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1st Lieutenant Tiberius
0uter.Heaven
1587
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Posted - 2014.04.11 04:03:00 -
[1] - Quote
I'd like to initiate a discussion to perhaps change the proficiency skills for some weapons, namely the Scrambler Rifle and the Shotgun.
The Scrambler Rifle does not need an increase to shield damage and the lowering of TTK, damage mod nerf and proficiency changes have basically turned all but the Viziam into a glorified flux grenade. The shotgun has a similar nerf in changing proficiency skills from an increase to ROF to an increase in shield damage, another equally useless skill IMO. So far I propose the following;
Scrambler Rifle Proficiency: 2% or 3% Reduction to Heat Build Up per level.
The uses for this change would be two fold; ScR users can now more viably main the ScR without the gun immediately overheating after one volley shot, this would allow suits like the Amarr Scout to considering using the ScR as their main weapon by having a small but useful heat sink. Furthermore this would compound with the Amarr Assaults existing heat sink and make the combination even more useful. I think this would be a good balance without having to give the ScR direct damage changes.
Shotgun Proficiency: 3% Increase to ROF per level
Simple, change it back to what it was for it was more useful. But with the emergent viability of the Cloak coupled with the Shotgun this might make the Shotgun overly powerful but I'd like to hear what you think
Again remember this is a discussion but I think the weapons need unique bonuses and not damage modifiers to give some flavor, variety as well as viability to all weapons.
Please post any other weapons that you think could use a change to its proficiency skills
The Sinwarden
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Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
66
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Posted - 2014.04.11 04:21:00 -
[2] - Quote
Shotgun ROF isnt the solution... DPS on shotguns is already amazing.
What should be done in the case of ALL weapons is introduce an additional skill that comes available after some proficiency that gives like 2% boost to that weapons off damage type. (for example: AR is good against shields so its additional proficiency skill would be 2% bonus to armor damage)
admitting you are being illogical doesn't validate your point. It shows you know you are being dumb and keep talking
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Funkmaster Whale
Ancient Exiles.
1801
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Posted - 2014.04.11 05:07:00 -
[3] - Quote
I think looking at the damage profiles would be a good start as well. Right now they're a little out of whack with Projectile being too good and Laser and Explosive being too far gone in either direction.
The projectile damage profile needs to be changed to 95% / 105%, and I think Laser and Explosive weaponry should be brought 5% closer to the middle. Meaning the Laser profile would be 115 % / 85% and Explosive 85% / 115%.
Let me play you the song of my people!
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1st Lieutenant Tiberius
0uter.Heaven
1591
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Posted - 2014.04.11 07:02:00 -
[4] - Quote
Funkmaster Whale wrote:I think looking at the damage profiles would be a good start as well. Right now they're a little out of whack with Projectile being too good and Laser and Explosive being too far gone in either direction.
The projectile damage profile needs to be changed to 95% / 105%, and I think Laser and Explosive weaponry should be brought 5% closer to the middle. Meaning the Laser profile would be 115 % / 85% and Explosive 85% / 115%.
This makes sense but it would be a less imaginative and interesting fix IMO i'd like something more creative that opens up many possible role variants.
Having a 15% heat sink on a non Amarr Assault suit would be really nice
The Sinwarden
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THUNDERGROOVE
Fatal Absolution Dirt Nap Squad.
643
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Posted - 2014.04.11 07:05:00 -
[5] - Quote
Contaminator Aquarius wrote:Shotgun ROF isnt the solution... DPS on shotguns is already amazing.
What should be done in the case of ALL weapons is introduce an additional skill that comes available after some proficiency that gives like 2% boost to that weapons off damage type. (for example: AR is good against shields so its additional proficiency skill would be 2% bonus to armor damage) So more investment for CCP to continue changing things? A CRG can hardly drop a STD heavy before they are able to turn around and kill you in 1/4th of a second with their 800 DPS weapon. That's with me spending the time to get behind you, doing absolutely everything right.
Proficiency skills were great as is, they just needed to adjust the percentages instead of making laser/explosive damage types completely useless against their counter HP type, which happen to be the least useful out of the other, more used, types (projectile/hybrid)
Mmmm Scout ak.0
Projects: TDBS | SDETool
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2163
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Posted - 2014.04.11 07:40:00 -
[6] - Quote
Prof skills currently favor anti armor weapons.
I think proficiency should just be changed across the board.
Could give ScR's a bonus to charge time, and scrambler pistols could get a ROF bonus. Shotguns could get a marginal range bonus. Just a slight one as too big of a range buff would break the weapon. ARs could get a buff to mag size. Rail weaponry could get a bonus to charge times.
There are so many cool things that can be done that would also not tilt the game to heavily favor any particular weapon.
Shape without form, shade without colour,
Paralysed force, gesture without motion;
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1st Lieutenant Tiberius
0uter.Heaven
1592
|
Posted - 2014.04.11 07:49:00 -
[7] - Quote
Talos Alomar wrote:Prof skills currently favor anti armor weapons.
I think proficiency should just be changed across the board.
Could give ScR's a bonus to charge time, and scrambler pistols could get a ROF bonus. Shotguns could get a marginal range bonus. Just a slight one as too big of a range buff would break the weapon. ARs could get a buff to mag size. Rail weaponry could get a bonus to charge times.
There are so many cool things that can be done that would also not tilt the game to heavily favor any particular weapon.
Charge time on ScR would be useless, for something like the Knives its awesome but for the ScR it would likely screw up with my muscle memory more.
I say a heat sink is still a better bonus. I agree with your other suggestions though
The Sinwarden
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Lynn Beck
Wake N' Bake Inc Top Men.
1094
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Posted - 2014.04.11 09:55:00 -
[8] - Quote
Scr OP is already cooldown speed, and i don't think you want a 15% bonus to heat cap when Amarr assault has 25% to top with that, you'd get 100 shot Laser clips and 35 shot Scr clips(which is like 2.4k damage, even post nerf)
I propose we have Prof make up for the weapon's weakness, by applyibg to its' off damage.
General John Ripper is my 2nd best friend!
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Mordecai Sanguine
What The French Red Whines.
596
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Posted - 2014.04.11 11:56:00 -
[9] - Quote
1st Lieutenant Tiberius wrote:I'd like to initiate a discussion to perhaps change the proficiency skills for some weapons, namely the Scrambler Rifle and the Shotgun.
The Scrambler Rifle does not need an increase to shield damage and the lowering of TTK, damage mod nerf and proficiency changes have basically turned all but the Viziam into a glorified flux grenade. The shotgun has a similar nerf in changing proficiency skills from an increase to ROF to an increase in shield damage, another equally useless skill IMO. So far I propose the following;
Scrambler Rifle Proficiency: 2% or 3% Reduction to Heat Build Up per level.
The uses for this change would be two fold; ScR users can now more viably main the ScR without the gun immediately overheating after one volley shot, this would allow suits like the Amarr Scout to considering using the ScR as their main weapon by having a small but useful heat sink. Furthermore this would compound with the Amarr Assaults existing heat sink and make the combination even more useful. I think this would be a good balance without having to give the ScR direct damage changes.
Shotgun Proficiency: 3% Increase to ROF per level
Simple, change it back to what it was for it was more useful. But with the emergent viability of the Cloak coupled with the Shotgun this might make the Shotgun overly powerful but I'd like to hear what you think
Again remember this is a discussion but I think the weapons need unique bonuses and not damage modifiers to give some flavor, variety as well as viability to all weapons.
Please post any other weapons that you think could use a change to its proficiency skills
Yes for ScR, but that would be pretty useless for Assault variant. We also need to change proficiencies for Hybrid weapons.
125% / 95% is simply madness..... 125%/ 90%..... serisously guys..... HYBRID...... |
Talos Alomar
Subdreddit Test Alliance Please Ignore
2166
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Posted - 2014.04.11 15:26:00 -
[10] - Quote
1st Lieutenant Tiberius wrote:
Charge time on ScR would be useless, for something like the Knives its awesome but for the ScR it would likely screw up with my muscle memory more.
I say a heat sink is still a better bonus. I agree with your other suggestions though
I actually really miss the charge time bonus. Combine that with the cooldown ops bonus you'll be able to throw so many more 300+ damage shots downrange. Next time you are out there with your ScR, try to imagine getting tha charge shot 25% faster.
That's a solid half second to be able to get a full power charge shot out. That's 25% less time a target has to get to cover for you to peg him with either follow up shots or another charge shot.
Before you discount it as useless try to count out the times. I know I'd love to get out charge shots faster.
Shape without form, shade without colour,
Paralysed force, gesture without motion;
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Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
71
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Posted - 2014.04.11 16:01:00 -
[11] - Quote
THUNDERGROOVE wrote:Contaminator Aquarius wrote:Shotgun ROF isnt the solution... DPS on shotguns is already amazing.
What should be done in the case of ALL weapons is introduce an additional skill that comes available after some proficiency that gives like 2% boost to that weapons off damage type. (for example: AR is good against shields so its additional proficiency skill would be 2% bonus to armor damage) So more investment for CCP to continue changing things? A CRG can hardly drop a STD heavy before they are able to turn around and kill you in 1/4th of a second with their 800 DPS weapon. That's with me spending the time to get behind you, doing absolutely everything right. Proficiency skills were great as is, they just needed to adjust the percentages instead of making laser/explosive damage types completely useless against their counter HP type, which happen to be the least useful out of the other, more used, types (projectile/hybrid)
*Chuckle*
Honestly the only struggle shot guns have is against armor tanks. I run a cal heavy and shotguns frequently two shot me. And yes it should be hard for you to kill an ARMOR tanked heavy because the shotgun gets its bonus to shields. Instead of asking for a bonus to shotgun ROF when it already massacres what is supposed to is pointless. Go tell CCP that you want a racial shotgun that gets bonus to armor. Additionally instead of increasing ROF on the shot gun I would DROP the rate of fire a SMALL AMOUNT and BUFF the damage SIGNIFICANTLY. Shotguns should be a HIGH ALPHA but low sustained DPS. And shotgunners should be rewarded for getting into good position. Blasting suits apart with a high alpha would do that... ROF would help you kill ALL suits faster while a damage buff with ROF reduction would fix your problem with not getting heavy kills when you get the drop on them.
see how constructive that was?
admitting you are being illogical doesn't validate your point. It shows you know you are being dumb and keep talking
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THUNDERGROOVE
Fatal Absolution Dirt Nap Squad.
644
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Posted - 2014.04.11 17:00:00 -
[12] - Quote
Contaminator Aquarius wrote: *Chuckle*
Honestly the only struggle shot guns have is against armor tanks. I run a cal heavy and shotguns frequently two shot me. And yes it should be hard for you to kill an ARMOR tanked heavy because the shotgun gets its bonus to shields. Instead of asking for a bonus to shotgun ROF when it already massacres what is supposed to is pointless. Go tell CCP that you want a racial shotgun that gets bonus to armor. Additionally instead of increasing ROF on the shot gun I would DROP the rate of fire a SMALL AMOUNT and BUFF the damage SIGNIFICANTLY. Shotguns should be a HIGH ALPHA but low sustained DPS. And shotgunners should be rewarded for getting into good position. Blasting suits apart with a high alpha would do that... ROF would help you kill ALL suits faster while a damage buff with ROF reduction would fix your problem with not getting heavy kills when you get the drop on them.
see how constructive that was?
I'd agree if the shotgun had perfect hit detection like every other weapon but it still isn't. Literally the only way to kill certain people is to spam shots in their general direction until they die.
1st shot: Shield flare 2nd shot: Shield flare 3rd shot: Shield flare
They turn around and instakill me with their rifle/HMG. It's the most frustrating thing when I've spent the last minute and a half getting behind them while not being seen just for this to happen. It's why no one uses breach shotguns.
Mmmm Scout ak.0
Projects: TDBS | SDETool
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
2168
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Posted - 2014.04.11 17:26:00 -
[13] - Quote
Contaminator Aquarius wrote:Shotgun ROF isnt the solution... DPS on shotguns is already amazing.
What should be done in the case of ALL weapons is introduce an additional skill that comes available after some proficiency that gives like 2% boost to that weapons off damage type. (for example: AR is good against shields so its additional proficiency skill would be 2% bonus to armor damage)
I strongly disagree. These weapons are supposed to be weak against either armor or shields. Introducing a skill to make every weapon an allround weapon would be a bad decision. A very bad one.
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Atiim
Living Like Larry Schwag
6590
|
Posted - 2014.04.11 17:54:00 -
[14] - Quote
1st Lieutenant Tiberius wrote: Having a 15% heat sink on a non Amarr Assault suit would be really nice
And really broken when stacked with the Amarr Assault's heat sink.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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1st Lieutenant Tiberius
0uter.Heaven
1597
|
Posted - 2014.04.11 20:45:00 -
[15] - Quote
Atiim wrote:1st Lieutenant Tiberius wrote: Having a 15% heat sink on a non Amarr Assault suit would be really nice
And really broken when stacked with the Amarr Assault's heat sink.
It'll probably be as viable as a CR on any suit then
The Sinwarden
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Atiim
Living Like Larry Schwag
6592
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Posted - 2014.04.11 20:46:00 -
[16] - Quote
1st Lieutenant Tiberius wrote: It'll probably be as viable as a CR on any suit then
There's a difference between being viable, and being broken.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Dunce Masterson
Savage Bullet
76
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Posted - 2014.04.12 00:40:00 -
[17] - Quote
yeah I agree with some the the above post on the proficiencey would be more usefull to increase the off damage type of the weapons to make the time to kill more stable or steady rather then really slow on one and really fast on the other.
with this the laser weapons would still be at -5% on armor? things like the shotgun and assault rifle would only be at +5%
this would lower TTK what is in play has only proven that TTK has not really been reduced.
I don't even know why I bother.
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1st Lieutenant Tiberius
0uter.Heaven
1597
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Posted - 2014.04.12 01:46:00 -
[18] - Quote
Atiim wrote:1st Lieutenant Tiberius wrote: It'll probably be as viable as a CR on any suit then
There's a difference between being viable, and being broken.
So does that mean the CR, most used weapon in PC right now, is broken? and the ScR, used by a very small select group of players, is unviable?
Thats what I'm saying. Again man I'm not asking for a buff I'm just asking for more viability and incentive to main the ScR than just using the CR.
I would also like to reiterate; if you balance weapons based on Pubs then you will ruin it at the PC level. Just because a few people can **** face with the ScR in pubs doesn't change the fact that the ScR is less than viable in PC games than all the other rifles.
The Sinwarden
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Llast 326
An Arkhos
2846
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Posted - 2014.04.12 01:53:00 -
[19] - Quote
Oddly I was thinking of this the other day and this what I came up withGǪ subject to much debate for certain. And some weapons I have no experience with, or am not certain what to do with them so they are blank. Scrambler Rifle GÇô Overheat Damage Reduction 5%/Level Combat Rifle GÇô Remains the Same (Split profile serves it well) Plasma Rifle GÇô Rail Rifle GÇô Remains the Same (Split profile serves it well)
Plasma Canon GÇô Decrease Charge Time to Fire 2%/Level Swarm Launcher GÇô Decreased Lock on Time 2%/Level
Laser Rifle GÇô Overheat Damage Reduction 5%/Level Sniper Rifle GÇô Headshot Damage bonus 2%/Level
Shot Gun GÇô Increased RoF 2%/Level
Scrambler Pistol GÇô Increase RoF 2%/Level Ion Pistol GÇô Reduced Seize Time 2%/Level Flaylock Pistol GÇô Increased RoF 2%/Level Bolt Pistol GÇô
SMG GÇô Remain as is Magsec GÇô
Nova Knife GÇô Remains the Same
Forge Gun GÇô Heavy Machine Gun GÇô Remain as is (this thing seems to be in a really good place right now)
KRRROOOOOOM
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1st Lieutenant Tiberius
0uter.Heaven
1598
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Posted - 2014.04.12 02:07:00 -
[20] - Quote
I like the ideas but Overheat Damage Reduction would not be worth that much SP to skill into. The damage is just salt on the wound; the seizing of the ScR and Laser weapons is the true wound.
If not an additional heat sink bonus then the Proficiency skill should unlock different focusing crystals that could change the damage profile of the ScR, giving it a layer of customization for multiple situations.
The Sinwarden
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Llast 326
An Arkhos
2896
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Posted - 2014.04.12 20:20:00 -
[21] - Quote
1st Lieutenant Tiberius wrote:I like the ideas but Overheat Damage Reduction would not be worth that much SP to skill into. The damage is just salt on the wound; the seizing of the ScR and Laser weapons is the true wound.
If not an additional heat sink bonus then the Proficiency skill should unlock different focusing crystals that could change the damage profile of the ScR, giving it a layer of customization for multiple situations. True, the overheat damage is only 30. Since I run scout who runs low HP this seems like a fair bit to me, but is not really much for higher HP suits. Seize time reduction would be a better option. I want customizable ammo options for weapons, but I think those options should be available through branching out the Weapon Upgrade Skill. Partially because the SP sink to get to Proficiency on a weapon is fairly high, and i think customization should be high but not quite that high. Lv3 Weapon upgrade to unlock would be reasonable SP investmentGǪ but i go off on the tangent now
KRRROOOOOOM
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Lea Silencio
0uter.Heaven
1432
|
Posted - 2014.04.16 06:37:00 -
[22] - Quote
1st Lieutenant Tiberius wrote:I'd like to initiate a discussion to perhaps change the proficiency skills for some weapons, namely the Scrambler Rifle and the Shotgun.
The Scrambler Rifle does not need an increase to shield damage and the lowering of TTK, damage mod nerf and proficiency changes have basically turned all but the Viziam into a glorified flux grenade. The shotgun has a similar nerf in changing proficiency skills from an increase to ROF to an increase in shield damage, another equally useless skill IMO. So far I propose the following;
Scrambler Rifle Proficiency: 2% or 3% Reduction to Heat Build Up per level.
The uses for this change would be two fold; ScR users can now more viably main the ScR without the gun immediately overheating after one volley shot, this would allow suits like the Amarr Scout to considering using the ScR as their main weapon by having a small but useful heat sink. Furthermore this would compound with the Amarr Assaults existing heat sink and make the combination even more useful. I think this would be a good balance without having to give the ScR direct damage changes.
Shotgun Proficiency: 3% Increase to ROF per level
Simple, change it back to what it was for it was more useful. But with the emergent viability of the Cloak coupled with the Shotgun this might make the Shotgun overly powerful but I'd like to hear what you think
Again remember this is a discussion but I think the weapons need unique bonuses and not damage modifiers to give some flavor, variety as well as viability to all weapons.
Please post any other weapons that you think could use a change to its proficiency skills
A good viable option, Tib. It would give regular ScR users incentive to stay with it while not making it overly OP. A flat damage boost or anything closely resembling what it used to be is not the answer. If I have to deal with it the way it is now (way too good at taking out shields and not much else), then I would like the opportunity to fire a few more shots from it.
PurificationGäó
It's what I do.
Amarr Victor
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Atiim
Living Like Larry Schwag
6778
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Posted - 2014.04.16 13:28:00 -
[23] - Quote
1st Lieutenant Tiberius wrote: So does that mean the CR, most used weapon in PC right now, is broken? and the ScR, used by a very small select group of players, is unviable?
Thats what I'm saying. Again man I'm not asking for a buff I'm just asking for more viability and incentive to main the ScR than just using the CR.
I would also like to reiterate; if you balance weapons based on Pubs then you will ruin it at the PC level. Just because a few people can **** face with the ScR in pubs doesn't change the fact that the ScR is less than viable in PC games than all the other rifles.
No, it doesn't. In fact, that's a Continuum Fallacy.
How is increasing the heat sink not a buff again? There already is an incentive to use to SCR over the CR. It's the high alpha-damage and charge shot.
I'm not really sure how an item gets balanced for one mode and imbalanced for another, but I'm not basing my arguments on seeing a few people do well with them, I'm basing it from personal experience. The only reason why SCRs aren't as viable as the other rifles is because of the popularity in Armor tanking, which is a problem due to the Shield/Armor imbalance, not the SCR.
The Scrambler Rifle already excels at what it's designed to do (annihilating Shield Tankers). When it becomes ineffective against Shield Tankers, then it will need adjustment. If you cannot handle the fact that you aren't able to kill Armor tankers before overheating, use the Assault Scrambler Rifle.
Also, what your asking for will break the SCR. Allow me to echo Lynn Beck's thoughts here:
Lynn Beck wrote:Scr OP is already cooldown speed, and i don't think you want a 15% bonus to heat cap when Amarr assault has 25% to top with that, you'd get 100 shot Laser clips and 35 shot Scr clips(which is like 2.4k damage, even post nerf)
I propose we have Prof make up for the weapon's weakness, by applyibg to its' off damage.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
860
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Posted - 2014.04.16 15:33:00 -
[24] - Quote
Honestly, the proficiency skill should increase the weapon's effectiveness against it's nerfed damage profile. For example, a laser weapon gets +20% damage to shields and -20% damage to armor. The proficiency skill should reduce the effect on armor, so a laser weapon would get +20% damage to shields and (at proficiency V) only -10% damage to armor. This would make Hybrid weapons damage-neutral at proficiency V (while still retaining a bonus +10% to damage to armor/shield for railgun/blaster). Projectiles, of course, need to be balanced against the other weapons, since they only have -5% damage to shields but +10% damage to armor (which frankly makes no sense).
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2175
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Posted - 2014.04.16 16:25:00 -
[25] - Quote
Maybe we're looking at this from the wrong angle?
Instead of tweaking each specific prof skill we could just wipe them all and have new skills to replace them. (branching off of the handheld weapon upgrades skill) -
Energy weapon prof. - +5% per level to headshot multiplier. 1.875x instead of 1.5x for most weapons, 4.6x instead of 3.75x for ScP. This would help all energy weapons with their biggest weakness: finishing off people in armor. But only if your aim is good enough. This would also make up for the ROF nerf for the ScP.
Plasma weapon prof - +3% to ROF and +5% to mag capacity. Plasma weapons should be THE CQC weapons. Upping ROF and mag cap would ensure that gallente tech can go harder AND longer than any other weapons in CQC. The range on them will still be **** so I doubt it would break them.
Kinetic weapon prof - -3x per level to dispersion.
Rail weapon prof - -2x per level to charge times.
Launcher prof- (since they don't fit neatly in with any other category) -3x per level to reload speed. And yes, this would stack with the individual weapon's reload skill. Launchers include the PLC, Swarm, and MD.
Changing prof skills to being for all weapons of the same type would help with the crazy SP sink that the prof skills are now which would help newbies become competitive with vets by reducing that insane grind to prof V, as well as upgrading both their sidearm and main weapon if they are willing to stick with racial tech.
Shape without form, shade without colour,
Paralysed force, gesture without motion;
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1st Lieutenant Tiberius
0uter.Heaven
1624
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Posted - 2014.04.17 00:03:00 -
[26] - Quote
Atiim wrote:1st Lieutenant Tiberius wrote: So does that mean the CR, most used weapon in PC right now, is broken? and the ScR, used by a very small select group of players, is unviable?
Thats what I'm saying. Again man I'm not asking for a buff I'm just asking for more viability and incentive to main the ScR than just using the CR.
I would also like to reiterate; if you balance weapons based on Pubs then you will ruin it at the PC level. Just because a few people can **** face with the ScR in pubs doesn't change the fact that the ScR is less than viable in PC games than all the other rifles.
No, it doesn't. In fact, that's a Continuum Fallacy. How is increasing the heat sink not a buff again? There already is an incentive to use to SCR over the CR. It's the high alpha-damage and charge shot. I'm not really sure how an item gets balanced for one mode and imbalanced for another, but I'm not basing my arguments on seeing a few people do well with them, I'm basing it from personal experience. The only reason why SCRs aren't as viable as the other rifles is because of the popularity in Armor tanking, which is a problem due to the Shield/Armor imbalance, not the SCR. The Scrambler Rifle already excels at what it's designed to do (annihilating Shield Tankers). When it becomes ineffective against Shield Tankers, then it will need adjustment. If you cannot handle the fact that you aren't able to kill Armor tankers before overheating, use the Assault Scrambler Rifle. Also, what your asking for will break the SCR. Allow me to echo Lynn Beck's thoughts here: Lynn Beck wrote:Scr OP is already cooldown speed, and i don't think you want a 15% bonus to heat cap when Amarr assault has 25% to top with that, you'd get 100 shot Laser clips and 35 shot Scr clips(which is like 2.4k damage, even post nerf)
I propose we have Prof make up for the weapon's weakness, by applyibg to its' off damage.
Look, you don't have to be so antagonistic. The fact of the matter is that I would much rather use the CR in any situation (Again talking about PC cause pubs dont matter) over the ScR, and that coming from someone who religiously runs the ScR. I am not looking to turn my gun into an OP death machine, no, I want balance and I want the ScR to be a viable choice to use in PC.
I actually think that adding more damage to the weapons weakness is less of a better fix and frankly less interesting, but again this is my opinion. If 15% is too high then perhaps 10%? I'd just like a worthwhile bonus where I can competitively main the ScR cause seriously, if you've played PC recently then you'll know that everyone and their mothers use the Six Kin Assault Combat Rifle. Why use the ScR to strip shields and struggle with Armor when the CR can almost as effectively take out shields and then blow through armor?
Every weapon should be viable and not have one weapon dominate the battlefield like the AR did before and the CR does now.
That said; can we have a discussion and you can post your opinion on what would be a viable change? And no, the AScR is **** poor and never used in PC. Do you use the ScR my friend?
The Sinwarden
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1st Lieutenant Tiberius
0uter.Heaven
1624
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Posted - 2014.04.17 00:05:00 -
[27] - Quote
Talos Alomar wrote:Maybe we're looking at this from the wrong angle?
Instead of tweaking each specific prof skill we could just wipe them all and have new skills to replace them. (branching off of the handheld weapon upgrades skill) -
Energy weapon prof. - +5% per level to headshot multiplier. 1.875x instead of 1.5x for most weapons, 4.6x instead of 3.75x for ScP. This would help all energy weapons with their biggest weakness: finishing off people in armor. But only if your aim is good enough. This would also make up for the ROF nerf for the ScP.
Plasma weapon prof - +3% to ROF and +5% to mag capacity. Plasma weapons should be THE CQC weapons. Upping ROF and mag cap would ensure that gallente tech can go harder AND longer than any other weapons in CQC. The range on them will still be **** so I doubt it would break them.
Kinetic weapon prof - -3x per level to dispersion.
Rail weapon prof - -2x per level to charge times.
Launcher prof- (since they don't fit neatly in with any other category) -3x per level to reload speed. And yes, this would stack with the individual weapon's reload skill. Launchers include the PLC, Swarm, and MD.
Changing prof skills to being for all weapons of the same type would help with the crazy SP sink that the prof skills are now which would help newbies become competitive with vets by reducing that insane grind to prof V, as well as upgrading both their sidearm and main weapon if they are willing to stick with racial tech.
Headshot damage would be an interesting addition, that could be a viable change damage at the price of player skill is a good concept but I fear it will still be overshadowed by the CR
Again, this coming from someone who has all the proto rifles at high proficiencies, I am trying to be as little biased as possible but there is no denying the ScR is my favorite weapon. Thats why it bothers me when I see that all my PC fits have CRs on them.
The Sinwarden
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2175
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Posted - 2014.04.17 22:59:00 -
[28] - Quote
1st Lieutenant Tiberius wrote:
Headshot damage would be an interesting addition, that could be a viable change damage at the price of player skill is a good concept but I fear it will still be overshadowed by the CR
Again, this coming from someone who has all the proto rifles at high proficiencies, I am trying to be as little biased as possible but there is no denying the ScR is my favorite weapon. Thats why it bothers me when I see that all my PC fits have CRs on them.
I've got all my rifles at at least lvl 3 in prof too.
With the current prof skills anti armor weapons have a big edge.
Kinetic weapons have by and far the best damage profile in the game. with prof 3 (a reasonable SP investment for most players) it has a 95/119 profile. meaning it has just a slight weakness to shields but can wreck armor hard. This makes it the most versatile weapon, and being able to chew through both shields and armor with ease it's the best weapon to counter the dual tanking bricks that everyone is running these days.
The more I write on this the more the CR's (and all other kinetic weapons) profile bugs me. 95/110? Every other weapon is symmetrical. it should be 95/105.
Just removing that extra bit of damage to armor would do well to nerf the CR slightly enough to make the other weapons worth it.
Shape without form, shade without colour,
Paralysed force, gesture without motion;
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Eric Del Carlo
Inner.Hell
133
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Posted - 2014.04.18 06:19:00 -
[29] - Quote
The return of the RoF bonus for the shotgun would be gladly accepted by any person who have used the shotgun for a long time. People may argue that the cloak and shotgun combo is ridiculously OP but, as this has been stated many times, implement a small delay during the decloak animation to prevent any preliminary shots before a scout is decloaked. The shotgun itself is still pretty mediocre with the range it has (yes I know it's a shotgun, but 3-4 m then extreme damage fall off seems a little too much), not to mention the unreliable hit detection it has, which still plagues the shotgun ever since the beginning of Uprising
GÖà One of the original scout bastards GÖà
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