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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2512
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Posted - 2014.09.03 12:01:00 -
[91] - Quote
actually, now that I think about it, I have this problem on all of the fast-fire automatics to a greater or lesser extent, from the asscram to the HMG |
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
191
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Posted - 2014.09.03 12:02:00 -
[92] - 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.
Can you change the scope of the TAR in anyway. The ScR is more easy to aim with that scope than the TAR.
The Blazing Intellect Machine
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I-Shayz-I
I----------I
4754
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Posted - 2014.09.03 12:08:00 -
[93] - Quote
CCP Rattati wrote: 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.
Here's why the ASCR sucks so bad: http://youtu.be/hrVDPmIhkx8
Basically, the kick is similar to the RR, which makes it a very unreliable weapon at long range.
Combine that with a shorter range than the standard scrambler AND the fact that it does 80% damage to armor with no prof bonus makes the weapon suffer when an enemy is barely outside of your optimal.
The horrid kick of the weapon makes it so that only a fraction of shots actually hit the target at range, and when your DPS comes from most of your shots hitting, having the weapon miss so much is terrible.
In CQC, a normal scrambler rifle can take down a sentinel faster than the ASCR because each shot means more...heck, even against caldari suits the ASCR misses too much to feel like much of a threat.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Jin no kami
Valor Coalition Red Whines.
81
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Posted - 2014.09.03 13:00:00 -
[94] - Quote
This is gonna make gal assault op if they implement these buffs =ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+ |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2512
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Posted - 2014.09.03 13:18:00 -
[95] - Quote
Jin no kami wrote:This is gonna make gal assault op if they implement these buffs =ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+
doubt it |
BL4CKST4R
La Muerte Eterna Dark Taboo
2990
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Posted - 2014.09.03 13:19:00 -
[96] - Quote
Jin no kami wrote:This is gonna make gal assault op if they implement these buffs =ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+
How so? Because our weapons won't be outdone by other weapons.
supercalifragilisticexpialidocious
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
210
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Posted - 2014.09.03 14:26:00 -
[97] - Quote
Gavr1lo Pr1nc1p wrote: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, [s]headshot multiplier[s/] and charge shot!
The TAC AR actually does more Damage Per shot than the ScR, and has a slightly more favorable damage profile IMO. The ScR does not have a special headshot multiplier like the ScP. It is the Standard 150% that all the rifles have.
I strongly agree with what CCP is doing with the ScR/TacAR, now us DMR users will have 2 viable options to play around with (if the higher RoF fixed the strangeness of the TacAR...)
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
905
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Posted - 2014.09.03 14:35:00 -
[98] - 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.
I am one of the few people that routinely runs the AScR and I can tell you that your are mostly right about it just suffering from armor tank being king. It is absolutely impossible to run on a fitting where you are not carrying a nanohive no matter how accurate you are or how careful you are with your ammo. Increasing the base ammo carried by 72 (one clip) would probably increase the popularity by a large margin.
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Monkey MAC
Rough Riders..
3434
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Posted - 2014.09.03 15:01:00 -
[99] - Quote
I-Shayz-I wrote:CCP Rattati wrote: 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.
Here's why the ASCR sucks so bad: http://youtu.be/hrVDPmIhkx8Basically, the kick is similar to the RR, which makes it a very unreliable weapon at long range. Except that there isn't a skill to reduce the scrambler kick so even the Carthum with prof 5 and 3 damage mods underpreforms Combine that with a shorter range than the standard scrambler AND the fact that it does 80% damage to armor with no prof bonus makes the weapon suffer when an enemy is barely outside of your optimal. The horrid kick of the weapon makes it so that only a fraction of shots actually hit the target at range, and when your DPS comes from most of your shots hitting, having the weapon miss so much is terrible. In CQC, a normal scrambler rifle can take down a sentinel faster than the ASCR because each shot means more...heck, even against caldari suits the ASCR misses too much to feel like much of a threat.
Umm I don't know how to tell you this but there was no recoil there and kick was negligible. Unless you were compensating for it, the weapon never moved from that caution sign.
Get the ACR and try the same exercise with that, you'll find yourself halfway up the Door. Get the ARR and try the same execise with that, you'll find the sights jump around like a frog on springs. What you are prehaps talking about is the ADS dispersion, in which case yes it would probably benifit from a lower ADS dispersion.
For clarification Kick is how much the site vary/sway from there point of origin after a shot is fired. High Kick results in the weapons feeling unruly in ADS but will require little actual repositioning.
Recoil is how bad the torque reaction is, as the rifle kicks it moves slightly upwards and to the right (traditionally - for a right handed weapon), HROF weapons typically exhibit the most recoil, this physically changes the aim of the weapon and requires re targeting during prolonged periods of firing.
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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Balamob
SVER True Blood Public.Disorder.
41
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Posted - 2014.09.03 15:57:00 -
[100] - Quote
I am an amarr assault lvl 5, scramble rifle lvl 5 prof 5..... I consider that if theres gonna be a reduction on rate of fire (650 ideally), i think a reduction on heat build up or increase of cooldown after this change is made if you consider necessarythis measure (also good for non assault amarr users), or even better, a balance between this 2 factors, a cooldown 50% increase and a reduction of 10-20% on heat built up for example.
exMAG vet.
Sver True Blood faction FTW.
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1721
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Posted - 2014.09.03 16:06:00 -
[101] - Quote
CCP Rattati wrote:Set ROF of both Scrambler and TAR to 600 A slight improvement in respect of the ScR, but why make the TAR more attractive to turbo abusers? |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1721
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Posted - 2014.09.03 16:11:00 -
[102] - Quote
Monkey MAC wrote:I-Shayz-I wrote:CCP Rattati wrote: 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.
Here's why the ASCR sucks so bad: http://youtu.be/hrVDPmIhkx8Basically, the kick is similar to the RR, which makes it a very unreliable weapon at long range. Except that there isn't a skill to reduce the scrambler kick so even the Carthum with prof 5 and 3 damage mods underpreforms Combine that with a shorter range than the standard scrambler AND the fact that it does 80% damage to armor with no prof bonus makes the weapon suffer when an enemy is barely outside of your optimal. The horrid kick of the weapon makes it so that only a fraction of shots actually hit the target at range, and when your DPS comes from most of your shots hitting, having the weapon miss so much is terrible. In CQC, a normal scrambler rifle can take down a sentinel faster than the ASCR because each shot means more...heck, even against caldari suits the ASCR misses too much to feel like much of a threat. Umm I don't know how to tell you this but there was no recoil there and kick was negligible. Unless you were compensating for it, the weapon never moved from that caution sign. Get the ACR and try the same exercise with that, you'll find yourself halfway up the Door. Get the ARR and try the same execise with that, you'll find the sights jump around like a frog on springs. What you are prehaps talking about is the ADS dispersion, in which case yes it would probably benifit from a lower ADS dispersion. For clarification Kick is how much the site vary/sway from there point of origin after a shot is fired. High Kick results in the weapons feeling unruly in ADS but will require little actual repositioning. Recoil is how bad the torque reaction is, as the rifle kicks it moves slightly upwards and to the right (traditionally - for a right handed weapon), HROF weapons typically exhibit the most recoil, this physically changes the aim of the weapon and requires re targeting during prolonged periods of firing. I've always understood kick to simply be a colloquial term for recoil, i.e. they are the same thing.
But you're right, the video clearly shows there is virtually no recoil when using the AScR. |
Funkmaster Whale
Pure Evil.
2388
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Posted - 2014.09.03 16:37:00 -
[103] - Quote
Honeslty as a vet player I have not had any issues with the TAR since the damage buff. It does its job as far as being effective at range.
This proposed buff seems like it'd bring it almost back to where it was in Uprising 1.0. They nerfed the hip-fire and RoF back then for a reason. This buff seems like it would make it a jack of all trades weapon again...
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zzZaXxx
D3ATH CARD
478
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Posted - 2014.09.03 16:55:00 -
[104] - 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? Well one thing about the AR compared to the Combat Rifles and Scrambler Rifles is that its hip fire dispersion (and to a lesser extent recoil) is much greater. It's not as bad if you burst it though. Still, as I see it there's no reason to use the Duvolle when you could use the Six Kin--when you're looking for a fully automatic rifle--unless you plan on engaging at around 10-30 meters. The Six Kin has much less hip fire/ADS kick and dispersion (like none), does better against armor (and will more so), fires and reloads faster, has 10 meters more effective range, and has more ammo. The assault rifle has one thing going for it: it does more damage. Maybe for a skilled up Gallente assault who's in optimal that makes it a better gun. Outside of that not so much it seems to me. |
zzZaXxx
D3ATH CARD
478
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Posted - 2014.09.03 16:56:00 -
[105] - 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. . Yes please!!!! As many of these videos as possible. All combinations!!!! Go crazy!!! I eat this stuff up like puddin!! |
BL4CKST4R
La Muerte Eterna Dark Taboo
2994
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Posted - 2014.09.03 17:08:00 -
[106] - Quote
BL4CKST4R wrote: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? >hybrid tanks with tons of armor. (I suggested a fix for this) shield weapons can't kill high armor but armor weapon can kill high armor and shields. >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. For example the burst CR is better than the burst AR at CQC and I believe the burst CR also has higher DPS (can't remember) this should be reversed because the burst AR also has lower range. The burst AR should be much better at CQC and have the higher DPS. 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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1st Lieutenant Tiberius
0uter.Heaven
2228
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Posted - 2014.09.03 17:09:00 -
[107] - 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 it's one of those things that aren't necessarily an issue with the weapon itself. I have seen a good few people run the AR and absolutely wreck face with it (I.e Nega Matix running Duvolle on a Min Scout in PC) so I agree with you saying that the AR is in an OK place, for tweaking it MIGHT put it in not so OK of a place.
But perhaps instead of looking at the AR we should look at the operator instead. I think a change for the Gal Assault to better augment the Plasma weapons is a better approach then trying to tweak the gun itself, make it like the Amarr Assault + ScR combo;
The ScR is deadly on any suit so long as the operator is able to manage a very small heat window, high damage and reliable accuracy. But when paired with the Amarr Assault it truly becomes a weapons system, the ultimate dedicated marksman, able to pump out more rounds and engage more targets at once or in quick succession.
Now imagine if we can talk like this about all the assault suits.
I.e
The AR is deadly on any suit, a reliable full auto weapon that has a fairly balanced damage profile against both shields and armor, hits hard, has a good reserve of ammo and very operator friendly to use. But when paired with the Gallente Assault it truly becomes a weapons system, the ultimate shock trooper, able to augment the ROF of these plasma weapons to deadly effect, taking out close range targets faster and in quicker succession.
Something like that? I've always been opposed to being told what weapon to run on a particular suit but on the Amarr Assault it makes sense, there is no other weapon you should equip on the suit because it would be a waste of benefits, but if the weapon itself is already pretty good AND is augmented when paired up with a particular suit then it allows other players to want to skill into these suits and revel in the augmentations of their favorite weapon, because this is how I feel about my Amarr Assault + ScR combo; I hardly use the ScR in any other suit and I would never put any other weapon other than the ScR on my Amarr Assault.
It seems that this is the niche for assault suits CCP is going for but they fell short when designing the Cal and Gal bonuses, the Min and Amarr are perfect for the assaults.
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
2228
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Posted - 2014.09.03 17:17:00 -
[108] - 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.
Interesting change proposal.
I like the idea of giving the Dedicated Marksmen of this game a choice of platforms to use and I'd probably bust out the TAR some more if these changes come through.
Also, can anyone assure me that at 600RPM I would still be able to fire as fast as my finger can pull the trigger? Truly, this is all that matters to me. Is there a lower amount of RPM where this would still be possible? I fear that the Turbo Controller issue would not be completely fixed even with this proposed RPM, but I honestly dont know.
I wish you had a test server. I would let you pay me an ISK wage to sit there and test stuff for you Rattati
The Sinwarden of 0uter.Heaven
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zzZaXxx
D3ATH CARD
479
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Posted - 2014.09.03 17:22:00 -
[109] - Quote
1st Lieutenant Tiberius wrote:The AR is deadly on any suit, a reliable full auto weapon that has a fairly balanced damage profile against both shields and armor, hits hard, has a good reserve of ammo and very operator friendly to use. But when paired with the Gallente Assault it truly becomes a weapons system, the ultimate shock trooper, able to augment the ROF of these plasma weapons to deadly effect, taking out close range targets faster and in quicker succession.
It seems that this is the niche for assault suits CCP is going for but they fell short when designing the Cal and Gal bonuses, the Min and Amarr are perfect for the assaults.
Are you suggesting a ROF bonus for Gal assault? That sounds OP but then again that's exactly what the Amarr assault bonus amounts to, though with ScR ROF hopefully soon capped at 600 that might change. Not sure. (I know I said more heat build up is a better answer but honestly I'll take it.)
I like what you're saying about weapons systems. That's what Amarr and Minmatar are, fully skilled up--able to fire volley swarms from the ScR or unload a larger clip into someone with a Six Kin. I suppose a ROF bonus for Gallente would be the closest thing to how the Amarr and Minmatar bonuses "evolve" those assaults. A kick reduction bonus for Caldari assaults would similarly "evolve" them, making them more accurate at range and much more deadly in CQC. |
Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 17:23:00 -
[110] - 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
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1st Lieutenant Tiberius
0uter.Heaven
2228
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Posted - 2014.09.03 17:27:00 -
[111] - Quote
zzZaXxx wrote:1st Lieutenant Tiberius wrote:The AR is deadly on any suit, a reliable full auto weapon that has a fairly balanced damage profile against both shields and armor, hits hard, has a good reserve of ammo and very operator friendly to use. But when paired with the Gallente Assault it truly becomes a weapons system, the ultimate shock trooper, able to augment the ROF of these plasma weapons to deadly effect, taking out close range targets faster and in quicker succession.
It seems that this is the niche for assault suits CCP is going for but they fell short when designing the Cal and Gal bonuses, the Min and Amarr are perfect for the assaults. Are you suggesting a ROF bonus for Gal assault? That sounds OP but then again that's exactly what the Amarr assault bonus amounts to, though with ScR ROF hopefully soon capped at 600 that might change. Not sure. (I know I said more heat build up is a better answer but honestly I'll take it.) I like what you're saying about weapons systems. That's what Amarr and Minmatar are, fully skilled up--able to fire volley swarms from the ScR or unload a larger clip into someone with a Six Kin. I suppose a ROF bonus for Gallente would be the closest thing to how the Amarr and Minmatar bonuses "evolve" those assaults. A kick reduction bonus for Caldari assaults would similarly "evolve" them, making them more accurate at range and much more deadly in CQC.
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
And yes I am suggesting an ROF bonus for Gal Assault, but a small one like the heat sink on the Amarr Assault, a tiny augmentation that good assault players are able to utilize to deadly effect, making a good weapon just slightly better because this game is a game of decimal points and seconds, small changes go a looonnngg way.
I'm not sure what to do with Caldari as I have never skilled into them nor do I like using the RR very much, so I am not going to put forth an uninformed opinion
The Sinwarden of 0uter.Heaven
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1st Lieutenant Tiberius
0uter.Heaven
2229
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Posted - 2014.09.03 17:31:00 -
[112] - Quote
Gabriella Grey wrote:TAR should not have a similar ROF by the simple fact it has no issue with jamming.
Good point.
Maybe we could implement an overheat feature on the TAR similar to how the Krin operates? No feedback damage (cause lets face it, only the Amarr are Masochistic) but still a good 5 seconds of having your **** in the wind. Or maybe a reduction of clip size by 3 (from 18 to 15) making it so that the TAR is able to spit out approximately the same number of shots a non Amarr Assault using ScR operator can pump out before overheating?
The Sinwarden of 0uter.Heaven
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zzZaXxx
D3ATH CARD
480
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Posted - 2014.09.03 17:32:00 -
[113] - Quote
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
And yes I am suggesting an ROF bonus for Gal Assault, but a small one like the heat sink on the Amarr Assault, a tiny augmentation that good assault players are able to utilize to deadly effect, making a good weapon just slightly better because this game is a game of decimal points and seconds, small changes go a looonnngg way.
I'm not sure what to do with Caldari as I have never skilled into them nor do I like using the RR very much, so I am not going to put forth an uninformed opinion Well a 25% faster ROF would be pretty OP. But something less than that would actually be perfect I think. Better in Gallente assaults role than a range bonus.
And it looks like Rattati is not planning on increasing heat build up, but he's suggesting reducing your ROF by 106 RPM. You ok with that? :D |
1st Lieutenant Tiberius
0uter.Heaven
2229
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Posted - 2014.09.03 17:37:00 -
[114] - Quote
zzZaXxx wrote:Well a 25% faster ROF would be pretty OP. But something less than that would actually be perfect I think. Better in Gallente assaults role than a range bonus.
And it looks like Rattati is not planning on increasing heat build up, but he's suggesting reducing your ROF by 106 RPM. You ok with that? :D
Maybe 15% then? But again, I am not sure so I dont want to put out uninformed opinions.
And yes I am absolutely okay with an ROF change so long as it hurts Turbo Controller users but still allows me to fire as many shots as my finger can depress the trigger; thats all I am concerned about.
The Sinwarden of 0uter.Heaven
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zzZaXxx
D3ATH CARD
480
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Posted - 2014.09.03 17:42:00 -
[115] - Quote
1st Lieutenant Tiberius wrote:zzZaXxx wrote:Well a 25% faster ROF would be pretty OP. But something less than that would actually be perfect I think. Better in Gallente assaults role than a range bonus.
And it looks like Rattati is not planning on increasing heat build up, but he's suggesting reducing your ROF by 106 RPM. You ok with that? :D Maybe 15% then? But again, I am not sure so I dont want to put out uninformed opinions. And yes I am absolutely okay with an ROF change so long as it hurts Turbo Controller users but still allows me to fire as many shots as my finger can depress the trigger; thats all I am concerned about. Ok, I'm confused. The assault rail rifle's ROF is 600. So if the ScR's new ROF is 600 you should only be able to fire as fast as an AsRR right? |
1st Lieutenant Tiberius
0uter.Heaven
2230
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Posted - 2014.09.03 17:44:00 -
[116] - Quote
zzZaXxx wrote:1st Lieutenant Tiberius wrote:zzZaXxx wrote:Well a 25% faster ROF would be pretty OP. But something less than that would actually be perfect I think. Better in Gallente assaults role than a range bonus.
And it looks like Rattati is not planning on increasing heat build up, but he's suggesting reducing your ROF by 106 RPM. You ok with that? :D Maybe 15% then? But again, I am not sure so I dont want to put out uninformed opinions. And yes I am absolutely okay with an ROF change so long as it hurts Turbo Controller users but still allows me to fire as many shots as my finger can depress the trigger; thats all I am concerned about. Ok, I'm confused. The assault rail rifle's ROF is 600. So if the ScR's new ROF is 600 you should only be able to fire as fast as an AsRR right?
I dont actually know lol hopefully someone will come and provide an explanation
The Sinwarden of 0uter.Heaven
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ratamaq doc
Onslaught Inc RISE of LEGION
842
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Posted - 2014.09.03 17:53:00 -
[117] - Quote
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.
YouTube
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2516
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Posted - 2014.09.03 17:55:00 -
[118] - Quote
Gabriella Grey wrote: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,
The TAR cannot charge a shot and lead off with crippling alpha. Net gain: zero. |
1st Lieutenant Tiberius
0uter.Heaven
2231
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Posted - 2014.09.03 17:56:00 -
[119] - Quote
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
The Sinwarden of 0uter.Heaven
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ratamaq doc
Onslaught Inc RISE of LEGION
842
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Posted - 2014.09.03 18:04:00 -
[120] - Quote
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.
YouTube
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