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KingBabar
The Rainbow Effect Dirt Nap Squad.
2161
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Posted - 2014.04.10 10:46:00 -
[1] - Quote
As I have both as Close to maxed out it makes no difference, this is my opinion.
The CR, burst edititon, is still insanely powerful, yes I know its supposed to shred People but come on! A 5-10% reduction to damage would put it more in the line with the other rifles.
The Scrambler, single shot edition, has become another unicorn. I almost never see it anymore. I've tried it out, even With two complex damage mods and its a pathetic shadow of its fomer glory. Yes it will shred Shields but then it stops. The combined effect of the general damage reduction and the change to the profficiency skill has made this gun close to pointless. Try going up against a RR user who is armor tanked and the odds are greatly stacked against you. As far as I can remember I have only seen it in use twice since the launch of 1.8. I have huge problems killing any kind of somewhat properly tanked armor suit before overheating. Sidearms is often not an issue due to range. I suggest it gets back the 8.8% pr so base damage that got reduced With 1.8, the Assault scrambler is just fine the way it is.
The HMG is in my opinion the most unbalanced gun in the game. The main problem here is the pushback effect of the bullets. When I get hit my character stops moving or is slowed Down to a crawl and I just have to take it. In practise it might aswell have been an auto shotgun With 3-4 times the range. It is just so blasted annoying to run by someone, if I get shot by any other gun I take damage but can still move out of the way, if it happens to be a HMG shooting me, my dude stops and just take it until he dies, a very short time after. I don't have any beef With the damage of the gun nor do I With the amount of HP etc. But that pushback effect combined With a relatively long range and very high damage is just too much. Or am I off here? Is th gun supposed to be that way? With a build in webifier or whatever its called?
Tweaking these Three weapons would go a long way in terms of Balance and IMO it will increase the enjoyment for a lot of players.
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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VALCORE72
NECROM0NGERS Caps and Mercs
125
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Posted - 2014.04.10 10:51:00 -
[2] - Quote
that slow effect is bull sh.it didnt happen till 1.7 . they need a tad bit off the cr and the rr assault . rr assault is crazy op |
getu pfool
SVER True Blood General Tso's Alliance
2
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Posted - 2014.04.10 10:51:00 -
[3] - Quote
the scrambler still kicks a55. the reason you don't see it is because its not a cloak and shotgun. |
Happy Violentime
OMFGZOMBIESRUN
336
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Posted - 2014.04.10 10:55:00 -
[4] - Quote
*yawn* |
KingBabar
The Rainbow Effect Dirt Nap Squad.
2161
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Posted - 2014.04.10 10:57:00 -
[5] - Quote
getu pfool wrote:the scrambler still kicks a55. the reason you don't see it is because its not a cloak and shotgun.
The insanely expensive to fit and buy proto Viziam does 57,2 Points of damage towards armor.
With the max amount of shots before overheating in a not Amarr Assault suit being 16, this adds up to being:
915,2 Points of damage vs armor before overheat. That means that you cna barely kill a suit before overheating, if its a well tanked fatty or Gallente logi you're screwed. If it doesn't deserve a damage bost then perhaps an overheat reduction?
The numbers tell one tale and the practical usage tels another, oth say tha this gun is currently UP compared to the other 3 main Battle rifles.
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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BL4CKST4R
WarRavens League of Infamy
2457
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Posted - 2014.04.10 11:01:00 -
[6] - Quote
The scrambler rifle definately doesn't need a buff, the scrambler rifle and combat rifle are the only two weapons I have to get a couple of rounds off first or I will be melted instantly, even in my Gallente sentinel I cannot fight a scrambler rifle 1v1 without getting the first shot, or forcing them to overheat.
Not saying its OP but I am running 800 armor HP and I still die before I can blink... although I can't counter the combat rifle like I can the SCR...
For the Federation!
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Zetsumi Ravencroft
Ultramarine Corp
27
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Posted - 2014.04.10 11:03:00 -
[7] - Quote
I still see scrambler rifle kills pop up quite a fair bit, so it might just be the people you're fighting with and against just aren't users of it... or they aren't using it properly and going for the head since it's more of a marksman rifle then the usual burst/auto assault rifle type weapons.
As for that HMG slow down effect... I have never noticed anything of the sort being on both the business end of HMGs, and being the one firing HMGs at others while running my Sentinel, since people I hit seem to keep moving just fine, otherwise I'd have killed a lot more scouts if this 'slowdown effect' actually exists.
However, with how the hit detection works and the RoF on the HMG... maybe it doesn't have a slow down effect itself, but the server having to figure out the results of the many, many rounds that are being fired at you is what slows you down? Just some musings on my end, since that could very well be the case... gah, wish I had the link to that post I saw where someone explained how the server calculated the data for all of the hitscan type weapons in Dust (IE: Anything that is not the Mass Driver, Flaylock, PLC, Forge, or Swarms... and I think missiles).
M.A.G - Former RAVEN
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
283
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Posted - 2014.04.10 11:05:00 -
[8] - Quote
screw all the guns...... buff the assault rifle to pre-1.8 levels.
Elite Gallenten Soldier
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KingBabar
The Rainbow Effect Dirt Nap Squad.
2163
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Posted - 2014.04.10 11:13:00 -
[9] - Quote
Racro 01 Arifistan wrote:screw all the guns...... buff the assault rifle to pre-1.8 levels.
Thats laughable. The Duvolle is still king of CQC and the Creodron is a beast this build, try it, you'll be amazed.
The Tac AR should get a kick reduction but thats it.
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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VALCORE72
NECROM0NGERS Caps and Mercs
126
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Posted - 2014.04.10 11:14:00 -
[10] - Quote
BL4CKST4R wrote:The scrambler rifle definately doesn't need a buff, the scrambler rifle and combat rifle are the only two weapons I have to get a couple of rounds off first or I will be melted instantly, even in my Gallente sentinel I cannot fight a scrambler rifle 1v1 without getting the first shot, or forcing them to overheat.
Not saying its OP but I am running 800 armor HP and I still die before I can blink... although I can't counter the combat rifle like I can the SCR...
listen to the sound of it . you will be able to tell most of the time what type of controlers hes usen. fireing the 6kin cr vs one usen tubo controlers you see a big gap in damage output |
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
283
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Posted - 2014.04.10 12:18:00 -
[11] - Quote
KingBabar wrote:Racro 01 Arifistan wrote:screw all the guns...... buff the assault rifle to pre-1.8 levels. Thats laughable. The Duvolle is still king of CQC and the Creodron is a beast this build, try it, you'll be amazed. The Tac AR should get a kick reduction but thats it.
i know iam just saying that the ar damge is still slitghyl too little. an extra 2 poitns of damage and i;ll be happy
Elite Gallenten Soldier
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NAV HIV
The Generals General Tso's Alliance
1402
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Posted - 2014.04.10 12:39:00 -
[12] - Quote
KingBabar wrote:As I have both as Close to maxed out it makes no difference, this is my opinion.
The CR, burst edititon, is still insanely powerful, yes I know its supposed to shred People but come on! A 5-10% reduction to damage would put it more in the line with the other rifles.
The Scrambler, single shot edition, has become another unicorn. I almost never see it anymore. I've tried it out, even With two complex damage mods and its a pathetic shadow of its fomer glory. Yes it will shred Shields but then it stops. The combined effect of the general damage reduction and the change to the profficiency skill has made this gun close to pointless. Try going up against a RR user who is armor tanked and the odds are greatly stacked against you. As far as I can remember I have only seen it in use twice since the launch of 1.8. I have huge problems killing any kind of somewhat properly tanked armor suit before overheating. Sidearms is often not an issue due to range. I suggest it gets back the 8.8% pr so base damage that got reduced With 1.8, the Assault scrambler is just fine the way it is.
The HMG is in my opinion the most unbalanced gun in the game. The main problem here is the pushback effect of the bullets. When I get hit my character stops moving or is slowed Down to a crawl and I just have to take it. In practise it might aswell have been an auto shotgun With 3-4 times the range. It is just so blasted annoying to run by someone, if I get shot by any other gun I take damage but can still move out of the way, if it happens to be a HMG shooting me, my dude stops and just take it until he dies, a very short time after. I don't have any beef With the damage of the gun nor do I With the amount of HP etc. But that pushback effect combined With a relatively long range and very high damage is just too much. Or am I off here? Is th gun supposed to be that way? With a build in webifier or whatever its called?
Tweaking these Three weapons would go a long way in terms of Balance and IMO it will increase the enjoyment for a lot of players.
Problem with CR - it outclasses almost any other rifle... It's a good weapon, but what is the counter to it ?! AR would be a great counter if the AR had a scope... Trust me, if CCP adds a Scope to the AR, then We'd see AR is OP threads Again
SCR - As you've mentioned is a Unicorn.. Someone lost 16 Viziams last night !!!
HMG - Good Weapon, but there seems to be some sort of bug going on.... It seems to stop my movement, sometimes the bullets shoot through covers (Boxes, containers, Walls even), twice so far the bullet seemed to have chased me behind cover. As funny as it sounds, if i jump left/right with a Scout, it's a very decent gap... Specially if i'm jumping behind cover... |
thesupertman
Better Hide R Die
278
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Posted - 2014.04.10 12:43:00 -
[13] - Quote
DON'T NERF! Buff the weak stuff!
The new commandos should have a better paint job. Look at the Amarr one!
1.8 is fun. Cant wait for the new build!
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Bunny Demon
Capital Acquisitions LLC Dirt Nap Squad.
105
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Posted - 2014.04.10 13:01:00 -
[14] - Quote
getu pfool wrote:the scrambler still kicks a55. the reason you don't see it is because its not a cloak and shotgun. Cloak ScR works too, it's what I use as my main. Kind of like the shotgun but with a longer range
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Atiim
Living Like Larry Schwag
6521
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Posted - 2014.04.10 13:02:00 -
[15] - Quote
Quote: The Scrambler, single shot edition, has become another unicorn. I almost never see it anymore. I've tried it out, even With two complex damage mods and its a pathetic shadow of its fomer glory. Yes it will shred Shields but then it stops. The combined effect of the general damage reduction and the change to the profficiency skill has made this gun close to pointless. Try going up against a RR user who is armor tanked and the odds are greatly stacked against you. As far as I can remember I have only seen it in use twice since the launch of 1.8. I have huge problems killing any kind of somewhat properly tanked armor suit before overheating. Sidearms is often not an issue due to range. I suggest it gets back the 8.8% pr so base damage that got reduced With 1.8, the Assault scrambler is just fine the way it is.
Seems working as intended to me. Especially the parts in bold.
I agree with nerfing the RR and CR, but buffing the SCR will cause the TTK to be lowered.
Though maybe that's why the Assault Scrambler Rifle is there. So you can choose between quick, high alpha damage, or smaller alpha but greater damage over time.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Byozuma Kegawa
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
216
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Posted - 2014.04.10 13:08:00 -
[16] - Quote
Yeah, no, the scrambler rifle is deadly. Against shields. Even the scrambler pistol eats shields like breakfast cereal. Against armor it's not as good but that's the idea, it's a weapon designed to eat shields more than armor. It's fine and working as intended, it doesn't need a buff. It's funny, Amarr's premiere weapon is best against Caldari who are supposed allies. |
Bones McGavins
TacoCat Industries
638
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Posted - 2014.04.10 13:20:00 -
[17] - Quote
Yep Scr is fine. The reason cbr feels stronger is because more folks armor tank
The charge mechanic is no joke either. Front loading that much damage or being able To ohk most suits with a headshot is huge. Any time flanking is failing or the enemy is on a roof or keeping the fight long rng a charged Scr can kill folks who normally just back up a few feet for cover as soon as damage comes
The charged shot brings abilities the cbr doesn't have. Plus it has a better range. Pretty much on any suit but a scout the Scr is better. You just see a ton of scouts now. And cbr is pretty much the only solid scout wepon aside from shotty |
CRYPT3C W0LF
SilenT AngelS
570
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Posted - 2014.04.10 13:32:00 -
[18] - Quote
Honestly, the Burst Combat rifle auto nerfs itself when there's huge amounts of lag, while every other full auto weapon remains nearly uneffected. To add on, I hardly never see anyone using a Burst CR, but rather the ACR, as I can assume some people aren't able to handle the burst variants and use it effectively. Now obviously, both the Burst CR & Singleshot Scrambler rifle are far more difficult to use, which is why there is greater reward compared to the other guns in there clase
And to finish it off, any gun can be considered "OP" if the player knows how to utilize it effectively with its Pro's and Con's... Simply put, 1.8 is the most balanced patch I've been around for, which is amazing
I Make Youtube Videos!:)
Forum evolution, the cycle must continue...
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lordjanuz
Norwegian Dust514 Corporation Top Men.
318
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Posted - 2014.04.10 14:04:00 -
[19] - Quote
I would say HMG is fine right now. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7999
|
Posted - 2014.04.10 14:17:00 -
[20] - Quote
Scrambler rifle doesn't need a buff, but the proficiency changes need to be reworked. When you innately have 120% against shields you don't really need to be damaging shields much more, especially because shields can't stack that highly, but being stuck at 80% against armor while other guns at getting up to 125% against armor is very bad.
In my opinion proficiency simply needs to change to something unrelated to damage buffs and perhaps tailored specifically for each weapon.
Amarr are the good guys.
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Monkey MAC
Rough Riders..
2460
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Posted - 2014.04.10 14:17:00 -
[21] - Quote
The Combat Rifle does not need a damage nerf, it needs a hard cap on delay between burst, no more than 3 bursts a second, this will force its DPS down to other rifles.
Projectile damage profiles however need another look at however. Currently it's +10% to armour and -5% to shields. This is the only damage profile which gives an unbalanced profile and is why projectile weapons are so effective. Change that to +20% Armour and -20% Shields to match explosives damage profiles, this will also balance out the CR more.
The Scrambler Rifle does not need a buff of any kind. The point of the weapon is to powerful against shields it does not make sense to give such a massive bonus without taking something else. I will however point out the Scrambler Rifle still does exceptionally well against anything but heavies and are ALMOST uncounterable by the characteristcly lower EHP minmatar suits. Don't expect to take a scrambler rifle to a gallantean (the Amarrs racial weakness) and expect to win without A LOT of skill.
HMGs do need to have the snare effect removed, infact all weapons do. On that much we can agree, however no damage nerfs or operation nerfs are required.
The only other thing that needs adjustment is rail rifles, which need increased recoil amd dratically less hipfire accuracy.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2460
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Posted - 2014.04.10 14:20:00 -
[22] - Quote
KingBabar wrote:getu pfool wrote:the scrambler still kicks a55. the reason you don't see it is because its not a cloak and shotgun. The insanely expensive to fit and buy proto Viziam does 57,2 Points of damage towards armor. With the max amount of shots before overheating in a not Amarr Assault suit being 16, this adds up to being: 915,2 Points of damage vs armor before overheat. That means that you can barely kill a suit before overheating, if its a well tanked fatty or Gallente logi you're screwed. If it doesn't deserve a damage boost then perhaps an overheat reduction? The numbers tell one tale and the practical usage tells another, both say that this gun is currently UP compared to the other 3 main Battle rifles.
915.2 Damage how many armour suits do you know stacking that much armour? (Heavies excluded)
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Commander Tuna
KILL-EM-QUICK RISE of LEGION
101
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Posted - 2014.04.10 14:28:00 -
[23] - Quote
I totally get Heavy role but the hmg kills way to quick. Ttk was definitely increased and the hmg should have been tweaked as well. |
The Terminator T-1000
Skynet Incorporated
383
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Posted - 2014.04.10 14:50:00 -
[24] - Quote
Yet another nerf/buff thread.......ZZZZZZ
No wonder they cant fix all the bugs.
BTW the hmg is working as intended. |
Ghost Kaisar
Fatal Absolution Dirt Nap Squad.
4118
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Posted - 2014.04.10 15:02:00 -
[25] - Quote
KingBabar wrote:getu pfool wrote:the scrambler still kicks a55. the reason you don't see it is because its not a cloak and shotgun. The insanely expensive to fit and buy proto Viziam does 57,2 Points of damage towards armor. With the max amount of shots before overheating in a not Amarr Assault suit being 16, this adds up to being: 915,2 Points of damage vs armor before overheat. That means that you can barely kill a suit before overheating, if its a well tanked fatty or Gallente logi you're screwed. If it doesn't deserve a damage boost then perhaps an overheat reduction? The numbers tell one tale and the practical usage tells another, both say that this gun is currently UP compared to the other 3 main Battle rifles.
Working as intended.
It's an anti shield weapon. It's not SUPPOSED to take down heavy armor tanks. This is why we created damage profiles and have the new proficiency changes.
Why don't you run an SMG or Magsec with the scrambler? Strip shields with scrambler, and then shred remaining armor with the Mag or SMG
Combat rifle does need a tone down, but in all honesty, it's excellent damage profile is a selling point of the weapon.
I got my cloak and daggers, I'm a very happy Ghost
I hack at Mach V
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Lordsmash
Dead Man's Game
11
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Posted - 2014.04.10 15:20:00 -
[26] - Quote
The slow down effect is infuriating and should be removed. Hit detection is better than before. |
lunatis orrak
Band of The Hawkx Lokun Listamenn
6
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Posted - 2014.04.10 15:35:00 -
[27] - Quote
KingBabar wrote:As I have both as Close to maxed out it makes no difference, this is my opinion.
The CR, burst edititon, is still insanely powerful, yes I know its supposed to shred People but come on! A 5-10% reduction to damage would put it more in the line with the other rifles.
The Scrambler, single shot edition, has become another unicorn. I almost never see it anymore. I've tried it out, even With two complex damage mods and its a pathetic shadow of its fomer glory. Yes it will shred Shields but then it stops. The combined effect of the general damage reduction and the change to the profficiency skill has made this gun close to pointless. Try going up against a RR user who is armor tanked and the odds are greatly stacked against you. As far as I can remember I have only seen it in use twice since the launch of 1.8. I have huge problems killing any kind of somewhat properly tanked armor suit before overheating. Sidearms is often not an issue due to range. I suggest it gets back the 8.8% pr so base damage that got reduced With 1.8, the Assault scrambler is just fine the way it is.
The HMG is in my opinion the most unbalanced gun in the game. The main problem here is the pushback effect of the bullets. When I get hit my character stops moving or is slowed Down to a crawl and I just have to take it. In practise it might aswell have been an auto shotgun With 3-4 times the range. It is just so blasted annoying to run by someone, if I get shot by any other gun I take damage but can still move out of the way, if it happens to be a HMG shooting me, my dude stops and just take it until he dies, a very short time after. I don't have any beef With the damage of the gun nor do I With the amount of HP etc. But that pushback effect combined With a relatively long range and very high damage is just too much. Or am I off here? Is th gun supposed to be that way? With a build in webifier or whatever its called?
Tweaking these Three weapons would go a long way in terms of Balance and IMO it will increase the enjoyment for a lot of players.
Hmm apparently you havent been paying attention to the update weapons now are shield or armor preferentialmeaning that when ya shoot that guy rocking 500 armor and **** for shield its probrobly not the one to mess with using a scrambler laser ectnotice in your skill tree that weapon pproficiency no longer does 3 percent more damage per level it does 3 percent more to either armor orshield and guy im sorry but if you think that you should be able to run through a hmg and it have no stopping power you need to play james bond on the n64 ya know before they pulled any sort of reality into the effects of fps
CHUBBY CHASER FOR LIFE
!BEWARE MY FAT BULLDOGS!
The leash is not for your protection
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Lucifalic
Nos Nothi
404
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Posted - 2014.04.10 15:42:00 -
[28] - Quote
The hit detection fix IS the snare effect. Notice it with any high rof weapon. Hmg #1. Acr #2.
This was noticed by the pre-1.8 scout community due to speed tanking becoming even less viable.
Fix hit detection for real without this terrible snare mechanic then we can actually balance weapons.
Also peoples personal bias to weapons needs to stop
Here since Closed beta. Scout for life.
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Jenova Rhapsodos
Fatal Absolution
415
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Posted - 2014.04.10 15:45:00 -
[29] - Quote
KingBabar wrote:As I have both as Close to maxed out it makes no difference, this is my opinion.
The CR, burst edititon, is still insanely powerful, yes I know its supposed to shred People but come on! A 5-10% reduction to damage would put it more in the line with the other rifles.
The Scrambler, single shot edition, has become another unicorn. I almost never see it anymore. I've tried it out, even With two complex damage mods and its a pathetic shadow of its fomer glory. Yes it will shred Shields but then it stops. The combined effect of the general damage reduction and the change to the profficiency skill has made this gun close to pointless. Try going up against a RR user who is armor tanked and the odds are greatly stacked against you. As far as I can remember I have only seen it in use twice since the launch of 1.8. I have huge problems killing any kind of somewhat properly tanked armor suit before overheating. Sidearms is often not an issue due to range. I suggest it gets back the 8.8% pr so base damage that got reduced With 1.8, the Assault scrambler is just fine the way it is.
The HMG is in my opinion the most unbalanced gun in the game. The main problem here is the pushback effect of the bullets. When I get hit my character stops moving or is slowed Down to a crawl and I just have to take it. In practise it might aswell have been an auto shotgun With 3-4 times the range. It is just so blasted annoying to run by someone, if I get shot by any other gun I take damage but can still move out of the way, if it happens to be a HMG shooting me, my dude stops and just take it until he dies, a very short time after. I don't have any beef With the damage of the gun nor do I With the amount of HP etc. But that pushback effect combined With a relatively long range and very high damage is just too much. Or am I off here? Is th gun supposed to be that way? With a build in webifier or whatever its called?
Tweaking these Three weapons would go a long way in terms of Balance and IMO it will increase the enjoyment for a lot of players.
+1
Speaking from a competitive environment, the Scrambler is pointless this build. The Combat Rifle is almost always more practical. I'm sure the Scrambler might still feel like a monster in pubs as it still wrecks most ADV/STD suits if you're a decent shot. But with the damage being significantly nerfed and the heat build-up remaining the same, the damage output of the weapon is seriously lower. This is currently made even worse due to the Amarr Assault bonus not applying on spawn.
I've personally switched to a Six Kin or Boundless for PC, the ScR simply does not compare and I free up an extra 12 PG. The Combat Rifle excels at up to 70m which is just short of the Scrambler's optimum range anyway. And outside of that range, the Rail Rifle is still much easier to use, whilst being equally powerful, without the risk of overheat. The Scrambler still has an excellent alpha damage and the charge shot has its uses, but it is clearly outclassed by the Combat Rifle.
I don't even want to talk about the HMG slow-down effect... I find it infinitely more infuriating than even cloaked shotgunners.
Just no.
The Scrambler Rifle is dead, long live the Scrambler Rifle!
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Awesome Pantaloons
Lokapalas.
445
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Posted - 2014.04.10 15:51:00 -
[30] - Quote
Agree with ScR buff, CR nerf, even though I usually don't support buffs or nerfs as the cycling of these is what has ruined Dust. As an avid HMG user, I'm glad to see that this isn't another call for touching the damage. I was killing fine before the introduction of pushback. It's not necessary and doesn't add much to the game. I'd be fine with it disappearing. As long as HMG remains the CQC king (as it should) other changes are fine.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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