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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
563
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Posted - 2014.02.03 21:39:00 -
[1] - Quote
Everyone knows that the current FOTM are the Rail Rifle and Combat Rifles. Sure, these are the two newest weapons, and they may be slightly overtuned, but the real issue is that they are extremely effective at long ranges (intended), and still quite effective when in CQC (intended?). And with the published stats to the Magsec, Bolt and Ion pistols, there are seemingly no changes that are on the horizon to fix this.
Compare those two new rifles to our old faithful trusty companion, the Assault Rifle, and while it is extremely effective close range (doing the most damage, smallest spread), the detriment to using it at long ranges is fairly high: it stops functioning, it doesn't hit its target, or the damage is so incidental as to not matter. The problem is that the Rail and Combat rifles are more effective at close ranges than the Assault rifle is at long ranges; there's not the same degree of "reverse falloff" that afflicts the RR and CR at close ranges that the AR experiences when firing past effective range.
One solution would be to dramatically increase the dispersion of the RR and CR up close--this would make them very ineffective while hip firing (especially so for the assault versions (talking more spread than an unskilled SMG puts out)), but very well when aiming down scope. Another possibility would be to create a "minimum range" where those two offenders would have very little damage up close (akin to the AR's incidental damage at long ranges). There needs to be an incentive for a RR or CR user to swap to their sidearm in CQC, and the "burst" fire mode of the CR or spool up time on the RR are largely negated by the Assault variant of the CR and the fact that the dispersion while hip firing the RR is too good (the base burst firing mode of the CR is a fairly big drawback, requiring constant trigger pulls).
Without some major change to the close damage-dealing power of the "long range weapons," they'll continue to dominate over any short- to medium-range weapon due to the extreme detriment of using weapons with very short optimal and effective ranges vs weapons that perform great at long ranges and well at close ones.
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Master Smurf
Nos Nothi
73
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Posted - 2014.02.03 21:47:00 -
[2] - Quote
Maybe you should alter your op a bit - CR is supposed to be good close to mid.
Maybe it can be toned down a bit; delay between bursts increased or RoF decreased. The AR can also be given a slight damage increase and sharper fall off in damage but both weapons are supposed to do well in close range.
RR needs a bit of work, possibly spool time increase and hipfire accuracy lessened.
"Shine bright like a diamond"
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
564
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Posted - 2014.02.03 22:18:00 -
[3] - Quote
Master Smurf wrote:Maybe you should alter your op a bit - CR is supposed to be good close to mid.
Maybe it can be toned down a bit; delay between bursts increased or RoF decreased. The AR can also be given a slight damage increase and sharper fall off in damage but both weapons are supposed to do well in close range.
RR needs a bit of work, possibly spool time increase and hipfire accuracy lessened. True about the CR. I was more looking at the optimal and effective ranges from this post; I see that it slots in between the AR and SR, but its still 15 meters farther in its optimal range (close to 38% longer optimal) than an AR. I guess this range works out about right, given the burst nature of the rifle, and its assault variant is only 5 meters longer optimal than a comparable AR.
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Delta 749
Kestrel Reconnaissance
2461
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Posted - 2014.02.03 22:23:00 -
[4] - Quote
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
Im not drunk, the planet just happens to be especially wobbly today.
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Squagga
The State Protectorate
124
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Posted - 2014.02.03 22:29:00 -
[5] - Quote
I've taken into consideration that everybodies playstyle is simply their own. With that being said I believe that the older iron sights would help long range fire with the Gallente AR. Also I think that a scope would be better and it should be an otpion for all rifles. But then that would mess around with the assault variants of the other rifles, which should prolly just get taken out of the equation and scopes should be implemented, as an option
Reloading, the silent killer.
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Havaru Fox
Golden Empire of EvE
1
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Posted - 2014.02.03 22:47:00 -
[6] - Quote
why not just give the race suits a bonus for the race guns (while we need more guns for that)
assault gets bonus for mid close,mid and long (based on suit type if you want a fast med suit) scout for sniper and close range weapons heavy for close range and mid + heavy weapons
while i really have to say that i'm a bit bored of the "weapon x is op" stuff.
yes, if i know from where you're coming, then i can kill you with a long/mid range gun in a close up fight, is you stand in front of me... thats REAL! maybe they should rework the price, so a proto "lil machinegun" dosnt cost as much as a "T2" rifle, since close fight people die more anyway.
but i'm really, really bored if all this QQ here.
whats next week? i came to a gunfight with a knife and he killed me.. guns'r OP?!??
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Arkena Wyrnspire
Fatal Absolution
8904
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Posted - 2014.02.03 22:53:00 -
[7] - Quote
When will CCP realise that you can't give weapons higher range AND higher DPS?
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
564
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Posted - 2014.02.03 23:01:00 -
[8] - Quote
Havaru Fox wrote:why not just give the race suits a bonus for the race guns (while we need more guns for that)
assault gets bonus for mid close,mid and long (based on suit type if you want a fast med suit) scout for sniper and close range weapons heavy for close range and mid + heavy weapons
while i really have to say that i'm a bit bored of the "weapon x is op" stuff.
yes, if i know from where you're coming, then i can kill you with a long/mid range gun in a close up fight, is you stand in front of me... thats REAL! maybe they should rework the price, so a proto "lil machinegun" dosnt cost as much as a "T2" rifle, since close fight people die more anyway.
but i'm really, really bored if all this QQ here.
whats next week? i came to a gunfight with a knife and he killed me.. guns'r OP?!?? You're missing the point. I'm not complaining about the variety of weapons. My complaint lies in the lack of downsides to using long range rifles at all ranges. If a rifle puts out respectable damage at the longest range, and then it can turn around and do that same respectable damage at close range, then where is the downside? Why would anyone (and we've seen that most people don't) use a close-to-midrange weapon that does marginally higher dps when there is a huge downside in that if your target runs away you lost tremendous killing potential on him? There just needs to be more downsides to using a long range weapon up close. Without that, there's no "balance."
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1876
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Posted - 2014.02.03 23:05:00 -
[9] - Quote
Arkena Wyrnspire wrote:When will CCP realise that you can't give weapons higher range AND higher DPS? You CAN give weapons a higher range and DPS though! They just need to be balanced with other factors.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Lynn Beck
Granite Mercenary Division Top Men.
664
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Posted - 2014.02.03 23:06:00 -
[10] - Quote
By op's logic, scr is also OP as **** and deserves a crippling- i mean... 'Readjustment'
Under 28db
Officially nerfproof (predicting CR nerf February '14)
Selling SP: 10k SP per 100k ISK.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4361
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Posted - 2014.02.03 23:10:00 -
[11] - Quote
You people over-complicate things: ''The dominance of long-range weapons''
Well, in a game where 75% + of maps consist of OPEN areas , OF COURSE long ranged weapons will always dominate.
Who can dominate vs a good team with a SHTOGUN in MAnus peaks? With NKs on line harvest.?
VERY FEW , thats who.
when most maps consist of open areas that a sniper can see you 600mts away, then its pretty obvious which weapons will be most used.
THE PROBLEM IS NOT THE WEAPON, again, ITS CRAPPY MAP DESIGN.
AceOfJokers666 [ + ] AimBot / VALOR / MAG | YOU EITHER LOVE BACON OR YOU ARE WRONG
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Denn Maell
PIanet Express Canis Eliminatus Operatives
141
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Posted - 2014.02.03 23:13:00 -
[12] - Quote
Lynn Beck wrote:By op's logic, scr is also OP as **** and deserves a crippling- i mean... 'Readjustment'
The scrambler rifle's 'readjustment' already exists: if you don't manage heat buildup, your own weapon can and will kill you. I think this mechanic adds interesting depth to the weapon and is just about the most 'fun' weapon out there. It is kinda BS that the amarr assault suit's bonus all but negates this fun factor.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Scheneighnay McBob
Learning Coalition College
3896
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Posted - 2014.02.03 23:47:00 -
[13] - Quote
While stat changes are obviously needed for rail rifles, I think map design is the main thing we should be looking at.
While newer maps are fine, old maps (namely line harvest and manus peak) aren't very CQC-friendly, as any shotgun scout could probably tell you.
I am your scan error.
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Monkey MAC
Lost Millennium
1817
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Posted - 2014.02.03 23:52:00 -
[14] - Quote
When it comes to the rifles, the BASE-DPS doesn't differ enough for the AR to be worth the short ramge. Mostly because the AR, CR, RR all have a DPS value no more than 30EHP in difference.
CR needs a 15% SR needs a 25% RR needs a 35%
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Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1818
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Posted - 2014.02.04 00:16:00 -
[15] - Quote
Denn Maell wrote:Lynn Beck wrote:By op's logic, scr is also OP as **** and deserves a crippling- i mean... 'Readjustment' The scrambler rifle's 'readjustment' already exists: if you don't manage heat buildup, your own weapon can and will kill you . I think this mechanic adds interesting depth to the weapon and is just about the most 'fun' weapon out there. It is kinda BS that the amarr assault suit's bonus all but negates this fun factor. Not for much longer
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
671
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Posted - 2014.02.04 00:32:00 -
[16] - Quote
By weapons, I'll assume you mean Rifles because Snipers, Lasers, Mass Drivers, and even Forge Guns all have significant drawbacks in CQC. |
hgghyujh
Expert Intervention Caldari State
266
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Posted - 2014.02.04 00:49:00 -
[17] - Quote
Vespasian Andendare wrote:Everyone knows that the current FOTM are the Rail Rifle and Combat Rifles. Sure, these are the two newest weapons, and they may be slightly overtuned, but the real issue is that they are extremely effective at long ranges (intended), and still quite effective when in CQC (intended?). And with the published stats to the Magsec, Bolt and Ion pistols, there are seemingly no changes that are on the horizon to fix this.
Compare those two new rifles to our old faithful trusty companion, the Assault Rifle, and while it is extremely effective close range (doing the most damage, smallest spread), the detriment to using it at long ranges is fairly high: it stops functioning, it doesn't hit its target, or the damage is so incidental as to not matter. The problem is that the Rail and Combat rifles are more effective at close ranges than the Assault rifle is at long ranges; there's not the same degree of "reverse falloff" that afflicts the RR and CR at close ranges that the AR experiences when firing past effective range.
One solution would be to dramatically increase the dispersion of the RR and CR up close--this would make them very ineffective while hip firing (especially so for the assault versions (talking more spread than an unskilled SMG puts out)), but very well when aiming down scope. Another possibility would be to create a "minimum range" where those two offenders would have very little damage up close (akin to the AR's incidental damage at long ranges). There needs to be an incentive for a RR or CR user to swap to their sidearm in CQC, and the "burst" fire mode of the CR or spool up time on the RR are largely negated by the Assault variant of the CR and the fact that the dispersion while hip firing the RR is too good (the base burst firing mode of the CR is a fairly big drawback, requiring constant trigger pulls).
Without some major change to the close damage-dealing power of the "long range weapons," they'll continue to dominate over any short- to medium-range weapon due to the extreme detriment of using weapons with very short optimal and effective ranges vs weapons that perform great at long ranges and well at close ones.
as a mouse and keyboard user I can tell you the RR and to a lesser extent the CR(CR is broken and needs a ridiculous kick and dispersion at high fire rates to balance it) design are not the problem with their effectiveness in CQC.
The issue is bullet magnetism, landing shots in cqc with the RR is worse then the difference between the AR and the SMG, the AR is almost always gonna win against the RR.........unless bullet magnetism is their and then the rail rifle goes toe to toe or beats the AR in most fights.
the CR is a slightly different story as any fast trigger finger or turbo can out pace the ROF and DPS of an AR with the CR and with AA you can focus on your fire rate and not your aiming, and while with out bullet magnetism it wouldn't be as good in CQC, the CR NEEDS! a severe kick and dispersion increase at high fire rates. |
hgghyujh
Expert Intervention Caldari State
266
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Posted - 2014.02.04 01:07:00 -
[18] - Quote
actually one thing I should mention here the CR and Assault CR are two very different guns, the assault CR is meant to compete with the AR in the same way the SG competes with the SMG, the ACR is a mid range burst DPS weapons with too few rounds in the clip for longer engagements(this weapon must be god mode withBM), at range how ever its as anemic as the AR as while it has longer range it needs those bullets to land for full damage to get kills with one clip.
the CR how ever stick a trubo on it and call it god mode you have a gun that can compete with the RR for range with a fire rate of the ACR, as little kick and dispersion as the AR the same damage per round as an AR with almost twice the fire rate of the AR, and while it has less rounds in the clip its still ~ 3 kills per clip.
of course adding kick and dispersion would do nothing to the weapon thanks to BM just requiring that your reticule be on the target for all you bullets to hit.
that said ARs have perfect accuracy thanks to turbos soooooooo, one day CCP will learn the importance of proper balancing with kick and dispersion AND balancing around turbos. and that BM is BS, seriously CCP get rid of that garbage. |
ToRgUe77
Ultramarine Corp
15
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Posted - 2014.02.04 01:38:00 -
[19] - Quote
the problem right now is that for some reason weapons meant for long range are jack of all trades. RR should be terrible in cqc while the ar being a cqc rifle should dominate. After ccp fixes this(hopefully) the next step will be making new urban maps. we have plenty of long range fighting maps but we need more cqc. I love playing as a heavy but since 75% of the maps are wide and open, Im forced to either stick to an objective inside a building or run assault.
mmm creamy creamy beige
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HYENAKILLER X
Ostrakon Agency Gallente Federation
547
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Posted - 2014.02.04 01:46:00 -
[20] - Quote
Seriously folks, make a concentrated and deliberate effort to creep and sneek on the map. I know the tendency to run and gun but creeping negates range so much.
You are welcome for my leadership.
Proven Aggressive Type
I have spoken.
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hgghyujh
Expert Intervention Caldari State
266
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Posted - 2014.02.04 03:23:00 -
[21] - Quote
ToRgUe77 wrote:the problem right now is that for some reason weapons meant for long range are jack of all trades. RR should be terrible in cqc while the ar being a cqc rifle should dominate. After ccp fixes this(hopefully) the next step will be making new urban maps. we have plenty of long range fighting maps but we need more cqc. I love playing as a heavy but since 75% of the maps are wide and open, Im forced to either stick to an objective inside a building or run assault.
This is one of my biggest pet peeves about CCPs map design, its tooo damn open and spread out. That said again why the RR and CR feel like jacks is due to bulletmag try and use them cqc with out AA and you will find they are horrible (unless you get an amazing triger finger or a turbo then the CR is broken as ****!) |
Dis Cord
Bounty Hunterz
157
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Posted - 2014.02.04 04:11:00 -
[22] - Quote
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. |
Dericha
A.N.O.N.Y.M.O.U.S.
29
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Posted - 2014.02.04 04:20:00 -
[23] - Quote
hgghyujh wrote:ToRgUe77 wrote:the problem right now is that for some reason weapons meant for long range are jack of all trades. RR should be terrible in cqc while the ar being a cqc rifle should dominate. After ccp fixes this(hopefully) the next step will be making new urban maps. we have plenty of long range fighting maps but we need more cqc. I love playing as a heavy but since 75% of the maps are wide and open, Im forced to either stick to an objective inside a building or run assault. This is one of my biggest pet peeves about CCPs map design, its tooo damn open and spread out. That said again why the RR and CR feel like jacks is due to bulletmag try and use them cqc with out AA and you will find they are horrible (unless you get an amazing triger finger or a turbo then the CR is broken as ****!)
I love my CR and ASR because of the scopes. I do amazing things with the CR in a frontline suit. It's not less awful than an AR and I'm not sure about the numbers, but I feel like I get better range with the AR. Either way, CR or SR with a modded controller is awful. Worse than RRs and I sacrifice small animals to CCP in hopes they get tweaked next patch. |
Bones McGavins
TacoCat Industries
439
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Posted - 2014.02.04 04:34:00 -
[24] - Quote
Cr is balanced by its low clip. Not quite enough, maybe, but its still a huge factor. Taking on groups or even a single heavy requires headshots or not missing more do than any other gun. And not every gun needs to be balanced. What's the harm in the Ar being a weapon that allows for spray and pray with lots of ammo but less dps and range?
Like, if you don't like that style, don't use the AR?
I don't get the need this forum had for every gun to be balanced. It's ok for guns to be niche.
He'll I've recently found a fantastic reason to use plasmas. Should I use it as my main? No, but that's ok. Almost all of us have tons of sp in ARs. So I think it's safe to say to get over it. Weapons that are spray and pray or splash damage should have less dps than low rof or single shot weapons.
Part of the fun of this game is having the right tool for the job, and if every gun was equal that wouldn't be possible. Niche guns are fun. |
Fiddlestaxp
TeamPlayers Negative-Feedback
368
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Posted - 2014.02.04 04:50:00 -
[25] - Quote
Autoaim, hit detection, and strafe speed nerf broke every weapon that isn't a rifle in the game. Time to kill is way too low in general and sneaking isn't a possibility with your handheld orbital VSAT scanners all over the field.
Scans should be an eve orbital support function. That is how strong it is.
Rail/Combat rifle are too strong. Scramble would be too if everyone and their sister weren't armor tanking.
All rifle DPS needs to be scaled down by X percentage, with the rail and combat rifle taking more of a hit than the AR/SR.
Does anyone still use the mass driver in competitive matches? They didn't nerf it, but they fixed all of the limitations that rifles had to deal with and now we have reached hegemony. HMG still has a place, but AV/MD/LR do not.
From a balance perspective, this is the most glaring issue with the game right now. Everyone in the game is a lil' Kalante right now. People just die too quickly. Tone down damage. |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
566
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Posted - 2014.02.04 04:53:00 -
[26] - Quote
Bones McGavins wrote:I don't get the need this forum had for every gun to be balanced. It's ok for guns to be niche. The issue is that the long range rifles aren't niche. In order to be niche weapon, it would have to be really good at something, and terrible at something else. For example, the AR falls into this category. It's excellent at close range and terrible from farther away. The problem with the longer range rifles, the Rail Rifle for example, is that it excels at all things and isn't terrible at something. It's great long range (low dispersion, great scope, etc.) and it doesn't suffer at close range (high dispersion from the hip, low damage, etc.). So where, then, is the niche in that? If a weapon is good at everything, then you can hardly say its niche nor balanced.
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Fiddlestaxp
TeamPlayers Negative-Feedback
368
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Posted - 2014.02.04 04:58:00 -
[27] - Quote
Bones McGavins wrote: I don't get the need this forum had for every gun to be balanced. It's ok for guns to be niche.
Its OK for guns to be different and more effective than others for certain roles. It is NOT ok when guns are better than their competitators across different roles For example: The CR is better than the SMG at its optimal and better than the AR even past its optimal. The rail dominates from the AR's optimal well past what should be where the laser is used
The domination at range of these two weapons leave no room for "niche" guns like the MD or LR In chromosome, the biggest threat to a mass driver playing the gun "as intended"(which means camped out on a roof like a *****) was the obscene range of the laser rifle. This was soon replaced by the obscene range fhe TAC. They stopped doing that for a little while, and now it is the obscene range of the railrifle, and Combat Rifles that are still brutally effective at 50meters. |
Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
145
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Posted - 2014.02.04 05:05:00 -
[28] - Quote
now if the breach AR was put back the way ti was befor chromosome/when it was first introduced there wouldnt be an argument.
2-3 headshots from creobreach would and could drop a heavy back then. but it got nerfed to its current state. with the way thigns are i wouldnt mind if the breach rifle at proto level. (creo breach was dealing 70+ base damage) again :) |
Johnny Guilt
Algintal Core
482
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Posted - 2014.02.04 05:47:00 -
[29] - Quote
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
A strange game.
The only winning move is
not to play.
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
671
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Posted - 2014.02.04 06:08:00 -
[30] - Quote
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. |
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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
|
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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