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Monkey MAC
Rough Riders..
3378
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Posted - 2014.08.27 11:12:00 -
[1] - Quote
So I'll start by quoting this statement from Rattati.
CCP Rattati wrote: Actually I just gave the CPM a heads up yesterday that the scrambler is outperforming other rifles right now, yet the assault scrambler is one of the worst performers, along with all the GA Assault Rifles, still...
So it's obvious that many of the rifles (4 Blaster Variants + 1 Scrambler Variant ~ 50%) aren't working as they should be and at least 1 of them is OVER performing.
But the big question is do we bump up the 50% not working well enough or do we bring down the 50% working too well? Currently the AR has 44m Optimal Range and about 450 DPS at PRO level. I'm sure most of you agree that 450 DPS is more than sufficent for a rifle. Because of this I'm going to use the Gallante Assault Rifle as the yard stick, everything else will be in comparison to that rifle.
Gallante Assault Rifle: Optimal:44m Effective:72 DPS: 453 TTE: 4.5 Secs (Time to empty magazine)
First let's look at the other Rifles and their Variants
Burst Combat Rifle: Optimal:61m(+17m) Effective:77(+5m) DPS:594(+141) TTE: 2.7 Secs (3.35 with Min Assault Lvl 5) Assuming fire at full auto, is possible.
Assault Combat Rifle: Optimal:50m(+6m) Effective:77(+5m) DPS:420(-33) TTE: 3.4 Secs (4.25 with Min Assault Lvl 5)
Scrambler Rifle: Optimal:72m(+28m) Effective:83m(+11m) DPS: 572(+119) TTOH: 2 Seconds (2.5 Seconds with Am Assault Lvl 5)
Assault Scrambler Rifle: Optimal:55m(+11m) Effective:83m(+11m) DPS:420(-33) TTE: 6.5 Seconds (Overheat not calculated, from experience 5 seconds)
Rail Rifle: Optimal:72m(+28m) Effective:94m(+22m) DPS:397(-56) TTE: 5.5 Seconds
Assault Rail Rifle: Optimal:72m(+28m) Effective:94m(+22m) DPS: 400(-53) TTE: 4.2 Seconds
As you can see in comparison the ACR and ARR the Assault Rifle is relatively balanced it has the best DPS and largest relative mag size. However the ARR does need a range nerf, my personal suggestion would be about 60m optimal.
The ACR can be seen as over performing because it's profile gives an effective 5% damage boost (not calcualated), this needs to be rectified.
The AScR we can see is underperforming purely because of it's Shield weighted damage profile, doing anything to this weapon would overpower it.
The RR is perfectly balanced by comparison better suited to long term engagements outside the effective range of most of the other weapons, this is fine and balanced.
The BCR is too easy to abuse, when fired at full auto it has ridicuolus DPS and range, which in turn with the projectile damage profile ends in devastating results, I suggest a higher forced delay between burst, such that only 4 bursts per second is capable, then a damage rebalance to approximatly 410 DPS
The ScR is equally easy to abuse, when fired at 8 shots per second it too has riduicuolus DPS and range, pair this with a larg mag and relatively easy to avoid overheat function and you have weapon that just chews through the enemy.
From this it's obvious why the BCR and ScR are overperforming, making the GAR obselete. I will edit this post later to include the other Gallante Variants.
So onto the Gallante Assault Rifle Variants, we have 3 other variants (which are designed to immatate and competde with the function the other 4 rifles provide). In the comparison below I will show why the Basic Assault Rifle is pretty much best of a bad bunch, with the exception of the TACAR when being fired at almost full auto.
Breach Assault Rifle: Optimal:44m(+0m) Effective:72m(+0m) DPS:399(-54) TTE: 5.1 Secs
Burst Assault Rifle: Optimal:50m(+6m) Effective:72m (+0m) DPS:428(-25) TTE: 5.0 Secs (Assumes 4x 3-round burst a second: 1 burst less than full auto)
Tactical Assault Rifle: Optimal:55m(+11m) Effective: 77m (+5m) DPS: 582(+129) TTE: 2.25 Secs (Assumes 8 rounds a second: Almost perfect fully automatic fire)
As you can see, the Breach Variant is actually completly useless, it sacrifices over 50 DPS putting it on par with Rail Rifle, but with no extra range. Literally the only reason to use this variant is if you don't like HROF or are a masochistic personality. I would suggest a huge ramge buff so it clocks in at 5m below the RR optimal.
The Burst is comparable assuming you can maintain 4 bursts a second, for 5 seconds. Unlike the BCR the BurstAR actually has a decent sized delay meaning more than 4 bursts is almost impossible. In any case an extra 5m would probably domthe trick.
Finally is the tac, suprisingly if Rattati is correct, there is no reason not tomuse this weapon. It functions almost exactly the same as the ScR just without the charge shot. It also doesn't suffer the supposedly crippling overheat, but simply reloads instead.
It leaves a big question as to why the ScR is overperforming, yet the almost identical TAC is not. It may be in any case the range, or lack thereof. Even being the longest range AR it still comes in under the Burst Combat Rifle. In anycase it needs a damage nerf to bring it line with my newly proposed ScR (I would suggest reducing the heat cost of the charge shot slightly, otherwise the new ScR has nothing going for it), little extra mag to make up for it lack of charge shot and decent range buff.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Monkey MAC
Rough Riders..
3380
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Posted - 2014.08.27 19:25:00 -
[2] - Quote
CCP Rattati wrote:Thanks. We went through a range pass in Bravo and i would prefer not to change those this time around.
My preferred options are
simply increase damage of all AR's, GA, they are sacrificing range for power No 450 is already enough, any more than that and you risk over powering them, afterall what good is eHP in a track shooter when 100 extra health is the difference between you dying in 1 second or 1.2 seconds.
increase hip fire dispersion of RR, shouldn't be as effective at long and short I agree, although not too much you don't want to make it entirely useless at short range, kinda defeats the purpose of it being a multi-purpose rifle
increase dmg on AScr, simply not as good as the others It's actually already as good as the ACR, it's the damage profile on this weapon, armour is currently the favoured tank type. You risk overpowering it, especially when for the same damage it already has a longer range
increase delay on Combat Rifle, and fix the +10/-5 profile Wholeheartedly agree on that, no further comment.
I think Haerr had a good analysis on what to do with the normal scrambler Will check it out and give my opinion on that thread.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Monkey MAC
Rough Riders..
3382
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Posted - 2014.08.27 23:33:00 -
[3] - Quote
Fizzer XCIV wrote:Kallas Hallytyr wrote:Good analysis and I agree with your suggestions.
Though I somewhat disagree with the assessment of the RR: its getting around a 60% range increase (optimal) for an 11% damage reduction. Eh. Monkey just has a hard on for fully automatic weapons, but is angry that he can't use semiautomatics as well as those who have trained to use them well. So he has gone on a crusade to nerf semiautomatics into absolesence. What a scrub.
Such well formed arguments, my goodness how could I possibly retaliate? I've no problem with semi-auto weapons, after all I use the
Scrambler rifle Scrambler Pistol Ion Pistol Flaylock Mass Driver Shotgun Sniper Rifle
All of which are semi-auto weapons, the thing is I can spam the ScR at about 10 shots a second myself, but because the ROF is so much strictly regulated on the other weapons I can't suddenly out perform 'those who haven't trained to use them well' because I'm capable of pulling am extra 250 DPS over them.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Monkey MAC
Rough Riders..
3385
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Posted - 2014.08.28 10:35:00 -
[4] - Quote
Fizzer XCIV wrote:Monkey MAC wrote:Fizzer XCIV wrote:Kallas Hallytyr wrote:Good analysis and I agree with your suggestions.
Though I somewhat disagree with the assessment of the RR: its getting around a 60% range increase (optimal) for an 11% damage reduction. Eh. Monkey just has a hard on for fully automatic weapons, but is angry that he can't use semiautomatics as well as those who have trained to use them well. So he has gone on a crusade to nerf semiautomatics into absolesence. What a scrub. Such well formed arguments, my goodness how could I possibly retaliate? I've no problem with semi-auto weapons, after all I use the Scrambler rifle Scrambler Pistol Ion Pistol Flaylock Mass Driver Shotgun Sniper Rifle All of which are semi-auto weapons, the thing is I can spam the ScR at about 10 shots a second myself, but because the ROF is so much strictly regulated on the other weapons I can't suddenly out perform 'those who haven't trained to use them well' because I'm capable of pulling am extra 250 DPS over them. I have a hard time believing that you can fire at 600 RoF. I thought you liked math that didn't lie?
That's not maths, just my experience, but you can't prove otherwise.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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