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The Master Race
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120
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Posted - 2014.10.14 13:10:00 -
[1] - Quote
The RR (Rail Rifle) mimics large caliber weaponry, but the mechanics meant to balance the weapon are largely ineffective even more so in the assault variant. The charge time might as well not exist it is so insignificant and the recoil is progressive so in most cases your target is dead before there is any effect. This weapons damage profile is +10/-10 for later reference.
The CR (Combat Rifle) has no downfalls as the dispersion and kick are almost non existent fitting of a small caliber weapon, but the weapons profile is stronger than the RR at +15/-15 making it just as strong if not stronger weapon. A profile of something like +5/-5 or even 0/0 would be much more appropriate.
The path to balance is obvious increase the RR and variants charge time 2x, make recoil static, and as for the CR reduce its profile.
Real Life Marksman Approved!..lol
If you would like to read more from Blueprint For Murder check out the links below and tell me what you think.
Commando enhancement: https://forums.dust514.com/default.aspx?g=posts&m=2385448#post2385448
New Heavy Weapon: https://forums.dust514.com/default.aspx?g=posts&m=2387915#post2387915
Biotics enhancements: https://forums.dust514.com/default.aspx?g=posts&t=177028
General Discussion: https://forums.dust514.com/default.aspx?g=posts&m=2391386#post2391386
Gk. Assault Bonus: https://forums.dust514.com/default.aspx?g=posts&m=2397691#post2397691
Red Line Fix: https://forums.dust514.com/default.aspx?g=posts&m=2398058#post2398058
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The Master Race
Immortal Guides
120
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Posted - 2014.10.14 15:36:00 -
[2] - Quote
The lore/mechanics you bring up are faulty as the min are not either shield or armor tankers more balanced which would fit the profile changes suggested and negate your argument as laser are more of a counter for Caldari which are allies of the Amarr. Keep your friends close.
The +20/-20 from lasers pales in comparison do to not only effective hp pools, but the laser weapons have features to balance them like over heat where your weapon may kill you, large amount of dispersion when not aiming(scrR), and no CQC (laser rifle).
While I can agree that my proposed change to the CR may not be enough its damage can be changed if needed once it has a has a sensible profile. Only taking into consideration the max for both shields/Armor and leaving out the fact that the CR has the highest rate of fire of light weapons, effective dps, and no drawbacks the profile dmg bonus is as follows Lazer damage 157.8 Projectile dmg 171 showing that the projectile profile is far superior despite the lower % you see.
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The Master Race
Immortal Guides
120
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Posted - 2014.10.15 07:12:00 -
[3] - Quote
True Adamance I understand that is how it is meant to be but it isn't how it works out in game and as shown above there is an obvious Imbalance.
Now I understand that there is going to be a lot of push back because many players use these weapons because they are so over powered. I get the feeling gav may be one, but there is no need for slander m8.
Lol Gavr1lo pr1nc1p making fake quotes of people I am pretty sure is against forum rules and very childish... I would expect nothing less from you lol.
First off everything kills me I run a no cloak mini scout with ionP (currently using a mil boltP for event) and Daggers. I won't bother answering the rest... you wouldn't understand it anyway...well
GÇ£Good name in man and woman, dear my lord, Is the immediate jewel of their souls: Who steals my purse steals trash; GÇÖtis something, nothing; GÇÖtwas mine, GÇÖtis his, and has been slave to thousands; But he that filches from me my good name Robs me of that which not enriches him, And makes me poor indeed.GÇ¥ GÇò William Shakespeare, Othello
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The Master Race
Immortal Guides
120
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Posted - 2014.10.15 08:35:00 -
[4] - Quote
Ice Royal Glantix wrote:You do realize that your proposal for the CR would be a significant buff, right?
-15/+15 is great because it leaves the CR with a weakness.
-5/+5 means the weapon will have no real trouble dealing with anything. Sure, you don't eat through armour as fast, but you gain the ability to destroy any type of suit out there. Thus I disagree.
The RR change you proposed is actually decent, but as someone above me said 2x charge time is a bit too much.
This is a good point it would make them a middle of the roadish class but remember the profile before was -5/+10 so 5/5 wouldn't be that far out of the box. The profile reduction would be at 5/5 -40/+57 = 17 bonus damage as opposed to the current 15/15 -118.35/171 = 52.65 making it an over all reduction.
Remember these are taken from maximum shield and armor pools.
While the damage profiles would be less opposing but still opposing they are already out of balance do to armor pools of each race. Then there is also speed which is a counter in it self to every class, but especially the slow amarr.
Just for reference laser profile is +157.8/-228 = -70 (Thats negative)
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The Master Race
Immortal Guides
120
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Posted - 2014.10.16 07:05:00 -
[5] - Quote
Damage Types: Explosive: +20% damage bonus to armor. -20% damage penalty to shields. Hybrid (Gallante): +10% damage bonus to shields. -10% damage penalty to armor. Hybrid (Caldari): +10% damage bonus to armor. -10% damage penalty to shields. Laser(Amarr): +20% damage bonus to shields. -20% damage penalty to armor. Projectile(Minmitard): +15% damage bonus to armor. -15% damage penalty to shields.
Disparity between modifiers: Damage profile effect per suit(Max): Scales down for other racial suits Race:___________Armor:_____Shield:__Total/Differential Amarr Sentinel:____1140_______426_______1566 Projectile:_________+171______-63.9______+107.1 Railgun:__________+114______-42.6______+71.4 Plasma:__________-114_______+42.6______-71.4 Laser:____________-228______+85.2______-142.8
Caldari Sentinel:___525________789_______1314 Projectile:_______+78.75_____ -118.35_____ -39.6 Railgun:_________+52.5______-78.9_______-26.4 Plasma:_________-52.5______+78.9_______+26.4 Laser:___________-105______+157.8______+52.8
Minmitard Sentinel:_730________608_______1338 Projectile:________+109.5_____-91.2______+18.3 Railgun:_________+73________- 60.8_____+12.2 Plasma:__________-73_______+ 60.8______-12.2 Laser:____________-146_____+121.6______-24.4
Gallente Sentinel:__930________522_______1452 Projectile:________+139_______-78.3______+60.7 Railgun:_________+93________- 52.2______+40.8 Plasma:__________-93________+52.2______-40.8 Laser:___________-186_______+104.4_____-81.6
With the Projectile profile as it is as you can see is the counter to not only the Amarr, but every race except the Caldari. While I understand the changes I proposed would put the rail gun in its place in a much smaller capacity this is ok because the rail gun has mechanics to counter balance it.
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The Master Race
Immortal Guides
120
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Posted - 2014.10.16 15:09:00 -
[6] - Quote
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.
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The Master Race
Immortal Guides
121
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Posted - 2014.10.16 17:11:00 -
[7] - Quote
The sentinel bonuses make a great deal of difference for each sentinel, but this bonus doesn't effect any other class I used it only as an example to scale from... But woots! Sentinel info having a hard time choosing look below lol.
Disparity between modifiers: Damage profile effect per suit(Max): Scales down for other racial suits Race:___________Armor:_____Shield:__Total/Differential__Sent bonus Differential Amarr Sentinel:____1140_______426_______1566 Projectile:_________+171______-63.9______+107.1__________ -63.9 Railgun:__________+114______-42.6______+71.4____________-85.2 Plasma:__________-114_______+42.6______-71.4 Laser:____________-228______+85.2______-142.8
Caldari Sentinel:___525________789_______1314 Projectile:_______+78.75_____ -118.35_____ -39.6 Railgun:_________+52.5______-78.9_______-26.4 Plasma:_________-52.5______+78.9_______+26.4________-91.95 Laser:___________-105______+157.8______+52.8________-26.1
Minmitard Sentinel:_730________608_______1338 Projectile:________+109.5_____-91.2______+18.3 Railgun:_________+73________- 60.8_____+12.2 Plasma:__________-73_______+ 60.8______-12.2________-133.6 Laser:____________-146_____+121.6______-24.4________-115.6
Gallente Sentinel:__930________522_______1452 Projectile:________+139_______-78.3______+60.7________-31.8 Railgun:_________+93________- 52.2______+40.8________-98.7 Plasma:__________-93________+52.2______-40.8 Laser:___________-186_______+104.4_____-81.6
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The Master Race
Immortal Guides
154
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Posted - 2014.10.17 11:59:00 -
[8] - Quote
Mobius Kaethis wrote:Auris Lionesse wrote:the problem with the combat rail rifle is the fire rate is way to high for the assault variant and the standard variant does more dps than a scrambler rifle.
its too powerful for the role its supposed to play as the intermediaterange weapon. it should not out dps an assault rifle.
rail rifle is fine. 1) The combat rifle doesn't out DPS the AR. 2) The combat rifle doesn't out DPS the ScR https://forums.dust514.com/default.aspx?g=posts&t=174569&find=unread
There is a difference between potential dps and effective dps you may have the potential to do more dps with the AR, but if you shots are not landing because of the insane dispersion you will not, and the ScrR has mechanics to balance it where the CR does not. I like the ScrR but we all know very well which is more effective of the two by leaps and bounds and the damage profiles make a large portion of this.
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The Master Race
Immortal Guides
154
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Posted - 2014.10.20 18:02:00 -
[9] - Quote
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.
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The Master Race
Immortal Guides
154
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Posted - 2014.10.21 19:32:00 -
[10] - Quote
Jathniel wrote: 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.
Could you explain to me what hyper competitive game play is? I will assume it is shooting at someone without cover since this is the only time it would leave you at a disadvantage.
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.
Jathniel wrote: 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 tac ar has no dispersion in aim mode and is exploitable by turbo so it may not fit into certain points of our discussion.
Jathniel wrote: This thread is just a bit outdated. The damage profile change took place last patch... I am assuming you read the thread.
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The Master Race
Immortal Guides
319
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Posted - 2014.10.23 00:41:00 -
[11] - Quote
The kick itself isn't the problem it is the progression of kick cause it does kick pretty good when allowed to, but I agree that sounds like a good assault change.
The Impossible Dream-Wizard Talk @MMoMerc
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