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Summ Dude
Direct Action Resources
387
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Posted - 2014.06.25 05:40:00 -
[1] - Quote
So in the vein of Rattati asking for feedback on things that can be changed with limited effort, I propose that the RR could still use a few small tweaks. I still feel that performs a little too well overall. I'd like to see just an increase in the charge-up time (0.5 seconds feels appropriate), so that it actually feels like a noticeable trait of the weapon. I'd also like to see the hip-fire recoil increased a bit, so players were more discouraged from using the RR in CQC. So anyway, that's it, just two little things.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
387
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Posted - 2014.06.25 06:28:00 -
[2] - Quote
Arkena Wyrnspire wrote:DeathwindRising wrote:RR had the lowest dps of all rifles. Now you want a half second head start on shooting on top of it?
Plasma rifle dps is 450.
A RR .5 second charge up would let you get to do 225 dps before he can fire his first bullet.
You must suck beyond all measure if you need the RR needed that hard lol The RR has a mere 50 DPS less than the plasma rifle, while having twice the range. I don't think charge up time is unreasonable as a balancing mechanic for it. That said, 0.5 seconds is too much. It's fine where it is at the moment, pushing it up to 0.5s would start to make the weapon feel overly awkward to use. Debatable about whether or not 0.5 seconds would be overly awkward, but I certainly don't think it's fine where it is at the moment. I tend to forget it's there most of the time, frankly. Perhaps around 0.3 seconds (like the Magsec) would work better. I at least actually feel the charge-up time on that gun, like it's actually a meaningful part of the weapon.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
387
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Posted - 2014.06.25 09:38:00 -
[3] - Quote
RR charge up is already .3 seconds
Also, AR vs RR... It's not equal. If both players are at full hp then it means both players would be damaging shields first. At is 10% more dps and RR is 10% less. Dps is 495 vs 360 at shields then becomes 405 vs 440. AR beats shield tanker every time RR only wins when the user is armor tanked and shoots first.[/quote] Ah yes, I forgot they bumped it up a little. I don't know, 0.4 seconds then? Of course I still don't personally think half a second is so out of hand. Plus it could more reasonably allow for changing the Caldari Assault's bonus to a reduction to the charge-up time of railgun weaponry.
So....first the AR has the advantage when hitting shields, and then the RR has the advantage when hitting armor? I....don't understand your point. Also, you're assuming both weapons are fired in each other's optimal, which of course is often not the case as the RR massively out-ranges the AR.
Alena Ventrallis wrote:Lower ads kick proportionally, and you have a deal. I mean, I don't know about "proportionally", but I wouldn't be against slightly less ADS recoil.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
388
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Posted - 2014.06.25 18:08:00 -
[4] - Quote
DeathwindRising wrote:ill explain it further...
the ARs rof is almost twice that of the RR, meaning that if both weapons are fired within optimal of each other, the AR will deplete the shields and start eating into armor before the RR. the RR has to eat through shields first before it can tear into the armor. but by the time it does the AR has had such a big head start, that the RR wont out damage it in time.
add the RRs delay and you have half your shields gone before you fired a shot...
my point is that RR is not as viable in cqc as people claim it is I...still don't see your point. Now you're just listing respective advantages of both weapons. The AR has higher DPS and does more damage to shields, the RR has longer range and does more damage to armor. So what? What does any this have to do with what I suggested?
John Demonsbane wrote:But it's not supposed to be even remotely comparable to the AR/PR/whatever in CQC. It has double the range!
I just don't get how CCP or some players can't see how range and DPS should be inversely proportional - in the absence of some other major drawback, like overheating for Amarrian weapons, for example.
The spool up time is supposed to be that drawback, but hilariously was much shorter in the original design, and it is still too short and can be easily compensated for by pre-firing. As a result, while the AR should win the vast majority of engagements in CQC, it doesn't, especially with the still present shield/armor imbalance.
I'd also like to propose for the 328th time that the damn thing get bullet trails. I'm sick of getting ninja'd by a hail of invisible silent bullets while my LR sends out a giant sizzling trail of "KIll me, I"m over here" that can be seen from orbit. Oh sweet baby Jebus yes it needs an actual visual bullet trail. I have a similar issue with the CR.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
392
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Posted - 2014.06.26 06:45:00 -
[5] - Quote
aaaasdff ertgfdd wrote:You must be new welcome to Dust 514. Did you know when the Rail Rifle was released by CCP on its blog it was touted as having the most range and having excellent hipfire dispersion? Yep, turns out ccp wanted it that way. It weaknesses include charge up time, small clip size, and slow fire rate..... While those weaknesses are great hipfire is very much this weapons strength. This is the reasons the other rifles do considerable more dps. Rail Rifle blog desription that explains the RR is supposed to be great at hip fire. You just follow that link to the blog up above and it will clear up all of your confusion. Been around for over a year. Not talking about the RR's range, that's fine where it is. You do realize the difference between dispersion and recoil, right? Because they're like, two separate things. Hip-fire dispersion can stay super tight, I've got no issues with that. I'd just like to see the hip-fire recoil go up a bit.
And yea, also this:
Jathniel wrote:CCP has set out to do a lot of things, and designed a LOT of weapons to work a certain way.
Did you know Swarm Launchers used to dumb fire? They were designed to. Did you know Scout suits were almost impossible to shoot at and HIT at one time? They were designed to. Did you know Heavies used to solo HAVs? They were designed to. Did you know we had this same discussion about the Tactical AR at one time?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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