Pages: 1 [2] 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
870
|
Posted - 2014.05.16 17:59:00 -
[31] - Quote
That combat riffle is almost the only weapon you see in PC. It's OP and needs some slight adjusting. I leave it to others to figure out the specifics.
Edit: Only AR type weapon, you see HMG's and SG's. But the vast majority of a kill feed is the CR.
CCP continues to make the wrong choices, one choice at a time. aka Legion.
|
JP Acuna
Pendejitos Zero-Day
155
|
Posted - 2014.05.16 18:17:00 -
[32] - Quote
Every weapon, except the CR, feels fairly balanced today.
The CR feels too OP. Too many bursts without delay, and the ACR hits like an HMG with greater range. Add a cloak and better mobility and it's awfully OP. Too much damage.
About Scramblers: they are ok due to their high damage with the charge shot option. Overheat is good, and makes sense for the Amarr assault bonus, which is one of the best bonuses. Reliability on sidearm is key when fighting armor. I've been using ScR a lot lately, and i must say i don't even fall short of ammo.
ARs feel a little weak, but i think it's just because of the CR's state. I still get kills with it.
RRs got fixed in 1.8 in my opinion. Still powerful in its intended range. |
Iron Wolf Saber
Den of Swords
15052
|
Posted - 2014.05.16 18:47:00 -
[33] - Quote
There was also a complaint on the CR's use of a scope for its supposive range while the LR only has a lense to work with.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
ratamaq doc
Onslaught Inc RISE of LEGION
634
|
Posted - 2014.05.16 18:53:00 -
[34] - Quote
CCP Rattati wrote:steadyhand amarr wrote:SCR is just a close range sniper rifle you cant use like it an AR because the overheat gets you killed. Thus you cant frontline the SCR. The assult makes up for this but as everyone is amour tanking your better off using the CC or RR.
Hope that makes sense, i would rather the SCR went full auto but lost its power until you reloaded. So you unload it but if u do it to much your using a pea shooter.
With its current overheat method its a lighbitly on the front line The Tac AR used to dominate, even in CQC. Hip dispersion was increased so it went back to short tange sniping, but it has a place in firefights, just like the Scrambler, so let's put ideas on the table.
The problem with the TAC AR the RoF was nerfed a little to much and into an odd tempo. 400 rpm is below what most people can pull with their figure and the tempo doesn't sit naturally in your mind. Raise it to 480 and it will be used again. Decrease damage accordingly to keep the DPS the same.
Whether you realize it or not, you mind is time conditioned on two fronts, 4/4 time signature due to most 20th and 21st century music, and seconds. 400 rpm is the rhythmic equivalent of triplets at 120 bpm ( 2 beats per second so the most natural of tempos your mind operates in, tic toc, tic toc) . Unless you are someone who only listens to polka, that is not going to naturally feel right to you. 480 rpm is the equivalent of 16th notes at 120, which is a tempo your mind will sync right into.
What this causes is misfires buy the rifle and dismisses it's potential because you are naturally wanting to, and are more than capable of, 'rushing' the tempo.
YouTube
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3316
|
Posted - 2014.05.16 18:53:00 -
[35] - Quote
Starfire Revo wrote:John Demonsbane wrote:Starfire Revo wrote:What Nappia said about damage profiles is spot on, projectile based weapons are at an advantage because of their superior damage profile.
Scrambler rifles are in a pretty good place, their low usage could come from the heat mechanic making them harder to use and their name being really, really dumb. Renaming them to 'Pulse Rifles' might see an increase in usage. Combine that with the fact that it no longer holds a range advantage like it did over the AR and there's little point to using it. On the range advantage note, I'm looking at the effective ranges now. The AR sits at 65/71.5/78m and the ScR sits at 80/88/96m according to Protofits. So ScRs have roughly 23% more effective range compared to assaults. The only reference to optimal ranges I could find tells a similar story.
Sorry, will clarify: I was speaking of the pre-1.7 era, before the CR and RR came out. You are correct that it still outranges the AR, but the ScR no longer has the longest range among standard rifles.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
|
Earl Crushinator
Subdreddit Test Alliance Please Ignore
209
|
Posted - 2014.05.16 18:55:00 -
[36] - Quote
AR (Plasma Rifles) need a niche to fit in. I find they're best suited for when you're fighting in a building going from room to room. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
233
|
Posted - 2014.05.16 20:45:00 -
[37] - Quote
Maybe Armor plate slowness modifers should be different depending on the suit. Heavy suits are built to carry the weight ,light and medium suits are not designed to carry the weight. So a scout suit could be greatly slowed down if this were to change. Something to think about. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
431
|
Posted - 2014.05.16 21:35:00 -
[38] - Quote
CCP Rattati wrote: Yep, EHP stacking with Plates is creating an imbalance in the whole ecosystem
I have a fundamental question: Why do you have damage profiles, in the first place? They make sense for vehicles, where active modules allow tactical retreats and the time to kill is so long that you have time to think about your life choices. But infantry combat lasts seconds for each encounter. There is no time to think "Oh, wait, he's a Minmatar who decided to armor tank! Better go to a supply depot and get myself a Mass Driver! It's a Minmatar - He can't exactly outrun me, can he?", there is only time to think "****, his HP barely goes down. RUN! Oh, ****, he shot me in the back.".
And now you also say that this mechanic is the root for heavy imbalances. So why do you keep it? It's not like shield and armor would suddenly lose diversity if Scrambler Rifles were equally effective against armor and shields. In fact, you'd now be free to use the tanking style and gun most appropriate to the situation, instead of artificially being handicapped depending on which random weapon/armor combo one of your opponents decided to use.
Remove the damage profiles and you suddenly disconnect the balance issues of the rifles from the balance issues of the tanking styles. And balancing variables on their own is also easier than interlinked systems. |
Cat Merc
Ahrendee Mercenaries
9741
|
Posted - 2014.05.16 21:36:00 -
[39] - Quote
CCP Rattati wrote: Data says that Scramblers are either considerably worse or inhabit a radically different role on the battlefield.
Plasma rifles also need love, but not much by the numbers.
If UP against the others, please post suggestions.
My personal experience is that the Assault CR is considerably better than the Duvolle at most ranges. Something I don't like having specced fully into all Plasma rifle proficiencies
Discuss
I feel like the reason for the SCR is not it being underpowered, rather it being difficult (but rewarding) to use. However, with the existence of the CR, that difficulty isn't rewarded, since the damage the CR can do is pretty much equal, but without the harsh overheat mechanics.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Ahrendee Mercenaries
9741
|
Posted - 2014.05.16 21:46:00 -
[40] - Quote
CCP Rattati wrote:steadyhand amarr wrote:SCR is just a close range sniper rifle you cant use like it an AR because the overheat gets you killed. Thus you cant frontline the SCR. The assult makes up for this but as everyone is amour tanking your better off using the CC or RR.
Hope that makes sense, i would rather the SCR went full auto but lost its power until you reloaded. So you unload it but if u do it to much your using a pea shooter.
With its current overheat method its a lighbitly on the front line The Tac AR used to dominate, even in CQC. Hip dispersion was increased so it went back to short tange sniping, but it has a place in firefights, just like the Scrambler, so let's put ideas on the table. The problems: It's weaker than the SCR despite having a LOT less range (it was even nerfed in 1.7) It has worse hip fire than SCR It has a longer reload time It has more recoil It has a much lower cap on fire rate
And you might say "but it doesn't have overheat!", however, the SCR takes 18 shots to overheat. You know the clip size of the TAC AR? 18.
So... You gain nothing.
Feline overlord of all humans - CAT MERC
|
|
OgTheEnigma
The Rainbow Effect
183
|
Posted - 2014.05.16 21:51:00 -
[41] - Quote
I'm primarily a Scrambler Rifle user and my suggestions on how to improve it are related to how the overheat mechanics work. Previously, my main fitting combined a shield tanked Caldari Assault with the Scrambler rifle, which I was generally quite successful with. The damage nerf to guns in 1.8 made my original fitting fairly redundant and forced me to switch to Amarr Assault to still be viable with the Scrambler. My opinions in this post are mainly in relation to using the gun with level 5 Amarr Assault in the current build.
First of all, 'heat buildup to damage ratio' (for lack of a better term) is heavily weighted to making to making uncharged shots much more efficient in terms of the damage produced before overheating. Right now the gun is perhaps too easy to spam hipfire shots at close range. Personally I feel that lowering the accuracy would make the Scrambler much less fun and satisfying to use, so instead, my proposal in this area is to increase the heat buildup of uncharged shots. I don't want to over-nerf the gun at close range either, so I believe an uncharged shot heat increase in the region of 10% to 20% would be acceptable. This may be anecdotal, but currently most of the hatemail I receive on the ground is from people I killed at close range with rapid fire shots (I definitely don't use a turbo controller :p).
Naturally, the other two kinds of shots that the Scrambler can produce are partially charged and fully charged, which I will address now:
Fully charged shots, in my opinion, are the most balanced mode of the Scrambler in relation to heat buildup. Currently with the Amarr Assault, I can follow up 3 or 4 max charge shots, with a second or so delay between each shot as I line them up (not including the time taken to charge up). As this is the most alpha damage attack method with the gun, I primarily use it at medium to long range whilst popping in and out of cover if I'm under fire. It works great against low ehp scouts, but struggles a lot against armour tanked mediums and heavys. Overall I feel that the fully charged shot is in a good place, not too overpowered (except maybe against scouts) and produces a very viable combat strategy over medium range. I believe the fully charge shot is best when you have plenty of time and space to line up shots and is great for getting a surprise kill on enemies who are already wounded. The heat buildup is large enough to prevent overuse of the full charge so I don't think it needs to be altered in any way.
Partially charged shots are where my main concern lies. Right now, this is the one firing method which causes me to overheat more than anything else. I believe this firing method takes the most skill to continuously hit enemies with, but the overheat drawback is way too high. If the overheat penalty of partially charged shots is reduced then I believe it will reward skilful play better and make the using the Scrambler more attractive in its role as a medium range weapon, especially if combined with increased heat buildup of uncharged shots. I'd even advocated raising the overheat of fully charged shots to compensate for reduced overheat of partially charged ones. This may even introduce a risk/reward element where it's best to fire a fraction of a second just before fully charging, but this of course requires a certain amount of timing and skill to pull off consistently. It would also reduce the attractiveness of holding on to a fully charged shot for a period of time without firing (which some people have complained about being OP in the past).
Finally I think it would be a good idea to reduce laser weaponry heat buildup on non-Amarr Assault dropsuits. Currently the Amarr Assault gets a 25% heat reduction at max level. This should be changed to 10% max (at 2% per level). I'm not proposing to nerf the Amarr Assault in any way, but to buff the baseline heat reduction so that a 10% bonus will be equivalent to the current 25% bonus. This will go a long way to making the Scrambler viable on other dropsuits, but still providing a nice racial bonus for people wanting to max out the weapon.
Well I'm done. Sorry if it sounds like a bit of a ramble, but I absolutely love the Scrambler Rifle, perhaps more than any other gun in dozens of other FPSs I've played. I only want to see the best for it, without the weapon becoming too weak or too powerful (I have a strange sense of pride over how its the most niche primary rifle in Dust). I do want to emphasise the alterations I suggested to partially charged shots; it's the single area of the gun I feel needs the most improvement. Hopefully a few people are interested in what I've got to say and I welcome any criticism or alterations to my suggestions. |
Cat Merc
Ahrendee Mercenaries
9741
|
Posted - 2014.05.16 21:53:00 -
[42] - Quote
Note: SCR charge + spam to finish off the target is still REALLY damn effective on the Amarr Assault.
You kill things faster than anything else, other than insta kill weaponry of course.
Feline overlord of all humans - CAT MERC
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10798
|
Posted - 2014.05.16 22:14:00 -
[43] - Quote
The 4 racial assault rifles are meant to be the races' main general purpose rifles. This mean restricting one to too narrow a niche does not make sense. Before the 1.8 damage and proficiency, the scrambler rifle felt right; it was versatile enough to be used in close range with the right amount of practice, and investments into Amarr assault dropsuit. I still have proficiency level 5 on my scrambler rifle, and Amarr assault level 5, and I still feel I am much better off with a combat rifle with level 1 operation skill.
The scrambler rifle's current pros are far outweighed by their cons.
The standard SCR does 65 per shot The standard CR does 81 per burst
To make up for the damage difference, the SCR has a charge shot that takes 2 seconds to fully charge, and a bit longer range (the combat rifle is right behind the SCR in range among the 4 racial assault rifles). I could be argued that these factors make them balanced against each other, but there is also the harsh overheat penalty; the overheat means you cannot run, you cannot switch weapons, and you damage yourself, it is far worse than any reload. A CR can fire 18 bursts before quickly reloading without a problem, while a SCR can only fire about 15 quick shots before being paralyzed by overheat.
On top of the overheat being a major problem for SCR users, there is the damage profiles. The combat rifle and all projectile weapons has a -5% damage against shields, and a +10% damage to armor; usually damage profiles' deficiencies and bonuses to shields/armor add up to 0, but the projectiles have a net 5% gain. The scrambler rifle has a net 0 gain from its damage profile (+20% shields, -20% armor), but the problem is in the prevalence of armor tanking. From the SCR's 65 damage per shot, only 52 actually is actually dealt on armor, while the CR's 81 damage per burst becomes 89.1 against armor.
Shield tanking needs to be more attractive; basic and enhanced shield extenders are useless. Even to shield tankers, armor modules are much more useful than shield regulators.
Currently shield extenders are 22 at basic (1 shot and its gone), 33 enhanced (one shot and its likely gone), and 66 at complex (good). The complex is 100% better than the advanced, the scaling is clearly wrong. Shield extenders should instead be 44 standard, 55 enhanced, and 66 complex.
Shield regulators need a serious buff on all tiers, they need to be preferable to stacking plates if you are shield tanking. Currently they are 10% at basic, 20% at enhanced (huge jump), and 25% at complex (tiny jump). The scaling is clearly wrong. Shield regulators should instead be 20% basic, 30% enhanced, and 40% at complex.
The scrambler rifle needs to be a useful versatile weapon, not restricted to just a low range sniper. If a comprehensive solution won't be done, then I suppose a simple damage buff might do it.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10798
|
Posted - 2014.05.16 22:22:00 -
[44] - Quote
I wrote this thread on rife balance a long while ago, I feel it somewhat relevant now. Categorical balance by firing type. Will copy paste:
For background, I think it is necessary that everyone understands what is meant by type, & CCP's plan for the racial "assault rifles" before moving forward. This is a quote from CCP Remnant on what rifle types and variants.
"The idea being that each race will have it's base variant be Assault (Gallente), Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on."
It is also important to know the ranges of weapons of different damage profiles. Can be found here, from 1.7 weapon dev blog.
Assault type AR (hybrid-plasma damage profile: short range) Assault SCR (laser damage profile: medium to long range) Assault RR (hybrid-railgun damage profile: long range) Assault CR (projectile damage profile: short-medium range)
Tactical type SCR (laser: medium to long range) Tactical AR (hybrid-plasma: short range) *Future tactical variants for RR (hybrid-railgun: long range) *Future tactical variants for CR (projectile: short-medium range)
Burst type CR (projectile: short-medium range) Burst AR (hybrid-plasma: short range) *Future burst variants for RR (hybrid-railgun: long range) *Future burst variants for SCR (laser: medium to long range)
Breach type RR (hybrid-railgun: long range) Breach AR (hybrid-plasma: short range) *Future breach variants for SCR (laser: medium to long range) *Future breach variants for CR (projectile: short-medium range)
[Comparison] So we have identified the types, & their comparative ranges (short to long, everything in between) within the type. Now lets compare the rifles by type using 1.8 stats. All stats prototype.
Assault AR: 412.5 DPS, shortest range (45 optimal/78 effective) aCR: 420, short-medium range (56/84) aSCR: 420.59, medium-long range (56/90) aRR: 400, longest range (75/102)
Tactical tAR: 462 DPS (acheivable without modded controller), 69.3 damage per shot, restrictive ROF (you can tap R1 faster than it can shoot). Shortest range range (57/84) SCR: 841.17 DPS (not acheivable without modded controller), 71.5 damage per shot, non-restricive ROF. Medium-long range (75/96)
Burst buAR: 474.38 DPS, shortest range (50/78) CR: 594 DPS, short-medium range (67/84)
Breach brAR: 330, shortest range (46/78) RR: 397.69, longest range (75/102)
[Conclusion] The assault-SCR (aSCR) is OP compared to the AR; has both more DPS, on top of more range. Perhaps if the aSCR had overheat play a bigger factor, it would be balanced.
The assault-CR (aCR) is OP compared to the AR; has both more DPS, on top of more range.
The assault-RR (aRR) does have less damage per second in exchange for range, but it gets 30 meters more optimal to deal full damage in exchange for only 12.5 less damage per second. The aRR gets the much better end of the deal. The spool-up time may be enough to balance things.
The tactical-AR (tAR) sucks compared to the SCR. SCR has more damage per shot, more rate of fire, way more range, the charge shot ability, better hipfire accuracy; unless you're really really bad at managing overheat, there is no reason to use the tac AR over the SCR.
The burst-AR (buAR) sucks compare to the CR. CR has more massively more DPS, & more range.
The breach-AR (brAR) sucks compared to the RR. Less range, less DPS, less magazine size, there's just no reason to ever use the breach AR.
While not of the same type, the AR & RR are comparable because they are both automatic. The AR has about 14 points more damage per second, but the RR gets 30 meters more optimal range to do full damage in. While it is a tradeoff, it seems far from equitable; the RR gets the better end of that deal.
All weapons of the AR family pretty much suck.
[Solutions] Rifles need to be balanced against others of the same type: the tac AR balanced against the SCR, or assault CR against the AR, etc.
The main thing is the DPS vs range is not something CCP seems to actively think of as a tradeoff for weapons. Generally (meaning not always, yes there are other factors) If a weapon has more DPS than another of the same type, it should have less range; likewise, if a weapon has less range, it should have more DPS.
The AR weapon family has the least ranges within whatever type they are in, they should have the highest DPS within their types.
The CR family has the 2nd least ranges within whatever type they are in, they should have the 2nd highest DPS within their types.
The SCR family has the 2nd most ranges within whatever type they are in, they should have the 2nd lowest DPS within their types. Overheat should be factored in as well.
The RR family has the most ranges within whatever type they are in, they should have the lowest DPS within their types. Spool up time should also be factored.
The assault family as a whole needs a serious buff.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
RECON BY FIRE
Imperfects Negative-Feedback
396
|
Posted - 2014.05.16 22:34:00 -
[45] - Quote
The Plasma rifle needs more damage, not ROF. Hybrids are higher damage but slower ROF weapons. The quicksand effect needs to be done away with before touching the Combat Rifle's ROF or damage. I still contend that without that effect the CR would not be nearly as effective. However, the burst interval does need tweaking.
Stuff....?
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
5649
|
Posted - 2014.05.17 01:14:00 -
[46] - Quote
CCP Rattati wrote:steadyhand amarr wrote:SCR is just a close range sniper rifle you cant use like it an AR because the overheat gets you killed. Thus you cant frontline the SCR. The assult makes up for this but as everyone is amour tanking your better off using the CC or RR.
Hope that makes sense, i would rather the SCR went full auto but lost its power until you reloaded. So you unload it but if u do it to much your using a pea shooter.
With its current overheat method its a lighbitly on the front line The Tac AR used to dominate, even in CQC. Hip dispersion was increased so it went back to short tange sniping, but it has a place in firefights, just like the Scrambler, so let's put ideas on the table.
Right now there is absolutely no reason to use a Tac AR when you can use the Scrambler Rifle. I honestly think the scrambler rifle is in a good place if not for the damage/rate of fire peculiarity that has bugged me since Uprising's release in that the vanilla Scrambler Rifle has twice the damage and the same rate of fire as the Assault Scrambler Rifle. Technically, the only thing stopping it from being over-powered as hell is the fact that it has overheat.
Compared to the Tac AR it's absolutely no contest. You get more damage per round, both are geared toward shield users so you're better off using the scrambler anyway, you get -dramatically- more rounds in the magazine, the ability to charge it up for three times the normal damage (it's actually like 2.9x) and the fire rate is just insane.
Edit: Also more range. Though some would argue that the SCR's fitting costs make a significant impact for all of those, but I personally think that the Tac AR should be viable in it's own right despite that. Needs much higher damage to justify all of it's cons.
In this video, I used a Tac AR and a Templar SCR on an Amarr Sentinel (no bonuses to either weapon) and spamming the fire button, the SCR can pump out more rounds before over-heating than the Tac AR even has in it's magazine. Remember, each round does more damage and has a faster fire rate, so there's no sense in even using the Tac AR. (I'd like to note that I do not use a modded controller, despite it sounding like I do).
https://www.youtube.com/watch?v=OXeML0Zu9tQ
This, coupled with the fact that the Tac AR has received a range nerf in 1.7 and a damage nerf in 1.8, leaves much to be desired with the weapon.
At any rate, yes - I personally feel like the SCR is in a good place as the common complaint is that it has hell going through armor users, which is good because that doesn't necessarily mean anything is wrong with the weapon, just that something is wrong with armor (plates). I personally -like- that laser based weaponry has hell going through armor in the first place because it actually puts some thought behind the player's actions instead of the general assumption that because the gun does damage, it can kill anything. It's more Rock/Paper/Scissors, imo...
...but I understand that not everyone agrees with me on this.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
Y-BLOCK
BioCyberDevelopment
9
|
Posted - 2014.05.17 02:12:00 -
[47] - Quote
All Rifles
There is no point to skill up for the prototype of any rifle when the damage difference is only a point and a half more than the enhanced version!! |
Raedon Vo-Graza
Armored Dragon Corp
18
|
Posted - 2014.05.17 02:34:00 -
[48] - Quote
Y-BLOCK wrote:All Rifles
There is no point to skill up for the prototype of any rifle when the damage difference is only a point and a half more than the enhanced version!!
sure there is, unlock the proficency bonus then go back to using enhanced, it works great! |
Jace Kaisar
Fatal Absolution General Tso's Alliance
62
|
Posted - 2014.05.17 03:36:00 -
[49] - Quote
ratamaq doc wrote:CCP Rattati wrote:steadyhand amarr wrote:SCR is just a close range sniper rifle you cant use like it an AR because the overheat gets you killed. Thus you cant frontline the SCR. The assult makes up for this but as everyone is amour tanking your better off using the CC or RR.
Hope that makes sense, i would rather the SCR went full auto but lost its power until you reloaded. So you unload it but if u do it to much your using a pea shooter.
With its current overheat method its a lighbitly on the front line The Tac AR used to dominate, even in CQC. Hip dispersion was increased so it went back to short tange sniping, but it has a place in firefights, just like the Scrambler, so let's put ideas on the table. The problem with the TAC AR the RoF was nerfed a little to much and into an odd tempo. 400 rpm is below what most people can pull with their figure and the tempo doesn't sit naturally in your mind. Raise it to 480 and it will be used again. Decrease damage accordingly to keep the DPS the same. Whether you realize it or not, you mind is time conditioned on two fronts, 4/4 time signature due to most 20th and 21st century music, and seconds. 400 rpm is the rhythmic equivalent of triplets at 120 bpm ( 2 beats per second so the most natural of tempos your mind operates in, tic toc, tic toc) . Unless you are someone who only listens to polka, that is not going to naturally feel right to you. 480 rpm is the equivalent of 16th notes at 120, which is a tempo your mind will sync right into. What this causes is misfires buy the rifle and dismisses it's potential because you are naturally wanting to, and are more than capable of, 'rushing' the tempo.
This explains why I have never had trouble with the Tac AR
Did high school marching band for 5 years. Our Book was mostly triplets. Quarter note triplets, sixlets, and triplet excerises at 180.
God I miss drumline.
Don't tell anyone, but I'm secretly a Ghost.
|
Kierkegaard Soren
Forsaken Immortals Top Men.
458
|
Posted - 2014.05.17 04:10:00 -
[50] - Quote
Interesting to hear about the scrambler rifle being the least used at of those listed. It's a hard one to balance, though, because it's base stats are pretty fearsome. It's limited by the heat mechanic and, to a lesser extent, its damage profile. Even small tweaks could make it potentially OP.
My suggestion would be to "clone" damage modules and re-purpose I to heat sinks that function exactly like the Amarr assault bonus. That way suits can specialise into making the scram really nasty, at the cost of using up high slots for tank etc.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
|
|
Cat Merc
Ahrendee Mercenaries
9764
|
Posted - 2014.05.17 08:49:00 -
[51] - Quote
RECON BY FIRE wrote:The Plasma rifle needs more damage, not ROF. Hybrids are higher damage but slower ROF weapons. The quicksand effect needs to be done away with before touching the Combat Rifle's ROF or damage. I still contend that without that effect the CR would not be nearly as effective. However, the burst interval does need tweaking. No actually, hybrid blasters are extremely close to autocannons in terms of fire rate. The most difference there is when it comes to the light variants is 1 second.
But the blasters do double the damage, yes double, at the cost of half the range. (Though higher optimal)
So how it would be in DUST is: 1100 RPM 60 damage per shot 43 effective range 38 optimal range
Feline overlord of all humans - CAT MERC
|
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
234
|
Posted - 2014.05.17 11:02:00 -
[52] - Quote
You know what's funny about this thread is that the Laser Rifle is still no good when compared to the next weakest gun of the game. Its so broken still you guys are not even bringing it up when comparing weapons. |
Cat Merc
Ahrendee Mercenaries
9769
|
Posted - 2014.05.17 11:58:00 -
[53] - Quote
Luther Mandrix wrote:You know what's funny about this thread is that the Laser Rifle is still no good when compared to the next weakest gun of the game. Its so broken still you guys are not even bringing it up when comparing weapons. It's actually an excellent weapon, I have no clue what's your problem with it.
Feline overlord of all humans - CAT MERC
|
Grimmiers
547
|
Posted - 2014.05.17 12:42:00 -
[54] - Quote
This was copied from the "This is how bad the assault rifle is" thread.
Grimmiers wrote:Rifles shouldn't really outperform each other, but behave differently and have different profiles. It seems like ccp is balancing guns on opposing races only instead of just adding a bit of their flavor to the assault rifle class. Amarrs are heavily tanked suits and can have a ton of shields and armor so they made the combat rifle able to take out shields and armor in the same ratio the average amarr would tank on his suit. The gallente assault rifle was made to kill caldari suits which we all know are shield tanked and have a smaller ehp. This already creates and imbalance because any gun designed to kill a suit with high shield and armor tanking potential in this game would be the best gun to use.
Another factor is the two playstyles promoted by each race. Caldari and Gallente weapons are meant for long and close range tracking while the Amarr and Minmatar are use for long and short range burst damage. I think this alone is enough of a difference for the weapons and damage should be much closer than it is for each weapon. The damage output of the combat rifle and the gallente rifle should be much closer. We also should remember that shields have a much faster regeneration so a high damage to shields isn't as devastating as high damage to armor after the dust settles.
As for the different variants of the Assault rifles I always thought they should be removed until they have an equivalent for the other rifles. For an alternate gallente weapon I would like a breach assault rifle with a scope, longer range, and an rpm of 500 to mimic the rail rifle. The proto breach ar with the same damage and an increased 500 rpm actually has the same damage of the devolle doing 412.5 damage a second which is more than the rr, but with less range. |
Musta Tornius
Molon Labe. General Tso's Alliance
1352
|
Posted - 2014.05.17 13:02:00 -
[55] - Quote
Cat Merc wrote:Luther Mandrix wrote:You know what's funny about this thread is that the Laser Rifle is still no good when compared to the next weakest gun of the game. Its so broken still you guys are not even bringing it up when comparing weapons. It's actually an excellent weapon, I have no clue what's your problem with it.
The Laser is stronger than it ever has been, except maybe that bug with the viziam back in chromosome. But overall it's in really good shape atm.
|
Starfire Revo
DUST University Ivy League
253
|
Posted - 2014.05.17 13:52:00 -
[56] - Quote
Musta Tornius wrote:Cat Merc wrote:Luther Mandrix wrote:You know what's funny about this thread is that the Laser Rifle is still no good when compared to the next weakest gun of the game. Its so broken still you guys are not even bringing it up when comparing weapons. It's actually an excellent weapon, I have no clue what's your problem with it. The Laser is stronger than it ever has been, except maybe that bug with the viziam back in chromosome. But overall it's in really good shape atm. The lasers biggest weakness right now is that people are favouring armour over shields at the moment. I tend to bring it out to fight people who are normally just out of range of other rifles and it works great.
On a different note, do the consumption figures include BPOs? I realized after my earlier posts that the 2 least consumed rifles are also the rifles that have BPO variants.
I make videos of EVE and Dust http://www.youtube.com/mrgimbleb
I write about EVE and Dust http://mrgimbleb.blogspot.com
|
Aerys II Targaryen
Subdreddit Test Alliance Please Ignore
13
|
Posted - 2014.05.17 14:42:00 -
[57] - Quote
Jace Kaisar wrote:ratamaq doc wrote:CCP Rattati wrote:steadyhand amarr wrote:SCR is just a close range sniper rifle you cant use like it an AR because the overheat gets you killed. Thus you cant frontline the SCR. The assult makes up for this but as everyone is amour tanking your better off using the CC or RR.
Hope that makes sense, i would rather the SCR went full auto but lost its power until you reloaded. So you unload it but if u do it to much your using a pea shooter.
With its current overheat method its a lighbitly on the front line The Tac AR used to dominate, even in CQC. Hip dispersion was increased so it went back to short tange sniping, but it has a place in firefights, just like the Scrambler, so let's put ideas on the table. The problem with the TAC AR the RoF was nerfed a little to much and into an odd tempo. 400 rpm is below what most people can pull with their figure and the tempo doesn't sit naturally in your mind. Raise it to 480 and it will be used again. Decrease damage accordingly to keep the DPS the same. Whether you realize it or not, you mind is time conditioned on two fronts, 4/4 time signature due to most 20th and 21st century music, and seconds. 400 rpm is the rhythmic equivalent of triplets at 120 bpm ( 2 beats per second so the most natural of tempos your mind operates in, tic toc, tic toc) . Unless you are someone who only listens to polka, that is not going to naturally feel right to you. 480 rpm is the equivalent of 16th notes at 120, which is a tempo your mind will sync right into. What this causes is misfires buy the rifle and dismisses it's potential because you are naturally wanting to, and are more than capable of, 'rushing' the tempo. This explains why I have never had trouble with the Tac AR Did high school marching band for 5 years. Our Book was mostly triplets. Quarter note triplets, sixlets, and triplet excerises at 180. God I miss drumline.
It almost explains it, but the math isn't quite right.
Eight note triplets at 120bpm would be the equivalent of 360rpm, not 400rpm. You're making it sound like the difference is much bigger than it is. So it's a bit faster than triplets at 120bpm, but even if it were exactly triplets, it would only not be feel natural if you don't listen to pop, rock, blues, country, metal, classical... |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3326
|
Posted - 2014.05.17 15:49:00 -
[58] - Quote
Musta Tornius wrote:Cat Merc wrote:Luther Mandrix wrote:You know what's funny about this thread is that the Laser Rifle is still no good when compared to the next weakest gun of the game. Its so broken still you guys are not even bringing it up when comparing weapons. It's actually an excellent weapon, I have no clue what's your problem with it. The Laser is stronger than it ever has been, except maybe that bug with the viziam back in chromosome. But overall it's in really good shape atm.
Yeah, if you think the LR is weaker than, say, the AR, I'm afraid you are doing it wrong. It has a steeper learning curve than any other weapon and is very situational, for sure.
But, if you keep your range and preheat properly (sorry can't link my LR guide anymore since I deleted it.... maybe if Rattati gives me some officer LR's I'll rethink that decision - hint hint) you can melt even a proto amarr sentinel to slag pretty quick. The damn thing puts out a thousand DPS just before overheating for crissake. Caldari suits die even if you just look at them funny!
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
|
Cat Merc
Ahrendee Mercenaries
9772
|
Posted - 2014.05.17 15:53:00 -
[59] - Quote
Starfire Revo wrote:Musta Tornius wrote:Cat Merc wrote:Luther Mandrix wrote:You know what's funny about this thread is that the Laser Rifle is still no good when compared to the next weakest gun of the game. Its so broken still you guys are not even bringing it up when comparing weapons. It's actually an excellent weapon, I have no clue what's your problem with it. The Laser is stronger than it ever has been, except maybe that bug with the viziam back in chromosome. But overall it's in really good shape atm. The lasers biggest weakness right now is that people are favouring armour over shields at the moment. I tend to bring it out to fight people who are normally just out of range of other rifles and it works great. On a different note, do the consumption figures include BPOs? I realized after my earlier posts that the 2 least consumed rifles are also the rifles that have BPO variants. The laser still noms on armor with a bit of heating.
Feline overlord of all humans - CAT MERC
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3326
|
Posted - 2014.05.17 16:12:00 -
[60] - Quote
Starfire Revo wrote: The lasers biggest weakness right now is that people are favouring armour over shields at the moment. I tend to bring it out to fight people who are normally just out of range of other rifles and it works great.
On a different note, do the consumption figures include BPOs? I realized after my earlier posts that the 2 least consumed rifles are also the rifles that have BPO variants.
Yeah, like I said earlier, maybe a change to 15/15 damage profile instead of 20/20 would be nice, more for the ScR, but the LR can still put the fear of God into armor tanked suits.
But, the reason I quote you is that you do make a good point, Rattati, if it's possible you might want to look at how many of each weapon are used, as opposed to purchased. I still use my Toxin AR on some of my super-cheap BPO fits, like suicide RE scout fits and the like, but I haven't actually bought an AR in like 4-5 months!
I bought some ScR's but very few, I didn't use it much anymore and when I did the Templar is no less effective than the ADV (I never used proto rifles) so there wasn't much point.
The BPO's could very well be skewing your numbers.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
|
|
|
|
|
Pages: 1 [2] 3 4 :: one page |
First page | Previous page | Next page | Last page |