Fizzer XCIV
Company of Marcher Lords Amarr Empire
174
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Posted - 2014.08.30 13:06:00 -
[1] - Quote
Atiim wrote:Vitharr Foebane wrote:Adipem Nothi wrote:* cap RoF at human limits * increase hipfire dispersion how does a laser get dispersion? Would you rather have falloff damage? Yes. Amarr weapons have always been classified by skill, not luck. Higher dispersion increases randomness, while a faster falloff is mitigatable through skill. The Amarr deal in absolutes, not chances. (Sith Lords FTW!)
Make the fall of pretty harsh if you want, CCP. It would actually make a bit of sense for an electrolaser to have a fast falloff.
Full damage at 65m, drops to 50% damage at 70m, drops to 30% damage at 75m, drops to 10% at 80m, maintains 10% damage out to 175m. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
180
|
Posted - 2014.08.31 04:17:00 -
[2] - Quote
Monkey MAC wrote:We all know the ScR is OP, the maths has been confirming it for ages, and the in-game stats from rattati also. But before I begin lets get a few things out of the way.
1. The ScR is a higher skill based weapon Under what context, the shots from the scrambled rifle behave in the exact same manner as every other rifle, their is travel time, their is no lack of aim assist, if anything it has better hipfire accuracy making it even easier to use.
2. The ScR is terrible against armour No its not, its just not as effective, but despite this it can still outperform the armour profile weapons anyway. It has so much DPS it simply outpowers this drawback.
So now we begin, the problem with the ScR and suddenly the over performing burst HMG is that its a front loaded weapon, all the damage is at the beginning of the weapons time scale.
What this means is that in 1v1 engagements it will win out almost every time, because the only time the overheat is a problem ina 1v1 is if you didn't manage to kill your opponent before you overheated, which I have proven in plenty of previous posts is rather difficult to with the amount of damage you can dish out before this happens.
Now you may say this balances the weapon, since it become useless against more than one person at a time, but think about every other weapon, how many weapons can you say are capable of engaging multiple people at a time and still coming out on top?
I personally can only think of 1 the HMG, which happens to have terrible range and accuracy while being strapped to the slowest moving suits in game, it can be easily outranged or outmanoeuvred.
So what you are in effect saying their is that it should take 2 people to take an ScR user, because that sounds like tanker logic and we all know what happened to them!
Personally the ScR needs a few changes 1. TACAR levels of hip fire dispersion 2. Lower ROF (480 RPM - Though am willing to conceed 520) 3. Longer delay after a charge shot Can you please stop with the "ermahgerd ert hers atehunnerd deepee-ess! that's OPPPp!" That amount of DPS is NEVER achieved by someone without nodded hardware. At most, the DPS achieved by skilled/twitchy/#blessedbythefingergods ScR users reaches 600, maybe 650, and even then, it would never be sustained for more than perhaps 3-4 rounds at most. On average, I would venture to say typical ScR users hover around 450-500 DPS in their volleys.
It isn't the ScR that's OP, its the controller that is OP.
That said, I do think the ScR could have a reduction to its RoF, but I don't think it should be under 525 rounds per minute, or more than 550 rounds per minute.
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