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Racro 01 Arifistan
501st Knights of Leanbox
406
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Posted - 2014.08.29 16:36:00 -
[1] - Quote
to start thing's off and to validate my points..
from both being constantly being killed and killing with the scrambler rifle...it is put simply overpowered. stemming from the fact it has a high base damage, excellent range, superb hip-fire accuracy, and shots that dissipate at 60m and still deal damage to over 80m. the ability to not only fire a charged shot but being able to also auto fire right after it.
the scrambler rifles damage profiles for it are if iam correct. +10% vs shields and minus 20% vs armour. people complain that the scrambler struggles to kill armour. being a dedicated armour tanked user. this is not true. the scrambler rifle at base level deals 65. damage a shot. then add in the -20% and it still hits for 52 hp which is still quite a bit. now this is only the base level scrambler rifle here. it's stats are: damage: 65hp. 71.5 vs shields 52 hp vs armour rate of fire 705.88rm. this is actually lower than an assault rifle and is easy to tell when a turbo controller is in use. accuracy rating; 57.73 higher than the ar's charged shot damge deals roughly 200-250 damage off the bat and dose not add much to the heat up of the rifle. this is only the base variant and has more range/damage over even the creodron breach assault rifle given that it has +10% and -10% vs shields/armour respectively the std scrambler rifle is better than it even in damage aplication.
then it has all the heat build up and size damge but that's beside the point. the most common range I see and also use a scrambler rifle is between 10-70m. its hip-fire accuracy is fialry stong (even more than the ar and its effective/optimal range is quite large and has no notable damage falloff over range unlike the ar and cr.
too often do I see scrambler rifles beat not only ar's and even shotguns in their respective ranges but also when the ar's/shotgun users get the drop on them and fire the first few rounds this even happens to cr users.
scrambler rifles mainly compete with the rail rifle's mainly due to roughly the same ranges and abillty to perform well regardless of range.
in order to bring the scrambler rifle more in line with the other rifles I propse these stat changes.
lower all scrambler rifle damages by 6-7 hp. leave assault variant unchanged (still has the highest base damge of all std rifles) slightly lower charged shot damage and increase charged shot heat cost. lower rate of fire to at least 700. (leave unchanged for assault variant) slight reduction to accuracy rating and increased hip-fire dispersion. 54.5 accuracy rating preferably. increase clip size to at least 55 and max ammo to 250 change heat build up to per shot (lower heat build up at higher tiers) reduce cooldown time to 4.5- 5.0 seconds allows for better damage application and less wait time to fire again. leave feed back damge as it is. shot's will not deal damge if they dissipitate keep its current range (to compensate for lower CQC capability.) keep current re-load time. (fix charged/reload glitch)
thoughts? and anything to add?
Elite Gallenten Soldier
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Ryme Intrinseca
Eurotrash Pubstars
1667
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Posted - 2014.08.29 17:06:00 -
[2] - Quote
I think reducing rate of fire to 500RPM is a better fix than reducing damage per shot, as the former but not the latter specifically hurts turbo users.
PS - pretty sure it's +20% vs shields, not +10% as you have it. |
Adipem Nothi
Nos Nothi
4585
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Posted - 2014.08.29 17:28:00 -
[3] - Quote
* cap RoF at human limits * increase hipfire dispersion
Shoot scout with yes.
- Ripley Riley
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1836
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Posted - 2014.08.29 17:29:00 -
[4] - Quote
Adipem Nothi wrote:* cap RoF at human limits * increase hipfire dispersion how does a laser get dispersion?
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Atiim
11710
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Posted - 2014.08.29 17:58:00 -
[5] - Quote
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?
DUST 514's 1st Matari Commando
-HAND
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medomai grey
WarRavens
935
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Posted - 2014.08.29 18:21:00 -
[6] - Quote
I'd rather have rifle sway while strafing... for all long range guns...
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1836
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Posted - 2014.08.29 18:35:00 -
[7] - 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? We do it's called effective range
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Atiim
11711
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Posted - 2014.08.29 18:37:00 -
[8] - Quote
Vitharr Foebane wrote: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? We do it's called effective range Effective Range doesn't modify how much HP weapons deal in CQC.
DUST 514's 1st Matari Commando
-HAND
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Apothecary Za'ki
Biomass Positive
672
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Posted - 2014.08.29 18:49:00 -
[9] - Quote
Racro 01 Arifistan wrote:to start thing's off and to validate my points..
from both being constantly being killed and killing with the scrambler rifle...it is put simply overpowered. stemming from the fact it has a high base damage, excellent range, superb hip-fire accuracy, and shots that dissipate at 60m and still deal damage to over 80m. the ability to not only fire a charged shot but being able to also auto fire right after it.
the scrambler rifles damage profiles for it are if iam correct. +10% vs shields and minus 20% vs armour. people complain that the scrambler struggles to kill armour. being a dedicated armour tanked user. this is not true. the scrambler rifle at base level deals 65. damage a shot. then add in the -20% and it still hits for 52 hp which is still quite a bit. now this is only the base level scrambler rifle here. it's stats are: damage: 65hp. 71.5 vs shields 52 hp vs armour rate of fire 705.88rm. this is actually lower than an assault rifle and is easy to tell when a turbo controller is in use. accuracy rating; 57.73 higher than the ar's charged shot damge deals roughly 200-250 damage off the bat and dose not add much to the heat up of the rifle. this is only the base variant and has more range/damage over even the creodron breach assault rifle given that it has +10% and -10% vs shields/armour respectively the std scrambler rifle is better than it even in damage aplication.
then it has all the heat build up and size damge but that's beside the point. the most common range I see and also use a scrambler rifle is between 10-70m. its hip-fire accuracy is fialry stong (even more than the ar and its effective/optimal range is quite large and has no notable damage falloff over range unlike the ar and cr.
too often do I see scrambler rifles beat not only ar's and even shotguns in their respective ranges but also when the ar's/shotgun users get the drop on them and fire the first few rounds this even happens to cr users.
scrambler rifles mainly compete with the rail rifle's mainly due to roughly the same ranges and abillty to perform well regardless of range.
in order to bring the scrambler rifle more in line with the other rifles I propse these stat changes.
lower all scrambler rifle damages by 6-7 hp. leave assault variant unchanged (still has the highest base damge of all std rifles) slightly lower charged shot damage and increase charged shot heat cost. lower rate of fire to at least 700. (leave unchanged for assault variant) slight reduction to accuracy rating and increased hip-fire dispersion. 54.5 accuracy rating preferably. increase clip size to at least 55 and max ammo to 250 change heat build up to per shot (lower heat build up at higher tiers) reduce cooldown time to 4.5- 5.0 seconds allows for better damage application and less wait time to fire again. leave feed back damge as it is. shot's will not deal damge if they dissipitate keep its current range (to compensate for lower CQC capability.) keep current re-load time. (fix charged/reload glitch)
thoughts? and anything to add? sorry to break it to ya but they already stated they are lowering the dmg on ScR and raiseing it on the full auto version
[[LogiBro in Training]]
Level 1 Forum Pariah
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1621
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Posted - 2014.08.29 18:50:00 -
[10] - 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? Falloff damage makes more sense, yes.
EDIT: Oh, you mean THAT falloff damage. then no, it's ******** on the laser rifle and would also be on the scrambler.
Rest in peace, oh Captain, my Captain.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1621
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Posted - 2014.08.29 18:53:00 -
[11] - Quote
Better to nerf the ROF to human levels than touch the damage. this harms only modded controllers instead of everybody.
Rest in peace, oh Captain, my Captain.
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Monty Mole Clone
Shiv M
197
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Posted - 2014.08.29 19:04:00 -
[12] - Quote
Apothecary Za'ki wrote:sorry to break it to ya but they already stated they are lowering the dmg on ScR and raiseing it on the full auto version
did this come straight from rattati?
lets just burn this motherfucker down
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Spectre-M
The Generals Anime Empire.
759
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Posted - 2014.08.29 19:10:00 -
[13] - Quote
Ryme Intrinseca wrote:I think reducing rate of fire to 500RPM is a better fix than reducing damage per shot, as the former but not the latter specifically hurts turbo users.
PS - pretty sure it's +20% vs shields, not +10% as you have it.
Correct. The damage profile is 20% on both ends. However, reducing ROF will hurt the weapon more. Making heat build up per shot rather than per second will fix the glaring issues it has. In fact, ALL weapons should have per shot kick and overheat.
Btw, I am Amarr assault 5, ScR pro 5 and opt 3.
Minnmitar in Amarr armor.
A Wolf in Sheeps clothing.
May the Empress live till she graces my sights.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2210
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Posted - 2014.08.30 00:22:00 -
[14] - Quote
RoF should be 400
Thats the CR RoF if you consider a burst to be a single shot
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Imp Smash
Molon Labe. General Tso's Alliance
215
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Posted - 2014.08.30 00:37:00 -
[15] - Quote
Adipem Nothi wrote:* cap RoF at human limits * increase hipfire dispersion
Yay.
Alena Ventrallis wrote:Better to nerf the ROF to human levels than touch the damage. this harms only modded controllers instead of everybody.
Double yay. |
Zindorak
1.U.P
718
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Posted - 2014.08.30 01:40:00 -
[16] - Quote
ScR is fine end of disscusion
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1845
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Posted - 2014.08.30 04:20:00 -
[17] - Quote
Zindorak wrote:ScR is fine end of disscusion QFT...
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Atiim
11716
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Posted - 2014.08.30 04:24:00 -
[18] - Quote
Zindorak wrote:ScR is fine end of disscusion *Less dispersion than AR, yet designed for long range. *Outperforms all Conventional Rifles. *RoF that can't be reached by humans.
If this is fine, may I have my pre-nerf Tactical PR back?
DUST 514's 1st Matari Commando
-HAND
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1845
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Posted - 2014.08.30 04:26:00 -
[19] - Quote
Atiim wrote:Zindorak wrote:ScR is fine end of disscusion *Less dispersion than AR, yet designed for long range. *Outperforms all Conventional Rifles. *RoF that can't be reached by humans. If this is fine, may I have my pre-nerf Tactical PR back? ScR is one of the most skill based fine rifles in the game =.=
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Atiim
11716
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Posted - 2014.08.30 04:33:00 -
[20] - Quote
Vitharr Foebane wrote:Atiim wrote:Zindorak wrote:ScR is fine end of disscusion *Less dispersion than AR, yet designed for long range. *Outperforms all Conventional Rifles. *RoF that can't be reached by humans. If this is fine, may I have my pre-nerf Tactical PR back? ScR is one of the most skill based fine rifles in the game =.= Which is like being the sanest person in an Asylum.
DUST 514's 1st Matari Commando
-HAND
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medomai grey
WarRavens
939
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Posted - 2014.08.30 05:47:00 -
[21] - Quote
Atiim wrote:Which is like being the sanest person in an Asylum. So, the scrambler rifle is one of the very few skill based weapons in Dust514? Bad metaphor. A sane staff must watch over an asylum's residents at all times. :P
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1629
|
Posted - 2014.08.30 06:29:00 -
[22] - Quote
Vitharr Foebane wrote:Atiim wrote:Zindorak wrote:ScR is fine end of disscusion *Less dispersion than AR, yet designed for long range. *Outperforms all Conventional Rifles. *RoF that can't be reached by humans. If this is fine, may I have my pre-nerf Tactical PR back? ScR is one of the most skill based fine rifles in the game =.= EDIT: barring turbo controllers of course So what harm is there in nerfi g ROF to human achievable levels?
Shoot Scout with yes.
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1849
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Posted - 2014.08.30 06:45:00 -
[23] - Quote
Alena Ventrallis wrote:Vitharr Foebane wrote:Atiim wrote:Zindorak wrote:ScR is fine end of disscusion *Less dispersion than AR, yet designed for long range. *Outperforms all Conventional Rifles. *RoF that can't be reached by humans. If this is fine, may I have my pre-nerf Tactical PR back? ScR is one of the most skill based fine rifles in the game =.= EDIT: barring turbo controllers of course So what harm is there in nerfi g ROF to human achievable levels? none i refer to the people calling for reduced damage or increased dispersion
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Atiim
11721
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Posted - 2014.08.30 11:47:00 -
[24] - Quote
medomai grey wrote:Atiim wrote:Which is like being the sanest person in an Asylum. So, the scrambler rifle is one of the very few skill based weapons in Dust514? Bad metaphor. A sane staff must watch over an asylum's residents at all times. :P No, the metaphor is perfect.
It may take more "skill" to use than most rifles, but all of the rifles are so pathetically easy to use that it means nothing; in the same sense that you can be the sanest person in an Asylum, but it means nothing because you're still insane.
Though I fail to see how spamming R1 as fast as you can while watching a red bar on the screen requires "skill".
DUST 514's 1st Matari Commando
-HAND
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
174
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Posted - 2014.08.30 13:06:00 -
[25] - 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. |
medomai grey
WarRavens
941
|
Posted - 2014.08.30 19:34:00 -
[26] - Quote
Atiim wrote:medomai grey wrote:Atiim wrote:Which is like being the sanest person in an Asylum. So, the scrambler rifle is one of the very few skill based weapons in Dust514? Bad metaphor. A sane staff must watch over an asylum's residents at all times. :P No, the metaphor is perfect. It may take more "skill" to use than most rifles, but all of the rifles are so pathetically easy to use that it means nothing; in the same sense that you can be the sanest person in an Asylum, but it means nothing because you're still insane. Though I fail to see how spamming R1 as fast as you can while watching a red bar on the screen requires "skill". I think your still ignoring the staff in the asylum. You can't have the blind lead the blind. Perhaps you should have gone with "which is like being the sanest patient in an asylum."
Excluding the laser rifle, managing a heat gauge that other rifles don't have doesn't require more skill?
Tried the scrambler rifle without the Amarr assault suit last night. The gun tends to overheat before or after killing someone. To avoid being punished, you have to pull the trigger at a rate much slower than I am accustom to; greatly increasing TTK. I respect any of you who can make the scrambler rifle work without the Amarr assault suit. The scrambler rifle without the Amarr suit bonus is definitely not OP. Still deciding if scrambler rifle + Amarr assault suit bonus is OP.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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P14GU3
Merc-0107
864
|
Posted - 2014.08.30 23:50:00 -
[27] - Quote
medomai grey wrote:Atiim wrote:medomai grey wrote:Atiim wrote:Which is like being the sanest person in an Asylum. So, the scrambler rifle is one of the very few skill based weapons in Dust514? Bad metaphor. A sane staff must watch over an asylum's residents at all times. :P No, the metaphor is perfect. It may take more "skill" to use than most rifles, but all of the rifles are so pathetically easy to use that it means nothing; in the same sense that you can be the sanest person in an Asylum, but it means nothing because you're still insane. Though I fail to see how spamming R1 as fast as you can while watching a red bar on the screen requires "skill". I think your still ignoring the staff in the asylum. You can't have the blind lead the blind. Perhaps you should have gone with "which is like being the sanest patient in an asylum." Excluding the laser rifle, managing a heat gauge that other rifles don't have doesn't require more skill? Tried the scrambler rifle without the Amarr assault suit last night. The gun tends to overheat before or after killing someone. To avoid being punished, you have to pull the trigger at a rate much slower than I am accustom to; greatly increasing TTK. I respect any of you who can make the scrambler rifle work without the Amarr assault suit. The scrambler rifle without the Amarr suit bonus is definitely not OP. Still deciding if scrambler rifle + Amarr assault suit bonus is OP. I use the ScR on an amarr logi, and you are correct. The gun is great for 1v1, but then you have to run away or hide until the heat goes down. People just say, oh well I died, so its OP. If they dont die, they just reload and kill another, and another, and another. Not possible on a ScR without amarr assault. Call the amarr assault OP all you want (but isnt that what assaults suits are intended to do?) but the ScR itself is definitely not OP. The CR and RR are better weapons, both in optimal and outside of it. The CR regularly kills in ScR optimal. And the RR is just as good in CQC while having a much longer range. If you are like me, and use a ScR without an assault, you're either stupid, or like hard mode.
I only play dust514ums now. It was always more fun than the actual game anyways.
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Monkey MAC
Rough Riders..
3388
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Posted - 2014.08.31 01:10:00 -
[28] - Quote
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
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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P14GU3
Merc-0107
871
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Posted - 2014.08.31 02:28:00 -
[29] - Quote
We've seen your numbers mac. You compared it with an Obviously UP rifle and it still only beat it out in the first two seconds and the last 11? Lol what fights even last that long. You forget to mention when talking about how its not a skill weapon that missing a single shot is roughly the equivalent of losing 1/10 to 1/20 of its dps.. in just a single shot. Come on, you and I both know, that without a modded pad, this is the most balanced rifle in the game
I only play dust514ums now. It was always more fun than the actual game anyways.
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Zindorak
1.U.P
753
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Posted - 2014.08.31 02:42:00 -
[30] - Quote
P14GU3 wrote:We've seen your numbers mac. You compared it with an Obviously UP rifle and it still only beat it out in the first two seconds and the last 11? Lol what fights even last that long. You forget to mention when talking about how its not a skill weapon that missing a single shot is roughly the equivalent of losing 1/10 to 1/20 of its dps.. in just a single shot. Come on, you and I both know, that without a modded pad, this is the most balanced rifle in the game If only people can understand that
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
180
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Posted - 2014.08.31 04:17:00 -
[31] - 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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Monkey MAC
Rough Riders..
3389
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Posted - 2014.08.31 10:04:00 -
[32] - Quote
P14GU3 wrote:We've seen your numbers mac. You compared it with an Obviously UP rifle and it still only beat it out in the first two seconds and the last 11? Lol what fights even last that long. You forget to mention when talking about how its not a skill weapon that missing a single shot is roughly the equivalent of losing 1/10 to 1/20 of its dps.. in just a single shot. Come on, you and I both know, that without a modded pad, this is the most balanced rifle in the game
If its the most balanced rifle, why is out performing the other rifles? Why is it doing better than every other rifle choice right now? IT IS FRONT LOADED, which like the Burst HMG is the reason it over performs, since afterall overheat is a problem if your enemy is already dead.
If anything the AR is the most balanced rifle, it has a high DPS and short range like its supposed to it has decent accuracy a fair amount of kick and plenty of dispersion, it requires tactics to get into its preffered range, until an ScR comes along and blasts through in the 2 seconds of an engagement, inside your optimal at your preferred fight. And that is balanced, don't give me that Codswallop!
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..
3389
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Posted - 2014.08.31 10:12:00 -
[33] - Quote
Fizzer XCIV wrote: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. I think 540 is perfect. 9 rounds per second on the nose. A good percentage of players can actually achieve that RoF, thus the advantage conferred by modded hardware becomes negligible at most.
If a good percentage can hit 9 shots per second that's nearly 650, which still 200 more than the AR, which is the point I'm making some people have been taking that 11 shot per second extreme, but I have always used 8, I've even been accused of attempting to defend the rifle because of that, the ScR simply should not have more DPS at short range than a short range weapon. It is broken, completely and utterly broken!
It needs for its range an average DPS of 400-415, where its lower than the Assault Variant Rifles of all but the caldari and the burst CR only marginally wins out, making its new damage profile come into play.
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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Imp Smash
Molon Labe. General Tso's Alliance
218
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Posted - 2014.09.01 08:56:00 -
[34] - Quote
As a few people have said - it's the rof and modded controllers that break the ScR. Needing range or damage will punish the players that use it fair while still giving turbo controller players their advantage. Drop the Rof. Someone mention 540 earlier. 9 a second is pretty damn fast. I'd kick it up a tad to closer to 600 just for the people who naturally shoot a tad faster. Then change overheat to be based on times spent pushing the button as opposed to shots fired. That way people who still use turbo controllers get a huge heat buildup disadvantage and force honest play.
I think it is unlikely anyone can reasonably argue against that (except make excuses cause they want to keep their modded controller cheating death machine) |
bamboo x
Eternal Beings Proficiency V.
1105
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Posted - 2014.09.01 09:28:00 -
[35] - Quote
get rid of it i dont use it
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1286
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Posted - 2014.09.01 11:55:00 -
[36] - Quote
people crying about the scrambler are people who are useing other OP gear and don't like being killed ever. so i say if you nerf the scrambler rifle then the combat rifle should be nerfed along with nova knifes shotguns burst HMGs regular HMGs ADS dropships all scouts EWAR wallhacks and HP and cloak. seems fair to me if we are really concerned wit balance and all and are not just some caldari scout scrub all of a sudden thats getting ganked by scrambler rifles.
KEQ diplomat/ intel /GC officer
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5408
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Posted - 2014.09.01 13:11:00 -
[37] - 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?
Just be quiet and let it be lol.
My hometown beat Manchester united.
Git gud man utd.
4-0
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5408
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Posted - 2014.09.01 13:12:00 -
[38] - Quote
Atiim wrote:Zindorak wrote:ScR is fine end of disscusion *Less dispersion than AR, yet designed for long range. *Outperforms all Conventional Rifles. *RoF that can't be reached by humans. If this is fine, may I have my pre-nerf Tactical PR back?
Scr terrorist!.
My hometown beat Manchester united.
Git gud man utd.
4-0
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5408
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Posted - 2014.09.01 13:17:00 -
[39] - Quote
I tried using the scr on my amarr alt with no damage mods and the std and it was pretty weak actually.
Damage mods and proto variants vs mlt/std newbs is blurring the lines.
Try stacking 3 complex damage mods on any gun with prof 3+, it becomes 'op'. It annihilates even vs it's efficacy weakness.
Even the ion pistol people, yes.
I'm up for an rof nerf definitely as it will screw the turbo scum.
My hometown beat Manchester united.
Git gud man utd.
4-0
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