|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Gabriella Grey
Onslaught Inc RISE of LEGION
140
|
Posted - 2014.09.03 17:23:00 -
[1] - Quote
CCP Rattati wrote:ratamaq doc wrote:CCP Rattati wrote:Watching the TAR vs Scrambler video and poring over the rifle data, we propose these small tweaks. In most cases, the Gallente rifle family just has overall the worst comparative kick and dispersion so we want to bring them closer to the rest of the rifles.
Bear in mind that these are very small tweaks except for the Gallente ones that are heavily underperforming
Reduce Hipfire dispersion of Tactical Assault Rifle (TAR) to be closer to the Scrambler Rifle (considerable)
Reduce Hipfire Kick of TAR to be closer to Scrambler Rifle (considerable)
Increase Hipfire Kick of Scrambler Rifle to be closer to TAR (tiny)
Reduce Hipfire Kick of Gallente Assault rifle (tiny)
Reduce Hipfire Kick of Gallente Burst Assault Rifles (tiny)
Reduce Zoomed Dispersion of Gallente Breach Rifles (considerable)
Set ROF of both Scrambler and TAR to 600
Increase Hipfire Kick of Rail Rifles on second or more rapid consecutive shot, so full auto will be less accurate in CQC (some)
There are no tweaks for the Assault Scrambler as it may be suffering from Armor tanking environment, unless there is a specific reason you can find, there is nothing in the stats that says it should be. Sweat, thanks for watching! I hope the increase to 600 rpm on the TAC fixes the misfire issue I tried to point out. The rest of the changes look good as well. I'll do a follow up video if these changes are made to compare. If you are offering, why not a Rail Rifle vs Breach AR comparison, and a Burst Rifle to Combat Rifle, and the crowning achievement, Assault Rifles vs each other. I would love to see what a veteran player thinks of each of these comparisons. .
TAR comparing them to the scrambler rifle is fine but there is some things that need to be looked into. First the make-up of how the guns operate. The TAR has no seizure rate or needs a cool down, and that it has a skill tree that makes the gun's aim better compared to the scrambler rifle tree. Also the difference between percentages of damage, shields vs armor concept should be taken into consideration. I think basing all the assault rifle weapon variants from the scrambler rifle is a great idea Rattati. For me the scrambler has always seemed to be the standard weapon that all the others were made possible buy, in lore and in relation to balance. It will be great to see my arch nemesis rifle being used again, especially by those who have placed skill and time in them, who actually enjoy using them. The only one I disagree with is the ROF. TAR should not have a similar ROF by the simple fact it has no issue with jamming. I would look towards bringing it close but not exact, just because that I feel can easily break the balance you are trying to create here. Some of the biggest issues Scrambler Rifle users have had in the past was TAR rifles having better performance across the board, having no issue with the feedback/overheating issue. TAR users can dance about but a scrambler user can not. The scrambler rifle is a stand and deliver approach as the TAR already has an adaptable use by those players can still jump and dance around without worrying about over heat. Other than that this looks pretty solid for the TAR. Now what is in store for adjusting the combat rifles with ROF, damage, and dispersion in relation to the scrambler rifle and Gallente Assault rifles so once and for all assault weapons will finally be balanced and done with? At that point it will just be low hanging fruit for assault rifles for all to enjoy and then light arms and side arms will be balanced all down hill from there!
Always Grey Skies
|
Gabriella Grey
Onslaught Inc RISE of LEGION
141
|
Posted - 2014.09.03 18:13:00 -
[2] - Quote
ratamaq doc wrote:1st Lieutenant Tiberius wrote:ratamaq doc wrote:1st Lieutenant Tiberius wrote:
I think anything to do with altering the heat sink on the Amarr Assault or the rate at which it builds up and overheats will be detrimental to the weapons system and the dedicated users of the weapons system, like I said before changes to this will directly affect my muscle memory, because I no longer watch the heat gauge, I feel the heat gauge. And being able to pump out more shots from the ScR is not a good way to go, I think the amount level of heat management on the weapon is perfect, perfect in PC and maybe too good in Pubs but thats a matter of the suits youre going against more so than what the weapon is able to do. IMO
I'm with you here. I've been using the SCR since it launched and feeling and muscle memory is everything to me now. I don't want to have to adjust to my weapons mood swing. I already have to deal with that with my wife. Lmao, and from the video I take you being "a man of rhythm" as you being a drummer? Because I am a guitarist and muscle memory is everything when trying to intricately play an instrument while maintaining rhythm. Similar concept to figuring out the heat management and firing intervals of the ScR Yep, been a drummer since grade school (a ratamacue is one of the 26 American standard drum rudiments). I'm working up some DPS math right now on the TAC vs SCR to add to the Balance discussion. Finding some interesting things that will probably interest you with regards to rhythm of the SCR. I'm trying to find the best combination of rhythm and rest to get a theoretical DPS over time for the SCR. The TAC was pretty easy. On paper, even leveling their Damage at 70hp per round, the TAC is out performing the SCR by a good bit. I'll post the numbers and how I came to them shortly.
Please add in there that their functions are night and day. I think their functions have more to play with than anything. The scrambler rifle has a feedback/over heating function, charge function, and the TAR does not. I think these things play a much more important role than any new or old numbers, because these things directly change the interaction with them to the user and with that said, the Scrambler rifle is more limited with it's interaction than the TAR.
Always Grey Skies
|
Gabriella Grey
Onslaught Inc RISE of LEGION
142
|
Posted - 2014.09.04 14:46:00 -
[3] - Quote
Zatara Rought wrote:I've suggested before that the SCR is a skill shot weapon that is meant for long range engagements. Why does the hipfire remain without more kick?
If you are going to give a weapon as the scrambler rifle more kick from the hip you need to adjust the other weapons like the combat and assault rifles according with range then if that is the way CCP wants to go with it. Though in all honesty I think the way currently the gun mechanics work is fine, there is no need to re-invent the wheel.
Always Grey Skies
|
Gabriella Grey
Onslaught Inc RISE of LEGION
142
|
Posted - 2014.09.04 14:51:00 -
[4] - Quote
CCP Rattati wrote:Zatara Rought wrote:I've suggested before that the SCR is a skill shot weapon that is meant for long range engagements. Why does the hipfire remain without more kick? There is a Hipfire Kick increase proposed, just not too big
Hip fire isn't something serious for you guys at CCP to deal with on the Scrambler, due to that with the overheat most scrambler rifle users are not trying to tap shots off in CQC, and rarely seem to survive anyway within this range with full auto weapons that reign supreme to it. Pulling a hip fire charged shot out of thin air is no different than pulling a hip fire shot with a sniper rifle, It's just not something really any scrambler rifle user is going to pull off. Their first instinct will be to create distance and find cover.
Always Grey Skies
|
Gabriella Grey
Onslaught Inc RISE of LEGION
142
|
Posted - 2014.09.04 23:28:00 -
[5] - Quote
I agree with Monkey Mac about this. If CCP wants to see what things are truly broken in the game and could use some serious fixing, they only but need to look in PC. In PC matches players use the most broken mechanics to get the upper hand over the next player. It would be great of an CCP Dev that is responsible for balance go undercover in a PC match. They will see everything that is seriously keeping the game from progressing. There they will find how broken heavies toting sniper rifles are, what better ways can they have it for all weapons to be useful, and why suits need limitations/penalties as to what they can cross fit with certain suits and weapons. Every scout is a slayer in PC, and intel roles along with dropships are easily rendered useless due to the fact that most of the player population that participate in planetary conquest see little to no value in them. I think this is what also makes public and factional games more fun because you can use the things that many laugh at in PC, yet there is the unknown factor. The players on each side who maybe new to the game, or the players who are not benefiting your side from winning.
Always Grey Skies
|
|
|
|