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Blueprint For Murder
Immortal Guides
112
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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.
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
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
120
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Posted - 2014.10.14 13:10:00 -
[2] - 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
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Halla Murr
Skullbreakers
44
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Posted - 2014.10.14 14:26:00 -
[3] - Quote
Blueprint For Murder wrote: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.
The RR change I can sort of agree with. x2 is far too extreme. I'd say that increasing the charge from .3s up to .5s would make it a very noticeable charge time and make close-quarters combat much more dangerous for the RR but long range would still have significant advantages.
The CR change I cannot agree with in any way.The reason the CR was overpowered at -5/+10 is because it was simply too neutral, with no real drawback. At -15/+15 the profile does two things: 1, it more closely mimics the Amarr (laser) damage profile of +20/-20, meaning that the two opponents are much more closely matched and more in-line with the Caldari/Gallente opposition; 2; gives the CR a reasonable profile, -15 versus shields is a significant drawback and +15 versus armour is a significant advantage - coming up against a Caldari Assault becomes more challenging, while the Amarr Assault is the primary target.
Your proposed CR profile change is a bad idea.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Blueprint For Murder
Immortal Guides
113
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Posted - 2014.10.14 15:36:00 -
[4] - 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.
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 (dps) and no drawbacks the profile dmg bonus is as follows Lazer damage 157.8 Projectile dmg 171 despite the higher % you see.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
120
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Posted - 2014.10.14 15:36:00 -
[5] - 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
496
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Posted - 2014.10.14 15:46:00 -
[6] - Quote
No. A damage type shouldn't be messed with willy nilly because you don't like how it is on 1 weapon... |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1923
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Posted - 2014.10.14 19:57:00 -
[7] - Quote
No on both counts.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Jack 3enimble
Vengeance Unbound Dark Taboo
422
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Posted - 2014.10.14 21:24:00 -
[8] - Quote
Increase the RR kick by 10% and give the Cal assault a 5 percent kick reduction per level. It's rediculous that the RR is the only racial rifle to perform the same on the suit it's designed for as on all other suits.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1926
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Posted - 2014.10.14 22:36:00 -
[9] - Quote
Jack 3enimble wrote:Increase the RR kick by 10% and give the Cal assault a 5 percent kick reduction per level. It's rediculous that the RR is the only racial rifle to perform the same on the suit it's designed for as on all other suits.
Want.
For the State.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13542
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Posted - 2014.10.14 22:55:00 -
[10] - Quote
Blueprint For Murder wrote: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.
Actually the presets in EVE suggest that the Minmatar resist EM damage better than any other race out there....just like the Amarr resist Explosive Damage better than any other race.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2577
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Posted - 2014.10.15 00:36:00 -
[11] - Quote
Blueprint For Murder wrote:I run easy mode Amarr sentinel, and two weapons that can kill me because they can't out range me are the Rail Rifle and Combat Rifle. Because they can kill me, they must be overpowered. Just because the Rail Rifle has the lowest DPS of any fine rifle doesn't mean its balanced--it can still kill me!
Also, the CR received a nerf to its damage profile, but I run armor plates because Im a scrub and rely on high HP, so the CR should have a damage profile that is much less effective against me.
Overall, because they can kill me, it must be overpowered.
In addition, Im going to use false and incredibly stupid and biased cherry picked statements to back up my weak, poorly covered up, self-serving thread.
Fixed.
Thread earns a 0/10.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Blueprint For Murder
Immortal Guides
115
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Posted - 2014.10.15 07:12:00 -
[12] - 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.
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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
120
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Posted - 2014.10.15 07:12:00 -
[13] - 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
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Magnus Amadeuss
Bragian Order Amarr Empire
1160
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Posted - 2014.10.15 07:53:00 -
[14] - Quote
Gavr1lo Pr1nc1p wrote:Blueprint For Murder wrote:I run easy mode Amarr sentinel, and two weapons that can kill me because they can out range me are the Rail Rifle and Combat Rifle. Because they can kill me, they must be overpowered. Just because the Rail Rifle has the lowest DPS of any fine rifle doesn't mean its balanced--it can still kill me!
Also, the CR received a nerf to its damage profile, but I run armor plates because Im a scrub and rely on high HP, so the CR should have a damage profile that is much less effective against me.
Overall, because they can kill me, it must be overpowered.
In addition, Im going to use false and incredibly stupid and biased cherry picked statements to back up my weak, poorly covered up, self-serving thread. Fixed. Thread earns a 0/10. Not that I agree with the OP, because I do not, but this is just a disgusting way to post.
How is it that you are not banned yet?
OP, You can't deny that minmatar are indeed explosive focused in eve. Look at their T2 ammo, look at their racial enemies racial tanking bonus.
With the dumbed down damage profiles we have, I think it is actually a good move (this is coming from someone running armor tanks, so that +/- 15% of the CR doesn't do me any favors.
Fixing EWAR
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Ice Royal Glantix
Opus Arcana Covert Intervention
11
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Posted - 2014.10.15 08:05:00 -
[15] - Quote
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.
"Don't be dead; be happy!"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13561
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Posted - 2014.10.15 08:12:00 -
[16] - Quote
Blueprint For Murder wrote: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
All I am suggesting is that if T2 Hulls manifest themselves they receive their correct base racial resistances.
In this case
Minmatar receive increased resistance against Laser based weapons Amarr receive increased resistance against Explosive based weapons Gallente receive increased resistance against Kinetic Hybrid based weapons Caldari receive increased resistance against Thermal Hybrid based weapons
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1931
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Posted - 2014.10.15 08:27:00 -
[17] - Quote
The only thing I will grant you is that the rail rifle does not behave like rail tech should. It should behave like the bolt pistol. Charge between each shot, slow firing, hard hitting. Other than that, you clearly are mad that the rifles designed to outrange you are outranging you. QQ moar.
I don't want it
I just need it
To breath, to feel, to know I'm alive
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Blueprint For Murder
Immortal Guides
115
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Posted - 2014.10.15 08:35:00 -
[18] - 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
120
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Posted - 2014.10.15 08:35:00 -
[19] - 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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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
237
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Posted - 2014.10.15 12:23:00 -
[20] - Quote
Halla Murr wrote:Blueprint For Murder wrote: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. The RR change I can sort of agree with. x2 is far too extreme. I'd say that increasing the charge from .3s up to .5s would make it a very noticeable charge time and make close-quarters combat much more dangerous for the RR but long range would still have significant advantages. The CR change I cannot agree with in any way.The reason the CR was overpowered at -5/+10 is because it was simply too neutral, with no real drawback. At -15/+15 the profile does two things: 1, it more closely mimics the Amarr (laser) damage profile of +20/-20, meaning that the two opponents are much more closely matched and more in-line with the Caldari/Gallente opposition; 2; gives the CR a reasonable profile, -15 versus shields is a significant drawback and +15 versus armour is a significant advantage - coming up against a Caldari Assault becomes more challenging, while the Amarr Assault is the primary target. Your proposed CR profile change is a bad idea. I agree with this guy here
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Blueprint For Murder
Immortal Guides
120
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Posted - 2014.10.16 07:05:00 -
[21] - 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.
% for Armor and shield maximums. Amarr Sentinel + 4 pro armor plates = 1140 5% = 57 10% = 114 15% = 171 20% = 228 Caldari Sentinel + 4 shield boosters = 789 5% = 39.45 10% = 78.9 15% = 118.35 20% = 157.8
This shows the disparity between modifiers and while the numbers are dependent on suite type it scales down. 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
120
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Posted - 2014.10.16 07:05:00 -
[22] - 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3651
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Posted - 2014.10.16 08:08:00 -
[23] - 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. |
Blueprint For Murder
Immortal Guides
120
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Posted - 2014.10.16 13:47:00 -
[24] - Quote
FIRST OFF THOSE ******* QUAFE SUITS ARE THE MOST OP THING IN THE GAME INSTA STUN EVERY TIME I GAZE UPON SUCH BEAUTY!!!
I am not sure who is whining, but I personally don't think the RR is the strongest weapon I think it should be since it has mechanics to balance it.
Every suit apart from the ck even at base shows the simular results and most fits will show simular results. Can you stack nothing but shield extenders with 2x the slots to change resaults sure, but the fact is that they rely on other modules to use effectively so in an actual fit the results will still be simular if not stronger. Note: The armor system is working properly.
For the last part you have some sick idea that I want the Combat rifle to be stronger (But you already knew that) when the results I have shown you obviously show the opposite. The minmitards are already a middle of the road class defensively and the as it is the only race that has any resistance to Projectile weaponry is Caldari: it is only -39 completely maxed out.
Learn to read bro.
One can resist the invasion of an army but one cannot resist the invasion of ideas. Victor Hugo
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3654
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Posted - 2014.10.16 13:59:00 -
[25] - 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. |
Blueprint For Murder
Immortal Guides
120
|
Posted - 2014.10.16 14:28:00 -
[26] - Quote
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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3656
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Posted - 2014.10.16 14:45:00 -
[27] - 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. |
Mobius Kaethis
Molon Labe. General Tso's Alliance
1954
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Posted - 2014.10.16 14:57:00 -
[28] - 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.
Umm I'd like to point out that both the Amarr sentinel and the Gallente sentinel get bonuses to resisting projectile weapons. The Amarr's is actually larger as well since resistance to projectile weapons is its primary bonus (hybrid rail is its secondary) while the Gal sentinal gets hybrid rail as its primary resist and projectile as its secondary.
The Caldari sentinel, which you refer to to in your post, gets hybrid plasma as its primary resistance and laser as its secondary.
Now with more evil.
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Blueprint For Murder
Immortal Guides
120
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Posted - 2014.10.16 15:09:00 -
[29] - 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. Thank you.
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The Master Race
Immortal Guides
120
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Posted - 2014.10.16 15:09:00 -
[30] - 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3661
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Posted - 2014.10.16 15:53:00 -
[31] - 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. |
Blueprint For Murder
Immortal Guides
120
|
Posted - 2014.10.16 17:11:00 -
[32] - 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
121
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Posted - 2014.10.16 17:11:00 -
[33] - 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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Shamarskii Simon
1.U.P Capital Punishment.
1
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Posted - 2014.10.16 19:20:00 -
[34] - Quote
Honestly, to be short... I think the rail needs a capacitor charge... As real life rails do use a capacitor. Also, any rail in dust cannot exhaust its entire clip without some drawbacks so why should the gun? I think it should have a cap charge and it recharges from the suit after you stop shooting. Exhausting it completely should put you in a recharge mode (im thinking too armored core at the moment, so maybe not lol) and you wait until you are fully charged. I hope you see what i mean right? |
Auris Lionesse
Kang Lo Directorate Gallente Federation
1023
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Posted - 2014.10.17 02:04:00 -
[35] - Quote
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.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
222
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Posted - 2014.10.17 03:00:00 -
[36] - Quote
I think the Rail Rifle is slightly too effective in CQC. Maybe decrease the RoF a bit?
The Combat Rifle is kind of ridiculous because the range it can be effective overlaps the AR and ScR too much. In many cases, CR > AR @ CQC. Often I'll just get slashed by the RoF and get almost insta-deathed if I try to engage a CR user without getting the jump on him/her.
Lovin' daddy Rattati!
CCP Ankou s+êTà+ bro!
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1954
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Posted - 2014.10.17 06:54:00 -
[37] - Quote
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
Now with more evil.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1102
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Posted - 2014.10.17 11:52:00 -
[38] - Quote
Yes RR needs a nerf and you can't deny it.
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3692
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Posted - 2014.10.17 11:56:00 -
[39] - 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. |
Blueprint For Murder
Immortal Guides
122
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Posted - 2014.10.17 11:59:00 -
[40] - 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 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 it has and the ScrR has mechanics to balance it where the CR does not.
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The Master Race
Immortal Guides
154
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Posted - 2014.10.17 11:59:00 -
[41] - 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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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1771
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Posted - 2014.10.17 14:00:00 -
[42] - Quote
stop nerfing **** all ready.
KEQ diplomat/ intel /GC officer
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Gabriella Grey
THE HANDS OF DEATH RUST415
190
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Posted - 2014.10.18 03:23:00 -
[43] - Quote
Blueprint For Murder wrote: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
They should make the two type of combat rifles operate differently. Assault combat rifle needs a serious cut in its range and damage per bullet. In keeping with the minmitar background, they are close range rapid damage. The burst combat rifle can have the better damage but give it a moderate burst interval so it's not something that is not spammed and taking away how the gun is intended to act. perhaps even giving it an even more serious rise up from the hip so that after the first burst shot out the player has to start compensating for the rise if they plan to press the trigger again for a second and third burst. Great post, I hope CCP looks at this information above and takes it into consideration.
Always Grey Skies
Leader of the Alpaca Commandos
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TRULY ELITE
WarRavens Capital Punishment.
62
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Posted - 2014.10.18 06:14:00 -
[44] - Quote
Alena Ventrallis wrote:Jack 3enimble wrote:Increase the RR kick by 10% and give the Cal assault a 5 percent kick reduction per level. It's rediculous that the RR is the only racial rifle to perform the same on the suit it's designed for as on all other suits.
Want. But that reload speed.... Lol I totally agree though, it is a kind of useless bonus and is blown out of the water when compared to the effectiveness of the Minmatar and amarr bonus' which increase their weapons killing power. A 5% kick reduction per level would be nice but their should also be a kick increase overall. With this it wouldn't be a bad idea to bring in a 'RailRifle Sharpshooter' skill. |
Blueprint For Murder
Immortal Guides
144
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Posted - 2014.10.20 18:02:00 -
[45] - 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
154
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Posted - 2014.10.20 18:02:00 -
[46] - 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Jathniel
G I A N T
1202
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Posted - 2014.10.21 08:49:00 -
[47] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3785
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Posted - 2014.10.21 10:02:00 -
[48] - 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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Blueprint For Murder
Immortal Guides
151
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Posted - 2014.10.21 19:32:00 -
[49] - 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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The Master Race
Immortal Guides
154
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Posted - 2014.10.21 19:32:00 -
[50] - 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.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Jathniel
G I A N T
1205
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Posted - 2014.10.21 20:58:00 -
[51] - 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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Maur'ce Brutar
Merry and Hell
21
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Posted - 2014.10.21 23:42:00 -
[52] - Quote
I can't throw numbers out there 'cause I don't know the numbers, but, speaking from the experience I have with the CR, it's pretty OP compared to some of the other weapons I've gone up against on the battlefield. But, it also comes down to picking your battles and just general skill.
Not everyone is a great gunslinger, so, given even with the seemingly lack of a recoil at a maxed out CR, if you don't pick your battles, you're sure to get a beating. It can't compete in long ranges, doing best to startle most people, yet beasts in mid range, bursting heavy's down with the Number 42 meal from Burger King(speaking as a level 1 or 3 min assault)
This was probably un-beneficial to the convo what so ever, but, just tossing my 2 cents in.
GûêGûäGûêGûäGûêGûäGûêGûäGûê GûêGûäGûêGûêGûäGûê GûêGûäGûêGûäGûêGûäGûêGûäGûê Merry
GûêGûêGûêGö+GûêGûêGûêGûêGûê GûÉGûêGûêGûêGûêGûî GûêGûêGûêGûêGûêGö+GûêGûêGûê And
GûêGûêGûêGûêGûêGûêGûêGûêGûê GûÉGûêGûêGûêGûêGûî GûêGûêGûêGûêGûêGûêGûêGûêGûê Hell
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1132
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Posted - 2014.10.22 00:08:00 -
[53] - Quote
It would be best if RR got a 10-30 % kick increase and caldari assault will reduce kick. Also i like the 2x to charge time
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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Blueprint For Murder
Immortal Guides
160
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Posted - 2014.10.23 00:41:00 -
[54] - 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 miracle food of high-energy plankton gathered from the oceans of the world.Im a wizard
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The Master Race
Immortal Guides
319
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Posted - 2014.10.23 00:41:00 -
[55] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5100
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Posted - 2014.11.18 10:46:00 -
[56] - 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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Blueprint For Murder
Immortal Guides
319
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Posted - 2014.11.18 11:24:00 -
[57] - Quote
Projectile weapons are already the optimal weapon vs all comers despite the very minor advantage of a shield/armor tanked ck. has because no class can stack shields enough to overtake the benefits of armor or gain a relative balance (not even the ck). It isn't that shields are not being used. I can really only speak for myself, but I duel tank and I would bet most others do aswell.
Minmitar also has explosive -20/+20.
The Impossible Dream-Wizard Talk @MMoMerc
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