Monkey MAC wrote:Fizzer XCIV wrote:Monkey MAC wrote:Fizzer XCIV wrote:How is -5% kick not as good as -5% cool down?
For the RR in particular, the -5% kick is really good, and I really don't think that the RR users would appreciate the 0.025 seconds they would save withthat idea as much as they appreciate the kick reduction.
The effect isn't quite as strong on the CR and AR, but there is still a fairly noticeable effect.
I don't notice it.
Come on you and I both know just how powerful 25% faster cooldown on a Scrambler Rifle is.
It just seems unfair the rest of get some measly bonus that we most people probably don't even notice.
But then if it that's good how about we swap out the ScR cooldown and give everyone the same?
For the AR and CR, I imagine that there may be a better bonus, but the kick reduction in the RR is often described by its users as "needed". I dont want to take that away from them, because they seem to like it.
Because a kick reduction in the ScR would have zero effect. 75% of 0 is still 0. Suddenly the ScR would have the worst operations skill possible, and I could make the argument the the other rifles operations skill should have no effect as well.
Exactly the point of this thread.
If RR user prefer a -25% Kick Reduction fine by me, but there are certainly better bonuses for the other, care to make a suggestion?
Anything that directly increases DPS is out of the question for Operation skills.
They already have reload skills, so that would be pointless.
Same with hipfire dispersion.
Magazine size might be a possibility. I never liked this idea on any weapon though, and I feel like it should be removed from the ScP and changed. This one won't get my support. However, this one... if it were to go on either of them at all, it should go on the AR. This wouk LD have to be a minute bonus though, like +1 round per level. Because 75 round ARs would just be too much.
Perhaps a longer optimal range? This one seems like it would work very well on the CR. It would only affect optimal range, not effective or absolute ranges. It would allow the CR to get a better shot a playing with the ScR in its optimal, seeing as they are both in the mid-range class of weapons.
Would you please tell me the optimal and effective ranges of the CR, so that I may suggest a percentage for this bonus?
The issue with this one however, is the same as the old sharpshooter problem we had in Chromosome. Maybe since the range revamp in (1.3?), the issue would be far less pronounced though.
However, I know of more than one person that enjoys the kick reduction on both the AR and CR. And in the end, I'm not really the person to ask, since I am not known to use either of those weapons very much at all.