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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8449
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Posted - 2014.01.26 00:13:00 -
[121] - 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
258
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Posted - 2014.01.26 00:13:00 -
[122] - 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 -
[123] - 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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8449
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Posted - 2014.01.26 00:43:00 -
[124] - 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Monkey MAC
Lost Millennium
1650
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Posted - 2014.01.26 00:49:00 -
[125] - Quote
KAGEHOSHI Horned Wolf wrote: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. That's just insane, no wondervwhy people hate it.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
261
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Posted - 2014.01.26 01:13:00 -
[126] - 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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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
695
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Posted - 2014.01.26 04:48:00 -
[127] - Quote
Marlin Kirby wrote: But why does everyone call me "Martin?" It "Marlin," M-A-R-L-I-N. You know, like the fish.
Apologies! I should have caught that.
"Third star to the right...straight ahead 'till morning."
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
695
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Posted - 2014.01.26 05:23:00 -
[128] - Quote
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.
"Third star to the right...straight ahead 'till morning."
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8465
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Posted - 2014.01.26 05:26:00 -
[129] - 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).
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
695
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Posted - 2014.01.26 06:47:00 -
[130] - Quote
KAGEHOSHI Horned Wolf wrote: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). 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 and things extend. 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.
"Third star to the right...straight ahead 'till morning."
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1588
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Posted - 2014.01.26 07:09:00 -
[131] - Quote
I don't think increasing the spool up time is the right way to go, since that would make the thing nearly impossible to kill with at long range too. I find that the spool up hurts me more when trying to fight at range because it gives people time to duck back into cover. I think the way to go would be to introduce a kind of burst mechanic. You spool up like normal and it fires at the same rate it does now, except there's a short pause after every 4th or 5th projectile. I *think* that should take away the ability to spray and pray up close. If you're a really, really good shot then you still be able to kill someone who is right on top of you but you wouldn't be able to just hold down R1 while suppressing a yawn with your other hand. |
Ivy Zalinto
Bobbit's Hangmen
260
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Posted - 2014.01.26 07:20:00 -
[132] - Quote
I could care less about the actual argument but does it really do additional to shielding? I always felt like it did more to armor and chewed through shields slowly. Could be my eyes or something x.x
Edit: Something to contribute here. Spool up time wouldnt matter if it was increased or stayed the same. A smart player with good eyes will know when to start their spool up to hit you the moment you come into los in cqc. I do this often. The rail seems to be good yes but not overpowered. In the right hands though it will chew through people.
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Scrambler Pistol dedication
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8474
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Posted - 2014.01.26 08:03:00 -
[133] - 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Lynn Beck
Granite Mercenary Division Top Men.
590
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Posted - 2014.01.26 08:25:00 -
[134] - Quote
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'
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8477
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Posted - 2014.01.26 11:03:00 -
[135] - 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
696
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Posted - 2014.01.26 18:30:00 -
[136] - Quote
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.
"Third star to the right...straight ahead 'till morning."
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8567
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Posted - 2014.01.27 04:39:00 -
[137] - 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).
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Sir Petersen
Valhalla Nord
506
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Posted - 2014.01.27 16:46:00 -
[138] - Quote
Been here since beta and never before have I experienced weapons sooooo over powered. Got to a point that I-¦m not playing that much anymore. This is not fun at all.
The RR & CR need a HUGE nerf.
My Channel : Valhalla South
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
701
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Posted - 2014.01.28 20:44:00 -
[139] - Quote
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.
"Third star to the right...straight ahead 'till morning."
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8709
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Posted - 2014.01.29 22:32:00 -
[140] - 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Vermaak Doe
SVER True Blood Public Disorder.
1334
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Posted - 2014.01.29 22:38:00 -
[141] - Quote
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.
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8874
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Posted - 2014.02.05 23:53:00 -
[142] - 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
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Heathen Bastard
The Bastard Brigade
869
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Posted - 2014.02.06 00:47:00 -
[143] - Quote
Cr needs a tweak, Rr needs a nerfbat to the kneecaps.
it has great damage, range, rate of fire, hip fire, and a very nice ammo count. pretty much every other gun has some crippling issue to deal with for excelling at one or two of those. the RR has a negligible charge time, that can be almost completely ignored if you know what you're doing with it.
CR: excellent rate of fire, good range, good damage, good ammo. burst weapon, oversampling(pulling the trigger faster than the gun can fire makes it do nothing), chews through it's ammo very quickly. AR: good rate of fire, good damage, very good ammo, excellent hipfire spread. Shortest range of any rifle. ScR:Excellent damage, good range, good hipfire. single fire weapon, overheats. RR: excellent damage, good rate of fire, great hipfire, longest range, very nice ammo count. tiny charge up time that can be circumvented rather easily.
One of these things is not like the others, one of these things is OP! there could stand to be some minor tweaks(5-10% ROF on the standard variant CR maybe, those bursts are a bit ridiculous sometimes) but the only one that really needs a nerfbat due to massive OP is the RR
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Summ Dude
OSG Planetary Operations Covert Intervention
180
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Posted - 2014.02.06 01:17:00 -
[144] - Quote
This is pretty close to what I suggested.
Not just a laymen, but the laymen.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8915
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Posted - 2014.02.07 01:38:00 -
[145] - Quote
Its getting really annoying
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4414
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Posted - 2014.02.07 01:44:00 -
[146] - Quote
KAGEHOSHI Horned Wolf wrote:Its getting really annoying
What is?
AceOfJokers666 [ + ] AimBot / VALOR / MAG
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8915
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Posted - 2014.02.07 01:53:00 -
[147] - 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4414
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Posted - 2014.02.07 01:56:00 -
[148] - Quote
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....
AceOfJokers666 [ + ] AimBot / VALOR / MAG
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Michael Arck
Onuoto Uakan Huogaatsu
3077
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Posted - 2014.02.07 02:00:00 -
[149] - Quote
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.
Hnolai ki tuul, ti sei oni a tiu.
For the State!!
[email protected]
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Lazy Scumbag
Intara Direct Action Caldari State
135
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Posted - 2014.02.07 02:07:00 -
[150] - Quote
darkiller240 wrote:DUST Fiend 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 ..... Only if you're a RR noob who can only land half his shots.... no becuase im not RR noob im pilot speding most of my time in the sky but the time i spend on the ground i know that RR isent Op you just cant get over the fact that now there is more then 1 dominating gun,now there are 3.
Running domination last night, and Scottie spawned me into yet another lopsided match. My first few deaths, I was running a lv. 3 combat rifle... got maybe 1 kill, since all enemies were standing at the objective with rail rifles. Then I switched to a lv 1 rail rifle, and got 3 kills within about 30 seconds.
If everyone is running RR, more cover is needed in all maps just to get close enough to use a different weapon.
I did notice that while the effective range may be around 100 meters, I was hitting opponents at 160 meters ( got confirmation from crosshair) . The distance is also pretty solid, since the enemy was standing at the objective, which has a distance tag floating on it.
160 meters is truly broken compared to other rifles, anyone else care to test max distance? |
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