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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3651
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Posted - 2014.10.16 08:08:00 -
[1] - Quote
No.
RR is hardly the most effective rifle contrary to whining. It's a matter of it FITS most people's style of play. The combat and scram are niche until you find that one guy who is a natural.
Bluntly the GAR is more efficient than the rail rifle in CQC which is everyone's complaint. But most people who are fighting an RR are using the CR (a mid ranged weapon so minimal difference in efficacy) or the SR (same song, midrange) and complaining that it's "too effective".
Put a AR in a cqc brawl vs the AR and the RR falls flat unless the AR user is incompetent. Unless you're fighting scouts, but that's a screaming rant that we don't need to get into.
My favorite and most efficient weapon (sentinel weapons don't count for this) is the gallente assault rifle. It's the easiest for me to kill with hands down. The scram is number 2. But I'm a natural brawler by mindset.
And last the +15/-15 is only OP till you run a properly tanked shield suit. Then it falls flat on it's face.
But you already knew that. Everyone who wants +5/-5 wants a reliable omni rifle they can use effectively in all situations against all fits with no real measurable disadvantages.
That's the problem. It would be more evenly balanced than hybrids. No disadvantages. No having to be more cautious around any particular tank type.
Your logic and reasoning are horrible. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3654
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Posted - 2014.10.16 13:59:00 -
[2] - Quote
The minmatards have always been killers of armor primarily.
Both in EVE and in DUST the traditional purpose of minmatar weapons is armor cracking.
The simple fact is high alpha beats armor tanks better, DPS defeats shields better.
Because there is no weapon equivalent to the laser profile shields and armor could not be balanced out properly.
Now that we've moved on, minmatar have traditionally held THREE tank methods, not two. Minmatar historically have the easiest time speed tanking. Shield tanking and armor tanking was an option but they could never match the raw toughness, or recovery of the other three.
The answer? Move so fast they can't accurately hit you or escape your optimal and hit them with primitive, but effective weapons involving projectiles similar to small vehicles packed with a heady mix of nuclear and explosive ordinance.
The "official" minmatar damage type was explosive, which was in turn adapted to projectile. Armor killing weapons, not omni weapons.
If we ever get weapon mods you can be assured we'll see the return of minmatar variant ammo as well as missile warhead variance. That should be where you adjust the weapon to the enemy, not retool the core weapon so that it is suffering no disadvantages against either tank.
Doing so makes it the clear, optimal choice for all situations.
That's why reducing the variable between shields and armor is a BAD IDEA.
And I must edit in now: I wholly agree with your assessment of the quafe suit glory.
Spread the word. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3656
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Posted - 2014.10.16 14:45:00 -
[3] - Quote
Blueprint For Murder wrote:If the minmitard bonus was changed to explosive dmg it would fix the current situation, but that wouldn't exactly be fair to any minmitard. As the state of the game is the CR is not fair to any player for the reasons stated above. The ck with the only and in turn highest resistance at heavy level can take 1.5 shots more from a weapon that is either full auto or 3 round burst.
I'm hearing a lot of "it doesn't matter" on the forums but the things I see in the game say otherwise.
In practice ALL of my caldari suits are SHARPLY improved in survivability against the CR as are my minmatar suits. I actually do a full shield fit on those suits and the survivability only falls against scrams and plasma weapons in close.
Even using a militia grade tank my suits last longer per spawn.
And given that armor is the accepted meta it means I'm farming people between vehicular homicide stints. I've oddly almost stopped using my amarr and gallente suits because so few people run the counters to shields because armor proliferation. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3661
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Posted - 2014.10.16 15:53:00 -
[4] - Quote
Blueprint For Murder wrote:Good call. Mobius I did not -+ for the suit bonuses only weapon profiles so the numbers for the sent suits will be different the rest of the suits will still scale with the current numbers posted. I will post a correction when finished since they mirror one another I don't think it will really make that much difference, but I will do it for the ghits and siggles.
The 10% laser resistance drops lasers to 108% efficiency vs caldari sentinel shields before you add a proficiency skill. So it's entirely possible it will make a difference. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3692
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Posted - 2014.10.17 11:56:00 -
[5] - Quote
This thread needs to have more evidence of imbalance before I can get on board. Your perceptions fail to pass muster without evidence.
I find each of the rigles remarkably useful. Yes I have all four rifles to proto. The only one I have issue with is the scrams overheat entirely too fast to be useful. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3785
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Posted - 2014.10.21 10:02:00 -
[6] - Quote
I apologize for bouncing on and off topic.
The inherent problem is that alpha >DPS in CQC infantry combat. The long range alpha, short range DPS work for and when combating vehicles.
There is a reason why in the modern day a shotgun and .45 caliber pistol are considered superior in CQC to any rifle. Stopping power is king because in CQC the target needs to go down RIGHT EFFING NOW!
At long range bullet spam is the better option save for precision weapons such as sniper rifles.
Honestly gallente plasma should be alpha weapons. Caldari weapons should be DPS because ranged combat tends to be answered by putting more shots in the sky.
It's kinda like my original assessment of the heavy back in chrome.
It makes no sense to put a big, heavily armored, easy target in confined areas with a suicide range weapon. The HMG should have been a long range suppression weapon to discourage approach.
But because I got screamed down by the community we had to get the turn speed penalty removed so heavies could be CQC kings, a role which makes no logical sense given how the frame works.
My original postulation was that it should be an open terrain fire support/suppression unit that would get ripped apart in close by light, mobile opponents. In other words Iwanted scouts to be fatsmashers. Nope.
But it was the plan of the day to minimize the effectiveness if heavies at range. Now if you pop out a corner and I am looking at you, yer dead.
But the way the sentinel suits work is incongruous with tye reality.
But now that my exposition is done back to the topic at hand. I think that close range light weapons should be retooled for alpha. Long range retooled for DPS and precision weapons (sniper) left alone.
It would make more sense to swap the stats of the AR and RR (except charge and range) with each other.
Because at range you can afford to vomit ammo. In close the bads need to hit the floor NOW.
Vehicles should retain alpha at range and DPS in close because the reality is you cannot balance vehicles with the same methods as you do infantry. When you do things break badly.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5100
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Posted - 2014.11.18 10:46:00 -
[7] - Quote
+5/-5 isn't even worth the breath it takes to discuss. My objections are well documented on the forums and bluntly every weapon should have strengths and weaknesses.
Doing this would simply make the combat rifle the optimal weapon vs. All comers.
No. No omniweapons. No changing the HMG (which is projectile) into a shield-devouring monstrosity.
The profile on the CR is the only reason shields are currently viable.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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