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.