Cassa-Nova wrote:
So you're suggestion is to punish players who have skill and learned to master a gun. That's a great way to go about things. Sorry your to good so we have to destroy the thing you've spent months practising with.
You wanna talk about guns that take skill to use right?
Go use a Flaylock. Anyways: The real problem of the ScR isn't in it's stats. The stats aren't bad. It's the Amarr Assault bonus.
Pick up a normal ScR on a non-AA suit. It functions as intended, being able to put rounds down range, but not being able to sustain for long due to overheat.
On an AA? Spam City. SPAM SPAM SPAM SPAM.
That's not skill, it's easy as hell.
Now I'm not saying that there are some damn fine ScR users out there. I've seen them. What I'm saying is that the ScR needs to become less of a Spam weapon in the hands of an Amarr Assault.
ONTO MY FIXWhat would be better is to give them a
cooldown bonus on the suit. I know that the OP skill already has one, but think about it this way. It's a safeguard. Instead of allowing you to fire more shots without worry, it cuts down on the fire intervals.
For example. Lets say that you can fire 16 shots with the ScR at current skills. This is with the 25% reduction. So, after this, lets assume that you can only fire 12 shots before overheating.
12 shots at 71.5 base damage is still a large amount. That's 858 base damage, not including headshots or proficiency. You also fire at 8 shots a second (Assuming unmodded controller here. This is around 500 RPM) ] amounting to 572 DPS.
Okay, but you overheat. 5s seize duration. Since you can't fire any longer, lets assume this time is "Tacked on". You deal 858 damage over 1.5s + 5s overheat. Total? 132 DPS. Now, your instantaneous DPS is much higher, but this makes the gun appeal to the "Spam". Since you can achieve such high DPS for a burst (over range), standard practice is to squeeze off as many shots as you possibly can to drop the target instantly, before the match gets too drawn out to cause overheat. This gives it a VERY low TTK, and gives rise to modded controllers.
But how about this instead? Due to how fast you cooldown, it is more effective to fire 8 shots, and then wait half a second before firing again. Let's say that you cool down fast enough to let you fire off 6 more shots in that time, then after another 0.5 seconds, you can fire 4 more shots (etc. etc. You see the trend with the cooldown. Ideally, you could fire 2 more shots,
but this is all theorycrafting. I don't have the data to back this up)
So, we fired 8 (1s), waited 0.5, fired 6 (0.75s) waited 0.5, and fired 4 (0.5s).
Total Shots: 18
Total Time: 3.25s
18 * 71.5 = 1287 damage / 3.25 = 396 Base DPS
Oh look, the 400 range! This is RIGHT around the Kalaakiota RR DPS (397 DPS)
Suddenly, this gun becomes less "Gank" and more "Tactical Shooting". It focuses more on placing shots carefully over time and going for headshots (Which makes it's DPS go THROUGH THE ROOF), rather than trying to quickly drop a target with a light show of spammed lasers.
Thoughts? Comments? I think I was pretty impartial here.