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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
1026
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Posted - 2014.04.26 15:56:00 -
[1] - Quote
the basic CR does 81 dps per burst the adv does 84 per burst and the proto does 87-8 per burst
even though I love my CR I do agree this is too much damage.
it should be like this: std/adv/proto - 23.5/24.6/25.9
so then it would do 69-70 dps at std 72-3 at adv and 75-6 at proto
this would fix the problem of the CR murdering everybody so quickly.
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
1029
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Posted - 2014.04.26 16:10:00 -
[2] - Quote
ccp can multitask. and the CR should have more dmg than than a RR and its somewhat necessary since it kill quicker than most weapons
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
1029
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Posted - 2014.04.27 05:11:00 -
[3] - Quote
i agree with you but not that much of a change to it, primarily just a small dmg reduction that i suggested.
the only problem CCP created is that it does more dmg the the RR which caps at 80 dps (i think) while the CR does a max of 87 dps at proto.
the range on the CR is fine IMO since it does factionally fight against the amarr, and the PR needs a buff so the other variants can at least compare and stand a chance against other rifles
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
1030
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Posted - 2014.04.28 02:10:00 -
[4] - Quote
Dalton Smithe wrote:knight guard fury wrote:ccp can multitask. and the CR should have more dmg than than a RR and its somewhat necessary since it kill quicker than most weapons I agree that the CR should out DPS the rail rifle, but it should not be able to do this at range. Time and time again, I come across a CR wielding merc, pump round after round into him from what should be a "safe" distance, only to watch in horror as my shields and then armor melt to nothing.
srry about that, i made a mistake... i meant the CR shouldnt have more dmg than a RR but on the other hand lore-wise minmatar are fast and aggressive hit-n-run gunners who hit and hard and move fast, but the caldari are long range with rails and missiles that should do high dmg at range so the cr shouldnt be doing so much dmg.
also i think that the ROF is 'almost' fine. reduce the ROF a little bit and that could make it better, bufaction wise, amarr have weapons that fire as fast as you pull the trigger so the minmatar should have something close to that but not as rapid as the ScR but not as slow as the TacAR
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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