Pages: 1 2 3 [4] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ghosts Chance
Inf4m0us
2202
|
Posted - 2014.08.30 21:28:00 -
[91] - Quote
Vitharr Foebane wrote:
but in skilled hands it can are you factoring in the 450% headshot bonus? after all you are using a lot of sparkly what ifs in your ScR "logic"
if by sparkly what ifs you mean "what if i spam 8 shots then swap" and "what if i hit the target" then sure im using sparkly what ifs...
headshots do indeed bring it more in line but the pistol lacks the utility of long range combat.
ScP/SMG combo is VERY effective in pub matches for the same reasons but the lack of utility prevents it from excelling in PC the same way its big brother does not to mention the extra added utility of the charge shot
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
|
Vitharr Foebane
Terminal Courtesy Proficiency V.
1866
|
Posted - 2014.08.30 21:36:00 -
[92] - Quote
Ghosts Chance wrote:Vitharr Foebane wrote:
but in skilled hands it can are you factoring in the 450% headshot bonus? after all you are using a lot of sparkly what ifs in your ScR "logic"
if by sparkly what ifs you mean "what if i spam 8 shots then swap" and "what if i hit the target" then sure im using sparkly what ifs... headshots do indeed bring it more in line but the pistol lacks the utility of long range combat. ScP/SMG combo is VERY effective in pub matches for the same reasons but the lack of utility prevents it from excelling in PC the same way its big brother does not to mention the extra added utility of the charge shot landing consecutive headshots with the scrambler pistol is also exceedingly more difficult then landing bodyshots with a scrambler rifle. it would require perfect play to beat its older brother but would lose out on a single missed shot But that is what we are comparing yes? "Perfect Play"
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
|
Monty Mole Clone
Shiv M
200
|
Posted - 2014.08.30 21:39:00 -
[93] - Quote
Vitharr Foebane wrote: AScP DPS is a whopping 1809.06 at BASIC BEFORE PROFICIENCY OR DMG MODS
shush, dont make me send the inquisitors to your place of residence
lets just burn this motherfucker down
pew pew goes my scram rifle zap zap goes my scram pistol
|
Vitharr Foebane
Terminal Courtesy Proficiency V.
1866
|
Posted - 2014.08.30 21:40:00 -
[94] - Quote
Monty Mole Clone wrote:Vitharr Foebane wrote: AScP DPS is a whopping 1809.06 at BASIC BEFORE PROFICIENCY OR DMG MODS shush, dont make me send the inquisitors to your place of residence >.>
<.<
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
|
Monty Mole Clone
Shiv M
200
|
Posted - 2014.08.30 21:48:00 -
[95] - Quote
Vitharr Foebane wrote:Monty Mole Clone wrote:Vitharr Foebane wrote: AScP DPS is a whopping 1809.06 at BASIC BEFORE PROFICIENCY OR DMG MODS shush, dont make me send the inquisitors to your place of residence >.> <.<
since im not totally down with the net lingo, i will take that as your acceptance of my warning
lets just burn this motherfucker down
pew pew goes my scram rifle zap zap goes my scram pistol
|
Vitharr Foebane
Terminal Courtesy Proficiency V.
1867
|
Posted - 2014.08.30 21:54:00 -
[96] - Quote
Monty Mole Clone wrote:Vitharr Foebane wrote:Monty Mole Clone wrote:Vitharr Foebane wrote: AScP DPS is a whopping 1809.06 at BASIC BEFORE PROFICIENCY OR DMG MODS shush, dont make me send the inquisitors to your place of residence >.> <.< since im not totally down with the net lingo, i will take that as your acceptance of my warning dont know what yer talkin about friend *nod nod nudge nudge wink wink*
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
|
Sinboto Simmons
SVER True Blood Public.Disorder.
6333
|
Posted - 2014.08.30 21:59:00 -
[97] - Quote
As a player: NERFF IT TO 5HE GROUNDDDD!!!! 111
As a Minmatar:NERF IT TO HELLLLLL!!!! 1! 1!!! 1111!!!
But all jokes aside the scrambler has been overpreforming for quite some time now, I assume it went untouched due to the Amarr's lack of gear.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
|
Ghosts Chance
Inf4m0us
2203
|
Posted - 2014.08.30 22:10:00 -
[98] - Quote
Vitharr Foebane wrote:Ghosts Chance wrote:Vitharr Foebane wrote:
but in skilled hands it can are you factoring in the 450% headshot bonus? after all you are using a lot of sparkly what ifs in your ScR "logic"
if by sparkly what ifs you mean "what if i spam 8 shots then swap" and "what if i hit the target" then sure im using sparkly what ifs... headshots do indeed bring it more in line but the pistol lacks the utility of long range combat. ScP/SMG combo is VERY effective in pub matches for the same reasons but the lack of utility prevents it from excelling in PC the same way its big brother does not to mention the extra added utility of the charge shot landing consecutive headshots with the scrambler pistol is also exceedingly more difficult then landing bodyshots with a scrambler rifle. it would require perfect play to beat its older brother but would lose out on a single missed shot But that is what we are comparing yes? "Perfect Play"
nope were complaining on the grounds of "equal skill" not perfect play.
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
|
xSir Campsalotx
Pure Evil.
205
|
Posted - 2014.08.30 22:14:00 -
[99] - Quote
Ghosts Chance wrote:xSir Campsalotx wrote:How is this even up for debate? Scrambler has horrible damage profile 120/80 against half the suits in the game, overheats, needs to cool down between bursts, and is horrible against strafey scouts or assualts for that matter. Not to mention is the only semi Assualt Rifle besides the Gal Tac which is rarely used and even that one doesn't have overheat. On the dispersion point you overlook a simple fact scrambler rifles yes start off with decent Hipfire but Gal ARs and CRs can get tighter dispersion through the use of the sharpshooter skill. CR has 95/110 damage profile so it is effective against both shield and armor. Even the 110/90 Gal Ar profile is much more balanced.
you diddnt factor in proficiancy skills into your damage profiles sir Because not everyone has the same profs so I went with the unbiased base stats |
Ghosts Chance
Inf4m0us
2203
|
Posted - 2014.08.30 22:18:00 -
[100] - Quote
xSir Campsalotx wrote:Ghosts Chance wrote:xSir Campsalotx wrote:How is this even up for debate? Scrambler has horrible damage profile 120/80 against half the suits in the game, overheats, needs to cool down between bursts, and is horrible against strafey scouts or assualts for that matter. Not to mention is the only semi Assualt Rifle besides the Gal Tac which is rarely used and even that one doesn't have overheat. On the dispersion point you overlook a simple fact scrambler rifles yes start off with decent Hipfire but Gal ARs and CRs can get tighter dispersion through the use of the sharpshooter skill. CR has 95/110 damage profile so it is effective against both shield and armor. Even the 110/90 Gal Ar profile is much more balanced.
you diddnt factor in proficiancy skills into your damage profiles sir Because not everyone has the same profs so I went with the unbiased base stats
also the scrambler rifle and mass driver are currently the best anti scout weapons in the game, so saying that its bad against strafe scouts is kind of a stretch
Minmatar is Winmatar
Creed of the Minja - "I'm a leaf on the wind"
|
|
Mejt0
The Only Survivor.
434
|
Posted - 2014.08.30 22:30:00 -
[101] - Quote
Sgt Kirk wrote:It's usually an Amarr defending the Scrambler Rifle.
I always like to go back to the Duvolle Tactical Defenders from the days of old to get the point across.
Of course they'll miss it and bring up a bs counter to it but it still stands.
People will always defend their crutch and it doesn't matter what reason and logic you bring to the discussion there will always be a person saying an OP item is not OP.
Beta Tanks, Beta Small Missiles, OHK Flux Grenades, Chrome Laser Rifle, Old Grenades, Duvolle Tactical Rifle, Logistics LAVs, Flaylock Pistol, Rail Rifle, Combat Rifle, Scrambler Rifle and Brick Tanked Scouts.
They all have been defended by one scrub or the other but in the end, looking back, every one of the listed things was OP and needed a nerf.
Well gues what. Im caldari since start. Laser weponary kills me without efort.
Yet i dont think nerfing ScR is good. As its good to kill scouts via scout.
To Gost..
People are stacking armor for a long time now, and its because of shield being usless for 3/4 suits. Not because of ScR.
Additionaly every rifle in dust shreds shields equaily fast, no matter what profiles it have.
Bring me video of You/somone who will fight vs gallente assault.
He would use CR/AR and You/someone ScR on amarr. Lets see how that Meta destroying rifle gonna deal with him.
Caldari Loyalist
Markiplier fan.
Got 6815 WP only on wrecking tanks with Ion Cannon.
|
ratamaq doc
Onslaught Inc RISE of LEGION
802
|
Posted - 2014.08.30 22:54:00 -
[102] - Quote
Ghosts Chance wrote:xSir Campsalotx wrote:Ghosts Chance wrote:xSir Campsalotx wrote:How is this even up for debate? Scrambler has horrible damage profile 120/80 against half the suits in the game, overheats, needs to cool down between bursts, and is horrible against strafey scouts or assualts for that matter. Not to mention is the only semi Assualt Rifle besides the Gal Tac which is rarely used and even that one doesn't have overheat. On the dispersion point you overlook a simple fact scrambler rifles yes start off with decent Hipfire but Gal ARs and CRs can get tighter dispersion through the use of the sharpshooter skill. CR has 95/110 damage profile so it is effective against both shield and armor. Even the 110/90 Gal Ar profile is much more balanced.
you diddnt factor in proficiancy skills into your damage profiles sir Because not everyone has the same profs so I went with the unbiased base stats also the scrambler rifle and mass driver are currently the best anti scout weapons in the game, so saying that its bad against strafe scouts is kind of a stretch
Of course they are, they are high alpha damage weapons that outrange the NK and SG. It only makes since that they would be. Every other weapons they may get hit by, but scouts are fast enough to break auto aim and give them the chance to evade to cover and ambush the aggressor.
Scouts with sub 400 EHP are going to fall easy to a weapon that's putting out over 100 HP per shot on average. I only need to land 1/3 my shots.
YouTube
|
shady merc
RisingSuns Dark Taboo
55
|
Posted - 2014.08.30 23:40:00 -
[103] - Quote
The major issue with the scrambler rifle is its ability to obtain a very high dps. My fear is if we simply adjust this dps we will destroy the weapon, so let look at some of the features of the weapon.
heat build up: with heat build up based on time and not shots it encourages the weapon to be used mid-short range and to spam multiple shots together. We do this to ensure more shots connect and thus kill our enemy. This is counter productive to the fact that it should be a mid-long range weapon.
mag size: with the current heat build up system it is an unimportant feature of the weapon. With such a large magazine size the scrambler rifle should excel at sustain damage. In fact this should be very important at range when fighting a rail rifle. This extended clip size would allow the scrambler rifle to due a better job of bouncing in and out of cover compared to the rail rifle with its spool up time. This also fall in line with the Amarr being armor tanks and constant healing provided by armor reps.
rate of fire: When fighting at range or over a long period of time the scrambler should be able to maintain a near consistent rof. However as the fighting becomes close to mid range a user will want to spam more shots together and then wait for heat cool down. This give the scrambler a better cqc ability then the Rail rifle but without the ability to empty a full clip should keep it worse then the cr/ar
Damage: With such high damage combined with a shield heavy profile. The scrambler rifle is simply to good against shield. we need to lower this(with a potential of increase number of shot before overheat) as I believe no "normal" weapon shot be able to one shot your complex hp mod. If the ability to one shot a complex mod is to be in game it needs to be left to situational weapons as they require a more strategic approach to combat. This also allows situational weapons to excel at what they do with out being over powered.
damage profile: This and the damage are causing a major imbalance in the shield vs armor meta game. Every time shields become popular the use of the scrambler rifle increases. Know this is actually a good thing as it ensure shield will never become dominate. The problem is there is not currently a weapon like this for armor. One could argue that the MD fills this role but 2 things stop it from doing this. 1. it dps is simply to low to compete with a rifle. 2. even with a -20% to shield it is still able to one shot a shield user's complex extender. This create the armor dominate play as every weapon is effective against armor is also effective against shields. On top of that the shield user must worry about the Scrambler rifle(and to a lesser extend the laser rifle)
in order to correct the scrambler rifle issue we must ensure the following
it can maintain a decent dps at range over an extended time. it still has some ability to spam shots range giving it better cqc then RR but not better then CR or AR Create a weapon that has a lower ttk against armor then shields. allowing the shield vs armor meta game to fluctuate this. |
manboar thunder fist
Dead Man's Game
82
|
Posted - 2014.08.31 05:36:00 -
[104] - Quote
Ghosts Chance wrote:ratamaq doc wrote:Ghosts Chance wrote:ratamaq doc wrote:
I wondered, but didn't realize you were the same person.
main got banned for trolling to hard :P What is your suggestion for fixing? lowering the rate of fire wouldnt kill it but would remove the nessesity for stacking so much armor changing its damage profile to 110-90 may alieviate the need to stack so much armor as well without hurting its anti-shield properties either way its dps needs to be brought down so that it doesnt have that 150 dps advantage. all in all i dont see it being balanced out with a single change, its going to require a combo effort in both changing the weapon slightly AND making shield modules more valueble. the problem is that its such a good counter to shields that it removes them from validity just from exsisting while at the same time theres not an equal counter to armor (not that there should be) granted if there were an equal counter to armor in the way that the scrambler counters shields we would indeed see balance relativly quickly as it would make armor and shields equally invalid, but this of course would just bring back pure brick tanking with players aiming to maximize both shield HP and armor HP. another option would be to buff the HP of shields to make them able to withstand scrambler more and making shield tanking an excelent counter to combat rifles. its a tricky thing it really is, and CCP is really between a rock and a hard place ATM becuase its not easy to balance all this for competitive play. balancing this problem out is probably the most difficult balancing act the game can have becuase a step in the wrong direction invalidates at least half of all options. if i had this problem in a game of my own design i would probably go about making a pokemon like type chart for all the variations, identifying imbalances from that and using it to figure out what can afford to be changesd to provide more varying strengths and weaknesses to each setup and attempt to create a more rock/paper/scizors balancing style to acomidate a metagame that involves activly building counters into your playstyle during a game, then i would proceed to limit the number of available fits a person can save to provide an extra avenue of metagame where the limitation of the fits you can bring to battle also contributes to a win or a loss
Please stop trying to sound smart and observant while spewing utter bull excrement . The reason everyone uses armour tank .. Oh wait caldari and minmatar users don't .. I run a shield tank only cal assault, cal scout , ninja and min assault.. Never have I thought "gee better armour tank becuz lul scr op"... Secondly armour tanking yields higher EHP due to higher values for plates than extenders, tha ability to be repped and te fact that 1 armour beats 1 shield point
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
|
OZAROW
Opus Arcana Covert Intervention
1532
|
Posted - 2014.08.31 13:30:00 -
[105] - Quote
Groz'zar Kazoku wrote:omfg moron stop taking just the damage and RPS. Look at the long picture and the risk reward as well. stop being a moron with math for a miniute and check more then just the damage output for the first second to second and a half.
I asked nicely now I am just gonna be blunt. Stop and look at the whole weapon not just the trigger and holes it makes. What else is there to look at?
I mean really, theres alot of players that are only considered good players because they use the scr, and all of em say its op, granted some can rock pistols and still get similar scores, others......not likely!
Yes, you just got rocked by a guy with a BOLT PISTOL and a pair of knives! !
|
Apothecary Za'ki
Biomass Positive
698
|
Posted - 2014.08.31 15:58:00 -
[106] - Quote
Groz'zar Kazoku wrote:Its not too strong. everyone leaves out the fact if you fire one too many rounds in intense fire fights. it locks up for 5s. It does 50 damage to you and the lock up stops everything but walking. 9/10 if it overheat it means your dead. Also if your dying fast please stop using E-war Assaults. I see too many assaults out there with less then 500 EHP. I don't know when this became a thing but if you run the numbers E-war outside of scouts is pointless to the point of being not even worth stating into.
Also if your running anything that lightens your EHP don't think you can still stand in fire at me. I see that happen a lot. I dance the bullet dance and you stand there taking head shots. that is your own fault for dying no one else. Head shots skyrocket damage. I am using a marksmen weapon. I do go for the head shots.
I don't see the RR, CR, or AR having a disadvantage as big as 5s lock up and 50 damage if you don't use it right. I don't even see them really having draw backs besides range. The tiny spool up time on the RR has people even using it in CQC. the CR and AR really don't have one if you keep in its effective range. so if all guns can overhead then maybe the scrambler needs a nerf. but they don't so they don't need ****** with any more then the flaylock needs a nerf. That thing wrecks if you get hit by the rounds. if your only doing splash it sucks ya but direct hits are deadly.
Hell wanna know one worse then the Scrambler for pens? The laser rifle. 5s lock up and 175 damage on overheat. I might be off on its lock up time. If not its very dangerous. Hense why it does such amazing damage. you can literally kill yourself if your not careful rather insanely easily. you can stop QQing.. the semi auto(aka OP) ScR is getting a nerf bat to the face in Delta while the assault SCR (full auto) is getting a BUFF
[[LogiBro in Training]]
Level 1 Forum Pariah
|
CommanderBolt
Osmon Surveillance Caldari State
1440
|
Posted - 2014.08.31 16:02:00 -
[107] - Quote
Groz'zar Kazoku wrote:Its not too strong. everyone leaves out the fact if you fire one too many rounds in intense fire fights. it locks up for 5s. It does 50 damage to you and the lock up stops everything but walking. 9/10 if it overheat it means your dead. Also if your dying fast please stop using E-war Assaults. I see too many assaults out there with less then 500 EHP. I don't know when this became a thing but if you run the numbers E-war outside of scouts is pointless to the point of being not even worth stating into.
Also if your running anything that lightens your EHP don't think you can still stand in fire at me. I see that happen a lot. I dance the bullet dance and you stand there taking head shots. that is your own fault for dying no one else. Head shots skyrocket damage. I am using a marksmen weapon. I do go for the head shots.
I don't see the RR, CR, or AR having a disadvantage as big as 5s lock up and 50 damage if you don't use it right. I don't even see them really having draw backs besides range. The tiny spool up time on the RR has people even using it in CQC. the CR and AR really don't have one if you keep in its effective range. so if all guns can overhead then maybe the scrambler needs a nerf. but they don't so they don't need ****** with any more then the flaylock needs a nerf. That thing wrecks if you get hit by the rounds. if your only doing splash it sucks ya but direct hits are deadly.
Hell wanna know one worse then the Scrambler for pens? The laser rifle. 5s lock up and 175 damage on overheat. I might be off on its lock up time. If not its very dangerous. Hense why it does such amazing damage. you can literally kill yourself if your not careful rather insanely easily.
The ONLY single thing that has ever even been a problem with the regular Scrambler rifle is the fact that some people with modded controllers can attain absurd - full auto - levels of fire rate.
It just needed a minor change to the rate of fire stat and its fine. It needs no heavy nerf's at all. Is there anywhere where I can see the proposed change details? Or is it all just talk at the moment with no numbers?
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
|
Defy Gravity
G.L.O.R.Y
520
|
Posted - 2014.08.31 18:17:00 -
[108] - Quote
Not if youre an amarr assault... & The lock up thing is you bullshiting I use it myself & ive never locked up
How can there be 50k people on CCP's servers when i'm the only person on earth?
|
HappyAsshole1
Bragian Order Amarr Empire
24
|
Posted - 2014.08.31 18:56:00 -
[109] - Quote
All SCR needs is slight rate of fire nerf. and turbo controllers can't use it anymore. |
Gemini Cuspid
127
|
Posted - 2014.08.31 19:27:00 -
[110] - Quote
Groz'zar Kazoku wrote:omfg moron stop taking just the damage and RPS. Look at the long picture and the risk reward as well. stop being a moron with math for a miniute and check more then just the damage output for the first second to second and a half.
I asked nicely now I am just gonna be blunt. Stop and look at the whole weapon not just the trigger and holes it makes. Stopped...looked at the whole picture...had to pause because I couldn't remember if this was a troll post about
1- Maddys before the patch being unable to now run over everyone and impervious to destruction nearly unlike before 2- SR have the hugest +/- ratio of pros versus cons when it comes to kills, damage, range in opposition to actual deaths, actual isk cost and actual combat risk putting them only behind the best skilled vehicle and a Thale user willing to get out of the redline area of a long map 3- Scouts and cloaks w/ shotguns pre~nerf patch whining they can't do it anymore
Oh wait! It was number #2 Even with getting a bit of damage yourself the fact that the damage you inflict is that much greater that you're less likely to die combined with the superior range of the actual weapon.
This isn't arguing in the 15th century about whether the world is flat or had a diameter of 5,000 or 8,000 miles. You're not arguing to appeal to the masses because your logic is suggesting if sniper users took damage for every shot and, thus more susceptible to counter sniper it'd be a real risk. You forget that once you kill your opponent then it's a mute point. That's the big idea of why veteran scrambler users dominate in any match; the added SP with the experience of the SR along with the full potential of that weapon means you can kill from safety and if get the first shot you're guaranteed to kill the other player. It's also a reason your one of the only other classes actively sniped for. Only class that a player will actively try to hunt, kill even if it costs ISK and deaths are Thale users. |
|
|
|
|
Pages: 1 2 3 [4] :: one page |
First page | Previous page | Next page | Last page |