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Royalgiedro
Nor Clan Combat Logistics
7
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Posted - 2014.02.28 00:14:00 -
[31] - 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.
they should add a .2 seconds delay or something similar. 5bursts max per second is still super powerful without letting modded controllers take a huge advantage over it. |
Aeon Amadi
Ancient Exiles. Renegade Alliance
5111
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Posted - 2014.02.28 00:52:00 -
[32] - 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.
Shame they couldn't have taken that route with the Plasma Cannon #9monthslater
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killertojo42
Sardaukar Merc Guild
33
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Posted - 2014.02.28 05:35:00 -
[33] - Quote
Royalgiedro i disagree on .2 delay since the rail rifle is .25 but i woukd make it .05, not much of difference but it would be noticeable to a rapid shooter like me and there's even a good argument to make it have a .1 delay but then it woukd be uunderpowered, the CR needs rapid fire due to it's low damage per shot
When walking on the battlefield i stand alone
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bogeyman m
Krusual Covert Operators Minmatar Republic
128
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Posted - 2014.03.02 07:37:00 -
[34] - Quote
John Demonsbane wrote:It should be RR - ScR - CR - AR.
Gallente we supposed to be short range high damage. CR should be adaptable to multiple situations keeping in line with Minmatar philosophy and should be medium range medium damage.
If you add a slightly longer delay or slightly reduce the ROF of the CR you can minimize the effect of modded controllers without changing it's non-cheating effectiveness much.
(Btw, for 1.8 all the racial rifles are getting a damage nerf afaik to bring them in line with the other weapons and increase TTK)
Part of the problem, I think, is that CCP is trying to balance weapons of different (intended) play styles - longer distance Rails, charge-up Scramblers, burst Combats and fully auto (Gallente) Assaults. The best first step would actually be balancing the fully automatic versions of each and THEN adjust the signature versions accordingly.
So, as JD stated, the optimal distance for each fully auto version should be (from long to short) : ARR - AScR - ACR - AAR
There should also be some drop off in efficiency for each weapon outside of its optimal range. (Which does not seem to be the case currently for the Rail Rifle.)
The 'on paper' damage per second of each fully auto weapon should also be fairly similar, with any in-game variations coming from the shooter's damage mods and the targets' shield/armour type and suit resistance bonuses.
Only after all that has been balanced, the burst, breach, charged shot, etc versions can be introduced/corrected without issues.
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bogeyman m
Krusual Covert Operators Minmatar Republic
128
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Posted - 2014.03.02 07:40:00 -
[35] - Quote
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
791
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Posted - 2014.03.02 15:06:00 -
[36] - Quote
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.
That was a link from last year about the AR. Check your **** post before posting it. Turbo is not an issue, there is a minimum pause between bursts it is just much lower than the Burst AR Derp pause that CCP implemented.
LogiGod earns his pips
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