Jathniel
G I A N T
1202
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Posted - 2014.10.21 08:49:00 -
[1] - Quote
Blueprint For Murder wrote:Since the kick on the RR is progressive it is useless all you have to do is stop firing for and instant to subvert this mechanic and with the charge so short there is no loss. In CQC and even at range the kick can be beneficial as it works as a pseudo dispersion (focused fire progressing into dispersed fire with the ability to reset it at no loss) giving the rail rifle such grand ability at range and CQC.
Subverting that mechanic, in that manner, is something that would put it at a disadvantage. In hyper-competitive play, there is no time for this kick mechanic to 'progress' to the point of being useful. A TacAR, BreachAR, Shotgun, and CR would rip holes in you long before the kick develops a spread.
The Rail Rifle is in a good spot. I destroy RR guys all the time, and I'm a TacAR lover, but it STILL dominates at range when you get the rounds you need to hit where you need them. It is nasty on the headshots. The Combat Rifle is also in a good spot after it's damage profile was properly adjusted; it really has one HELL of a time dealing with properly tanked Caldari proto suits. As it should.
This thread is just a bit outdated.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Jathniel
G I A N T
1205
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Posted - 2014.10.21 20:58:00 -
[2] - Quote
Can you not do that multi-quote thing? It's obnoxious. I am quite capable of referencing your responses without need for a list. Talk about being technical to a fault...
You know exactly what hyper-competitive game play is in Dust. It's not a term hard to understand, nor to visualize within this discussion. Quit acting like a robot that needs to have every term defined for him. I'm not speaking of anything esoteric here. If you want to picture it as "shooting at someone without cover" go ahead, but that is by no means the "only time [the rail rifle] would leave you at a disadvantage." Nor is that the only circumstance that can fall into the category of hyper-competitive. Do you even use the gun?
I will quote this however, because it made me lol.
Blueprint For Murder wrote:Jathniel wrote: A TacAR, BreachAR, Shotgun, and CR would rip holes in you long before the kick develops a spread. The way you formed this statement is so flawed with so many variables I can not answer it. lol.....
We're talking in the context of CQC. You spoke of the RR's progressive kick, developing a firing cone that would be useful in CQC; (clearly) this point was not made considering every possible variable in a CQC situation. So all I did was mention a handful of weapons that would make that point impractical... without considering every possible variable in a CQC situation. lol All I did was mirror you.
Then you say that the tac ar has no dispersion in aim mode.... and is exploitable by turbo controllers. (When the ROF has been capped.) Nearly EVERY gun has NO dispersion when you ads. lol The exceptions being the shotgun and hmg with a couple of weapons that aren't guns. lol The TacAR still has plenty of kick. My point was that that RR is still a dominating force at range, but is at a disadvantage vs. a faster firing weapon at range like the TacAR, IF the player is accurate. What was your point?
I'm calling your thread outdated, because the things you're complaining about have been fixed with the last patch. You conveniently pass over the changes and still say the weapons need fixing, when there's nothing wrong with them now.
You are literally providing no evidence of imbalance. Even your 'disparity between modifiers' doesn't take the actual function and application of the weapons into account.
I'm starting to think that you're trolling.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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