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Summ Dude
OSG Planetary Operations Covert Intervention
153
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Posted - 2014.01.29 05:53:00 -
[1] - Quote
I know, I know, there's already been a billion of these. But I don't think I've seen someone suggest my ideas specifically yet, so why not. Keeping it nice and simple:
1. Increase charge-up time to 0.5 seconds.
2. Slightly reduce clip size (probably no more than 10%).
3. Drastically increase hip-fire recoil. The dispersion can actually stay where it's at.
And that's it. This should at least lessen the RR's effectiveness in CQC, helping to cement it's role as the long rage assault rifle. Honestly after all this it might still be doing just a little bit too much damage for how much range it has, but I think this would be a pretty good starting point.
Comments welcome and appreciated. But please folks, try to keep it constructive and civil. Flame wars help literally no one.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
153
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Posted - 2014.01.29 07:45:00 -
[2] - Quote
I could've sworn I asked for constructive, civil comments. Weird. And disappointing honestly. Anywho, still open for reasonable discussion based on actual logic.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
153
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Posted - 2014.01.29 08:33:00 -
[3] - Quote
INFINITE DIVERSITY IDIC wrote:The hipfire criticism is unwaranted, ccp own post about the rr sold it on how good the hipfire is, thats what they said about the weapon, it has great hipfire, thats the sweet spot of the gun. People want it nerfed because they are dying too it. I'm not sure I follow, why exactly should this gun have virtually zero hip-fire recoil? Like I said, I've got no issues with the dispersion. But why should a gun designed for long range have near perfect aim in close quarters?
Garrett Blacknova wrote:Vermaak Doe wrote:how does a charge that short make a difference? Of course a weapon doing the same dps will win if they get the drop on the rr user. If both players run around the corner and hit an unexpected enemy at the same time, even if both player react perfectly, the Rail Rifle's first shot will fire a quarter-second later than the opponent. It's not about "getting the drop" on the RR user, simply MATCHING them in alertness. if you're in an EQUAL situation against the RR user, the design of the weapon automatically gives an advantage to an opponent using another weapon. It's a small advantage, but it's enough to tip the balance in what should otherwise be an even match-up. I think it would be fair enough to give the Rail Rifle a significant reduction in hipfire accuracy - on the condition that it gets a slight INCREASE to aimed accuracy along with it. This would make it a much more long-range focused weapon, as it should be. All reasonable points, although I'm not sure how the RR could really get any more accurate when ADS, given how tight the dispersion is. What exactly do you mean by that?
Vermaak Doe wrote:Fair enough, but I think it should keep it's accuracy in exchange for laser rifle like mechanics. From my own experience .25 seconds rarely decides the fight against my favor. I assume by LR-like mechanics you mean having it just straight do less damage up close? I'd kinda prefer to keep that as an interesting quirk of the LR, personally. I definitely agree that 0.25 seconds is virtually meaningless (I literally forget it's there half the time I'm using the RR), which is why my suggestion includes upping it to 0.5 seconds. If it's gonna be a mechanic of the weapon, let's actually make it a noticeable one.
Lynn Beck wrote:My problem isn't Hipfire. Keep it. My problem isn't spool time. For all i care, make it .0001.
My problem is the fact it does 3 DPS less than a same tier Gallente AR. In EVE, hell ALL sci-fi games, the longer range weapons have higher alpha, and less DPS.
In Mechwarrior 4 you couldn't just stack AC5's and instaWTFpwn Assaults(super heavies) from range AND CQC. In MW4 you couldn't stack large lasers and have more sustained DPS than a similar tonnage salvo of small lasers.
In Halo, you get a high DPS AR, higher alpha Battle rifle, and then the DMR.
In Star Wars: Battlefront 2(god that game had some problems) you didn't have snipers running into CQC because their sniper had the same DPS as an AR or shotty. Chainguns didn't snipe across the map too well either.
Would you like me to CONTINUE pointing out Sci Fi shooters that follow this logic? Unfortunately I haven't played most of those games seriously. But regardless, I'm not really big on directly comparing this game to others, especially when it comes to balance. I'd much rather that Dust just be able to stand on it's own two feet, and secure it's place as it's own unique experience.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
153
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Posted - 2014.01.29 08:38:00 -
[4] - Quote
Michael Arck wrote:Just a thought: SP goes into skill progression which lowers recoil, increase damage and such. This is true of every weapon; I'm not sure why you're pointing it out now.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
154
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Posted - 2014.01.29 08:39:00 -
[5] - Quote
Added a quick bullet point to the OP about the RR's seemingly invisible bullets.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
154
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Posted - 2014.01.29 08:47:00 -
[6] - Quote
Sgt Kirk wrote:and I'm still here using my severely UP assault rifle.
I love how the Scrambler and AR is OP threads ceased to exist.
You all got something 6 x as worse. 6x is probably a bit much, but I could probably agree with calling the RR the best all around assault rifle. At least in terms of accessibility. To quote Extra Credits (because damn do I love doing that), it has an incredibly low skill:power ratio.
Michael Arck wrote:Summ Dude wrote:Michael Arck wrote:Just a thought: SP goes into skill progression which lowers recoil, increase damage and such. This is true of every weapon; I'm not sure why you're pointing it out now. Because you said something about it having zero hip fire recoil The RR has very small hip-fire recoil with or without levels in the skill. I think it just needs to be far greater than it currently is.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
154
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Posted - 2014.01.29 08:54:00 -
[7] - Quote
Michael Arck wrote:Summ Dude wrote:Added a quick bullet point to the OP about the RR's seemingly invisible bullets. *facepalm* Man, are you kidding me? LOL!!!! Not sure what point you're trying to make.
Michael Arck wrote:Sir, the RR is made to have range. It is rail technology. This was long discussed before it was released. Agreed, I definitely think taking any range away from the RR is the wrong way to go.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
155
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Posted - 2014.01.29 09:11:00 -
[8] - Quote
Michael Arck wrote:A CR user will drop a RR user in CQC, if the CR user isn't some newb In most scenarios, yes probably. This doesn't mean the RR is still performing better in CQC than it should be.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
156
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Posted - 2014.01.29 09:41:00 -
[9] - Quote
Michael Arck wrote:So basically you're still saying since you die alot by the RR in CQC, this should not be? Will that isn't the rifles fault...it is yours. Uh no. I'm saying that (having used it) for a weapon that's designed to be a long range rifle (a role which it does excel at), it performs better than I feel it should in CQC. And I'll recommend you watch the ego.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
157
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Posted - 2014.01.29 10:06:00 -
[10] - Quote
Scar Scrilla wrote:I would understand your concerns if only a certain group of players was allowed to use the RR. But since we all can use it without any restrictions why the QQ? IMHO the RR is the final answer to AR 514...
Once again: Why nerf smthg that is free for everybody to use as they will and like? If u get shot a lot by RR, grab one yourself and shoot back. Or are you too much of a nobleman to use it?
And yeah I use the RR too, but only the basic variant, cuz it serves my purposes well enough at a very low price and PG/CPU consumption.
But why not nerf the RR? There's gonna be another weapon after the RR ppl will be asking to be nerfed. Because a major factor of this game is supposed to be diversity. If one weapon is ostensibly better than the rest, there can be no true diversity.
Michael Arck wrote:Summ Dude wrote:Michael Arck wrote:So basically you're still saying since you die alot by the RR in CQC, this should not be? Will that isn't the rifles fault...it is yours. Uh no. I'm saying that (having used it) for a weapon that's designed to be a long range rifle (a role which it does excel at), it performs better than I feel it should in CQC. And I'll recommend you watch the ego. But you weren't saying that until you read this... I legit have no idea what you mean here.
Korvin Lomont wrote:
Yeah but ist stupid to have a weapon that has range and cqc capabillities like the weapons that are supposed to excel in cqc. Or would you like to have a sniper rifle with a ROF 600 and tight hipfire?
So you really don't have a defensive argument and I highly doubt that you use the RR. You're just saying that just to win a debate.
It's good at long range and it does well in CQC...there's no big deal. There are equal opportunities of death at every turn on the battlefield. Reawaken in your new clone and like the lady who narrates the "Way of the Mercenary" video, you should awaken "wiser...ready for the challenges that lie ahead[/quote] There's kind of a lot arbitrary rhetoric in here, chief. As I said above, the foundation of this game is built on diversity. To help establish this diversity, the game is made with very strong role-based tactics. As such, a gun that's good at everything just doesn't really work. If you want a sort of jack-of-all-trades weapon, that could be alright. But the RR dominates range, and performs decently in CQC; this is fundamentally unbalanced in a game like Dust.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
160
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Posted - 2014.01.29 21:53:00 -
[11] - Quote
tastzlike chicken wrote:I just don't see the RR as "too good" at CQ ranges. It doesn't suck at CQC, but since when does that have to be a requirement. I would much rather have an AR or CR for CQ.
That being said, An increase in spool time to 0.5 s is not unreasonable in general and likely would cause a noticeable increase in losses in those close range 50/50 encounters, and also produce a noticeable effect at mid-ranged combat. Changing more than one stat on the RR (or anything) at the same time is asking for trouble. (Though, I note that the OP was not calling for large changes)
At the same time I would like to see the upper range and/or falloff penalty of the CR looked at. I've had my RR out-ranged by CR's (albeit proto) a little too often at distances that seem suspect. For as much as I rage (in private) after getting violently ripped down by a CR at close range I have a hard time asking for a nerf.
I give a lot more consideration to my environment now with the RR and CR as part of the game. Before, I could fit an all-purpose AR (perhaps, still) and go about my merry way while being on the lookout for the effective ScR users. Now, I'm changing fits more when I enter a built-up area and tailoring my play to the weapon that's in my hand when I can't get to a resupply.
RR and CR feel very close to what they should be; let's be cautious in calling for nerfs; some portion of the DUST dev team seems to be have something against a process based on incremental change and observation. I thank you for the reasonable post.
You raise a very good point about fine-tuning one element at a time. I'm not really necessarily against that for the RR, as CCP has had tendencies to "over fix" problems. But I mean, these are relatively minor changes, and they all have a specific reasoning behind them.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
160
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Posted - 2014.01.29 22:32:00 -
[12] - Quote
CLONE117 wrote:right now the rail rifle seems to be in a league of its own.. in a place it really shouldnt be for the sake of game balance..
id really only say the problem with the rr is the high dmg perhit and the relatively fast rof can just annihilate most suits including heavies. combined with the rather long range it has. we could give it an overheat function to force the player to fire it in bursts. Would an increased charge-up time and smaller clip size not potentially solve these problems?
Not just a laymen, but the laymen.
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