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1st Lieutenant Tiberius
0uter.Heaven
2198
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Posted - 2014.09.02 06:17:00 -
[1] - Quote
Add a sticky for ScR discussion.
I don't have the patience or willpower to create a whole post about it but I can definitely answer any data gathering questions you have and hopefully start a discussion
My credentials:
- User of the Amarr Assault and ScR since it was introduced in Uprising 1.0 has been my main suit until i had enough SP to max out my cores before eventually getting 4 other suits (Amarr Sentinel, Gal Scout, Min Scout and Cal Scout) at around 55m SP currently (open beta vet)
- Uses Amarr Assault in Planetary Conquest constantly, more so than any other person I know who plays the game competitively, if there was one I would know but there are few names and especially fewer at this point in time
- I know plenty of dedicated Amarr Assault users who I believe will come to discuss the weapon with you if I ask them to, I'm sure there are plenty who will contribute as well
I know the weapon is pretty goddamn good in Public Contracts but there are more factors in play in terms of that fact than the weapon or suit itself, if you balance for pub games it will kill the weapon competitively and this goes for every weapon. I highly suggest you read and consider this heavily and start this discussion.
If it is balance you are seeking then lets try to find a middle ground where the weapon can coexist nicely in Pub games yet not become worthless compared to other weapons competitively. Stop the vicious Nerf/Buff cycle and start balancing properly, let us try and help.
The Sinwarden of 0uter.Heaven
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Rei Shepard
The Rainbow Effect
1735
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Posted - 2014.09.02 09:01:00 -
[2] - Quote
First of, i am also a Day 1 SCR/Amarr assault suit user and the SCR has been my go to weapon since it was introduced.
I mostly always use either Semi-Auto weapons or Bolt Action rifles in CQC because i have a need for re-adjusting my aim after each shot or burst to get a clean headshot. So for this the SCR has been a good weapon for me.
I can only provide data about the gun from public games from the standpoint of Solo play as i have not done much planetary conquest experience, but my solo play experience is through the roof.
My suggestion for the next hotfix would be to implement a Fix that makes the weapon Jam when used with a Turbo Controller, see how that works out and then see if it needs to be re-adjusted as i think the SCR is the most balanced weapon in the game.
Except when used by Turbo controller users. and fixing it so they can no longer use it with a turbo button, they will move on because they do not have the skill required to wield this weapon without it.
Ive done some extensive tests in the past with this weapon and the Combat Rifle has always out-performed my SCR at the same level of skill and character skills, the overheat gets me killed in very dicey situations like assaulting 4-6 people, i don't use allot of tactics, just the lets do this mentality as see where it gets me compared to the CR where you duck behind a wall and its reloaded again the 5 second overheats gets me killed.
Ive also done click-tests manually and with a venom X and i can achieve the Rof of a turbo controller manually with a mouse, however i will not be able to achieve that same ROF if i have to aim and then try to get in 13 clicks a second, when i use the Venom X in a test-match (only done 1, for testing purposes), then the gun becomes devastating, but only then when using it with a turbo controller.
On all other occasions, i do allot better with a Boundless or Six Kin Combat Rifle and this is Solo, no equipment, no orbitals against squads or not.
Just check the weapon against Turbo controllers instead of nerfing it, the weapon does not deserve to be put down and while yer at it, add the same code to all the weapons so that people can't use it to negate the recoil on their guns.
Winner of the EU Squad Cup
"Blacklight (PS4)"
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CCP Rattati
C C P C C P Alliance
6457
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Posted - 2014.09.02 09:23:00 -
[3] - Quote
Stickied and edited
Thanks for the input.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
What could be an acceptable reduction in ROF?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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shaman oga
Nexus Balusa Horizon
2766
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Posted - 2014.09.02 09:37:00 -
[4] - Quote
I believe the only skilled part of the scrambler is the charge shot, normal r1 is just like the other non-assault rifles, you just have to get used to the overheat mechanic and it's even more easy in cqc, because of the tight hipfire.
Imo, the scr has always been OP, i don't use it very much just because i don't like the fire on release weapons (same for the ion pistol). I don't know why, but unless you are stacking 800+ armor, it seems to not be affected by that -20% armor efficiency and can kill my gal logi faster than any other rifle in the game.
Probably is because most of people who use it are very skilled in it, idk, but i don't feel it's balanced.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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David Spd
Caldari State
153
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Posted - 2014.09.02 09:39:00 -
[5] - Quote
Anything that injures turbo controllers is good in my eyes.
Isn't it possible to actually detect this sort of thing? Unless Ocelot was lying... MGS 1 said he would know if you used a turbo controller.
Not speaking out of experience or anything, but isn't the controller sending both a hardware and software input message? Is it possible to "block" input that is sending a hardware held message while simultaneously sending multiple software inputs from the same button?
I've been on the receiving end of turbo controllers with scrambler rifles too many times (probably the most obvious weapon to be used with it) and believe me... it isn't fun. Nobody can flinch press R1 THAT fast...
Basically, if you can "block" turbo controllers from doing what they do, that would be fantastic. Please look into doing that.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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Arkena Wyrnspire
Fatal Absolution
17505
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Posted - 2014.09.02 09:48:00 -
[6] - Quote
@Rattati:
On the use of turbo controllers not being biased towards the SCR... Why wouldn't they be?
There is no other weapon that benefits from turbo controller usage as much as the SCR.
Here are the semi-automatic weapons in the game: Scrambler rifle TAR Sniper rifle Ion pistol Scrambler pistol Flaylock pistol
The TAR has a load of recoil which makes full-auto fire impractical. The sniper rifle blatantly doesn't benefit from modded controller use. The ion pistol... Is the ion pistol. The scrambler pistol has a slower rate of fire and more of a shot limit. The flaylock has a very low rate of fire.
Arguably some burst weapons like the CR might also benefit but in my experience from using a modded controller on them it tends to mess up the 'rhythm' of the shooting and feels off.
The SCR, however, is suited to it more than any other weapon for the following reasons: - High maximum rate of fire - Actually gets more shots from firing faster than when it's firing slower, overheat reduced when using modded controllers - High maximum DPS, even if not attainable by normal controllers - Recoil negligible, shots stay on target even at high RoF
As for an acceptable reduction in RoF, I strongly suggest you go no lower than 500. Under 500 semi-autos start to feel iffy, as with the nerfed era TAR, ion pistol, etc. I'd suggest trying 600 first, though.
Two things I feel are worth considering instead of going straight for a RoF nerf:
1. Change heat build-up to per shot instead of per second. This negates the shot count advantage modded controllers get, which is honestly just disgusting. It also helps encourage better practices like shot counting.
2. I'm not sure how feasible this is, but is it possible to check the input rate of some controllers? If you find a controller firing four times with an identical interval each time, that's inhuman - you could punish that with an instant overheat or weapon jam or something. I doubt it's hotfix material but I feel it's worth considering as a broad fix to modded controller usage.
Flying to new horizons.
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CCP Rattati
C C P C C P Alliance
6457
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Posted - 2014.09.02 09:50:00 -
[7] - Quote
David Spd wrote:Anything that injures turbo controllers is good in my eyes.
Isn't it possible to actually detect this sort of thing? Unless Ocelot was lying... MGS 1 said he would know if you used a turbo controller.
Not speaking out of experience or anything, but isn't the controller sending both a hardware and software input message? Is it possible to "block" input that is sending a hardware held message while simultaneously sending multiple software inputs from the same button?
I've been on the receiving end of turbo controllers with scrambler rifles too many times (probably the most obvious weapon to be used with it) and believe me... it isn't fun. Nobody can flinch press R1 THAT fast...
Basically, if you can "block" turbo controllers from doing what they do, that would be fantastic. Please look into doing that.
That can not be done in a hotfix, but is one of the key features for a theoretical client update (with sprint bug).
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Rei Shepard
The Rainbow Effect
1736
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Posted - 2014.09.02 09:51:00 -
[8] - Quote
CCP Rattati wrote:Stickied and edited
Thanks for the input.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
What could be an acceptable reduction in ROF?
-The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone?
-the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up.
I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ?
It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ?
You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before.
Winner of the EU Squad Cup
"Blacklight (PS4)"
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BL4CKST4R
La Muerte Eterna Dark Taboo
2983
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Posted - 2014.09.02 10:21:00 -
[9] - Quote
CCP could it be possibly that the weapon proficiency skill be reverted back to % damage rather than % damage to a tanking type. This would make it so shield based weapons aren't so weak when dealing with armor, and that if somebody decides to not hybrid thank that a specialized weapon won't shred through them like butter.
If the goal is to stop or at least promote tanking of one type then weapons shouldn't be so punishing when it comes to that.
I can provide a spreadsheet that will highlight the effects of this.
supercalifragilisticexpialidocious
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I-Shayz-I
I----------I
4738
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Posted - 2014.09.02 10:26:00 -
[10] - Quote
Please go to http://www.beatsperminuteonline.com/ and see how fast you can press a key on a keyboard repeatedly.
Now do the same thing, but try and press it only TWICE and see what kinds of crazy numbers you can get for the small delay between two button presses that is NOT just an average over time.
I get about 650-750 EASILY, but then again I have a Fast Trigger Finger (video of in-game firing)
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Francois Sanchez
What The French Red Whines.
100
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Posted - 2014.09.02 10:33:00 -
[11] - Quote
Rei Shepard wrote:CCP Rattati wrote:Stickied and edited
Thanks for the input.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
What could be an acceptable reduction in ROF? -The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone? -the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up. I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ? It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ? You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before.
As long as they don't nerf the RoF too heavily, the only guys seeing the difference will be turbo controllers users. Humans generally can't get over 420 RPM, so if they lower it let's say to 500 RPM (so that guys with a trigger speed above average can still benefit of it), only the turbo controllers will be affected. And with a fire rate of 500 RPM (if you can reach it), you would have a DPS of around 600HP/s without damage mods, fairly over the assault rifle. Also keep in mind that the scrambler rifle isn't supposed to be only a rapid firing weapon, you're supposed to use the charge shot, and that's that rifle strength. If you prepare a charge shot, and then press the trigger 7 times during the rest of the second (420RPM), you'll easily get over 800HP/s. So even with the same DPS than an assault rifle (which requires a huge RoF nerf, won't happen I suppose), there would still be a use to the scrambler. Moreover, the 450 DPS of the AR needs all your bullets to hit, whereas the accuracy of the gun isn't that great, especially when compared to the scrambler rifle |
CommanderBolt
Osmon Surveillance Caldari State
1458
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Posted - 2014.09.02 10:59:00 -
[12] - Quote
CCP I believe the 600+ ish region would be good for the semi auto scrambler. I also really really hope you would look at giving the TAC AR a similar RoF as well as give the TAC AR a few more rounds in the magazine.
I feel that the Tac AR and the Scrambler Rifle should be balanced somewhat closely together as they both offer that almost 'DMR' type gameplay that a small but good core of ALL FPS players love to use.
I want to be that guy with the TAC AR again, I appreciate the small buff the TAC AR got before but it isn't quite enough. I am Caldari! I want my Hybrid tech not this fancy religious laser beam stuff!
I know this thread is specifically for the SCR but I just felt the TAC AR should also be considered in this thread as it serves a very very similar role.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Rei Shepard
The Rainbow Effect
1736
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Posted - 2014.09.02 11:08:00 -
[13] - Quote
Francois Sanchez wrote:Rei Shepard wrote:CCP Rattati wrote:Stickied and edited
Thanks for the input.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
What could be an acceptable reduction in ROF? -The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone? -the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up. I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ? It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ? You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before. As long as they don't nerf the RoF too heavily, the only guys seeing the difference will be turbo controllers users. Humans generally can't get over 420 RPM, so if they lower it let's say to 500 RPM (so that guys with a trigger speed above average can still benefit of it), only the turbo controllers will be affected. And with a fire rate of 500 RPM (if you can reach it), you would have a DPS of around 600HP/s without damage mods, fairly over the assault rifle. Also keep in mind that the scrambler rifle isn't supposed to be only a rapid firing weapon, you're supposed to use the charge shot, and that's that rifle strength. If you prepare a charge shot, and then press the trigger 7 times during the rest of the second (420RPM), you'll easily get over 800HP/s. So even with the same DPS than an assault rifle (which requires a huge RoF nerf, won't happen I suppose), there would still be a use to the scrambler. Moreover, the 450 DPS of the AR needs all your bullets to hit, whereas the accuracy of the gun isn't that great, especially when compared to the scrambler rifle
Seriously, the 420 human rpm crap again ? thats 7 shots a second, 500 is still only 8 shots, i can do 13 a second, now actually landing shots at 13 a second is gonna be an issue, witch the turbo user has no problems with. But really you can only click 7 times a second ?
you quickly forget that with the SCR you only have a 2 second of operation time to deal your damage, after those 2 seconds its sidearm or overheat, while the AR has ample clip to keep dealing its damage for the next 4 additional seconds.
Basically if you nerf the Scrambler to a maximum of say 16 shots with All skills at level 5 and an amarr Assault suit at lvl V, meaning anyone else using the weapons without those skills is gonna see what 8-10 shots Max, before it overheats, witch in this case means a 1 second of operation time or 620 damage dealt.
Hmm 450 Damage/ second over a period of 6 seconds
or
620 damage for 1 second with 5 seconds of overheat = 103 dps for the guy picking up the weapon for the first time, i dont think there is gonna be a second time.
Winner of the EU Squad Cup
"Blacklight (PS4)"
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Monkey MAC
Rough Riders..
3417
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Posted - 2014.09.02 11:13:00 -
[14] - Quote
Rei Shepherd wrote:
-The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone?
-the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up.
I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ?
It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ?
You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before.
When he talks about efficiency he means in match effectiveness, the ScR is getting higher KDR and lower kill times than the other weapons, this is because it's a front loaded weapon.
The ScR works by doing large amounts of damage for a short period of time, they bsing incapacitated due to overheat constraints. But this creates an operational problem. The overheat is only a problem if you can't kill your opponent before you reach that overheat.
In any other scenario, you've already killed that guy so what difference does it matter? Now alot of scrambler rifle user rebuke this by saying, but as soon as you put it against 2 people it's balanced.
Which is a biased arguement, since their is just an equal chance their will only be one of them and two of you. Furthermore most weapons would look underpowered/balanced when pitched against 2 enemies. That's kinda the point of teamwork.
Anyway I'm starting to digress, you say it balanced against 2 people, which means in order to reliably beat an ScR user of average skill, you need 2 people of average skill weilding a different set of weapons. One as cannon fodder and one to finish you off. So what happens when 8 memebers of your team run a scrambler rifle, you need 8 pairs to engage them, aka the entire enemy team, which bearing in mind their are still 8 people on your team left running around creates a serious force imbalance.
We infact end up with a similar situation that tankers were in, if takes more than 1 person to reliably defeat another you get a force inbalance. Now another common rebuttal is, but there is more armour tankers than shield tankers, now whole this fact is currently true, both your self and I are aware that was never always the case, in fact shields have still being paying for that since the armour buff.
But here's the thing if we look at the new Projectile profile damage of -15/+15, if shields become the most preferred tank type again, is it fair that the CR gets a damage buff in order to deal with the over popularity of shields? No? So why is it fair to give such a bonus to the ScR?
Finally people use the, it's the most skilled weapon in the game, you and I both know that's a barefaced lie, the Scrambler has similar behaviour to the other 3 rifles types, their is no travel time, their is no lower accuracy or smaller shots that are more likely to miss, nothing. The only thing skillful about the ScR is not overheating but getting close to doing so.
In my opinion the ScR needs a DPS only marginally better than the AR, (460 probably) and slightly slower overheat. This still gives enough DOT to kill most suits before the overheat, but skill comes intomthe equation alot more. The weapon also becomes less useful in CQC because with the low accuracy enviroment the overheat becomes a much mkre severly limiting factor.
I would achieve this by nerfing both DPS and Damage to around 8 shots per second (8.45 to be precise) and the relevamt damage, 58 per 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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iKILLu osborne
Dead Man's Game
253
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Posted - 2014.09.02 11:14:00 -
[15] - Quote
i don't mind as long as it still has the smooth rof non turbos experience.
I'm prof.5 all i ask is that you don't break my gun and invalidate my sp choices
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
884
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Posted - 2014.09.02 11:16:00 -
[16] - Quote
CCP Rattati wrote:Stickied and edited
Thanks for the input.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
What could be an acceptable reduction in ROF?
ROF reductions are not the answer.
PLEASE forget about turbo controllers when looking for the changes to be made. A few people desperate enough to win that they use these cheap tactics ruining weapons for the rest of us so that they can just move on to the next weapon should not be able to ruin something for all of us.
I would personally vote for an increase in hip fire dispersion. The biggest misuse of the weapon is seen using hip fire in CQC and the weapon is intended to be mid range. Also when aiming down sights at medium to long range where the enemy can dance around firing fast becomes far less useful compared to accurate shots.
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Rei Shepard
The Rainbow Effect
1736
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Posted - 2014.09.02 11:34:00 -
[17] - Quote
Monkey MAC wrote:Rei Shepherd wrote:
-The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone?
-the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up.
I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ?
It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ?
You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before.
When he talks about efficiency he means in match effectiveness, the ScR is getting higher KDR and lower kill times than the other weapons, this is because it's a front loaded weapon. The ScR works by doing large amounts of damage for a short period of time, they bsing incapacitated due to overheat constraints. But this creates an operational problem. The overheat is only a problem if you can't kill your opponent before you reach that overheat. In any other scenario, you've already killed that guy so what difference does it matter? Now alot of scrambler rifle user rebuke this by saying, but as soon as you put it against 2 people it's balanced. Which is a biased arguement, since their is just an equal chance their will only be one of them and two of you. Furthermore most weapons would look underpowered/balanced when pitched against 2 enemies. That's kinda the point of teamwork. Anyway I'm starting to digress, you say it balanced against 2 people, which means in order to reliably beat an ScR user of average skill, you need 2 people of average skill weilding a different set of weapons. One as cannon fodder and one to finish you off. So what happens when 8 memebers of your team run a scrambler rifle, you need 8 pairs to engage them, aka the entire enemy team, which bearing in mind their are still 8 people on your team left running around creates a serious force imbalance. We infact end up with a similar situation that tankers were in, if takes more than 1 person to reliably defeat another you get a force inbalance. Now another common rebuttal is, but there is more armour tankers than shield tankers, now whole this fact is currently true, both your self and I are aware that was never always the case, in fact shields have still being paying for that since the armour buff. But here's the thing if we look at the new Projectile profile damage of -15/+15, if shields become the most preferred tank type again, is it fair that the CR gets a damage buff in order to deal with the over popularity of shields? No? So why is it fair to give such a bonus to the ScR? Finally people use the, it's the most skilled weapon in the game, you and I both know that's a barefaced lie, the Scrambler has similar behaviour to the other 3 rifles types, their is no travel time, their is no lower accuracy or smaller shots that are more likely to miss, nothing. The only thing skillful about the ScR is not overheating but getting close to doing so. In my opinion the ScR needs a DPS only marginally better than the AR, (460 probably) and slightly slower overheat. This still gives enough DOT to kill most suits before the overheat, but skill comes intomthe equation alot more. The weapon also becomes less useful in CQC because with the low accuracy enviroment the overheat becomes a much mkre severly limiting factor. I would achieve this by nerfing both DPS and Damage to around 8 shots per second (8.45 to be precise) and the relevamt damage, 58 per shot.
When we use the argument about the 2 vs 1, we mean that if we had another weapon like the Combat rifle in our hands we would still have been able to kill those 2 instead of dying due to a error on use of the SCR, mainly the overheat.
Overheat is always an issue that you need to keep in the back of your mind, having to keep track of something put a burden on the user, even if it does not happen.
Also about the KDR, less users use the weapon, most users of the SCR are better then average players, so while scrubs don't polute the database with missed shots and less deaths (everyone uses an AR at the start), ofcourse its KDR is gonna be allot higher.
Quote:Finally people use the, it's the most skilled weapon in the game, you and I both know that's a barefaced lie, the Scrambler has similar behaviour to the other 3 rifles types, their is no travel time, their is no lower accuracy or smaller shots that are more likely to miss, nothing. The only thing skillful about the ScR is not overheating but getting close to doing so.
And yet i can't come close to the things i can pull off with a RR or CR then what i can do with the SCR, yet when i run 87/3 with the CR, not as much as a single mail, but hooboy if i run 60/5 with the SCR, ill have at least 1 or 2 mails about how OP it is.
Compared to how effortless the CR is to use, the SCR fails short at that by a mile.
Face it, most skilled people gravitate towards, difficult weapons to use with allot of Alpha Strike damage, most regular players gravitate to the easiest weapons to use.
Winner of the EU Squad Cup
"Blacklight (PS4)"
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Rei Shepard
The Rainbow Effect
1736
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Posted - 2014.09.02 11:37:00 -
[18] - Quote
Fix the turbo controller issue first, then see where the weapons are at, i bet there won"t be allot of scramblers left.
Winner of the EU Squad Cup
"Blacklight (PS4)"
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Francois Sanchez
What The French Red Whines.
101
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Posted - 2014.09.02 11:54:00 -
[19] - Quote
Rei Shepard wrote:Francois Sanchez wrote:Rei Shepard wrote:CCP Rattati wrote:Stickied and edited
Thanks for the input.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
What could be an acceptable reduction in ROF? -The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone? -the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up. I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ? It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ? You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before. As long as they don't nerf the RoF too heavily, the only guys seeing the difference will be turbo controllers users. Humans generally can't get over 420 RPM, so if they lower it let's say to 500 RPM (so that guys with a trigger speed above average can still benefit of it), only the turbo controllers will be affected. And with a fire rate of 500 RPM (if you can reach it), you would have a DPS of around 600HP/s without damage mods, fairly over the assault rifle. Also keep in mind that the scrambler rifle isn't supposed to be only a rapid firing weapon, you're supposed to use the charge shot, and that's that rifle strength. If you prepare a charge shot, and then press the trigger 7 times during the rest of the second (420RPM), you'll easily get over 800HP/s. So even with the same DPS than an assault rifle (which requires a huge RoF nerf, won't happen I suppose), there would still be a use to the scrambler. Moreover, the 450 DPS of the AR needs all your bullets to hit, whereas the accuracy of the gun isn't that great, especially when compared to the scrambler rifle Seriously, the 420 human rpm crap again ? thats 7 shots a second, 500 is still only 8 shots, i can do 13 a second, now actually landing shots at 13 a second is gonna be an issue, witch the turbo user has no problems with. But really you can only click 7 times a second ? you quickly forget that with the SCR you only have a 2 second of operation time to deal your damage, after those 2 seconds its sidearm or overheat, while the AR has ample clip to keep dealing its damage for the next 4 additional seconds. Basically if you nerf the Scrambler to a maximum of say 16 shots with All skills at level 5 and an amarr Assault suit at lvl V, meaning anyone else using the weapons without those skills is gonna see what 8-10 shots Max, before it overheats, witch in this case means a 1 second of operation time or 620 damage dealt. Hmm 450 Damage/ second over a period of 6 seconds or 620 damage for 1 second with 5 seconds of overheat = 103 dps for the guy picking up the weapon for the first time, i dont think there is gonna be a second time.
The 420RPM is what I find a bit everywhere, of course that's only realistic for people using controllers, you can go much faster with mouse and keyboard, but this is a PS3 game, and I personally see mouse and keyboard as unfair as turbo contoller for the numerous advantages it grants.
Now about the overheat thing, taking into account the time you overheat for your DPS isn't right as the guy is supposed to be dead. A scrambler rifle on an Amarr assault can fire 16 17 or 18 bullets (I don't remember exactly). Without damage mods and proficiency skills the viziam scrambler rifle deals 71 damage per shot. So you can easily get over 1100HP before overheating, outside sentinels, who can take that in the face and survive? And you can always swap to your sidearm before overheating. I've tried a bit the CRW-04 scrambler on my Min scout (no damage mods, no proficiency skills) with a SMG as secondary weapon and I was destroying my opponents whereas I'm far to be an elite player and I probably press the button around 8 times per second to keep my accuracy. And if the overheat mechanic is fine atm, in what a RoF nerf would change it? The heat is generated by bullet shot and your weapon is cooling between shots if you don't shoot too fast, so I really don't see where the problem is |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
195
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Posted - 2014.09.02 12:19:00 -
[20] - Quote
Incrementally drop the RoF over a course of hotfixes, until we reach a number that works. For Delta, start off with 600, 10 rounds per second. A nice number to start from, don't you think? If that doesn't work, drop it to 540 in Echo , 9 rounds per second. If that doesn't work, drop it to 480 in Foxtrot, 8 rounds per second. I very much doubt we will ever have to go below that. |
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
45
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Posted - 2014.09.02 12:42:00 -
[21] - Quote
Hello, I don't post much on the forums but i think we have to consider looking into the statistics a little more before doing something, should take but a moment.
Rattati you have mentioned that the SCR has better than average for all rifles in terms of efficiency, but also that it is less used than he other rifles, let me ask you what is the STD for how much better the eff % is, and more importantly what is the std of the number of players using it,.
I am simply concerned that we aren't comparing apples to apples here, a skill focused weapon whose only remaining users were those on the upper end of the skill bell curve would skew the weapon towards being more efficient than it's counterparts, simply because the sample population isn't comparable.
now after looking into that it may be that some adjustment is needed, i can however tell you that the ROF is a tricky thing it will definitely hurt turbos which is great, but as others have stated you can double tap fast enough to hit a lower cap which will feel odd. More importantly though i think it won't have near the effect you want, as others have mentioned there is a lot of front load on the DPS of the rifle especially with the charge. this means there are some engagements where the opponent can't return fire, but usually the SCR user then has to take cover to cool down from near Overheat or Overheat.
and I have been using the laser and scr exclusively since they came out btw :) |
SponkSponkSponk
The Southern Legion Final Resolution.
1039
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Posted - 2014.09.02 12:49:00 -
[22] - Quote
matsumoto yuichi san wrote: I am simply concerned that we aren't comparing apples to apples here, a skill focused weapon whose only remaining users were those on the upper end of the skill bell curve would skew the weapon towards being more efficient than it's counterparts, simply because the sample population isn't comparable.
It's possible to take that into account (KDR or WP/s stats partitioned by weapon). I'm fairly certain Rattati has the chops to consider that, given his background.
Dust/Eve transfers
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Monkey MAC
Rough Riders..
3420
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Posted - 2014.09.02 13:36:00 -
[23] - Quote
Rei Shepard wrote:When we use the argument about the 2 vs 1, we mean that if we had another weapon like the Combat rifle in our hands we would still have been able to kill those 2 instead of dying due to a error on use of the SCR, mainly the overheat. This is nothing to do with weapon balance at all then since this down to your ability to dodge shots or your opponents inability to land them. We can further perpetuate this arguement to say that with enough skill you take on the entire enemy team simultaneously, this doesn't make the weapon you used OP, it makes your enemy absolutely terrible. Being unable to take out 2 people does not make weapon balanced anymore than going 25/0 with an Ion Pistol makes it OP.Overheat is always an issue that you need to keep in the back of your mind, having to keep track of something put a burden on the user, even if it does not happen. Yet you assume the CR user does not have to keep an eye on his ever dwindling magazine, or the RR user having to take into account his charge time, most of the weapons have a downpoint that must be monitored the ScR is no more special in that regard. Futhermore your opinion that it is shows bias to your weapon, you are in effect showing you have a vested intrest in maintaining the weapons current effectiveness.Also about the KDR, less users use the weapon, most users of the SCR are better then average players, so while scrubs don't polute the database with missed shots and less deaths (everyone uses an AR at the start), ofcourse its KDR is gonna be allot higher. You have data for this? Don't forget the Rifles were all recently given mlt variants which are applied directly to frontline fits, so if we assume amarr is 25% of the population, that's a whole lot of newbies who are now using that weapon which would systematically give you a deluge of unskilled players to even out the data points.
Once again the fact you assume that the ScR is used by only the skilled individuals of this game, raises two points. Why are there skilled individuals in other weapon discipline? Why aren't the skilled users also using the other weapons in equal measure? Quote:Finally people use the, it's the most skilled weapon in the game, you and I both know that's a barefaced lie, the Scrambler has similar behaviour to the other 3 rifles types, their is no travel time, their is no lower accuracy or smaller shots that are more likely to miss, nothing. The only thing skillful about the ScR is not overheating but getting close to doing so. And yet i can't come close to the things i can pull off with a RR or CR then what i can do with the SCR, yet when i run 87/3 with the CR, not as much as a single mail, but hooboy if i run 60/5 with the SCR, ill have at least 1 or 2 mails about how OP it is. Maybe you need to reassess your skill level then, you are clearly better at those 2 rifles. Once again your using your circumstantial experience as justification for a weapon. If I go 46/2 with a Bolt Pistol and 25/3 with a SMG is the Bolt Pistol OP? No of course not, but I've just pulled 2 numbers that would say otherwise. Once again your arguement is based upon circumstantial evidence which has no real bearing on the discussion at hand.Compared to how effortless the CR is to use, the SCR fails short at that by a mile. Yet my little brother can't use it, but he absolutely wrecks with the AR. The only difference in terms of the two weapons is you get a 2.4 seconds to overheat and the CR gets 3.2 seconds to reload, though bear in mind cooldown on the ScR is faster is you avoid overheating the weapon, reloading is not.Face it, most skilled people gravitate towards, difficult weapons to use with allot of Alpha Strike damage, most regular players gravitate to the easiest weapons to use. Yet more circumstantial evidence, you have no data to prove this, I however have the following examples that help to disprove this.
BURST HMG - Front Loaded by design currently overused and Overperforming SHOTGUN - Naturally a front loaded weapon overused and Overperforming
LASER RIFLE - Rear Loaded weapon increasingly uncommon FORGE GUN - Rear Loaded weapin, only used for tower sniping
I don't doubt the ScR is a front loaded weapon, but that's exactly why it doesn't work as a 'general purpose rifle' their are no operational drawbacks that make it difficult to use in the majority of situations.
For example the Sniper Rifle is a front-loaded weapon, high alpha damage, slow ROF. But absolutely sucks if your opponent knows your their or is close quarters.
Shotgun front loaded, high alpha, slow ROF, even at 20m range all it does is tickle you. Only works if your oppoenet is given little time to react (hence cloaks currently making them overperform)
The ScR on the other hand, has the 2nd best range of any rifle, high ammo count, high alpha, high ROF, decent accuracy across all ranges and overheat that rarely goes off before you kill your opoonent.
There are no limiting drawbacks to the ScR as a front loaded weapon, which is precisely why it's unbalanced.
In short you entire argument is based upon circumstantial evidence and made up opinions, your vested intrest in the weapon is clearly visible and you prodice no valid reason for the ScR being allowed to perform at it's curent effectiveness.
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..
3420
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Posted - 2014.09.02 13:45:00 -
[24] - Quote
Fizzer XCIV wrote:Incrementally drop the RoF over a course of hotfixes, until we reach a number that works. For Delta, start off with 600, 10 rounds per second. A nice number to start from, don't you think? If that doesn't work, drop it to 540 in Echo , 9 rounds per second. If that doesn't work, drop it to 480 in Foxtrot, 8 rounds per second. I very much doubt we will ever have to go below that.
Also make the heat buildup per shot, if possible without a client update. If not possible, enact ASAP. I never understood why the heat mechanics are all time based in this game. It should all be per shot and percentage based, not time held.
Because if you look at the majority of weapons that overheat, you hold down the fire button for prolonged periods of time, which is traditionally what overheat is designed to discourage.
Small Blaster Small Railgun Large Blaster Large Railgun HMG Laser Rifle
Implementing a Heat per second mechanic is considerably more effecient on these weapons than a heat per shot, which must call a 'heat increase' function with every shot, with each function taking up valuable processing power and being called upwards of 10 times a second in the case of most of these weapons, you end slowing your game down.
Unfortunately the lack of programming proficent devs (who are capable of working with the 'deep code') meant certain shortcuts had to be made, the ScR heat mechanic was one of those such shortcuts.
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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I-Shayz-I
I----------I
4745
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Posted - 2014.09.02 14:57:00 -
[25] - Quote
http://youtu.be/zbRET--TCwg
Here's some recent gameplay of the scrambler to show its effectiveness and the speed at which someone can fire.
BTW, I run a complex kin cat on my Amarr Assault :P
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Stefan Stahl
Seituoda Taskforce Command
714
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Posted - 2014.09.02 15:03:00 -
[26] - Quote
Two points: - I'd guess that the SCR is extremely unpopular with new players. That means the average KDR with an SCR is going to be that of a veteran player while the KDR of a AR will be an average of both old and new players. - I wouldn't mind a ROF reduction. I don't think the SCR is supposed to be a 'spammable' CQC-weapon, so make a limited ROF a part of the concept. Maybe even increase damage in return.
BTW, remember that a SCR user generally has to sacrifice some tank to be able to fit that weapon. For reference, a PRO SCR uses 92/20 CPU/PG while a PRO CR comes in at 81/8 (source is protofits). Applying a standard conversion of 5 CPU/PG you realize the SCR uses ~59% more fitting space than a CR. Maybe fix that another day if you want to balance the weapon's efficiencies first, but keep it in mind. |
1st Lieutenant Tiberius
0uter.Heaven
2209
|
Posted - 2014.09.02 15:31:00 -
[27] - Quote
CCP Rattati wrote:What could be an acceptable reduction in ROF?
I'm not sure about what the exact numbers would be appropriate but as long as the ROF levels present the balance between screwing over turbo controllers and yet allowing human levels of fire is key, I believe.
I've always been an advocate for firing in volleys, charge shot followed by 2 or 3 follow up shots, i don't have the quickest trigger finger but usually these volley shots are when I am able to pump out rounds quite quickly, the only request I have is that if you do implement ROF you do so to counter turbo controller abuse and not doing to the ScR what happened to the Tac Rifle.
It is a semi auto rifle and I rely on it firing as fast and as many times as I can humanly press the trigger, as long as i'm not clicking more times than rounds are coming out of the barrel (which was the issue with Post-nerf TAC) then I think we should be good.
Also I suggest not touching the heat sink on the Amarr Assault (Idk if it's considered but I'm gonna address it anyway), as it truly is the best bonus you have included in this game hands down (the ScR and the Amarr Assault are good individually but together as a weapons system it becomes truly deadly, this is cool you should focus on bonuses like this especially for the other assault suits) and if things like these are changed it will literally affect muscle memory, at least for me. I spent a year and a bit mastering the weapon and its mechanics and changing something that is engrained in my muscles would be a bad thing.
Maybe a combination of ROF tweak + changing heat build up to per-shot instead of per-weapon could work out to trump turbo controllers?
Regarding Pubs and PC, I obviously cannot relate in terms of raw data coming out of both ends but as a player I can tell you that PC and pubs are a completely different environment. The strengths that make the weapon seem OP in a pub setting makes it "useable" in PC where Heavies with Six Kin's are around every corner, shotgun scouts are always behind you and most people post up on high ground. The hipfire ability lets me get off one well placed volley to a heavy or a scout that gets up on my face allowing me to engage with my sidearm (usually futile against heavies but sometimes I make it out alive) and the high burst damage allows me to pick off high ground targets or at least get them to back off for a window of opportunity.
In a Pub game I hardly get under 20 kills a game but in a tough PC like against Fatal Absolution last night (bridge map) I think I went 19/10 for the first game and 10/9 for the second game alternating between Amarr Assault and my Speed Hack Min scout, being the one Amarr Assault + ScR user out of 32 players and also being completely outscored by 3 other (amazing) shotty scouts from my team and the opposing team where the 3 of them combined for over 65 kills, in Planetary Conquest mind you. I speak from experience when I say that the Suit and Weapons performance does not equate when observing them from these two different environments.
Changing something to perform less overbearingly in Public contracts will and always has affected its performance in Planetary Conquest exponentially, hopefully what we can come out of this is a compromise that prevents this from happening again. But I think the focus should be on quelling the turbo users.
The Sinwarden of 0uter.Heaven
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2479
|
Posted - 2014.09.02 15:51:00 -
[28] - Quote
Stefan Stahl wrote:Two points: - I'd guess that the SCR is extremely unpopular with new players. That means the average KDR with an SCR is going to be that of a veteran player while the KDR of a AR will be an average of both old and new players. - I wouldn't mind a ROF reduction. I don't think the SCR is supposed to be a 'spammable' CQC-weapon, so make a limited ROF a part of the concept. Maybe even increase damage in return.
BTW, remember that a SCR user generally has to sacrifice some tank to be able to fit that weapon. For reference, a PRO SCR uses 92/20 CPU/PG while a PRO CR comes in at 81/8 (source is protofits). Applying a standard conversion of 5 CPU/PG you realize the SCR uses ~59% more fitting space than a CR. Maybe fix that another day if you want to balance the weapon's efficiencies first, but keep it in mind.
most new players will see a scram in the killfeed over an over and be like "It must be OP! I should use it!" then they figure out it's not an instant-win butan and discard it until they havemore SP and come back to the weapon.
Don't get me wrong, I love the scram, but the primary reason I don't use it is the cost of the dropsuits and fittings you have to field to make the weapon beastly.
Honestly it's why I mostly stick to standard weapons and bust out the good stuff when I feel like being an A**hole. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2479
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Posted - 2014.09.02 16:08:00 -
[29] - Quote
Commenting on a per-statement basis. Responses in boldface.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Wasn't expecting to see that, but given the number of times I've been on the receiving end I should not be shocked.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Have to measure them in pubs IMHO because that's where every single player goes. All of the good, bad and mediocre play pubs, so it's a broad comparison. balancing based on a niche population who can make a weapon dance as opposed to general use isn't a good thing.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
I don't honestly believe for a split-second that Turbo controllers are the sole contributing factor here. Scrambler rifles are most effective by dealing a full charge shot from surprise before 2-3 snap-fires. This is more than enough to take out 90% of dropsuits fielded. You cannot charge shot with the turbo loaded. It just doesn't work. The absolutely raw alpha damage the weapon inflicts is an issue but the efficiency of the weapon actually suffers when you do not charge the thing first for an opening alpha strike.
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
Tends to be unpopular because it isn't an easy weapon to learn to use efficiently. But once you do, it's a nightmare to deal with.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
Changing the Combat rifle use stats will change that quite a bit, mostly because people will be forced to pick their poisons. But I think the Scram does too much damage on a per-shot basis (uncharged) to make a simple Rate of Fire change that doesn't significantly hack down the utility of the weapon viable as a balance. Bringing it to 500-ish nerfs the modded controllers, but keeps it above most players' ability to spam a trigger. I'm dubious that any player realistically jumps the rate of fire manually higher than 300-350. I seem to average about five trigger pulls per second when I am not taking care about where I'm hitting, desperately putting rounds downrange.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
Honestly the best nerf would be to make the overheat occur on a per-shot basis rather than per-second. if you designate that 1/2 the magazine can be fored before needing cooldown in rapid succession (1/3 after a charge shot) it cuts down the blastspam sharply. I have no idea if that is even able to be considered in a hotfix without screwing the laser rifle up badly.
What could be an acceptable reduction in ROF?[/quote]
I would put it somewhere between 400 and 500. People will scream about on-paper DPS but I doubt that it will significantly alter the performance of the weapon in the hands of people not using modded controls or mainlining ritalin. The Charge shot needs to be the primary alpha or it needs to be removed entirely. Either way, that's my two cents. Have fun. |
JDEZ09
Dark Side Alliance
72
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Posted - 2014.09.02 17:16:00 -
[30] - Quote
Rof: 650
Reason: You don't want to overnerf this weapon CCP. It needs to be done in a reasonable manner that allows us ScR vets to still use their skills. The Tac AR was the prime example of what happens when a great gun gets nerfed. Now you want to do this to the most unique light weapon of the game?
While were talking scramblers, lets talk damage profiles.
The Scrambler has a profie of +20/-20 Its comparable counterpart, the rail rifle, has a profile of -10/+20
And you want to change the ScR? When it is obviously the weakest gun for armor body shots?
You have to take into account that most scrambler users are actual amarr assaults, using advanced or proto ScR. Its pretty much because it HAS to in order to have that efficiency. No other gun forces that like the Scrambler Rifle. It is a skill based weapon, but it needs to be brought just a tad lower, not 100s of rpm lower like the Tac AR was (R.I.P.)
If you lower the RoF at all, then the profile needs to be adjusted to match the Rail Rifle but for shield based damage.
ScR: +20/-10
Also, Laser Rifles need some love, they overheat way too fast now on any suit. |
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