over the other...that seems to be the washing machine cycle of aggravation. The CR's range is closer to the AR, so its higher DPS compared to the RR would be justified, though I think its likely OP. The SCR can only fire 15 quick shots before damaging and paralyzing its user with overheat. I feel the rifles in general are too effective compared to other weapons, so I would rather seem them nerfed than buffed (RR more than the others since it is the best). I definitely agree that the rifles and other weapon options need to be evened out with each other. You and I both know that's easier said than done or you quickly go back to MD rounds landing like rain every match. I actually think we could work a bit of the RR vs AR issue by changing the racial weapon classes around. How about shift the Caldari weapons to the Tactical role and lower the damage per shot by about 15% but leave the other characteristics alone. It does have the longest range which fits well with the descriptions and the lowered dmg per shot gives the AR more of an edge in CQC. Give the Amarr the breach role since that implies high alpha damage and the SCR certainly fits that. I don't want my SCR being messed with, I like the SCR being the tactical type, and I like the current types and their associated the other racial rifles. Nerfing the RR's DPS by like 10% seems like a much simpler solution than changing the types completely.
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KAGEHOSHI Horned Wolf
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Posted - 2014.02.05 23:53:00 -
[30] - Quote
Vermaak Doe wrote:Some people are in love with their op gun, I hope they're lying because the amount of ignorance is ridiculous. And no I'm not just bashing Rr users, even though I use it enough to know how it functions, in some cases the Cr seems decently sketchy. I feel like only the ar isn't AS blatantly stronger than every other non rifle, it's still better by a decennt margin still but not as strong.
And before anyone claims bias I've dumped sp into every rifle. +1
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
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Posted - 2014.02.07 01:38:00 -
[31] - Quote
Its getting really annoying
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KAGEHOSHI Horned Wolf
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Posted - 2014.02.07 01:53:00 -
[32] - Quote
KING CHECKMATE wrote:KAGEHOSHI Horned Wolf wrote:Its getting really annoying What is? Just had 2 battles in a row where organized corps in proto all using rail rifles were dominating everyone, even at close range and my team wouldn't even bother spawning on the uplinks I set or CRUs I hack. 80% of my deaths were from rail rifles, I thought the weapon was OP for a while now, but this is the first time rail rifles made the game just stop being fun for me; I suppose protostomping is frustrating regardless of the weapon, but there is a reason why it is now their weapon of choice.
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KAGEHOSHI Horned Wolf
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Posted - 2014.02.07 02:13:00 -
[33] - Quote
KING CHECKMATE wrote:KAGEHOSHI Horned Wolf wrote:KING CHECKMATE wrote:KAGEHOSHI Horned Wolf wrote:Its getting really annoying What is? Just had 2 battles in a row where organized corps in proto all using rail rifles were dominating everyone, even at close range and my team wouldn't even bother spawning on the uplinks I set or CRUs I hack. 80% of my deaths were from rail rifles, I thought the weapon was OP for a while now, but this is the first time rail rifles made the game just stop being fun for me; I suppose protostomping is frustrating regardless of the weapon, but there is a reason why it is now their weapon of choice. You said it yourself. Its just tough luck. If it was 10 guys with CR or SCR or even ARs... It doesnt make a difference. They would still own since they are proto stomping. I get your issue because of the RR the range got you zoned, but imagine fighting at CQ vs 6+ Proto CR users? You wont have the chance to even blink and you will be dead. RR is powerful,but very situational.I know i CANT convince you, but i think RR are not OP.... A 0.25 spool up time does not make up for the weapon having practically the same DPS as an AR, and gain a ton more range. The range itself is not the issue, its the fact that it also comes with the same DPS. Th spool up time, while not enough, can make the weapon a bit disavantaged against other weapons (like the CR as you mentioned), but its not enough of a disadvantage to balance out the advantages.
The fact that a weapon is a favorite of the month is not proof that a weapon is OP, but it certainly is a sign if the top corps are gravitating to it, especially if the math backs it up (which it does).
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KAGEHOSHI Horned Wolf
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Posted - 2014.02.07 02:15:00 -
[34] - Quote
Michael Arck wrote:You really can't decide the OPness of a weapon from a pub match perspective. CR is lethal. You don't know that. Go into a more competitive arena...say PC, and you will see the CR rip you to shreds. I'm not deciding its OP based on my experiences in a pub match today, I decided its OP while making the thread by comparing stats and weighing pros and cons.
Kind of convenient that only those who play PC can decide what's OP
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KAGEHOSHI Horned Wolf
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Posted - 2014.02.07 02:22:00 -
[35] - Quote
HYENAKILLER X wrote:So what. I kill tons of rr users. S h I t I kill these rr guys with breach ar.
Rail rifle is only range.
Oh, so you killed RR users, guess that proves they aren't OP. I killed some dumbfire swarm launcher users back in the closed beta replication build, guess that means they weren't actually OP.
I'm just going to get off the forums and watch something on Netflix now.
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KAGEHOSHI Horned Wolf
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Posted - 2014.02.07 04:05:00 -
[36] - Quote
Michael Arck wrote:KAGEHOSHI Horned Wolf wrote:Michael Arck wrote:You really can't decide the OPness of a weapon from a pub match perspective. CR is lethal. You don't know that. Go into a more competitive arena...say PC, and you will see the CR rip you to shreds. I'm not deciding its OP based on my experiences in a pub match today, I decided its OP while making the thread by comparing stats and weighing pros and cons. Kind of convenient that only those who play PC can decide what's OP You putting words in my mouth. But let me explain to keep you from making further assumptions and guess on what I'm implying. I'm not saying that PC is the only place that can decide what's OP or not. I didn't even say that, you assumed that. I say two things. First, I say pub matches are not a good base to decide them on. Pub matches are pub matches. They are not that competitive for one. The majority of players does that COD perk(forget name) in Dust. Meaning, they will see what they got killed with several times in a row and spec into it after match. Which unfortunately causes a viral reaction to many players who follow the same route. The second states that in more competitive arenas where the battles are hard fought, folks don't use the RR and slaughter with the CR. This does not state that PC is better grounds to decide the nerfs and buffs on. The latter is quite interesting because coming to the forums, you would think that RR is trump. But players who are without the narrow vision can see that SCR and CR are more of problem than the RR. So basically, I find it interesting if we look at the ENTIRE data block instead of just judging from public matches and looking at its stats. Cause in action, and in different circumstances, the RR wouldn't be trump. Just like when folks talk about protostomping. Nothing is mentioned but this happens in Ambush more than any other game modes. Yet, to a new onlooker, you would think prototypes are running wild in all game modes. Yet the person who made the post only judged from his immediate, being that the only game mode he mostly plays is Ambush. So he really has no sense of the game as a whole since he's only judging from that game mode's perspective. Put him in Skirm/Dom, he wouldn't say the same. That's what I'm talking about here. Having the WHOLE data, not just basing it on what has been experienced in pubs. Especially since there has been mercs who have stated that in PC, the RR isn't even king or instances where mercs where destroyed by CR users(me being a victim, several times) and they had RR in their hands. If the RR is easymode, then how come they couldn't beat the CR user? You cannot come to a conclusive statement without having all the data. You not having all the data continues to skew the viewpoint of players who have no knowledge base to judge from. So when they do play and get killed twice by the RR, they instantly say, "he's right! The RR is OP!" So wrong and why changes voiced by the community is often met with scrutiny. I feel like I need to reiterate this: My conclusions are not derived from public battles, sure public battles that made me want to investigate the RR, but the conclusion is from the numbers.
I feel like I need to reiterate this in response to your comparison the the CR: "OP weapons don't appear OP when compared to other arguably OP weapons (CR). The fact that its beaten by something else specifically at close does not disprove that it isn't OP in a general sense." Post 154 While the CR has the advantage at close range (It also kills faster than the AR AND has more range), the RR is generally better at the majority of ranges.
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KAGEHOSHI Horned Wolf
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Posted - 2014.02.07 04:06:00 -
[37] - Quote
Michael Arck wrote:KAGEHOSHI Horned Wolf wrote:HYENAKILLER X wrote:So what. I kill tons of rr users. S h I t I kill these rr guys with breach ar.
Rail rifle is only range.
Oh, so you killed RR users, guess that proves they aren't OP. I killed some dumbfire swarm launcher users back in the closed beta replication build, guess that means they weren't actually OP. I'm just going to get off the forums and watch something on Netflix now. That's the problem with this discussion. When more data comes into play, you refute it. Instead of considering the data, if it doesn't sound like its on your bandwagon, you don't want to talk about it. You view it negatively. But yet you want to have changes done that involves affecting the community but you don't want to hear their difference of opinion, from the community? Smh. Like I thought I explained sarcastically, killing a bunch of RR users is in no way evidence that the RR is not OP because a player with an OP weapon can still lose to another more skilled player without an OP weapon.
If the "data" actually followed good logic, perhaps it would not be refutable. I welcome reliable data backed by sound logic, not anecdotal evidence that can be applied to everything, even things we know to be OP (was my point with the Replication swarm launcher example).
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