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Thread Statistics | Show CCP posts - 7 post(s) |
Zindorak
1.U.P
793
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Posted - 2014.09.03 01:20:00 -
[61] - Quote
Thanks to Tibs for the thread you are our go to on Am assault. CCP can you make it so that turbo controllers blow up when people attempt to use them jk but implement a turbo detection system please. But if you insist of new rof cap 600 RPM
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Crashy Mc Boom-bewm
The United Socialist Liberation Front
55
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Posted - 2014.09.03 01:52:00 -
[62] - Quote
Been a Scr rifle user since i first started and i can say the weapon is good, but its not the best. The only issue i see is the heat over time, if we change the heat over time to heat per bullet ( maybe dumb down the ROF a bit too) i feel that it would severly hurt turbo controller users and still make the weapon viable.
If at first it doesn't work, beat it with a brick.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2237
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Posted - 2014.09.03 01:56:00 -
[63] - 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? 520 RoF, TAR hipfire.
Done
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Cruor Abominare
Horizons' Edge Proficiency V.
157
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Posted - 2014.09.03 03:33:00 -
[64] - Quote
Gavr1lo Pr1nc1p 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? 520 RoF, TAR hipfire. Done
Whelp just as useless as a tar now! |
zzZaXxx
D3ATH CARD
471
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Posted - 2014.09.03 03:42:00 -
[65] - Quote
Does the OP admit that he uses turbo controller? I've seen him in match releasing a swarm of light from his scrambler rifle. The fastest fingers can manage 12-14 rounds before it overheats. Much more than that coming outta his rifle. The turbo controller guys melt targets instantly with this exploit. It makes me wonder how OP the gun really is. Has most of the ownage been handed out by turbo hacks? Have they been skewing the stats that Ratatti sees?
One change that is a MUST for Delta is changing the heat build up to increase per push of R1. If you can't do it in just a hotfix well please CCP man up and fix your game because this is a killer exploit and if you just throw up your hands and say "darn we can't do it in a hotfix oh well carry on" then DUST is dead. Many players will despair, a ton of people will get turbo controllers because they'd rather join em than beat em at that point, and it will be the clear beginning of the end for DUST. We've got a good thing going here even with just hotfixes but CCP has to fix this scrambler rifle turbo exploit. |
zzZaXxx
D3ATH CARD
471
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Posted - 2014.09.03 04:02:00 -
[66] - Quote
CCP Rattati wrote: Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
What other weapons are you talking about? The Combat Rifle? No, it has set gaps between bursts. The scrambler pistol? Maybe but if it were a problem people would be talking about it. Breach assault rifle? Nope. I can't think of one weapon besides the scrambler rifle that would benefit from a turbo controller, except maybe to burst the assault rifle, assault combat rifle, SMG and so on for accuracy.
The turbo controller, due to the heat build up over time instead of per button hit, enables users to not only fire the scrambler rifle faster than humanly possible, but enables them to fire many MANY more shots before overheat than those not using a turbo. Guys like the OP have been going around using them since Uprising and skewing the scrambler rifle's overall performance for over a year. How drastically they've skewed it depends on how many of them they are.
You're awesome and I really appreciate what you're doing, but to dismiss turbo controllers as not being an important factor in the scrambler rifle outperforming other rifles is not only wrong but it's very dangerous, as I explained above. The heat build up MUST be changed to per button hit. Depending on how rampant the turbo controller use has been, that may actually solve the problem right there. |
1st Lieutenant Tiberius
0uter.Heaven
2217
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Posted - 2014.09.03 05:33:00 -
[67] - Quote
zzZaXxx wrote:Does the OP admit that he uses turbo controller? I've seen him in match releasing a swarm of light from his scrambler rifle. The fastest fingers can manage 12-14 rounds before it overheats..
No, I have never and will never spend money one something as silly as a modded controller, everything I am able to do is from literally a year and more of using the Scrambler Rifle, remember; Practice makes perfect. That swarm of light you see is what I call a well placed volley.
I am advocating to provide a fix for the ScR that would make it impossible for Turbo controller users to use, as well as balancing it with the other weapons for both Pubs AND Planetary Conquest, and making sure that we don't implement sweeping changes that would detrimentally alter the weapon's mechanics that I, and a good few others, have spent a year and more to master.
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
2217
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Posted - 2014.09.03 05:50:00 -
[68] - Quote
Come to think of it, I would hate to use a modded controller; not being able to charge my shots would suck, a lot.
In Pubs spamming your shots will get you tons of kills, militia and STD suits dont stand a chance.
In PC those 4 or 5 hip fired shots, depending on the proficiency of your aiming, can mean life or death when facing a shotty scout or HMG heavy before you engage in an often futile SMG strafe battle.
This is the distinction that most players unfortunately lack, for CCP has turned PC into such an exclusive "club" that so few of the community is able to participate.
I'm starting to think that we need to look at the bigger picture more, as opposed to scrutinizing and painstakingly deconstructing every single weapon in hopes to achieve balance. It's not too late to prevent the cycle of nerf/buffs from happening, lets try and create an environment where every weapon can be viable and leave it up to the preference of the player to decide which weapon they want to identify with.
There used to be such a cult following of people who would run the ScR rain or shine, but the nerf/buff cycle eventually hits every single weapon. Now everyone has one and now everyone is complaining.
The Sinwarden of 0uter.Heaven
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zzZaXxx
D3ATH CARD
476
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Posted - 2014.09.03 06:03:00 -
[69] - Quote
1st Lieutenant Tiberius wrote:Come to think of it, I would hate to use a modded controller; not being able to charge my shots would suck, a lot.
In Pubs spamming your shots will get you tons of kills, militia and STD suits dont stand a chance.
In PC those 4 or 5 hip fired shots, depending on the proficiency of your aiming, can mean life or death when facing a shotty scout or HMG heavy before you engage in an often futile SMG strafe battle.
This is the distinction that most players unfortunately lack, for CCP has turned PC into such an exclusive "club" that so few of the community is able to participate.
I'm starting to think that we need to look at the bigger picture more, as opposed to scrutinizing and painstakingly deconstructing every single weapon in hopes to achieve balance. It's not too late to prevent the cycle of nerf/buffs from happening, lets try and create an environment where every weapon can be viable and leave it up to the preference of the player to decide which weapon they want to identify with.
There used to be such a cult following of people who would run the ScR rain or shine, but the nerf/buff cycle eventually hits every single weapon. Now everyone has one and now everyone is complaining. We should always try see the big picture, I agree. I think balancing shields/armor through modules and damage profiles is a big picture priority, as is removing exploits like turbo controllers. The more progress is made on these things, the less balance needs to be achieved through altering the guns themselves. I agree that if the ScR's ROF is capped it will no longer be the ScR. It can be tuned down by adjusting heat build up and cooldown, and of course tieing heat to each button push. A variant with capped ROF would be great though.
What are you thinking when you say "big picture"? |
zzZaXxx
D3ATH CARD
476
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Posted - 2014.09.03 06:15:00 -
[70] - Quote
And yes it's sad that CCP has not revamped PC to make it more accessible. The only other game mode where you can sometimes have a whole team of your corpies working together is FW, but if you do you just roll over the other team and it's boring as hell. All we need is corp battles! Queue up 16 people and wait until 16 other people are queued up and go after em! Doesn't matter who they are. Winner gets the spoils, loser gets nothing. If you back out you lose money equal to winnings (even if you DC). Voila! We'd have something challenging for whole teams to do! But I digress... |
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1st Lieutenant Tiberius
0uter.Heaven
2218
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Posted - 2014.09.03 06:20:00 -
[71] - Quote
zzZaXxx wrote:What are you thinking when you say "big picture"?
That is a tough question to answer tbh, I'm not a game dev I am simply a player.
But perhaps the "big picture" is understanding that the problems we have here in Dust514 are ones that are caused by a multitude of variables, ones that are closely dependent and affect each other at exponential levels; we've seen how changing (i.e nerfing or buffing) one thing causes a chain reaction of events pushing a different thing up the food chain, thus the nerf/buff vicious cycle that I so affectionately refer to all the time.
Maybe we shouldn't focus on deconstructing aspects of the specific item and instead try to identify where the problem areas, that this item affects, lie.
For instance, with the ScR, I still believe that it outperforms in Pubs at a level that is not at all comparable to how it performs in PC (and I will continue to try and elaborate on these differences because as a player who plays more PCs than Pubs I believe I have a valid opinion) and this may be attributed to factors regarding the weapon as well as factors that are not at all related to the weapon itself. I.E Matchmaking; the games I experience where I go over 30 or 40 kills with low deaths are games where scotty decides to place 3 competent players and 13 other blueberries or random "bots" crouching up and down and its a literal shooting gallery, other time's my organized squad is pitted against another organized squad and we actually have a good pub game (which is rare cause most of the time scotty places 2 good squads on one side and 16 newbros on the other) and during those games I dont usually revolve around 20 kills depending on how focused I am.
its all a matter of circumstance.
In the end I do not know the absolute answer, I can only provide my opinion that I have generated through experience
The Sinwarden of 0uter.Heaven
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2507
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Posted - 2014.09.03 06:21:00 -
[72] - Quote
the other consideration is the scrambler rifle is an alpha weapon, not a DPS weapon. Usually higher damage means slower rate of fire
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CCP Rattati
C C P C C P Alliance
6524
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Posted - 2014.09.03 08:57:00 -
[73] - Quote
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
Reduced Hipfire dispersion of Tactical Assault Rifle (TAR) to be closer to the Scrambler Rifle (considerable)
Reduced Kick of TAR to be closer to Scrambler Rifle (considerable)
Increased Hipfire 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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
La Muerte Eterna Dark Taboo
2988
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Posted - 2014.09.03 10:12:00 -
[74] - Quote
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.
On the last part we can fix that slightly and encourage more pure tanks by changing the proficiency skill bonus to 1% damage per level. By making it so shield weapons can't shred through shields and then hit a brick wall. It also slightly increases the TTK by a very small amount.
Changing the bonus to 1.5% per level has the same effect as above without changing TTK at all only shift some DPS from shields to armor. https://docs.google.com/spreadsheets/d/tx-YHH60NaGX7lRiPa731fA/htmlview#gid=0
supercalifragilisticexpialidocious
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taxi bastard
Vengeance Unbound Dark Taboo
243
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Posted - 2014.09.03 10:31:00 -
[75] - Quote
I-Shayz-I wrote: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) My AVERAGE in that video is around 600. I was able to push that average up to 650 toward the end of the video, but again this is an AVERAGE. Reducing to 600/650 would be fine. The problem is...for people like me, if I occasionally press the button too fast, my shot will not register because I am technically firing faster than 650 for that fraction of a second. Credibility: Amarr Assault 4 Scrambler Prof 5 Using Scrambler Rifle since the first week after Uprising (it was delayed remember?) to put the Caldari Logistics suits in their place.
370 was my best......averaging about 320
simply put your getting about 90%-100% more DPS than me
personally i beleive that directly linking heat built up to numbers of shots fired is part of the solution. your reward is lower TTK for being faster as opposed to currently your getting double the DPS and double the shots fired. |
Monkey MAC
Rough Riders..
3425
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Posted - 2014.09.03 10:37:00 -
[76] - Quote
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.
Sounds absolutely fine to me. Do you have the percentages for those increases/decreases? When you say tiny increases I'm hoping for 15% or so. Also would this be a good time to start discussing the other rifles operation skils which are all currently -25% Kick.
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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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1714
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Posted - 2014.09.03 10:45:00 -
[77] - Quote
These are the facts:
- ScR has highest DPS of all rifles (841 at proto) even if you disregard the charge shot. This is 234 higher than its nearest equivalent (Tac AR). - ScR has even higher burst DPS using a charge shot plus follow ups. Obviously the Tac AR lacks any such ability. - ScR has very long range (96m). Again, this is higher than the other semi-auto, the Tac AR. - ScR has virtually zero kick. Again, kick is significant on Tac AR, even with AR Operation 5. There is no in-game stat for this, but the difference is obvious (just fire them into a wall and watch the climb or lack thereof). - ScR has accuracy rating of 58.2. Again, Tac AR has far lower accuracy of a 47.80. The ScR goes where you want, the Tac AR does not. - ScR has a large magazine (45 rounds). Again, Tac AR's has less than half the magazine size (18). - ScR is a low SP weapon. There is no equivalent to the AR sharpshooter skill for the ScR, so a max SP ScR takes 900,000SP less than equivalent weapons. The ScR effectively gets sharpshooter for free as it has far lower dispersion than Tac AR to start with.
The only real drawback of the ScR is the overheat mechanic. Before overheat you still get around the same number of shots (18) as a Tac AR has in its clip, so it's not really limiting in that respect. Nevertheless, there are consequences here that a Tac AR user doesn't face. The overheat animation takes 2 seconds longer than an AR reload, there's a small amount of damage (maybe 50HP?) inflicted on the user, and it's forced so you can't switch to sidearm or run.
Overall, though, I don't see how this one drawback, which only happens when the ScR user uses their weapon incorrectly, can possibly compensate for the six or seven major advantages the weapon has. I would say that, if the ScR was exactly the same as the Tac AR, but with a charge shot and overheat, that would seem like quite a balanced weapon - relative to Tac AR, it could deliver amazing burst damage, OHKing with a headshot in many cases, but at the cost of overheating if the weapon was spammed too much. THAT would seem like the kind of weapon that would genuinely reward skilled users. What I don't see, though, is why ScR users need those interesting, high skill mechanics AND a massive DPS, range, kick, and accuracy advantage over the other semi-auto weapon. Anyone can dominate with a weapon that outclasses the direct equivalent so overwhelmingly in almost every area, there is no skill to that.
What to do about this? Well ScR and Tac AR need to be brought much more in line with each other, not just in terms of DPS, but also in terms of the overall package (taking into account range, kick, and accuracy). Since according to Rattati the ScR currently outperforms the pack and the Tac AR currently underperforms the pack, and there is a concern over turbo users, I would suggest some or (preferably all) of the following:
Reduce ScR RoF, probably to around 500 Increase Tac AR damage per shot Increase Tac AR accuracy rating Decrease Tac AR kick
Finally, ScR users, I know you want to keep that RoF, but look at the current ScR vs Tac AR stats. Such a glaring imbalance needs to be addressed. Maybe you think 'buff the Tac AR to ScR RoF levels' is the solution, but the Tac AR had a high RoF in chromosome, it dominated all other weapons and encouraged widespread turbo abuse. As Rattati says, it is not possible to lock out turbos with a hotfix. So ScR DPS has to go down one way or the other, if you don't want RoF to change then it will have to be the other value in the equation, damage. Unless you use a turbo controller a damage reduction will hurt you a lot more.
PS - I don't use Tac AR btw, it's just nowhere near viable at the moment. But it is the only other semi-auto and therefore the starting point for ScR balance. Leave no rifle behind
TL;DR - ScR vs Tac AR is imbalanced along many dimensions, address by reducing ScR RoF and buffing Tac AR. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2511
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Posted - 2014.09.03 11:03:00 -
[78] - Quote
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.
How does this help the performance of the standard gallente assault rifle besides a little hipfire kick?
That's not going to make the primary variant stop underperforming. |
ratamaq doc
Onslaught Inc RISE of LEGION
824
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Posted - 2014.09.03 11:05:00 -
[79] - Quote
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.
YouTube
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CCP Rattati
C C P C C P Alliance
6528
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Posted - 2014.09.03 11:09:00 -
[80] - Quote
Breakin Stuff wrote:How does this help the performance of the standard gallente assault rifle besides a little hipfire kick? That's not going to make the primary variant stop underperforming.
Many players swear by the Assault Rifle actually being ok, don't want to do too many things at once. Any splendid ideas? We don't want to do damage changes nor range for the time being. What do you think is the major drawback in the handling of the AR?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6528
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Posted - 2014.09.03 11:14:00 -
[81] - Quote
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. .
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2243
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Posted - 2014.09.03 11:16:00 -
[82] - Quote
Cruor Abominare wrote:Gavr1lo Pr1nc1p 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? 520 RoF, TAR hipfire. Done Whelp just as useless as a tar now! Yeah, all you get is more range, damage, headshot multiplier and charge shot!
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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SponkSponkSponk
The Southern Legion Final Resolution.
1049
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Posted - 2014.09.03 11:16:00 -
[83] - Quote
Hmm, seems like, rather than nerfing SR down to closer to the rest of the rifles, the proposed changes will just kick Tac AR up to SR level.
Dust/Eve transfers
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BL4CKST4R
La Muerte Eterna Dark Taboo
2988
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Posted - 2014.09.03 11:20:00 -
[84] - Quote
CCP Rattati wrote:Breakin Stuff wrote:How does this help the performance of the standard gallente assault rifle besides a little hipfire kick? That's not going to make the primary variant stop underperforming. Many players swear by the Assault Rifle actually being ok, don't want to do too many things at once. Any splendid ideas? We don't want to do damage changes nor range for the time being. What do you think is the major drawback in the handling of the AR?
>Armor/hybrid tanks this very much. (I suggested a fix for this) >Other weapons being as good or better in CQC (addressed I hope) >Range (unless long range weapons get their CQC abilities stripped) but even so it doesn't feel like its DPS compensates much for its range. >DPS could be a smidge higher to compensate for its range and that the AR competes with the HMG at short range, so far if you want a good CQC 0-10 meters the shotgun or HMG, if you want a good 10-30M weapon the HMG, 40-70 any other weapon. So overall the AR is only useful within a range of 30-40M or 10-40 meters if there are no HMG's competing (as if ).
CCP Rattati wrote: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. .
Easy they all need more DPS or more range, if more DPS they need better CQC abilities. Assault weapons, all need slightly less range than their main counterpart, they need more DPS and CQC abilities but not going over the AR nor close since they would all still have longer range.
supercalifragilisticexpialidocious
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ratamaq doc
Onslaught Inc RISE of LEGION
825
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Posted - 2014.09.03 11:20:00 -
[85] - Quote
CCP Rattati wrote:Breakin Stuff wrote:How does this help the performance of the standard gallente assault rifle besides a little hipfire kick? That's not going to make the primary variant stop underperforming. Many players swear by the Assault Rifle actually being ok, don't want to do too many things at once. Any splendid ideas? We don't want to do damage changes nor range for the time being. What do you think is the major drawback in the handling of the AR?
Maybe a slight RoF increase? I haven't really played with the AR much in the recent past, but it seems like the assault variants of each of the other rifles perform better, where that is not the case with all other variants. RR > Breach AR, SCR > TAC, CR > Burst. If it should be that way than the GEK and Duvalle should out perform the ASCR, ACR, and ARR in CQC heavily and still be viable at medium to mid-long ranges.
YouTube
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ratamaq doc
Onslaught Inc RISE of LEGION
825
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Posted - 2014.09.03 11:29:00 -
[86] - 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. .
0.0 that will take some time to capture that much actual game footage, plus I'd have to actually drop skills past level 1 into the RR. >.<. I'll see what I can do, but it won't be today. Damn job and life and stuff.
YouTube
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medomai grey
warravens Capital Punishment.
949
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Posted - 2014.09.03 11:31:00 -
[87] - Quote
If you want to make certain rifles less viable in close quarters and vice versa, I suggest introducing gun sway while moving. Guns which excel in close range sway little or not at all while longer range guns sway more while moving. This would make longer range guns less viable in CQC because strafing would make it more difficult to hit a target while short range guns would experience this to a lesser extent or not at all.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
536
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Posted - 2014.09.03 11:50:00 -
[88] - Quote
CCP Rattati wrote:Breakin Stuff wrote:How does this help the performance of the standard gallente assault rifle besides a little hipfire kick? That's not going to make the primary variant stop underperforming. Many players swear by the Assault Rifle actually being ok, don't want to do too many things at once. Any splendid ideas? We don't want to do damage changes nor range for the time being. What do you think is the major drawback in the handling of the AR?
ammo. needs more reserve ammo. maybe bigger clip as well |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2512
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Posted - 2014.09.03 11:51:00 -
[89] - Quote
honestly my worst issue is for some reason the weapon isn't APPLYING the damage the way a lot of other weapons do. It's like you wind up hitbox glitching or something. this is especially noticable with scouts who strafe right through a line of incoming autofire and take no damage.
I don't know if anyone notices issues with actually having the weapons apply the damage. I have no problems with rails and scrams (when I aim) and i can chalk up my issues with the CR to me sucking with burst fire weapons thoroughly.
But for some reason alot of the time the ARs don't seem to be applying all (or any) damage when they are fired in close, which is helping the other rifles overperform against them in my observation.
And my above statement about scouts isn't a "They're OP! it's literally I see them walk through my lines of fire and not take damage. I had one strafe through an HMG spray & pray a few times, and only lose a third of their shields after the hitsstarted registering.
But it's not exclusive to scouts. The AR seems to have a wishy-washy registry of hits to me. I don't know how to explain it further and I'm really wishing I had video capture at the moment to show you what I'm talking about.
I've seen it crop up on the laser rifle too, when firing on a moving target, the game loves to have the target move "between the bullets" as it were, and not take hits. |
BL4CKST4R
La Muerte Eterna Dark Taboo
2989
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Posted - 2014.09.03 11:58:00 -
[90] - Quote
Breakin Stuff wrote:honestly my worst issue is for some reason the weapon isn't APPLYING the damage the way a lot of other weapons do. It's like you wind up hitbox glitching or something. this is especially noticable with scouts who strafe right through a line of incoming autofire and take no damage.
I don't know if anyone notices issues with actually having the weapons apply the damage. I have no problems with rails and scrams (when I aim) and i can chalk up my issues with the CR to me sucking with burst fire weapons thoroughly.
But for some reason alot of the time the ARs don't seem to be applying all (or any) damage when they are fired in close, which is helping the other rifles overperform against them in my observation.
And my above statement about scouts isn't a "They're OP! it's literally I see them walk through my lines of fire and not take damage. I had one strafe through an HMG spray & pray a few times, and only lose a third of their shields after the hitsstarted registering.
But it's not exclusive to scouts. The AR seems to have a wishy-washy registry of hits to me. I don't know how to explain it further and I'm really wishing I had video capture at the moment to show you what I'm talking about.
I've seen it crop up on the laser rifle too, when firing on a moving target, the game loves to have the target move "between the bullets" as it were, and not take hits.
This happens to me with the AR and the BK. Another problem that just drives me insane, an old problem actually. Is that when you are shooting the AR if you go from hip to ads the weapon just goes bananas and stars shooting everywhere impossible to keep it accurate like this without stopping your fire for a brief half second.
supercalifragilisticexpialidocious
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