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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
255
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Posted - 2014.01.25 06:14:00 -
[1] - Quote
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.
The not Logic Bomb!
-->We need better comms!<--
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
255
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Posted - 2014.01.25 21:19:00 -
[2] - Quote
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.
The not Logic Bomb!
-->We need better comms!<--
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
258
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Posted - 2014.01.26 00:13:00 -
[3] - Quote
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.
The not Logic Bomb!
-->We need better comms!<--
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
259
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Posted - 2014.01.26 00:18:00 -
[4] - Quote
Jaysyn Larrisen wrote: 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.
This^
But why does everyone call me "Martin?" It "Marlin," M-A-R-L-I-N. You know, like the fish.
The not Logic Bomb!
-->We need better comms!<--
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
261
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Posted - 2014.01.26 01:13:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote: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. 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.
1). So we strongly disagree with each other. I should of asked if two randomly selected people, one with an AR and the other with a RR in a CQC situation then the AR guy should win 3/5 times. An AR guy can still rill the RR guy at long range, it's just harder as it should be. In fact, I think a small (let me stress the word small) buff to the AR range is in order.
2-3). Trying using the STD RR in a city at sometime. It can be a real pain in the ass.
4). I would still rather them touch the damage instead.
5). I can't win fights I can't finish. These are objectives I'm talking about where the enemy can play "peek-a-boo" or dash between cover at level ground before I can even fire. I said high ground because cover isn't as nearly as valuable.
6). I've haven't been running into entire squads of better players lately. So I don't really know what they're using as a majority. But the individuals I run into use a variety of weapons.
The not Logic Bomb!
-->We need better comms!<--
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