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Ryme Intrinseca
Fatal Absolution
816
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Posted - 2014.03.03 15:26:00 -
[1] - Quote
Xander Mercy wrote:Used the scrambler rifle to see what all the fuss was about and here is what i've come up with
PROS charge shot is ohk for almost all scouts and most suits below advance level every shot packs a punch large clip good for 1v1
CONS overheat tends to kick in at the worst time leaving you completely defenceless till the gun has cooled if you miss the charge shot your ****** if the enemy is somewhat close overheat tends to kill you in intense cqc situations more then the enemy not a good choice for fighting more then two ppl at a time
so far from what i've seen the scrambler rifle would be op if it weren't for the overheat function which keeps it in check but to ppl who run scouts and low tier suits it would seem op due to the charge shot which is ohk to them. also while it does have a high rof shooting the gun as fast as you can is not recommended as its easy to lose track of your heat build up and can lead to wasted shots.
simply put this gun is not op because overheat keeps it in check A pro you didn't mention is massive total ammo damage (total ammo*damage). This means you don't absolutely need to use a slot on a hive, which is a big plus for assault suits.
The other thing with the ScR is that it is a relatively difficult weapon to master. It's not surprising that it seems relatively weak when you've not used it much.
The real question is whether a ScR is OP in the hands of a skilled user versus AR, CR, RR, LR in the hands of a similarly skilled user. My general impression is that it's roughly the same as CR and RR (maybe slightly weaker right now due to armour tanking dominance), stronger than AR, and much stronger than LR. |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
816
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Posted - 2014.03.03 15:50:00 -
[2] - Quote
Xander Mercy wrote:Ryme Intrinseca wrote:Did you test it with Amarr assault level 5? As I expect you know, that makes most of the overheat issue go away.
A pro you didn't mention is massive total ammo damage (total ammo*damage). This means you don't absolutely need to use a slot on a hive, which is a big plus for assault suits.
The other thing with the ScR is that it is a relatively difficult weapon to master. It's not surprising that it seems relatively weak when you've not used it much.
The real question is whether a ScR is OP in the hands of a skilled user versus AR, CR, RR, LR in the hands of a similarly skilled user. My general impression is that it's roughly the same as CR and RR (maybe slightly weaker right now due to armour tanking dominance), stronger than AR, and much stronger than LR. i do have amarr assault five. Also what makes a gun op is not how good it is in the hands of a skilled user but rather how good it is in the hands of the everyday player. its not a grab and go op weapon like the rr and cr. Balance for PC, not pubs. |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
817
|
Posted - 2014.03.03 18:53:00 -
[3] - Quote
Monty Mole Clone wrote:lDocHollidayl wrote:Monty Mole Clone wrote:lDocHollidayl wrote:Lets use logic. Find the dps... then find the damage per clip...
Then compare to all other rifles and no one can deny the facts.
the ar has twice the damage in a mag vs the scrambler not on an amarr assault before it blows up in your face which could only mean the ar is op That is what your going with? So you saying in the time the Scr...non assault version, overheats, (blows up in your face is the laser rifle...225 dmg lets keep it on facts) the AR does twice the damage? I do not remember those numbers. Can you post your math? While doing it just for kicks use the assault numbers too. Then more kicks, use the Scr damage till over heat with and without charge shot. we can make a classroom and you could teach us. just off the top of my head damage per clip 39*60 = 2340 ar with any suit 79*15 = 1185 scrambler without amarr assault suit 79*22 = 1738 scrambler with amarr assault suit please tell me how the scrambler is op again? all this moaning about the scrambler or any other weapon is pointless because everything is changing in 1.8 anyway so moan on i suppose You're right that for very long drawn out engagements the AR has the advantage. But that isn't really the normal situation. A typical ScR versus AR engagement starts like this:
0-1 seconds - 700 damage from Imperial ScR*, 468 from Duvolle AR. 1-2 seconds - 700 damage from Imperial, 468 from Duvolle.
At that point, the Imperial has put out much more damage, and the Duvolle user is probably dead. And this is before we even bring in the other advantages of the ScR, such as massive clip size, massive total ammo damage, and longer range.
I think it's pretty clear the ScR is in a better place than the AR. The question for discussion is how it fares relative to CR and RR, and I wouldn't say it's OP compared to those weapons, maybe slightly weaker even. The problem is those three outclass everything else.
*932 is theoretical maximum DPS of Imperial without charge shots. DPS over 1000 is achievable with a charge shot followed by R1 spam. I've used a more conservative figure of 700 to reflect what typical users can achieve. All numbers assume zero damage mods. |
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