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Thread Statistics | Show CCP posts - 1 post(s) |
Varjac Theobroma Montenegro
Omega Elite Mercs INC.
116
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Posted - 2014.02.04 06:19:00 -
[31] - Quote
Delta 749 wrote:A better solution IMO lies in map design If we had some installations with more enclosed spaces then suddenly the ARs range limitations are rendered moot It would be a boon for some of the non rifle weapons as well such as having to worry about a shotgunner lurking behind that corner in a hallway rather than that corner being in an open field giving you a wide berth around it out of the danger zone
Tl:dr
Map design can act as a powerful balancing mechanism. I have seen it in games like Starcraft. I wish us players could have a custom map editor on our ps3s.
FAME
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Reav Hannari
Red Rock Outriders
2961
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Posted - 2014.02.04 07:02:00 -
[32] - Quote
Fiddlestaxp wrote:Does anyone still use the mass driver in competitive matches? They didn't nerf it, ...
It's been nerfed twice despite being very situational. It used to be my primary weapon but I see little reason in carrying it now.
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
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KGB Sleep
Ikomari-Onu Enforcement Caldari State
691
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Posted - 2014.02.04 07:14:00 -
[33] - Quote
Reav Hannari wrote:Fiddlestaxp wrote:Does anyone still use the mass driver in competitive matches? They didn't nerf it, ... It's been nerfed twice despite being very situational. It used to be my primary weapon but I see little reason in carrying it now.
I remember the old MASS DRIVERS.
Explosive weaponry is so hard to get right in a FPS.
"Because beer, that's why."
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Waiyu Ren
Seeker of The Path
36
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Posted - 2014.02.04 07:51:00 -
[34] - Quote
I had a 1v1 rifle duel with another player today. We were both running toward the same point from opposite directions, and spotted each other at about 80-90 meters apart. I opened fire first (AR) strafing erratically trying to get closer, he barely moved (CR), lined me up and... Guess who won. Yeah I know I was out of optimal range, but so was he.... He just stood there.... I really hope he had maxed proficiency, because otherwise that really sucks.
Combat rifles: Is it true that timed fanning of the trigger defeats kick? (I don't know, i haven't used it enough, or like, at all....)
Shouting doesn't make your opinion seem more valid, it just makes you seem more annoying.
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Korvin Lomont
United Pwnage Service RISE of LEGION
576
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Posted - 2014.02.04 08:48:00 -
[35] - Quote
Delta 749 wrote:A better solution IMO lies in map design If we had some installations with more enclosed spaces then suddenly the ARs range limitations are rendered moot It would be a boon for some of the non rifle weapons as well such as having to worry about a shotgunner lurking behind that corner in a hallway rather than that corner being in an open field giving you a wide berth around it out of the danger zone
Map design doesn't change the fact taht the CR is vastly superior to the AR and the RR/ARR provides the same stopping power in cqc with tighter hipfire spread.
I use the RR regulary in cqc and it performs so well tthat there is no reason to use the AR. BW the CR/ACR AND RR/ARR all have better accuracy compared to the AR...
With the new rifles CCP broke the rule longer range = lower dps and higher dps = shorter range.
As all Rifles have roughly the same DPS the only thing that matters is range and to some degree damage per clip. And in these fields the RR/ARR claerly outshine the other rifles, followed by the SCR/ASCR and CR/ACR, than comes a long time nothing followed by the AR...(don't get me started on the AR variants) |
hgghyujh
Expert Intervention Caldari State
266
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Posted - 2014.02.04 09:26:00 -
[36] - Quote
Dis Cord wrote:Balancing weapons on range was a terribly flawed idea from the start. Mercs aren't spaceships travelling at extreme speeds and dog fighting dozens of kilometers apart. What makes sense for Eve does not make sense for soldiers running around on the ground. Stop balancing on range, and improve the maps by adding cover for troops to move around without constantly being exposed in open terrain.
............. ******* speechless, go play some old FPSs and see that they did exactly that balanced for range, granted it wasn't typically through fall off but they did that as well, it works just fine and adds a lot to the game IF you don't break that balance with stupid OP AA like bullet magnetism. |
hgghyujh
Expert Intervention Caldari State
266
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Posted - 2014.02.04 09:38:00 -
[37] - Quote
Waiyu Ren wrote:I had a 1v1 rifle duel with another player today. We were both running toward the same point from opposite directions, and spotted each other at about 80-90 meters apart. I opened fire first (AR) strafing erratically trying to get closer, he barely moved (CR), lined me up and... Guess who won. Yeah I know I was out of optimal range, but so was he.... He just stood there.... I really hope he had maxed proficiency, because otherwise that really sucks. Combat rifles: Is it true that timed fanning of the trigger defeats kick? (I don't know, i haven't used it enough, or like, at all....)
kick and dispersion at higher levels of the CR are non exsistant, the ACR has a little more but its manageable the CR well you can laserline people with that thing if you can pull the trigger fast enough, and the clip limitation really only applies to the ACR, you have ~3 kill in the CR if you have AA on and don't waste your shots.
oh and if you are using ads on your rifle you are a moron, the only reason to bother is if your target is hard to see, and you need some zoom. |
Foundation Seldon
Molon Labe. Public Disorder.
415
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Posted - 2014.02.04 09:40:00 -
[38] - Quote
It's not a problem with just the infantry side of things either, you can mirror the issues with the Rail Rifle vs. Assault Rifle with both the Small and Large Rail Turrets vs. their Blaster counterparts.
Saga v. Methana Balance
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Beld Errmon
WarRavens
1297
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Posted - 2014.02.04 09:47:00 -
[39] - Quote
hgghyujh wrote: kick and dispersion at higher levels of the CR are non exsistant, the ACR has a little more but its manageable the CR well you can laserline people with that thing if you can pull the trigger fast enough, and the clip limitation really only applies to the ACR, you have ~3 kill in the CR if you have AA on and don't waste your shots.
oh and if you are using ads on your rifle you are a moron, the only reason to bother is if your target is hard to see, and you need some zoom.
This is the complete opposite of my exp with both the ACR and the CR, but then again I ADS a lot I must have missed getting on board the scrubtanic if using ADS makes you a moron these days. |
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CCP Logibro
C C P C C P Alliance
4693
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Posted - 2014.02.04 10:04:00 -
[40] - Quote
Moved to Feedback/Requests
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
572
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Posted - 2014.02.04 15:53:00 -
[41] - Quote
Korvin Lomont wrote:Map design doesn't change the fact taht the CR is vastly superior to the AR and the RR/ARR provides the same stopping power in cqc with tighter hipfire spread.
I use the RR regulary in cqc and it performs so well tthat there is no reason to use the AR. BW the CR/ACR AND RR/ARR all have better accuracy compared to the AR...
With the new rifles CCP broke the rule longer range = lower dps and higher dps = shorter range.
As all Rifles have roughly the same DPS the only thing that matters is range and to some degree damage per clip. And in these fields the RR/ARR claerly outshine the other rifles, followed by the SCR/ASCR and CR/ACR, than comes a long time nothing followed by the AR...(don't get me started on the AR variants) This really is the crux of the problem. The CQC performance of the "long range" weapons is out of balance. They don't present any downsides that would incentivize using a close- to medium-range rifle, since the long range ones perform well at all ranges.
I'd love to know how these things were balanced. Surely, whoever did the balancing realized that there are no significant drawbacks to using a long range rifle, both at range and in CQC. The spool up time is really a gimmick when the rate of fire of the RR is so high (even higher than the Breach AR variant, which is based on a high-RoF Assault Rifle!). I thought "breach" weapons were slow-firing, high damage rounds at long ranges. It doesn't seem like that's what we got, at least for the Rail Rifle.
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Johnny Guilt
Algintal Core
484
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Posted - 2014.02.05 05:50:00 -
[42] - Quote
Justin Tymes wrote:Johnny Guilt wrote:1.add more assets into the existing open maps for players to unitize as cover(rocks,hills,terrain,container cans,boxes etc. 2.better cqc oriented module maps 3.lower the AR optimal range by 10meters and increase AR base damage by 6%-7% across all tiers Don't let RR/CR dominance fool you into believing the AR needs a damage buff, it does not. it does when it supposed to have noticeably higher damage and functionality compared to the other rifles in its optimal range(cqc) which it doesn't atm.
which gun would you pick? Gun A) -425 dps -mid hipfire accuracy -low range -low recoil
Gun B) -421 dps -high hipfire accuracy -long range -mid recoil
A strange game.
The only winning move is
not to play.
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
572
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Posted - 2014.02.05 16:56:00 -
[43] - Quote
Johnny Guilt wrote:Justin Tymes wrote:Johnny Guilt wrote:1.add more assets into the existing open maps for players to unitize as cover(rocks,hills,terrain,container cans,boxes etc. 2.better cqc oriented module maps 3.lower the AR optimal range by 10meters and increase AR base damage by 6%-7% across all tiers Don't let RR/CR dominance fool you into believing the AR needs a damage buff, it does not. it does when it supposed to have noticeably higher damage and functionality compared to the other rifles in its optimal range(cqc) which it doesn't atm. which gun would you pick? Gun A) -425 dps -mid hipfire accuracy -low range -low recoil Gun B) -421 dps -high hipfire accuracy -long range -mid recoil EDIT:;if not damage than a ROF increase to the AR from 750 to 800(to get nearly the same DPS as if it had a 6-7% damage increase) with 10m less optimal range. That's the problem. There's just not enough downsides to the long range rifles. Again, if you try and use an AR at range, it produces largely irrelevant damage. The same can not be said for a RR at close range. The damage is still very high, and the dispersion is pretty good as well.
I'm not saying to add in a "minimum range," an "arming range," so to speak, where the gun would do incidental damage before getting into optimal (a "reverse falloff" sort of thing), but there really needs to be some adjustment to the long range weapons so they aren't so great at all ranges. There needs to be an incentive to swap to a sidearm--a reason to swap to my SMG when I'm using a RR. If a RR was useless at close range, but excellent at long range, well, there's my reason.
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