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Thread Statistics | Show CCP posts - 2 post(s) |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1879
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Posted - 2014.02.07 12:52:00 -
[31] - Quote
If Nyain San runs it constantly, it is, by definition, OP.
Irrefutable.
(p.s. Hooray!)
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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CCP Logibro
C C P C C P Alliance
4775
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Posted - 2014.02.07 13:02:00 -
[32] - Quote
Keep in mind this isn't the only change to rifles, and this is part of the larger effort to tackle the TTK problem. We'll have more details soon.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Import Beercase
Beer For Evil Mercs
115
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Posted - 2014.02.07 13:04:00 -
[33] - Quote
Hi you all modded controller users does rail rifle work with those?
Why dont I get instakilled by rail rifle but beams of scr fire or 660 damage under 1 sec burst to 90meters with cr. All those shots cant be headshots or charged ones..
Sure I lose clones to rail rifles often but atleast there is time to shoot back. My fav suit got around 600 ehp
I really hope that weapons get those rpm fixed so that the field is equal to all rifle users.
If CCP nerfs rail rifle why dont just put all hand held weapons on same stats no more qq or crying.
"If at first you don't succeed, mccdiving is not for you."
Snowflake in hell those are my odds in ambush
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Dexter307
The Unholy Legion Of DarkStar
858
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Posted - 2014.02.07 13:05:00 -
[34] - Quote
POWERTRAP EDDIEKANEJR wrote:OMG the RR is not OP. Everytime something gets kills its Op. Maybe yall just suck at being tactical. The SR been OP but do you think its ever gon get a nerf HELL NO its not its sad that the game I love to play is getting watered down every update because instead of players adjusting to in game situations they cry about OP this and OP that and makeing this game WACK. Its not easy to use that RR it jumps around like crazy and you only got 42 in the clip nerf this nerf that whats the point of even deploying new weapons. I can bet you this though most of these crybabies havent even put no money in to the game to show support but they sure complain the most. Ive done spent way more money than I ever have in any game in my life and I don't understand terms like "proto stomping" what is that really aome body who plays this game better than you??? I die a bunch by all types of weapons and equipment and its not the RR thats killing me because to dont put myself in situations where the RR would have an affective line of site on me, but to avoid the RR (which I use everyday) I run in to the CR and AR in the tight spaces I die we all die and we die alot its says it right there I movie. All im saying is I adjust to the battle and maps and the flow of the reds I play the game I dint want the easy way out CCP reputation is not "we make easy games" this game is tough and its not for most people, New Eden was heading into the future but with all these buffs and nerfs seems like we on a treadmill.
I use to have a problem with tanks but I leveled up my AV grenades and now if I cant kill a tank at least those EX-11 a run him off for a few. I adjusted to the game why cant you do the same. We should be further down the road in this game with features and the goodies we were promised those many years ago when the first trailer was shown.
PS. Just because you have a proto suit your base pg and cpu wont allow you to fit your dropsuit properly to be an official Proto, your basically running a 62k advance suit its not the weapons being OP.
CCP disregard all these slow people and keep the RR just the way it is. They just wanna be like the "Jones" think about not dying instead of killing and see how far you will go. Stop defending a crutch Adapt or die
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Mordecai Sanguine
What The French
395
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Posted - 2014.02.07 13:09:00 -
[35] - Quote
Slim Winning wrote:The rail rifle is running rampant. It is by far the most used weapon in the game. Its like noob tubes were back in MW2. You just hear that gun going off non-stop, because 30/32 players in the match are using it. Its not necessarily OP because of the damage it outputs, but because of the ease of use to achieve that DPS.
The fact that a FULLY AUTOMATIC weapon can do a base of 55 damage(starting) is down right nonsensical. If you do the numbers with the basic models of the weapons, you'll see the Rail Rifle is outstanding.
Damage-Per-Second (DPS)
Assault Rifle- 400 Assault Scrambler Rifle- 444 Assault Combat Rifle- 440 Assault Rail Rifle- 450
Breach Assault Rifle- 340 Rail Rifle- 423 83 DPS more than its counterpart; unbalanced.
It wouldn't be so bad, but it's effective range is the highest of the rifles, and it has a amazingly accurate hipfire also making it just as effective as any rifle at very close range.
The only rifle that can compete with either Rail Rifle is the Tactical Scrambler Rifle, because of the amount of alpha damage it can produce. Tactical Scrambler Rifle- 847
However, the TacSCR is impossible to achieve that DPS without a modded controller. Just like the Combat Rifle has a DPS of 640. The 1200 rpm on the CR is impossible to achieve.
Granted as well, all DPS statistics can only be applied to full automatic weapons, and with the intent that every bullet hits. But it would appear that dispersion on the rifles is exactly the same as tested by players.
You cant compair DPS wthout Range effect and Shield/Armor Status. YES they have almost same DPS BUT RR have this DPS for 72m and less. While others have this DPS but only for 30/50m.
This is the problem : An Long range weapon like the RR is NOT supposed to have the same DPS than others rifles without a drawback. (SCR have a huge Overheat factor and takes twice more PG to use than all others weapons). The RR drawback is inexistant so it needs reduced damage.
Oh and 10% on armor which is 80% of ehp. and 10% penality on shield which is almost nothing means RR get a 10% bonus damage everytime. Same for CR. That's why they are so OP they have a "free" 10% bonus damage. While SCR have 20% (almost) permanent penality.
Thanks CCP Logibro for these news ;) |
stlcarlos989
SVER True Blood Public Disorder.
1111
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Posted - 2014.02.07 13:16:00 -
[36] - Quote
Fizzer94 wrote:Ghosts Chance wrote:Galvan Nized wrote:
If nearly EVERYONE is using the weapon it must be new.
fixed that for ya The Laser Rifle was new in Chromosome. It wasn't widely used until the very end of Chromosome. The Plasma Cannon was new. It still isn't widely used. The Scrambler Rifle was new in 1.0 It wasn't widely used right out of the box. Your argument is bad. The RR and CR are OP. The CR isn't as OP as people think. Firing the burst variant while scoped gives crazy kick if you don't pace out the trigger squeezes. The Assault variant does less DPS the AR but what makes it appear more powerful is that the AR does 110% damage vs shields and 90% damage vs armor were as the CR does 90% to shields and 110% to armor. Most of the game armor tanks their suits making the CR the better choice. If people start shield tanking the AR would be the better choice.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado, Cannabis Sativa Connoisseur
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
174
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Posted - 2014.02.07 13:17:00 -
[37] - Quote
Rrs were fine. The problem was the losers using 3 proto damage mods so you could kill people with 7-8 bullets. Basic rr by itself with no mods is fine.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1954
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Posted - 2014.02.07 13:32:00 -
[38] - Quote
Auris Lionesse wrote:Rrs were fine. The problem was the losers using 3 proto damage mods so you could kill people with 7-8 bullets. Basic rr by itself with no mods is fine.
"It isn't the gun, its the damage mods!" We've seen this argument before.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1954
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Posted - 2014.02.07 13:36:00 -
[39] - Quote
stlcarlos989 wrote:Fizzer94 wrote:Ghosts Chance wrote:Galvan Nized wrote:
If nearly EVERYONE is using the weapon it must be new.
fixed that for ya The Laser Rifle was new in Chromosome. It wasn't widely used until the very end of Chromosome. The Plasma Cannon was new. It still isn't widely used. The Scrambler Rifle was new in 1.0 It wasn't widely used right out of the box. Your argument is bad. The RR and CR are OP. The CR isn't as OP as people think. Firing the burst variant while scoped gives crazy kick if you don't pace out the trigger squeezes. The Assault variant does less DPS then the AR but what makes it appear more powerful is that the AR does 110% damage vs shields and 90% damage vs armor were as the CR does 90% to shields and 110% to armor. Most of the game armor tanks their suits making the CR the better choice. If people start shield tanking the AR would be the better choice. You are mostly correct. The CR is still OP simply because it is in the 'rifle' class of weapons, just like the other rifles. Judging by what we've heard from CCP, I get the impression that all the rifles will get nerfed in 1.8 though, so this might not be an issue. The CR also does 95% shield damage, not 90%.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Vin Mora
Sanguis Defense Syndicate
276
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Posted - 2014.02.07 13:40:00 -
[40] - Quote
Fizzer94 wrote:Auris Lionesse wrote:Rrs were fine. The problem was the losers using 3 proto damage mods so you could kill people with 7-8 bullets. Basic rr by itself with no mods is fine.
"It isn't the gun, its the damage mods!" We've seen this argument before. Doesn't make it any less true.
Damage Mods in Uprising are like Sharpshooter in Chromosome.
The range of kills was a problem in Chromosome, while TTK is the main problem in Uprising. Remove them, or reduce their effectiveness. That will really help the issue.
Sanguis Defense Syndicate: Recruitment now open for players of all skill levels
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Spectral Clone
Dust2Dust. Top Men.
1179
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Posted - 2014.02.07 13:41:00 -
[41] - Quote
Y U NERF MY CALDARI?!
...everyone could see this coming :) RR will still be a great weapon.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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Korvin Lomont
United Pwnage Service RISE of LEGION
587
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Posted - 2014.02.07 13:41:00 -
[42] - Quote
Fizzer94 wrote:stlcarlos989 wrote:Fizzer94 wrote:Ghosts Chance wrote:Galvan Nized wrote:
If nearly EVERYONE is using the weapon it must be new.
fixed that for ya The Laser Rifle was new in Chromosome. It wasn't widely used until the very end of Chromosome. The Plasma Cannon was new. It still isn't widely used. The Scrambler Rifle was new in 1.0 It wasn't widely used right out of the box. Your argument is bad. The RR and CR are OP. The CR isn't as OP as people think. Firing the burst variant while scoped gives crazy kick if you don't pace out the trigger squeezes. The Assault variant does less DPS then the AR but what makes it appear more powerful is that the AR does 110% damage vs shields and 90% damage vs armor were as the CR does 90% to shields and 110% to armor. Most of the game armor tanks their suits making the CR the better choice. If people start shield tanking the AR would be the better choice. You are mostly correct. The CR is still OP simply because it is in the 'rifle' class of weapons, just like the other rifles. Judging by what we've heard from CCP, I get the impression that all the rifles will get nerfed in 1.8 though, so this might not be an issue. The CR also does 95% shield damage, not 90%.
Well compared to AR the CR is OP the ACR has only 6 dps less than the AR but greater Range, the only drawback is the ACR eats through clips rather fast but this is only important if you engage multiple targets at once.
The CR has 50% more dps and more range than the burst AR, even though the CR should be the best overall Burst Rifle this seems a bit over the top.
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voidfaction
134
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Posted - 2014.02.07 13:44:00 -
[43] - Quote
Auris Lionesse wrote:Rrs were fine. The problem was the losers using 3 proto damage mods so you could kill people with 7-8 bullets. Basic rr by itself with no mods is fine.
So if I use 3 proto damage mods with a Tac-AR It will be OP? That must be why so many use the Tac-AR too.
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NAV HIV
The Generals General Tso's Alliance
1063
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Posted - 2014.02.07 13:58:00 -
[44] - Quote
CCP Logibro wrote:Moved to Features and Ideas Discussion.
Also, the Rail Rifle is getting hit with the nerf bat and will have lower damage in 1.8
(You're welcome)
Don't forget to change the Range on the CR.... It shoots almost as good from a decent range... Six Beats a Kalakiota 8 out of 10 times... |
Cody Sietz
Bullet Cluster Legacy Rising
2159
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Posted - 2014.02.07 14:09:00 -
[45] - Quote
Wouldn't a higher spool up time have been enough to nerf the rail rifle?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Ryme Intrinseca
593
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Posted - 2014.02.07 14:52:00 -
[46] - Quote
CCP Logibro wrote:Moved to Features and Ideas Discussion.
Also, the Rail Rifle is getting hit with the nerf bat and will have lower damage in 1.8
(You're welcome) That's okay provided you're also nerfing ScR and CR. Even now a skilled ScR or CR user destroys a (similarly skilled) RR user at anything except long range.
The basic issue is that those three weapons outclass everything else. In particular, AR needs to be the go-to for short range and LR the go-to for long range. At present they are dominated even in their supposed niches. |
Dexter307
The Unholy Legion Of DarkStar
859
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Posted - 2014.02.07 14:54:00 -
[47] - Quote
Cody Sietz wrote:Wouldn't a higher spool up time have been enough to nerf the rail rifle? No |
Dexter307
The Unholy Legion Of DarkStar
859
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Posted - 2014.02.07 14:55:00 -
[48] - Quote
Ryme Intrinseca wrote:CCP Logibro wrote:Moved to Features and Ideas Discussion.
Also, the Rail Rifle is getting hit with the nerf bat and will have lower damage in 1.8
(You're welcome) That's okay provided you're also nerfing ScR and CR. Even now a skilled ScR or CR user destroys a (similarly skilled) RR user at anything except long range. The basic issue is that those three weapons outclass everything else. In particular, AR needs to be the go-to for short range and LR the go-to for long range. At present they are dominated even in their supposed niches. CR is getting nerfed, no idea about the SCR |
Ryme Intrinseca
593
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Posted - 2014.02.07 15:01:00 -
[49] - Quote
Dexter307 wrote:Ryme Intrinseca wrote:CCP Logibro wrote:Moved to Features and Ideas Discussion.
Also, the Rail Rifle is getting hit with the nerf bat and will have lower damage in 1.8
(You're welcome) That's okay provided you're also nerfing ScR and CR. Even now a skilled ScR or CR user destroys a (similarly skilled) RR user at anything except long range. The basic issue is that those three weapons outclass everything else. In particular, AR needs to be the go-to for short range and LR the go-to for long range. At present they are dominated even in their supposed niches. CR is getting nerfed, no idea about the SCR Source for CR nerf? |
CLONE117
planetary retaliation organisation ACME Holding Conglomerate
644
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Posted - 2014.02.07 15:10:00 -
[50] - Quote
id like to say the ar is better than the assault cr...
its just the burst cr i feel needs some tweaking.
rail rifle needs some changes.
im not entirely so sure about a damage nerf though. mainly do to the fact of it being a breach weapon. which should be short range higher damage low rof. but im just not so sure a rail gun fits that entire description |
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1883
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Posted - 2014.02.07 15:40:00 -
[51] - Quote
voidfaction wrote:Auris Lionesse wrote:Rrs were fine. The problem was the losers using 3 proto damage mods so you could kill people with 7-8 bullets. Basic rr by itself with no mods is fine.
So if I use 3 proto damage mods with a Tac-AR It will be OP? That must be why so many use the Tac-AR too. This.
You simply can not make any argument that a single weapon is OP compared to the others based on damage mods, because you can use damage mods on any weapon. You simply can't. It's an invalid argument.
Yes, damage mods may improve some weapons slightly better than others (usu. alpha) but not to the point that it totally changes the performance relative to another weapon. Mathematically they really aren't superior to dual tanking anyway.
Damage mods have been around forever, and haven't changed, so why would they suddenly be the root of all evil? They are only a small part of the larger picture. Change them, take them away, whatever, but if you don't do anything else it's not going to "fix" anything except maybe the misconception that they alone are the problem.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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lithkul devant
Legions of Infinite Dominion Zero-Day
138
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Posted - 2014.02.07 15:44:00 -
[52] - Quote
Alright, going to put my 2 cents down, the rail rifle at basic level, is better then the HMG at advanced at close range. The rail rifle does not miss like the HMG will. Also the main reason the RR is way better then the assault rifle at long or medium distances is because of the scope that is being used, which is a laser sighted scope and you can make sure that the bullets have no sway to them at all.
The other major issue to this gun is the fact that it does have a natually high number to the damage, just like the scrambler rifle does, yet it does not have a overheat function which it should have, it's a similarly based energy weapon right? The clip size is also just as much or a bit larger then the scrambler rifle(when you can actually use it) I'm also talking about the standard 1 shot scrambler riffle not the full auto. This means any damage modification to the fun is going to have a higher initial effect to the target it is hitting when someone is trying to react to being damaged. 55x.03=1.65damage extra per shot, this means someone could easily raise the damage to 60damage per shot on a full automatic rifle that has no overheating, anyone seeing problems with this yet?
A lot of suits have only 300-500ehp, without getting any head shots, that is between 5 and 9 bullets of just regular hitting someone with any lag on the game, this is nearly gauranteed to happen before someone could react with how fast the RR is once it has been started. Also lets face facts with the enhanced optic zoom of the RR you will be getting head shots a good amount of the time unless you are just using it for hip fire.
This is why the RR is op, because it is the cross between a assault rifle and a scrambler rifle with little to none of the other guns problems, and don't give me the bs that it has to reload constantly (which can be skilled to be nearly instantaneous), that's way better then taking a huge amount and your guy shaking his hand and unable to perform any action besides being in pain for around 4-6 seconds, except for the usual dying and the scrambler rifle when it overheats can kill you. |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
174
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Posted - 2014.02.07 16:11:00 -
[53] - Quote
voidfaction wrote:Auris Lionesse wrote:Rrs were fine. The problem was the losers using 3 proto damage mods so you could kill people with 7-8 bullets. Basic rr by itself with no mods is fine.
So if I use 3 proto damage mods with a Tac-AR It will be OP? That must be why so many use the Tac-AR too.
No tac ar was over nerfed which is what ccps about to do again.
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Dexter307
The Unholy Legion Of DarkStar
861
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Posted - 2014.02.07 16:11:00 -
[54] - Quote
Ryme Intrinseca wrote:Dexter307 wrote:Ryme Intrinseca wrote:CCP Logibro wrote:Moved to Features and Ideas Discussion.
Also, the Rail Rifle is getting hit with the nerf bat and will have lower damage in 1.8
(You're welcome) That's okay provided you're also nerfing ScR and CR. Even now a skilled ScR or CR user destroys a (similarly skilled) RR user at anything except long range. The basic issue is that those three weapons outclass everything else. In particular, AR needs to be the go-to for short range and LR the go-to for long range. At present they are dominated even in their supposed niches. CR is getting nerfed, no idea about the SCR Source for CR nerf? Dev said it in IRC No link, sorry |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1883
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Posted - 2014.02.07 16:18:00 -
[55] - Quote
AFAIK, logibro has alluded to the fact that all the main rifles are getting nerfed slightly to keep the TTK up and bring them in line with the other weapons. No specifics, just more of a "we're changing all 4."
I think the main question is whether or not it will be across-the-board or will some get nerfed more than others. I take the first dev post here to mean the RR will take a bigger hit than the others, but maybe that's just wishful thinking.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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Master Smurf
Nos Nothi
93
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Posted - 2014.02.07 16:32:00 -
[56] - Quote
CCP Logibro wrote:Keep in mind this isn't the only change to rifles, and this is part of the larger effort to tackle the TTK problem. We'll have more details soon.
I hope HMG and SMG (magsec included) are part of this balance pass or you are working in vain and just shifting OP'ness to another area.
"Shine bright like a diamond"
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m twiggz
Pradox One Proficiency V.
341
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Posted - 2014.02.07 16:37:00 -
[57] - Quote
CCP Logibro wrote:Moved to Features and Ideas Discussion.
Also, the Rail Rifle is getting hit with the nerf bat and will have lower damage in 1.8
(You're welcome)
EDIT: Since lots of people aren't reading my later post, this is just one change among many. Details soon. Will these details include if the Assault and Logistic suits are changing? Really need to curve the rumor mill and give us some info on that. |
Dexter307
The Unholy Legion Of DarkStar
861
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Posted - 2014.02.07 16:53:00 -
[58] - Quote
Master Smurf wrote:CCP Logibro wrote:Keep in mind this isn't the only change to rifles, and this is part of the larger effort to tackle the TTK problem. We'll have more details soon. I hope HMG and SMG (magsec included) are part of this balance pass or you are working in vain and just shifting OP'ness to another area. HMG dosent need a nerf |
General12912
Gallente Marine Corps
52
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Posted - 2014.02.07 17:09:00 -
[59] - Quote
Slim Winning
[u wrote:Damage-Per-Second (DPS)[/u]
Assault Rifle- 400 Assault Scrambler Rifle- 444 Assault Combat Rifle- 440 Assault Rail Rifle- 450
Breach Assault Rifle- 340 Rail Rifle- 423 83 DPS more than its counterpart; unbalanced.
i agree with eveything except for this part. the breach assault rifle is supposed to be inferior to the rail rifle because breach-style is a calari trademark. each races is suppsed to have a weapon that mimics another racial weapon (promised, but not yet implemented. i.e. breach scrambler rifle), but they are supposed to be inferior to the real thing. take the tactical assault rifle vs. the scrambler rifle. the scrambler rifle is a tactical-type gun, and is superior to the tactical assault rifle for two primary reasons:
1. the ability to charge a shot that does an OP amount of damage 2. longer range and beter accuracy.
the only advantage the tactical assault rifle has over the scrambler rifle is inability to overheat. and once you get used to the scrambler rifle, its pretty rare to kill yourself with it. PLUS, if you use Amarr suits with it, the laser overheat damage is reduced. |
D legendary hero
Ultramarine Corp
1488
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Posted - 2014.02.07 17:54:00 -
[60] - Quote
CCP Logibro wrote:Moved to Features and Ideas Discussion.
Also, the Rail Rifle is getting hit with the nerf bat and will have lower damage in 1.8
(You're welcome)
EDIT: Since lots of people aren't reading my later post, this is just one change among many. Details soon.
Im not going to jump the gun here. But I do hope that it remains useful. A hit to dps is fine as long it is still capable to causing damage.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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