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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Gabriella Grey
THE HANDS OF DEATH RUST415
191
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Posted - 2014.10.20 01:03:00 -
[1] - Quote
Yes! And don't forget the issues its currently facing with not doing enough damage with the assault variant and the proto normal scrambler rifle being the only viable one to somewhat use, though it doesn't act as all other prototype when compared.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
197
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Posted - 2014.10.21 12:46:00 -
[2] - Quote
CCP Rattati wrote:I have been looking at this issue, specifically at post Delta, or last 27 days, using both Public Match and Planetary Conquest data.
1) Even though unintended, the Scrambler Rifle was overperforming pre-Delta running an average KDR of 1.8 before and exactly at 1.5, where the Combat Rifle and Rail Rifle are, on Public Matches.
2) However, the Amarr Proto Assault with Scrambler is a competitive PC fit, and ranks in the top 20 combinations.
3) On top of that, the Scrambler Rifle is on par with most of other Rifles kills with in Planetary Conquest (post Delta). The ACR is an outlier at 1.5KDR in Public Matches but has more than 50% more kills than the second placed Rifle in PC.
It has taken a necessary hit, but is now pretty much where we want it to be.
What is the main issue, and please don't just say "more heat than before" because that has helped balance the weapon. Is there a tweak to be done to improve it a bit?
Currently I can barely take the scrambler rifle to break through shields. I don't know if this is perhaps something broken with my character or not, but I am running at least 2 or 3 damage mods and i am constantly coming up short. When I am on a commando with the assault scrambler it is performing much worse than the scrambler pistol before delta. As it stands their is no possible way for any amarr suit to play competitive. The only scrambler rifle that is viable is at proto and it is even underperforming when compared to the others. Militia weapons in all other racial variants are having a margin by half. As someone who has invested time into this game and honestly wants to see this game balance out those numbers you have reduced the gun to isn't helping at all. As it stands the assault scrambler pistol at proto is lacking damage and those numbers are suppose to be balanced. If in a perfect scenario of a player shooting at either a gallente assault or amarr assault suit this gun will not kill them unless they run the minimum armor. With 2 damage modifiers, maxed proficiency skill the numbers are not even balance for this weapon. We the community are telling you the gun is not operating effectively. I have not one time seen one scrambler rifle used in PC since post update. Your calculations with those light and side arms are seriously flawed and only works in the perfect environment, along with dealing with a player that only has shields with no armor, or vice versa, and the target is not shooting back or moving. Some days I wish I could drag you in a game point out and discuss these issues with you. Rattati there are a great deal of threads that are going ignored or that is not even being bothered by the CPM and CCP. As stated the scrambler rifle variants will remain under developed until CCP and the CPM acknowledge it and run the damage numbers with ALL THE FACTORS that the scrambler rifles adhere by.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
197
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Posted - 2014.10.21 15:45:00 -
[3] - Quote
CCP Rattati wrote:ResistanceGTA wrote:CCP Rattati wrote:I have been looking at this issue, specifically at post Delta, or last 27 days, using both Public Match and Planetary Conquest data.
1) Even though unintended, the Scrambler Rifle was overperforming pre-Delta running an average KDR of 1.8 and exactly at 1.5 after, where the Combat Rifle and Rail Rifle currently are, on Public Matches.
2) However, the Amarr Proto Assault with Scrambler is a competitive PC fit, and ranks in the top 20 combinations.
3) On top of that, the Scrambler Rifle is on par with most of other Rifles kills with in Planetary Conquest (post Delta). The ACR is an outlier at 1.5KDR in Public Matches but has more than 50% more kills than the second placed Rifle in PC.
It has taken a necessary hit, but is now pretty much where we want it to be.
What is the main issue, and please don't just say "more heat than before" because that has helped balance the weapon. Is there a tweak to be done to improve it a bit? How's my AScR peforming? Not good enough at all...any thoughts?
The Assault scrambler rifle was just fine before hand. The biggest issue with the assault scrambler rifle is heat build up and damage. Since Hotfix Delta all the laser weapons with the exception of the laser rifle is having issues with doing enough damage. If you are trying to account for the laser weapons to be better suited like on Eve with the Amarr, then increase the bonus percentage with the Amarr suits. As stated above all variations of the scrambler rifles are underperforming copies of Gallente assault rifles. The charge shot is not as rewarding as it use to, and the assault scrambler isn't doing enough damage even with damage mods and the full proficiency to kill most targets.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
198
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Posted - 2014.10.22 20:35:00 -
[4] - Quote
Sequal Rise wrote:I used to love the ScR (normal version) and play with it a LOT pre-Delta. But the heat build-up on it is so incredibly high now that even with my ak.0 assault, 3 comp damage mods and Viziam Scrambler, it can only shoot 2 charged shots or ~20 normals. Thing is that most of the 20 shots you'll spam won't reach the target (because of recoil, dispersion, bugs, etc.) so you WILL have to stop at least once before finishing your target. This is true against about every medium/heavy suits that arent militia, and it's a shame.
The only way I use it now is to take down the shield of my enemy and then switch to my Breach SMG.. Compare it to every other rifles and you'll notice the big difference. The overheat needs to be back to what it used to be pre-Delta.
I agree with this completely. Even if they are using numbers, clearly CCP data is seriously off. I have sat down using the same data and even that shows how disadvantaged the Scrambler Rifle is to the other light weapons. By the next update a new weapon will be FotM because the supposedly data will say, "We found that this weapon is underperforming based on our data," and yet again we will have the same issues we have been having since day one. Scripts and coding the game was the hard part this basic data input shouldn't even be a long and extensive process. Please CCP read the quote above!
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
198
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Posted - 2014.10.22 21:15:00 -
[5] - Quote
True Adamance wrote:Derpty Derp wrote:
It gets a larger ammo clip for the heat buildup.
Just my oppinion.
However since the Seize Up is effectively and artificial reload it might as well not have that large magazine capacity. A 5.0 Second Seize Duration is longer than any reload and crippling in a fight where your opponent can apply their sustained DPS (aka full damage of the magazine) while the ScR I believe at Lvl5 Amarr Assault will apply 18 rounds of damage before over heat. If I am not mistaken and acception a 2-3 shot margin of error on the Scr Stats. CRD-9 Scrambler Rifle = 66.25 Damage Per Shot 66.25 * 18 = 1192.5 66.25 * 21= 1391.25 SB-39 Rail Rifle 49.35 * 42= 2072.7 RS-90 28.35 * 54= 1530.9 Gek-38 31.5 * 60 = 1890 All 3 other Racial Rifles can apply the DPS of a full magazine without penalty. The ScR suffers because its effective magazine is only about 21 or so. ((Disclaimer- I like to think its a way to prevent spammability in CQC....but even at range it's quite the pain as its the only rifle that really requires trigger discipline.))
Then you also have to add 0.20 armor resistance to the equation and the damage buff per shot to shields. (+20% -20%) Once you have that you also need to cross reference the time to kill between the other weapons and you should get your answer for the scrambler rifles. Then from there you can go about it two ways. Shaving down the numbers from the weapons that are much more effective in the important areas or increase the the allotted areas to where the weapon the weapon suffers the lowest performance to balance it out with the others.
Always Grey Skies
Leader of the Alpaca Commandos
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