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Gabriella Grey
Onslaught Inc RISE of LEGION
141
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Posted - 2014.09.03 18:13:00 -
[121] - 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
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Monkey MAC
Rough Riders..
3439
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Posted - 2014.09.03 20:04:00 -
[122] - Quote
Ryme Intrinseca wrote: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.
I learnt the difference in a ver strange way, as a Cadet I fired .22 Rifles and L98A2 Marksman Rifles. The .22 has no kick, but the weight of the rifle means readjusting from it is difficult, which gives you recoil.
The L98A2 however is lightweight and the base stock has a spring in it to mitigate recoil slightly. You can fire at a decent rate of 3 shot per second (bolt shot) and keep your rounds on targer much better.
A friend of mine (a guy called 'pockets') was used to firing the .22 and got into the habit of resting the butt of his shoulder while firing. The first time he fired an L98 the rifle kicked so much the butt flew up and broke his nose. Kick and recoil ;)
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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ratamaq doc
Onslaught Inc RISE of LEGION
847
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Posted - 2014.09.03 20:22:00 -
[123] - Quote
Gabriella Grey wrote:ratamaq doc wrote:1st Lieutenant Tiberius wrote:ratamaq doc wrote:1st Lieutenant Tiberius wrote:
SNIP
SNIP SNIP SNIP 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.
Repost from my other thread.
Ok, so crunching some numbers and doing some test has led me to, damn this is a hard question to consider.
For raw numbers I evened a few things out that made the math a little easier because of the amount of variables involved.
First, this math assumes 70hp per shot (even though the base of the TAC has a higher base Second, assumed 480 rpm RoF on both because that is what I can do and I've seen very few (only |--Shaze--| so far) prove they can get above 480 consistent enough to do it for a full 2 seconds. Plus 480 is 120bpm and divides into seconds well (8 shots per second) Third, to make the amount of damage per second and min level better or in even seconds, I assumed reload 2 skill applied. This is because I want to say 16 shots per 2 seconds on both, but the TAC has 18 shots, so 2 additional shots at the same RoF would add 1/4 of a second. Knocking the reload time of the TAC from 3 seconds to 2.82 seconds makes the time between shooting mags 5 seconds even. So 18 shots every 5 seconds or so. Forth, cool down assumes operation 5 on the SCR, which takes total cool down from 6 seconds to 4.5 seconds.
Here are the numbers.
SCR theoretical DPS Average using 70 hp per shot. At 480 rpm 16 shots in 2 seconds Reload 2.5 seconds Pause for 2 seconds (remaining cool down) rince repeat
16 shots every 6.5 seconds = 1120
147 shots per min 10,338 hp per min 173 hp average per second over a full minute
TAC theoretical DPS Average using 70 hp per shot. At 480 18 shots in 2.12 second 2.82 second reload 2 done to give average of 18 shots per 5 seconds.
18 shots every 5 seconds = 1260
216 shots per min 15,120 hp per min 252 hp average per second
Now what is impossible to account for is the fact that I can fire for 2 seconds with the SCR, wait for 1.5 to 2 seconds and get 4 to 8 additional shots off before the TAC is finished reloading. If we were to both survive the initial 'mag' of fire, I would have the advantage on the follow up. I could also fire 16 and press and hold one more time, and fire a full charge shot as my 17th shot to deal the final blow (though I would have to wait a little over 3 seconds to avoid over heat). But theoretically by backloading my chargeshot I could deal an additional 175 hp (it's 2.5 multiplier right?) while he is reloading.
Some other things I found when testing different tempos or rhythm divisions that may interest some SCR users.
-Did you know the lighter you press R1, the more shots you can get out? Makes since after thinking about it, because the shot is a press release, if you press hard, you've pressed longer, a slight tap allows more cool down time between shots. I noticed this when trying to find the perfect timing for continuous fire. Pressing the button as I normally do, I was able to fire all 45 rounds at a tempo of 69bpm using 8th notes. By pressing and releasing the button as lightly as possible I was able to get this up to 84 bpm and fire all 45 rounds consecutively without over heating!
-Rolling 8th note triplets overheated 2 shots less than 16th notes, so only able to get out 14 rounds without overheating, but overheated about half a second later. 8th note triplets at 120bpm translates to about 360 rpm. So if you are a player that is only managing a RoF of 360, you are 2 rounds short of what someone that can go 480. At then end of the day I guess this one was obvious, but seeing it kind of hit home with the argument of heat per round instead of heat per second. Us fast figure guys have what could amount to a 200+HP per engagement advantage if you take into account prof and damage mods over a player with equal SP and gear but no Wheaties for breakfast.
-Quick burst followed by a long pause within the same second will allow for more shots over time. This one is a little harder to explain with out explaining a few core rhythms, but I will try. A 'Triplet' is three evenly spaced beats in the place of 2. A lesson 25 is similar, but the three notes are played faster up front leaving a longer pause before playing the next set. (it's 2 16th notes followed by an 8th note)
So lets say this represents an 8th note triplet followed by a 1/4note rest - .| .| .| } And lets say this represents a lesson 25 followed by a 1/4 note rest - ,|,| ,| }
Rolling triplets in that pattern for the duration of the mag will net you 36 shots before overheat Rolling lesson 25s in that pattern for the duration of the mag will net you 39 shots before overheat. The lesson here is that the quicker the burst, the faster the cool down, though we are really only talking fractions of a second better.
YouTube
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1317
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Posted - 2014.09.03 20:27:00 -
[124] - Quote
Monkey MAC wrote:Rei Shepherd wrote:
-The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone?
-the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up.
I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ?
It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ?
You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before.
When he talks about efficiency he means in match effectiveness, the ScR is getting higher KDR and lower kill times than the other weapons, this is because it's a front loaded weapon. The ScR works by doing large amounts of damage for a short period of time, they bsing incapacitated due to overheat constraints. But this creates an operational problem. The overheat is only a problem if you can't kill your opponent before you reach that overheat. In any other scenario, you've already killed that guy so what difference does it matter? Now alot of scrambler rifle user rebuke this by saying, but as soon as you put it against 2 people it's balanced. Which is a biased arguement, since their is just an equal chance their will only be one of them and two of you. Furthermore most weapons would look underpowered/balanced when pitched against 2 enemies. That's kinda the point of teamwork. Anyway I'm starting to digress, you say it balanced against 2 people, which means in order to reliably beat an ScR user of average skill, you need 2 people of average skill weilding a different set of weapons. One as cannon fodder and one to finish you off. So what happens when 8 memebers of your team run a scrambler rifle, you need 8 pairs to engage them, aka the entire enemy team, which bearing in mind their are still 8 people on your team left running around creates a serious force imbalance. We infact end up with a similar situation that tankers were in, if takes more than 1 person to reliably defeat another you get a force inbalance. Now another common rebuttal is, but there is more armour tankers than shield tankers, now whole this fact is currently true, both your self and I are aware that was never always the case, in fact shields have still being paying for that since the armour buff. But here's the thing if we look at the new Projectile profile damage of -15/+15, if shields become the most preferred tank type again, is it fair that the CR gets a damage buff in order to deal with the over popularity of shields? No? So why is it fair to give such a bonus to the ScR? Finally people use the, it's the most skilled weapon in the game, you and I both know that's a barefaced lie, the Scrambler has similar behaviour to the other 3 rifles types, their is no travel time, their is no lower accuracy or smaller shots that are more likely to miss, nothing. The only thing skillful about the ScR is not overheating but getting close to doing so. In my opinion the ScR needs a DPS only marginally better than the AR, (460 probably) and slightly slower overheat. This still gives enough DOT to kill most suits before the overheat, but skill comes intomthe equation alot more. The weapon also becomes less useful in CQC because with the low accuracy enviroment the overheat becomes a much mkre severly limiting factor. I would achieve this by nerfing both DPS and Damage to around 8 shots per second (8.45 to be precise) and the relevamt damage, 58 per shot. thats because a high alpha front loaded weapon in public contracts against opponents in stater suits with low HP means yes it is going to kill those people fast. but in PC gamemodes were people have high HP the scrambler rifle has a hard time killing before over heat. so how do you balance a gun based on one gamemode that will make it useless in a different gamemode. shouldn't the sample data be collected from both gamemodes?
KEQ diplomat/ intel /GC officer
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Monkey MAC
Rough Riders..
3441
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Posted - 2014.09.03 21:57:00 -
[125] - Quote
CUSE TOWN333 wrote:Monkey MAC wrote:Rei Shepherd wrote:
-The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone?
-the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up.
I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ?
It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ?
You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before.
When he talks about efficiency he means in match effectiveness, the ScR is getting higher KDR and lower kill times than the other weapons, this is because it's a front loaded weapon. The ScR works by doing large amounts of damage for a short period of time, they bsing incapacitated due to overheat constraints. But this creates an operational problem. The overheat is only a problem if you can't kill your opponent before you reach that overheat. In any other scenario, you've already killed that guy so what difference does it matter? Now alot of scrambler rifle user rebuke this by saying, but as soon as you put it against 2 people it's balanced. Which is a biased arguement, since their is just an equal chance their will only be one of them and two of you. Furthermore most weapons would look underpowered/balanced when pitched against 2 enemies. That's kinda the point of teamwork. Anyway I'm starting to digress, you say it balanced against 2 people, which means in order to reliably beat an ScR user of average skill, you need 2 people of average skill weilding a different set of weapons. One as cannon fodder and one to finish you off. So what happens when 8 memebers of your team run a scrambler rifle, you need 8 pairs to engage them, aka the entire enemy team, which bearing in mind their are still 8 people on your team left running around creates a serious force imbalance. We infact end up with a similar situation that tankers were in, if takes more than 1 person to reliably defeat another you get a force inbalance. Now another common rebuttal is, but there is more armour tankers than shield tankers, now whole this fact is currently true, both your self and I are aware that was never always the case, in fact shields have still being paying for that since the armour buff. But here's the thing if we look at the new Projectile profile damage of -15/+15, if shields become the most preferred tank type again, is it fair that the CR gets a damage buff in order to deal with the over popularity of shields? No? So why is it fair to give such a bonus to the ScR? Finally people use the, it's the most skilled weapon in the game, you and I both know that's a barefaced lie, the Scrambler has similar behaviour to the other 3 rifles types, their is no travel time, their is no lower accuracy or smaller shots that are more likely to miss, nothing. The only thing skillful about the ScR is not overheating but getting close to doing so. In my opinion the ScR needs a DPS only marginally better than the AR, (460 probably) and slightly slower overheat. This still gives enough DOT to kill most suits before the overheat, but skill comes intomthe equation alot more. The weapon also becomes less useful in CQC because with the low accuracy enviroment the overheat becomes a much mkre severly limiting factor. I would achieve this by nerfing both DPS and Damage to around 8 shots per second (8.45 to be precise) and the relevamt damage, 58 per shot. thats because a high alpha front loaded weapon in public contracts against opponents in stater suits with low HP means yes it is going to kill those people fast. but in PC gamemodes were people have high HP the scrambler rifle has a hard time killing before over heat. so how do you balance a gun based on one gamemode that will make it useless in a different gamemode. shouldn't the sample data be collected from both gamemodes?
Good Point, but prehaps the question should be, why are so many people stacking eHP? PC is considerably less tactical than the Master Race would have you believe.
Only the OP fits are used in PC. Once EVERYTHING is balanced, the ScR will also be balanced.
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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KEROSIINI-TERO
The Rainbow Effect
1249
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Posted - 2014.09.03 23:28:00 -
[126] - Quote
CCP Rattati wrote: . . . 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?
While ROF change would seem the first choice to tune down the autofires / turbo controllers, there lies a trap.
Having a ROF cap can easily make the weapon unstable, not firing when supposed to.
I dare to claim that the instablility Mr Ratamaq is reporting for Tac AR is caused by having a ROF cap. (that could be avoided by making game 'remember' those too fast trigger presses and fire at first moment, but that could make weapon too easy to use. Or maybe not).
INSTEAD The autofires should be handled 'softly' by making too rapid shots extremely wild, totally uncontrollable. In that solution the autofire would have advantage only in point blank range (meaning 1, a ***** slap range).
Then both skilled players and the most extreme autofire tweakers could find the optimal firing rate without sacrificing the accuracy too much.
Think it as "optimal ROF" as if optimal range.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Zatara Rought
Fatal Absolution General Tso's Alliance
4072
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Posted - 2014.09.04 00:37:00 -
[127] - Quote
Problem I see is people are worried about the modded controllers and not realizing the macro's kbm's can use are even better.
Doesn't matter what RoF you put it at they will get the most out of it...and will fire all shots without overheating it with a macro.
Set macro for maximum shots before overheat...call it good.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1333
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Posted - 2014.09.04 00:38:00 -
[128] - Quote
Monkey MAC wrote:CUSE TOWN333 wrote:Monkey MAC wrote:Rei Shepherd wrote:
-The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone?
-the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up.
I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ?
It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ?
You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before.
When he talks about efficiency he means in match effectiveness, the ScR is getting higher KDR and lower kill times than the other weapons, this is because it's a front loaded weapon. The ScR works by doing large amounts of damage for a short period of time, they bsing incapacitated due to overheat constraints. But this creates an operational problem. The overheat is only a problem if you can't kill your opponent before you reach that overheat. In any other scenario, you've already killed that guy so what difference does it matter? Now alot of scrambler rifle user rebuke this by saying, but as soon as you put it against 2 people it's balanced. Which is a biased arguement, since their is just an equal chance their will only be one of them and two of you. Furthermore most weapons would look underpowered/balanced when pitched against 2 enemies. That's kinda the point of teamwork. Anyway I'm starting to digress, you say it balanced against 2 people, which means in order to reliably beat an ScR user of average skill, you need 2 people of average skill weilding a different set of weapons. One as cannon fodder and one to finish you off. So what happens when 8 memebers of your team run a scrambler rifle, you need 8 pairs to engage them, aka the entire enemy team, which bearing in mind their are still 8 people on your team left running around creates a serious force imbalance. We infact end up with a similar situation that tankers were in, if takes more than 1 person to reliably defeat another you get a force inbalance. Now another common rebuttal is, but there is more armour tankers than shield tankers, now whole this fact is currently true, both your self and I are aware that was never always the case, in fact shields have still being paying for that since the armour buff. But here's the thing if we look at the new Projectile profile damage of -15/+15, if shields become the most preferred tank type again, is it fair that the CR gets a damage buff in order to deal with the over popularity of shields? No? So why is it fair to give such a bonus to the ScR? Finally people use the, it's the most skilled weapon in the game, you and I both know that's a barefaced lie, the Scrambler has similar behaviour to the other 3 rifles types, their is no travel time, their is no lower accuracy or smaller shots that are more likely to miss, nothing. The only thing skillful about the ScR is not overheating but getting close to doing so. In my opinion the ScR needs a DPS only marginally better than the AR, (460 probably) and slightly slower overheat. This still gives enough DOT to kill most suits before the overheat, but skill comes intomthe equation alot more. The weapon also becomes less useful in CQC because with the low accuracy enviroment the overheat becomes a much mkre severly limiting factor. I would achieve this by nerfing both DPS and Damage to around 8 shots per second (8.45 to be precise) and the relevamt damage, 58 per shot. thats because a high alpha front loaded weapon in public contracts against opponents in stater suits with low HP means yes it is going to kill those people fast. but in PC gamemodes were people have high HP the scrambler rifle has a hard time killing before over heat. so how do you balance a gun based on one gamemode that will make it useless in a different gamemode. shouldn't the sample data be collected from both gamemodes? Good Point, but prehaps the question should be, why are so many people stacking eHP? PC is considerably less tactical than the Master Race would have you believe. Only the OP fits are used in PC. Once EVERYTHING is balanced, the ScR will also be balanced. if only the OP fits are used in PC then why is the scrambler rifle rarely used???
KEQ diplomat/ intel /GC officer
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Zatara Rought
Fatal Absolution General Tso's Alliance
4072
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Posted - 2014.09.04 00:41:00 -
[129] - Quote
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?
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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1st Lieutenant Tiberius
0uter.Heaven
2234
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Posted - 2014.09.04 00:48:00 -
[130] - Quote
CUSE TOWN333 wrote:if only the OP fits are used in PC then why is the scrambler rifle rarely used???
I am the 1% :D
The Sinwarden of 0uter.Heaven
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
3082
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Posted - 2014.09.04 01:49:00 -
[131] - Quote
CUSE TOWN333 wrote: if only the OP fits are used in PC then why is the scrambler rifle rarely used???
Because of the PC maps... Currently every PC map has a city and on all but the bridge map the is city pretty much always the epicenter of the conflict, and in such close quarters it is not as useful as say a Burst HMG or SG. However if new PC maps are ever introduced that are more open you may see a huge increase in use of weapons like the ScR in PC. Not to say it will be OP but with range being it's strong suit and PC not providing that, that is one of the reasons.
Tanker/Logi/Assault
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voidfaction
Nos Nothi
506
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Posted - 2014.09.04 02:15:00 -
[132] - 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. WOW!!! Is it April 1st again. If the Tac-AR gets half this I will cry. My favorite weapon will not just be a hardmode weapon for my eWAR scout.. Everytime I think the AR is fine I come to forums to read it is UP. So maybe i'm not as bad as I think I am after al.
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CCP Rattati
C C P C C P Alliance
6561
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Posted - 2014.09.04 02:46:00 -
[133] - 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?
There is a Hipfire Kick increase proposed, just not too big
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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1st Lieutenant Tiberius
0uter.Heaven
2234
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Posted - 2014.09.04 02:49:00 -
[134] - 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
Small steps are a good start bud.
Maybe you could even start implementing a few at a time, see how they perform then deploy added tweaks if necessary
The Sinwarden of 0uter.Heaven
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Cruor Abominare
Horizons' Edge Proficiency V.
158
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Posted - 2014.09.04 04:09:00 -
[135] - 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?
The major draw back of the AR is a tactical one. You generally don't want to be that close to certain thigns when you're running a suit that uses a light weapon. Shotguns, Knives, and especially HMG's beg for you to get outside of their range.
So when you're out and about with your AR trying to be in a range that works for its damage curve, you heppen to get steamrolled by the heavy around the corner. For weapons like the rail/cb/sr its just much easier to stay out of their damage range and still get a reasonable ttk on target.
I honestly don't think its a balanceable issue without breaking the weapons, its just a learning curve that the AR is fundamentally a weaker archetype than other weapons. Theres a very good reason why range is so important in warfare. |
Cruor Abominare
Horizons' Edge Proficiency V.
159
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Posted - 2014.09.04 10:52:00 -
[136] - 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?
Because of how prevalent and important hipfire is. The Tac is lesson child of this. A model where longer range weapons cannot hipfire correctly doesn't work because of how the game is played. So unless we go back and put every weapon on this model where the longer the range the worse the hipfire, then all you do is put weapons in a bin and say, only use if potato.
Even still the map layouts post chromosome would largely mean that half the weapons in the game were pointless even if you did do all those changes.
You'd have to rework so much of the game and core mechanics to live in that world. |
Michael Arck
5387
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Posted - 2014.09.04 10:56:00 -
[137] - Quote
I just wanted to say, don't hit it hard with the nerf bat. Just adjust that ROF. That's the only problem I had with it. It's ROF pulverized me quickly that I don't have an ample amount of time to react. It's damage indicator, half turn, boom, dead.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
221
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Posted - 2014.09.04 13:09:00 -
[138] - Quote
Cruor Abominare 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? Because of how prevalent and important hipfire is. The Tac is lesson child of this. A model where longer range weapons cannot hipfire correctly doesn't work because of how the game is played. So unless we go back and put every weapon on this model where the longer the range the worse the hipfire, then all you do is put weapons in a bin and say, only use if potato. Even still the map layouts post chromosome would largely mean that half the weapons in the game were pointless even if you did do all those changes. You'd have to rework so much of the game and core mechanics to live in that world. ^Pretty much.
90% of the combat in this game takes place within 10-40m or so. Making semiautomatic rifles practically useless in this range would just marginalize ScRs and make them just as useless as the current TacAR. Just because a weapon can be used at a larger range, does not mean it should be terrible at a closer range. It should be worse than the close range oriented weapons, but not an instalose when it comes across an AR or a CR. |
Gabriella Grey
Onslaught Inc RISE of LEGION
142
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Posted - 2014.09.04 14:46:00 -
[139] - 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
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Gabriella Grey
Onslaught Inc RISE of LEGION
142
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Posted - 2014.09.04 14:51:00 -
[140] - 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
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2532
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Posted - 2014.09.04 14:55:00 -
[141] - Quote
the solution, it seems, would be to make close-in weapons suffer less from recoil so they can be hipfired stably, allowing better rounds-on-target.
This logic needs not be applied futher to the HMG. It's the exception to this supposition because it's utterly lethal in close.
Further, addressing the range issue, I have noticed that from closed-beta onward CCP has been taught that the playerbase wants shorter-range engagements. The weapons we had before Uprising all had longer range (and despie whining to the contrary, everyone could still outrange the HMG) but people cried out that the ranges were too long,. it was unfair, et al.
We even see some of it today with people screaming that the rail rifle is OP because of the range it's capable of hitting at. The range used to be the scream point of the laser rifle, to the point where everyone said it was OP until it ate the nerf hammer to the face. I'd never had a problem with it (as I always used the armor tanked version of the Heavy suits) but it was largely the range + overheat that always got it screamed about.
People have been bitching about sniper and forge ranges for years. The Sniper ranges were never a problem (except for certain map glitches) because CCP had not yet fixed it so the game only rendered enemies in your weapon range (this is why no one can find a goddamn thale except another thale) and then suddenly certain snipers became untouchable. Same went for forge guns.
But realistically the reason why ranges are so tight was because early in the game certain parties made it their mission in life to have certain weapons (because only scrubs use long range stuff instead of the bunny hopping strafe dance) nerfed into uselessness. So now we have a future war game where the only hand rifle that shoots past 80-meters is a futuristic hunting rifle.
Because the player base demanded that fights be brought in tighter, so they could do the weird little wiggle,and not get taken by surprise by the guy on the roof 150 meters out with the laser rifle. The Laser Rifle used to be a fair analog to the sniper rifle rangewise. Not as good, obviously, but still. It was nice. I never got it past basic, and I still suck with it to this day. |
The dark cloud
The Rainbow Effect
4056
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Posted - 2014.09.04 15:55:00 -
[142] - Quote
Ya know that this change will aswell mean that you get less shots of before overheating? Cause its head build up per sec and that means if you are trigger happy you get less shots off before your gun is going to overheat.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
225
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Posted - 2014.09.04 22:22:00 -
[143] - Quote
The dark cloud wrote:Ya know that this change will aswell mean that you get less shots of before overheating? Cause its head build up per sec and that means if you are trigger happy you get less shots off before your gun is going to overheat. On the other hand however, we will be able to pace our shots better, rather than be limited by how many shots we can output before x seconds. |
Monkey MAC
Rough Riders..
3451
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Posted - 2014.09.04 23:06:00 -
[144] - Quote
CUSE TOWN333 wrote:Monkey MAC wrote:CUSE TOWN333 wrote:Monkey MAC wrote:Rei Shepherd wrote:
-The higher efficiency you talk about, does that take into the account that the weapon can overheat, because quite frankly if say an assault rifle deals 450 damage per second while it has a clip that can maintain this damage for 6 seconds and a SCR would deal 450 damage per second but can do this for 2 seconds, then what is its overheat purpose ? kick yourself to the floor while yer assaulting someone?
-the rof change will just severly hit None-turbo users as we now might have overlap in shots, turbo controller users are not gonna be affected as they do not need to think much when firing and just get the max dps at all times, where fingers are quite allot less perfect and can mess up.
I would propose to Fix the Turbo controller issue first, then see if any of the rifles, you say that more are used with Turbo, then why not FIX that first, level the playing field and then balance the weapons ?
It seems a bit counter productive to fix and lower rof on weapons based on turbo controller use, wouldnt it be easier to fox turbo abuse and then see how all the weapons work ?
You are never going to balance the weapons when 1 person gets shot with turbo and the other not, but balance it as if it wasn't used with turbo, afterwards, the turbo guy will still have the same advantage as before.
When he talks about efficiency he means in match effectiveness, the ScR is getting higher KDR and lower kill times than the other weapons, this is because it's a front loaded weapon. The ScR works by doing large amounts of damage for a short period of time, they bsing incapacitated due to overheat constraints. But this creates an operational problem. The overheat is only a problem if you can't kill your opponent before you reach that overheat. In any other scenario, you've already killed that guy so what difference does it matter? Now alot of scrambler rifle user rebuke this by saying, but as soon as you put it against 2 people it's balanced. Which is a biased arguement, since their is just an equal chance their will only be one of them and two of you. Furthermore most weapons would look underpowered/balanced when pitched against 2 enemies. That's kinda the point of teamwork. Anyway I'm starting to digress, you say it balanced against 2 people, which means in order to reliably beat an ScR user of average skill, you need 2 people of average skill weilding a different set of weapons. One as cannon fodder and one to finish you off. So what happens when 8 memebers of your team run a scrambler rifle, you need 8 pairs to engage them, aka the entire enemy team, which bearing in mind their are still 8 people on your team left running around creates a serious force imbalance. We infact end up with a similar situation that tankers were in, if takes more than 1 person to reliably defeat another you get a force inbalance. Now another common rebuttal is, but there is more armour tankers than shield tankers, now whole this fact is currently true, both your self and I are aware that was never always the case, in fact shields have still being paying for that since the armour buff. But here's the thing if we look at the new Projectile profile damage of -15/+15, if shields become the most preferred tank type again, is it fair that the CR gets a damage buff in order to deal with the over popularity of shields? No? So why is it fair to give such a bonus to the ScR? Finally people use the, it's the most skilled weapon in the game, you and I both know that's a barefaced lie, the Scrambler has similar behaviour to the other 3 rifles types, their is no travel time, their is no lower accuracy or smaller shots that are more likely to miss, nothing. The only thing skillful about the ScR is not overheating but getting close to doing so. In my opinion the ScR needs a DPS only marginally better than the AR, (460 probably) and slightly slower overheat. This still gives enough DOT to kill most suits before the overheat, but skill comes intomthe equation alot more. The weapon also becomes less useful in CQC because with the low accuracy enviroment the overheat becomes a much mkre severly limiting factor. I would achieve this by nerfing both DPS and Damage to around 8 shots per second (8.45 to be precise) and the relevamt damage, 58 per shot. thats because a high alpha front loaded weapon in public contracts against opponents in stater suits with low HP means yes it is going to kill those people fast. but in PC gamemodes were people have high HP the scrambler rifle has a hard time killing before over heat. so how do you balance a gun based on one gamemode that will make it useless in a different gamemode. shouldn't the sample data be collected from both gamemodes? Good Point, but prehaps the question should be, why are so many people stacking eHP? PC is considerably less tactical than the Master Race would have you believe. Only the OP fits are used in PC. Once EVERYTHING is balanced, the ScR will also be balanced. if only the OP fits are used in PC then why is the scrambler rifle rarely used???
The last PC match I particpated in most people had over 900 eHP, the excetion being scous who 700 eHP. This requires a greater than 60% accuracy rating in order to kill most suits.
Which when everyone is superstrafing like a pinball stuck between two bumpers, isn't easy. It's not a case of the ScR being OP, it's a case of their being more OP things out there.
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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Gabriella Grey
Onslaught Inc RISE of LEGION
142
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Posted - 2014.09.04 23:28:00 -
[145] - 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
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Monty Mole Clone
Shiv M
206
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Posted - 2014.09.05 02:11:00 -
[146] - Quote
Monkey MAC wrote:It's not a case of the ScR being OP, it's a case of their being more OP things out there.
you really need to make up your mind so whats more op than the scrambler and when can we see a fair assessment on those weapons?
lets just burn this motherfucker down
pew pew goes my scram rifle zap zap goes my scram pistol
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Rorian Gray
HavoK Core RISE of LEGION
92
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Posted - 2014.09.05 04:29:00 -
[147] - Quote
Vulpes Dolosus wrote:Just thinking out loud, but what if the heat increased at a higher rate the faster you shoot it?
So, for example, it takes 100 "units" to reach overheat. Staggered shots are about 5-10 each. Very fast panic shooting is like 10-15, and inhuman turbo speed is like 20-25 a shot. Don't take the numbers seriously, but just get the idea.
Also, I was wondering about reducing the base damage but increasing the charge multiplier a lot. Just a thought.
Also agree that heat should be exponential with actual rate of fire, to balance the high RoF of the weapon. Was about to suggest the same. Someone above has suggested that the current mechanic was a technical design decision because the console could not handle heat calculations fast enough to address them on a per-shot basis.
I'm hoping that's not the case and it can be done that way, but if not, I think the same effect could be implemented a different way. Say the base heat buildup over time was increased further so that it was more challenging to get a kill before overheating. I don't want to suggest it should be impossible, but it should be dangerous to attempt. This should be offset by dissipating heat faster when the gun is cooler than when it is at near-overheat. To be effective, it would be necessary to sample the current heat level rather frequently, but I think it would be tens of times per second or less, instead of hundreds of calculations per second needed to add heat per-shot. Adjusting how the heat buildup is calculated so that heat buildup stops promptly after firing stops would also be needed if it is not already sufficient.
I'm hoping that suggestion can be implemented as a hot-fix as the basic mechanics already exist, and it would encourage more tactical use of the weapon while encouraging a general drop in total ScR damage during a match.
For the future, say Legion or a someday-maybe release of new DUST code, I think it would be even better to implement overheat as a chance-based system, where the gun is just more likely to jam when it's fired hot and the user has to decide when to take risks.
If RoF still needs to be changed, I think it should be done in such a fashion as to avoid penalizing non-turbo users as much as possible. I know there are a lot of other factors, but it seems like heat should be used to limit DPS, and the RoF only capped if heat cannot be calculated fast enough to react to rapid fire. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
226
|
Posted - 2014.09.05 06:58:00 -
[148] - Quote
Monkey MAC wrote: It's not a case of the ScR being OP, it's a case of their being more OP things out there.
You think there are more OP things than the ScR, but yet you want to cut the DPS of the ScR by almost 60%? (I remember you saying the RoF should be cut to 365 and the damage to 56, which is just insane, because those are basically Ion Pistol stats) Do you want to Nerf the things more OP than the ScR by 75%? Because a Combat Rifle that does 6 damage per shot sounds fine with me...
Lol. Your idea of balance is a complete joke. |
Rei Shepard
The Rainbow Effect
1757
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Posted - 2014.09.05 07:26:00 -
[149] - Quote
Monkey MAC wrote:
The last PC match I particpated in most people had over 900 eHP, the excetion being scous who 700 eHP. This requires a greater than 60% accuracy rating in order to kill most suits.
Which when everyone is superstrafing like a pinball stuck between two bumpers, isn't easy. It's not a case of the ScR being OP, it's a case of their being more OP things out there.
So what is it now?
First you advocate to get the SCR nerfed to kingdome come, like 368 rof or something ridiculous, now you come here and say well now i need to hit 60% of my shots to drop a proto, something we all know, if you miss a few rounds, its overheat followed by death, but hooboy, werent you like telling me how "EASY" the SCR is to use?
So if the gun is so easy to use, why is it hard to use it during a PC match now, all of a sudden? I mean you keep trying to tell me it does not require any skill to use this weapons.....
What do you want next ? Nerf movement? people need to stand still when they fire, so you can hit em easier?
I do agree on the comment that there is a whole lot of more OP things out there then the SCR, but i tought you wanted it nerfed because it was more OP then a Heavy with a Six Kin and dual reppers in his back.
Seriously dude, make up your mind.
Winner of the EU Squad Cup
"Blacklight (PS4)"
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Rei Shepard
The Rainbow Effect
1758
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Posted - 2014.09.05 07:52:00 -
[150] - Quote
Monkey MAC wrote:
Good Point, but prehaps the question should be, why are so many people stacking eHP? PC is considerably less tactical than the Master Race would have you believe.
Only the OP fits are used in PC. Once EVERYTHING is balanced, the ScR will also be balanced.
Then perhaps start balancing everything else, because the SCR is the only well balanced weapon in this game, but when you compare someone with good skills and 40+m SP, 900+ ehp to go up against 300 ehp militia fits with 1-3m sp and derp aim you know it is not just the weapon that causes theses new people to die by the bushes.
To explain why everyone is stacking EHP in PC, while i don't even play it, its because most are all very skilled player and winning any engagement or any 2 vs 1 comes down to your skill, your reaction time and your health.
If going 1 on 1, and your skill is the same, and your reaction speed is the same, the person with the highest EHP will win every encounter, its that simple, even having the drop on someone that extra EHP will allow you to turn 180 and kill him before he depletes your ehp and very skilled people require less tactics to steamroll through enemies, because why use tactics if you can drop them with just gungame.
This also leads to why SCR isnt used much in competition play, the SCR has a semi random element in its core, one you cannot count on to work when you need it the most.
When i played in the Squad Cup, everyone ran Brick Logi's and AR's, i thought about running the SCR but i knew it would put me at too much a disadvantage, so i even went with the ASCR, the gun we all know to be very bad, but it was better then freezing up with an overheat at a critical moment.
I am perplexed this needs to be explained....
Winner of the EU Squad Cup
"Blacklight (PS4)"
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