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JP Acuna
Pendejitos Canis Eliminatus Operatives
75
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Posted - 2014.02.26 19:13:00 -
[1] - Quote
Right now some people deal 899 damage in 1 or 2 seconds with a CR on a suit that has half that HP, when it sounds like they're 2 shots. I don't know if that's a turbo controller or not, but it can't be normal and always happens, like it had a 500% dmg on armor. Personally i think the Combat Rifles are way more OP than the Rail Rifle, at least the RR is not good for the turbo controller thanks to the charge-up time. Please at least check how it's actually working, i think it's weird. |
JP Acuna
Pendejitos Canis Eliminatus Operatives
76
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Posted - 2014.02.26 19:47:00 -
[2] - Quote
Aerius Corius wrote:Both CR and RR have been cited as needing balance, probably coming in 1.8. New weapons always run the risk of being OP - developers naturally want their hard work to succeed but sometimes make things 'too' good.
The CR and RR are not way overpowered but they could use some work.
As for the turbo controller, you've got me on that one - I've not seen this issue.
Yeah, but we can talk about a damage problem in the RR. We all know how it shoots and maybe it's too powerful and versatile. But the CR?? it's a burst... that sometimes bursts too fast to be a 3 shot burst and even in a single burst it sometimes deals 399 dmg... it's a weird and confusing weapon and i think it has to be checked.
I did know of the RR nerf in 1.8 but i wasn't aware of anything CR related.
As for turbo controllers, they are an actual issue. People use it on scrambler rifles and even in ARs. Yesterday i saw a video test of the difference between the recoil of an AR first using a regular controller and then with a turbo controller. with turbo it has no recoil at all and the RoF works just as fast.
here's the link: http://www.youtube.com/watch?v=xzISdIq-JYQ
Besides, i'm affraid that the CR doesn't have a strict minimal pause between bursts as other rifles and maybe that's what allows it to be abused by these means or at least unbalanced. |
JP Acuna
Pendejitos Canis Eliminatus Operatives
76
|
Posted - 2014.02.26 20:10:00 -
[3] - Quote
Western Ways wrote:JP Acuna wrote:Aerius Corius wrote:Both CR and RR have been cited as needing balance, probably coming in 1.8. New weapons always run the risk of being OP - developers naturally want their hard work to succeed but sometimes make things 'too' good.
The CR and RR are not way overpowered but they could use some work.
As for the turbo controller, you've got me on that one - I've not seen this issue. Yeah, but we can talk about a damage problem in the RR. We all know how it shoots and maybe it's too powerful and versatile. But the CR?? it's a burst... that sometimes bursts too fast to be a 3 shot burst and even in a single burst it sometimes deals 399 dmg... it's a weird and confusing weapon and i think it has to be checked. I did know of the RR nerf in 1.8 but i wasn't aware of anything CR related. As for turbo controllers, they are an actual issue. People use it on scrambler rifles and even in ARs. Yesterday i saw a video test of the difference between the recoil of an AR first using a regular controller and then with a turbo controller. with turbo it has no recoil at all and the RoF works just as fast. here's the link: http://www.youtube.com/watch?v=xzISdIq-JYQBesides, i'm affraid that the CR doesn't have a strict minimal pause between bursts as other rifles and maybe that's what allows it to be abused by these means or at least unbalanced. Dude, that's the assault combat rifle in the video, it's fully automatic and it does less damage than the regular CR, if you're gonna call for nerfs at least know what you're talking about. Edit: but i did see what you're talking about with the turbo controller though, pardon me for comin off like a douche, i just woke up.
In case this wasn't included in your apology, that was an assault rifle on the video, not CR. Just making a point. |
JP Acuna
Pendejitos Canis Eliminatus Operatives
76
|
Posted - 2014.02.26 20:53:00 -
[4] - Quote
killertojo42 wrote:To be really honest CRs really aren't as OP as this thread claims since besides basic plasma cannons and shotguns they have less range than every other light primary weapon
I'm not saying it's OP. But weird things happen with it sometimes that maybe need some checking.
For example, sometimes i'm badly hurt by some enemies, and when i'm escaping i stumble on a guy who kills me with a CR in one shot. Everything seems fine... but the kill screen says "damage dealt: 399 (or over 400)" when i'm sure that dude hadn't shot me before. And it happens too often in too many circumstances, so it can't be always headshots. That's the kind of thing i find strange... The bonus damage on armor appears to be extremely high sometimes. |
JP Acuna
Pendejitos Canis Eliminatus Operatives
76
|
Posted - 2014.02.26 21:00:00 -
[5] - Quote
Aerius Corius wrote:killertojo42 wrote:Exactly, it's the turbo controller users, CRs aren't unbalanced weapon so cheating the system doesn't warrant a change I'd disagree - there needs to be an input delay, literally how long it takes to pull the trigger for each burst. The burst rate is fine, yes, but the interim period between bursts is not. This interim period (the trigger pull) is where the fire rate needs to be changed to something higher (time wise). A burst gun IS a fast fire gun, but it's meant to be a semi-automatic in essence with each trigger pull being a burst rather than one shot. I'd say that the fire rate for an RR might not be a bad measure - the time it takes between each automatic shot on a RR as the time between each burst on a CR. The CR is still pumping triple the rounds downrange, the guns are different by virtue of control style and utility - a RR is more constant fire and aggressive in its stance where a CR would be more tactically oriented (such as shooting around cover) where burst fire deals more dmg in a short time, but over time the guns are equalized and balanced. This sort of mechanic renders exterior controls unimportant. Jam the trigger as much as you want, the input itself is regulated. Imagine if swarm launchers had this problem! 8 missiles instantly! WOO! Food for thought.
Well, if swarm launchers didn't need the lock-on time it would be a problem. As i said in a previous comment, the RR doesn't allow modded controllers abuse thanks to the in-game mechanic that is the charge-up time. If delays between shots in the game are inevitable no matter what exterior trick you use, then it's not a big deal. |
JP Acuna
Pendejitos Canis Eliminatus Operatives
76
|
Posted - 2014.02.26 21:14:00 -
[6] - Quote
Sam Tektzby wrote:
Honestly i tried compare AR with RR and i tell you the AR is better about versatility. You killing on short and medium range beautifully with stable fast rate of fire. RR or Gaussie, how i nicknamed it, is great for long to medium range but on short or even CQC its loosing a lot. There should not be a nerf for any rifle, but there should be a proper tinking with that. Like CCP made it with LR in 1.8 what i taking like good step forward. Nerf of any weapon just make a another FoTM favoritism nothing else. And finaly about CB, it is little too sharpshooting from my side of view (by the lore the gauss technology should be a king with aimend sharpshooting, with laser poitering arms of amarr), minmatar tech should be basicaly fast (by autocannons and whole that fast spiting technique) fast but not sharp in aim like Caldari for example. Overall i thing all rifles are good and what is needed is just really carefull tinking with them to make them same, but different aswell.
Well, by versatile i meant that as a medium to long range weapon the RR is too accurate in hipfire so it works extremely well in CQC if you're a good shot. The Tactical AR in the other hand has a huge dispersion when hip-fired, so it's not as good as ADS, which i think is positive in terms of balance. Same happens to the Sniper Rifle: due to it's very high damage and long range design, it doesn't even have crosshairs for hipfire. I love the RR, but maybe that's something that could cause it to feel OP.
A little note: In the spanish version of the game, the Rail Rifle was translated as "Gauss". Same as Railgun turrets. |
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