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Knight Solitaire
Brutor Vanguard Minmatar Republic
567
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Posted - 2014.03.05 13:06:00 -
[1] - Quote
- SCR Charge needs to build up heat the longer it is held - SCR Charge needs to decrease accuracy the longer it is held - Reload needs an increase to 3.6s - Rapidly firing (Or spamming R1) needs to give a severe reduction on hipfire accuracy, this thing should not be as reliable as it is in CQC
- RR needs to overheat (The Railgun has this penalty, so should the RR) - CQC accuracy needs to be unreliable (Should perform close to a Sniper in CQC) - Reload increased to 4s
- CR needs more ADS kick (This thing should kick hard) - Reload increased to 3.2s - Needs a decrease in hipfire accuracy
None of what I have suggested reduces the DPS of any weapon, it just makes them require more skill to use.
Plasma Rifle is a tough one to balance, more kick to reduce its reliability at range is probably all thats needed.
Congratulations CCP, with what you have suggested these weapons will still be easy as hell to use.
*Slow clap*
Fatal Absolution
General Tso's Alliance
ISK Milkshakes for all! (Except the pubbers)
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
243
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Posted - 2014.03.05 13:08:00 -
[2] - Quote
Knight Solitaire wrote:- SCR Charge needs to build up heat the longer it is held - SCR Charge needs to decrease accuracy the longer it is held - Reload needs an increase to 3.6s - Rapidly firing (Or spamming R1) needs to give a severe reduction on hipfire accuracy, this thing should not be as reliable as it is in CQC
- RR needs to overheat (The Railgun has this penalty, so should the RR) - CQC accuracy needs to be unreliable (Should perform close to a Sniper in CQC) - Reload increased to 4s
- CR needs more ADS kick (This thing should kick hard) - Reload increased to 3.2s - Needs a decrease in hipfire accuracy
None of what I have suggested reduces the DPS of any weapon, it just makes them require more skill to use.
Plasma Rifle is a tough one to balance, more kick to reduce its reliability at range is probably all thats needed.
Congratulations CCP, with what you have suggested these weapons will still be easy as hell to use.
*Slow clap*
disagree on SCR but everything else is solid.
B
Double O
T
Y
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mollerz
2600
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Posted - 2014.03.05 13:10:00 -
[3] - Quote
disagree on CR but everything else is solid...
:D
You gotta hustle if you wanna make a dolla
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Obodiah Garro
Tech Guard RISE of LEGION
733
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Posted - 2014.03.05 13:11:00 -
[4] - Quote
Agree with all OPs points, actually very damn good points, however the dmg mod nerf is most definately welcome because erm, it further gimps AV, kills off snipers who arent using a thale and yea, maybe increases overall TTK by 5-10%.
5-10% thats like what? 1-2 seconds? Roll on 1.8 boys
Nemo me impune lacessit
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Jenova Rhapsodos
Fatal Absolution General Tso's Alliance
292
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Posted - 2014.03.05 13:20:00 -
[5] - Quote
Vegetation Monster wrote:Knight Solitaire wrote:- SCR Charge needs to build up heat the longer it is held - SCR Charge needs to decrease accuracy the longer it is held - Reload needs an increase to 3.6s - Rapidly firing (Or spamming R1) needs to give a severe reduction on hipfire accuracy, this thing should not be as reliable as it is in CQC
- RR needs to overheat (The Railgun has this penalty, so should the RR) - CQC accuracy needs to be unreliable (Should perform close to a Sniper in CQC) - Reload increased to 4s
- CR needs more ADS kick (This thing should kick hard) - Reload increased to 3.2s - Needs a decrease in hipfire accuracy
None of what I have suggested reduces the DPS of any weapon, it just makes them require more skill to use.
Plasma Rifle is a tough one to balance, more kick to reduce its reliability at range is probably all thats needed.
Congratulations CCP, with what you have suggested these weapons will still be easy as hell to use.
*Slow clap* disagree on SCR but everything else is solid.
Knight's a Minmatar Scout, the ScR decimates them. And to be honest even as a dedicated ScR user I wouldn't mind if one of these was implemented : - Charge needs to build up heat the longer it is held (or a similar modification resulting in losing the ability to indefinitely hold the charge) - SCR Charge needs to decrease accuracy the longer it is held Actually decent ideas in my opinion.
Overall I'd say that list of suggestions is pretty solid :) |
Pvt Numnutz
R 0 N 1 N
854
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Posted - 2014.03.05 13:23:00 -
[6] - Quote
Your ideas are good but you really come off as an *******. |
Orenji Jiji
368
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Posted - 2014.03.05 13:24:00 -
[7] - Quote
You forgot SMGs.
;-(
SL dumbfire, DS bumpercars, Scout beast-mode. All those moments will be lost in time, like tears in rain. Time.. to die.
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Knight Solitaire
Brutor Vanguard Minmatar Republic
567
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Posted - 2014.03.05 13:31:00 -
[8] - Quote
Orenji Jiji wrote:You forgot SMGs.
;-(
I made this post in another thread yesterday and just decided to make a thread on it now after seeing the damage changes, I didn't know at the time the SMG would be nerfed.
Fatal Absolution
General Tso's Alliance
ISK Milkshakes for all! (Except the pubbers)
|
Happy Violentime
OMFGZOMBIESRUN
234
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Posted - 2014.03.05 14:15:00 -
[9] - Quote
Disagree on RR but everything else is solid... |
Knight Solitaire
Brutor Vanguard Minmatar Republic
572
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Posted - 2014.03.05 16:26:00 -
[10] - Quote
I guess I should probably reason more.
SCR
The SCR in my eyes operates a lot like bows in other games, you can rapidly fire quick shots doing little damage, and have unreliable and unpredictable accuracy, or you can charge a shot that deals incredible damage but if the shot is held to long you begin to lose accuracy and power.
RR
All the suggestions that have been made for the RR make it a medium to long range weapon, the reload decreases its effectivness in cities because you usually have less time to reload in CQC areas, and the overheat forces you to manage your shots and make every one count. The hipfire nerf makes it unreliable in CQC, forcing you to always pack a sidearm. (In case anyone is wondering, the Laser + Sniper both have 4s reload and are both long range)
CR
Due to its high ROF, it should kick more, it should be close to medium range, the hipfire on the current CR is far too accurate.
PR
Due to being a CQC weapon, it has the shortest reload of 3s, and the best hipfire accuracy, although kicks hard in ADS making it harder but not impossible to use outside its intended range
Fatal Absolution
General Tso's Alliance
ISK Milkshakes for all! (Except the pubbers)
|
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Derpty Derp
It's All Gone Derp
79
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Posted - 2014.03.05 16:29:00 -
[11] - Quote
I think all the Rail rifle really needed was a charge time increase to something that actually makes a difference, rather than just "I'm being shot in the back *turns around* mows them down in seconds."
As much as I think you went overboard on the Scrambler rifle (annoying as this weapon is) they could have come up with nerfs that make weapons different, rather than the "lets drop the damage of everything" style of nerfs. |
CLONE117
True Pros Forever
711
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Posted - 2014.03.05 16:32:00 -
[12] - Quote
my gek 38...
using it yesterday was strange.it was about as effective as my std smg.
versus mlt suits.
n other words it felt weak.. |
Dauth Jenkins
Ultramarine Corp
155
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Posted - 2014.03.05 16:35:00 -
[13] - Quote
Knight Solitaire wrote:- SCR Charge needs to build up heat the longer it is held - SCR Charge needs to decrease accuracy the longer it is held - Reload needs an increase to 3.6s - Rapidly firing (Or spamming R1) needs to give a severe reduction on hipfire accuracy, this thing should not be as reliable as it is in CQC
- RR needs to overheat (The Railgun has this penalty, so should the RR) - CQC accuracy needs to be unreliable (Should perform close to a Sniper in CQC) - Reload increased to 4s
- CR needs more ADS kick (This thing should kick hard) - Reload increased to 3.2s - Needs a decrease in hipfire accuracy
None of what I have suggested reduces the DPS of any weapon, it just makes them require more skill to use.
Plasma Rifle is a tough one to balance, more kick to reduce its reliability at range is probably all thats needed.
Congratulations CCP, with what you have suggested these weapons will still be easy as hell to use.
*Slow clap*
They are attempting to reduce TTK, which in my opinion, is the right way to go. This is a tactical game, so you should have time to react. If you want to kill people before they realize they are under attack, go with alpha damage weapons.
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Ydubbs81
Ahrendee Holdings
0
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Posted - 2014.03.05 16:37:00 -
[14] - Quote
Dauth Jenkins wrote:Knight Solitaire wrote:- SCR Charge needs to build up heat the longer it is held - SCR Charge needs to decrease accuracy the longer it is held - Reload needs an increase to 3.6s - Rapidly firing (Or spamming R1) needs to give a severe reduction on hipfire accuracy, this thing should not be as reliable as it is in CQC
- RR needs to overheat (The Railgun has this penalty, so should the RR) - CQC accuracy needs to be unreliable (Should perform close to a Sniper in CQC) - Reload increased to 4s
- CR needs more ADS kick (This thing should kick hard) - Reload increased to 3.2s - Needs a decrease in hipfire accuracy
None of what I have suggested reduces the DPS of any weapon, it just makes them require more skill to use.
Plasma Rifle is a tough one to balance, more kick to reduce its reliability at range is probably all thats needed.
Congratulations CCP, with what you have suggested these weapons will still be easy as hell to use.
*Slow clap* They are attempting to reduce TTK, which in my opinion, is the right way to go. This is a tactical game, so you should have time to react. If you want to kill people before they realize they are under attack, go with alpha damage weapons.
http://www.youtube.com/watch?v=XWXcHdQe6jE |
Knight Solitaire
Brutor Vanguard Minmatar Republic
574
|
Posted - 2014.03.05 16:38:00 -
[15] - Quote
Dauth Jenkins wrote:
They are attempting to reduce TTK, which in my opinion, is the right way to go. This is a tactical game, so you should have time to react. If you want to kill people before they realize they are under attack, go with alpha damage weapons.
They nerfed so many things at once that TTK is going to be stupid slow. Damage Mod effectivness halved, ~10% damage nerf on Rifles, and then to top it all off an MD buff.
The way 1.8 is going there will be a lot more explosives. Its happened before and its happening again, CCP have made the same mistake by just nerfing the damage of weapons time and time again.
Fatal Absolution
General Tso's Alliance
ISK Milkshakes for all! (Except the pubbers)
|
Master Smurf
Nos Nothi
169
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Posted - 2014.03.05 16:49:00 -
[16] - Quote
Knight Solitaire wrote:Dauth Jenkins wrote:
They are attempting to reduce TTK, which in my opinion, is the right way to go. This is a tactical game, so you should have time to react. If you want to kill people before they realize they are under attack, go with alpha damage weapons.
They nerfed so many things at once that TTK is going to be stupid slow. Damage Mod effectivness halved, ~10% damage nerf on Rifles, and then to top it all off an MD buff. The way 1.8 is going there will be a lot more explosives. Its happened before and its happening again, CCP have made the same mistake by just nerfing the damage of weapons time and time again.
Agree with this - not some of your weapon suggestions even though I agree in principle that mechanism changes were a better way to go than just dropping damage
"Shine bright like a diamond"
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