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Alena Ventrallis
The Neutral Zone
556
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Posted - 2014.01.30 16:57:00 -
[61] - Quote
D legendary hero wrote: This is a good point. The only reason why I said the CR should have the highest dps (or highest potential) is because it is a burst fire weapon with tons of recoil.
the PR has virtually no Recoil and is fully automatic. the PR actually has less damage fall off than the CR as well, so making it more powerful than the combat will effectively nerf the CR. lol
When you think about it just about everything minmatar in this game has been nerfed either directly or indirectly. the dropsuits, the weapons. Once the caldari pistol and SMG come out the minmatar SMG will be indreictly nerfed... the flaylock was already nerfed. If the PR becomes better than the CR then the WHOLE minmatar race will be effectively nerfed, and I will be asking for a complete respec into caldari who seem to get consistent buffs....lol
Good point. The PR should have the highest raw DPS, but dispersion and recoil should prevent application outside of the intended range. I think dispersion should be set, and aiming should only decrease recoil, not dispersion and recoil. This let's the PR have high DPS, but it cannot ensure all of that DPS will hit unless it get's right up on the enemy, which is where it needs to be.
CR should have about the same optimal as the PR, but much larger falloff, in order to apply its DPS from farther out than the PR. This is like autocannons in Eve, which have low optimals but very long falloff ranges, making a consistent dps increase as targets get closer and farther. Especially considering how much raw DPS it can spit out, this won't really hurt it too much, and dps can be adjusted as well if t does. I'm not concerned with numbers so much as the basic mechanics of the weapon. |
Alena Ventrallis
The Neutral Zone
556
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Posted - 2014.01.30 17:13:00 -
[62] - Quote
KGB Sleep wrote:Alena Ventrallis wrote: Dust 514, which is set in New Eden, the same universe as Eve, therefore it should follow New Eden rules, just as Eve does.
They're in the same universe but unfortunately different genres. Besides, in the case of rail tech your desired effects are already represented in the Sniper rifle and Forge gun. The Devs did an excellent job in creating a frontline battle rifle that fits the tech yet is effective in an FPS. You can't possible think that they didn't consider the things you are suggesting when they spent months on the new weapons. This is what they deemed best and it has plenty of drawbacks like maintaining fire at small targets in long range or slow RoF in a low TTK environment. To slow anything down further would also ruin the rifle's long range performance and allow people to get away too easily. The new weapons are both perfect imo and a lot of other weapons are still UP. What you are going to accomplish with nerf / corrections threads are another rifle to join the broken heap of stuff people "fixed" that no one wants to use like the Flaylock, the Laser (making a comeback i know), the TAC, the Gallente Breach, and the AR according to some players. I don't understand why you would want it to charge each shot after it is already activated. It is sort of doing that already with the pause between rounds and the weapon basically powers down when you release the trigger prompting another charge up. In essence, you would hold down the trigger, and it would charge each shot automatically. The reason for the lower DPS is because of it's range. If you have all the rifles putting out the same DPS, and one has a longer range, people will naturally gravitate to the one with longer range. The reason targets wont get away is the high damage per individual shot.
Let's say you have a 2 second window to hit a target it moves into cover. For the sake of this discussion, let's assume we are within optimal range for the rifle in question. So you begin firing, and you move a little off target, and one round misses.
For the PR, this isn't a big deal. it's spitting out rounds like no other, and simply moves back on target, not worrying about missing that small amount of damage from the missed round, because of how many of those rounds it can spit out to compensate.
The RR (with my suggested changes) is in the same situation. begins firing, misses a round. That's a lot of potential applied DPS missed, because the RR is about alpha damage, not about high rates of fire, so even if he adjusts his aim back on target, he has lost twice the amount of damage he could have applied that the PR user could have. The PR only lost 37.4 damage. The RR user lost ~87 damage. Plus, the PR should be able to send more DPS down range. In this scenario, 2 seconds should be more than enough to ensure the target is dead. The RR would need every round to hit in order to ensure a kill within 2 seconds. That's what the RR gives up for its longer optimal range.
Here's another example. I would have the RR kill someone in 4-5 shots, whereas the PR would take 10-12 shots to kill someone. But, the PR should spit out 10-12 shots faster than the RR can spit out 4-5. Thus, the PR is better at killing than the RR, but only if the PR can get within range.
Numbers are to illustrate a point. I really don't want someone to die in 10-12 PR shots. |
The-Errorist
495
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Posted - 2014.01.30 23:34:00 -
[63] - Quote
Alena Ventrallis wrote:IT needs to be a high alpha, low dps weapon. Low ROF, high damage per shot, long range.
So give it a 10 point per shot increase. and make it charge between each shot. Adjust charge time accordingly to make the dps lower than all the other rifles. What you are describing would be a tactical variant of the RR. The base RR just needs a RoF nerf so it won't have both a good DPS, basically the same as the assault rifle, and high alpha damage.
This change would make only great at medium to long range like it's supposed to be, but not as good for CQC as it is now. |
Alena Ventrallis
The Neutral Zone
557
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Posted - 2014.01.31 01:19:00 -
[64] - Quote
Not a tactical variant. you hold down R1 and it charges up for you, as opposed you charging once and then firing til you let go. A tactical variant would charge, shoot, then require you to release R1 and press it again in order to charge the next shot. The breach style would simply charge - fire - charge - fire until you released the trigger. |
Sam Tektzby
Better Hide R Die
123
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Posted - 2014.01.31 01:25:00 -
[65] - Quote
Gaussie is fine how it is.
Support - Tactician/Support
Deteis - Orator
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N7 Operative Anthony
WarRavens League of Infamy
21
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Posted - 2014.01.31 16:34:00 -
[66] - Quote
Alena Ventrallis wrote:N7 Operative Anthony wrote:Alena Ventrallis wrote:I use the rail rifle, and I'm wanting these changes. It's how rails in Eve perform, so the rail rifle should emulate this. EVE , not dust 514. Dust 514, which is set in New Eden, the same universe as Eve, therefore it should follow New Eden rules, just as Eve does.
Sure but their different games.
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N7 Operative Anthony
WarRavens League of Infamy
21
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Posted - 2014.01.31 16:36:00 -
[67] - Quote
The-Errorist wrote:Alena Ventrallis wrote:IT needs to be a high alpha, low dps weapon. Low ROF, high damage per shot, long range.
So give it a 10 point per shot increase. and make it charge between each shot. Adjust charge time accordingly to make the dps lower than all the other rifles. What you are describing would be a tactical variant of the RR. The base RR just needs a RoF nerf so it won't have both a good DPS, basically the same as the assault rifle, and high alpha damage. This change would make only great at medium to long range like it's supposed to be, but not as good for CQC as it is now.
its garbage in cqc. Stop complaining. This gun is perfect. |
Vermaak Doe
SVER True Blood Public Disorder.
1277
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Posted - 2014.01.31 16:51:00 -
[68] - Quote
Whenever someone says it's garbage in cqc, they're talking about their own skill since it's the exact same thing as the rifle meant for cqc except with almost nonexistent tweaks.
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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