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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
446
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Posted - 2014.10.10 17:48:00 -
[1] - Quote
Just use the TacAR. Its in a way better place than the ScR right now. I've given up on the Scrambler, turbo faggots got it broken. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
448
|
Posted - 2014.10.10 20:44:00 -
[2] - Quote
Atiim wrote:How much damage can they get off before overheating?
Without any Amarr Assault skills. 14-15 shots, or about 900-1000 damage depending on how fast you can fire and the tier of the rifle. Honestly, getting a kill on anything other than starter fits is unnecessarily difficult like this.
With Amarr Assault to V. 18-19 shots, or about 1200-1300 damage. Again depending on how fast you can fire, and their tier of the rifle. Enough to kill, but an Assault suit shouldn't be needed to make a weapon viable against anything but a starter fit.
I've completely stopped using the ScR. TacAR is just so much better, even with Amassault to 5. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
448
|
Posted - 2014.10.10 21:54:00 -
[3] - Quote
Halla Murr wrote:At Operation 4 on my scout I can usually volley down most mediums and will drop many heavies to roughly half armour before I overheat/switch fast enough to my sidearm.
I honestly don't know what people are complaining about for the standard ScR. The assault is terrible, but the regular ScR is still better than the TacAR for what it does: still more accurate and more versatile, though the damage profile is worse. Oh, and my AR skills are Op 5, Sharpshooter 3, so actually better than the ScR. On an Amarr Assault, the suit that is meant to the best suit to use a Scrambler Rifle on, without question. A suit that I when I use, I should always choose the ScR over the TacAR, without even having to think about it. On this suit, I would rather use the TacAR because:
GÇóIts easier to fit. Even with Fitting Optimization V on the ScR, the Duvolle is easier to fit. GÇóIt does more damage before I have to stop firing, something the Amarr Assault skill should switch around completely, and by a wide margin. GÇóIt has a better damage profile. It just does. I don't want to hear "oh its just more specialized". Yeah, its specialized, but more armor damage is just better, and we both know it. GÇóBetter Hipfire. I don't think I need to explain the virtues of better Hipfire accuracy in a game where 90% of the combat takes place within 25m. GÇóWith Sharpshooter, the kick is the same, if not better. And with all the point I won't be spending on ScR fitting Optimization, I can max this skill no problem. GÇóIMO, the extra damage on the TacAR outweighs the extra range on the ScR. Like I pointed out earlier, 90% of the combat in this games happens at less than 25m, so damage is better. IMO, at least.
The one real benefit the ScR is its charge function, but now that you can only pull of 1-2 extra shots after a charge shot the volley attack is severely gimped as well, and only allows about 450 damage before overheat. Which brings me to my next point...
GÇóReloading is better than overheating. It takes less time, it allows jumping, switching weapons, sprinting away, and doesn't cause the user any damage. I'd rather reload any day than overheat.
Literally he only reason to use the ScR over the TacAR nowadays is to save cash. But there are better ways to save cash... |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
451
|
Posted - 2014.10.11 02:39:00 -
[4] - Quote
CCP Rattati wrote:If someone just bothers to calculate the old heat build up vs shots fired before and after, and reverse engineer a new heat buildup proposal this should be an easy fix
Problem is, the heat buildup mechanics of the ScR aren't really known by the community. Its pretty vague, and in my opinion, overly complex. I literally cannot give you accurate data.
What we do know is that: GÇóIt is affected by time, fire rate, and shots fired. How these affect it, and how much they affect it is pretty much completely unknown. GÇóGenerally, as the weapon is fired faster, it takes more shots to overheat. What I mean by this is that firing at say, 560rpm might allow you to fire off 1 more shot compared to if you were to fire at 520rpm, or something like that. We have no idea why, but we generally think that part of the ScRs heat mechanics right be heat/time, somehow.
We really just don't know anything other than "it is firing about 14-15 shots now, and it used to fire about 18-19 shots".
In fact, if there is some rhyme or reason to the heat mechanics of the ScR, could you share it with us? And, if it does happen to be something overly complex, like it seems to be, could you please change it to something a bit easier to understand. Preferably something simple like heat per shot buildup that allows exactly 18 shots to be fired before overheating, so that we don't have to continue estimating the efficacy of our weapon.
Tl;dr We don't know what is going on, but would like to know, so that we may provide accurate feedback. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
452
|
Posted - 2014.10.11 03:21:00 -
[5] - Quote
CommanderBolt wrote:Gonna go test this again, I am pretty sure I was able to get off the same amount of shots as before using amarr assault with maxed skills.
Will post back here if I notice anything out of the ordinary. (Not that I am a pro Amarr player or anything, I just feel I have a keen eye for changes) That's what I've noticed too. With Amarr Assault to level 5, it overheats just as fast as it used to without any Amarr Assault skills. This leads me to believe that, somehow, the heat generation of the ScR was increased by about 25%. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
453
|
Posted - 2014.10.11 03:48:00 -
[6] - Quote
Hector Carson wrote:Fizzer XCIV wrote:Just use the TacAR. Its in a way better place than the ScR right now. I've given up on the Scrambler, turbo faggots got it broken. just to inform you, thanks to the Turbo faggots TacAR may get nerfed next I figured they'd flock to the TacAR.
Huh. Well I guess that's what happens when you have a weapon with almost all the advantages that the ScR had and a few it didn't have, but none of the drawbacks, you get a scum magnet.
In many ways, the current TarAR is actually a more appealing target for modded controller users than the ScR ever was... Reloads instead of overheating, allowing much better hit and runs. Better Hipfire for a more friendly full-auto experience. More familiar/common RoF, that is much more compatible with modded controllers.
Lol. That backfired, huh? |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
470
|
Posted - 2014.10.11 19:57:00 -
[7] - Quote
Mobius Kaethis wrote:Blueprint For Murder wrote:Mobius many of these guys are cheating with turbo mouse/controllers it is the reason their choices are tac ar and prev scr. The weapon works fine for me, but I don't expect to mow through someone by holding down my trigger. I am fully aware of the modded controllers and what they did for the ScR. What I find hard to believe is that the same is happening with the TaR again. The weapon is far from the insta-blap super killer the ScR was (no charge mechanic) and I doubt that a modded controller would make it fire much faster than a person can with their finger. Most people can't even dream of firing at a constant 600 rpm. 450 constant is about what most people can do. Even the players with the fastest fingers can only fire at 600 for half a second at most.
Honestly, by just looking at it, the TacAR is actually a more turbo friendly weapon than the ScR was pre-delta. The simple fact that the gun reloads rather than overheats is enough to warrant the loss in DPS and range. At allows **** players (which is the kind of player to use a turbo) to just spray their 18 rounds without having to worry about the consequences that the ScR would have had. They can then just run away after their huge spray of DPS, and come back. The ScR never allowed this, because overheating stopped the user from taking any kind of offensive or defensive actions.
728 DPS with reload > 840 DPS with overheat |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
473
|
Posted - 2014.10.11 21:32:00 -
[8] - Quote
Alena Ventrallis wrote:Blueprint For Murder wrote:We can't forget the headshot multiplier though which in most cases would eliminate the need to overheat the weapon. Headshot multiplier is no different than other weapons. This. I literally cannot stand when people say the ScR has an extra multiplier, even though it has never had any extra bonuses for headshots when compared to the other rifles.. Like, how is it possible to be so misinformed for so long? It has the standard 175% headshot damage that every other rifle has, and its been that way since the weapon was released.
It would be nice if it did have the same bonus as the ScP. Stupidly OP, but nice. |
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