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Thread Statistics | Show CCP posts - 3 post(s) |
Y-BLOCK
BioCyberDevelopment
25
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Posted - 2014.10.19 23:26:00 -
[1] - Quote
Are any changes planned for the Scrambler Rifles Heat Build Up in Uprising 1.9?
Now that You've Tasted my Mutton.. How do you Like it!?!
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manboar thunder fist
Dead Man's Game RUST415
166
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Posted - 2014.10.20 00:03:00 -
[2] - Quote
Yes please fix, the gun is outperformed by most others due to its miss=death mentality
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1126
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Posted - 2014.10.20 00:30:00 -
[3] - Quote
Yes please i beg you fix my beloved ScR
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13670
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Posted - 2014.10.20 00:41:00 -
[4] - Quote
But how do you fix it?
Damage is much more reasonable now. Heat build up isn't as bad as I thought. Range is meh...but fine.
"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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Gabriella Grey
THE HANDS OF DEATH RUST415
191
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Posted - 2014.10.20 01:03:00 -
[5] - 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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DeadlyAztec11
Ostrakon Agency Gallente Federation
5514
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Posted - 2014.10.20 02:32:00 -
[6] - Quote
True Adamance wrote:But how do you fix it?
Damage is much more reasonable now. Heat build up isn't as bad as I thought. Range is meh...but fine.
The advanced version is still beaten by the std CR, std RR and Tactical Assault Rifle in in all reasonable situations.
It needs a bit of a buff, but nothing extreme.
The AV creed,
"We don't do it because it's easy; we do it because it's hard!"
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DeadlyAztec11
Ostrakon Agency Gallente Federation
5514
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Posted - 2014.10.20 02:37:00 -
[7] - Quote
True Adamance wrote:But how do you fix it?
Give it more possible shots before over heat and/or increase the damage of the charged shot.
A tighter hipfire spread and/or recoil reduction would be good for the Assault variant.
The AV creed,
"We don't do it because it's easy; we do it because it's hard!"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3255
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Posted - 2014.10.20 02:44:00 -
[8] - Quote
A related question was just asked live on the Biomassed podcast.
1.9 will likely stay away from hot-fixable balance changes like damage, heat buildup, ect.
1.9 will focus on changes that require a client side update, not so much general balance issues.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13673
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Posted - 2014.10.20 02:47:00 -
[9] - Quote
Pokey Dravon wrote:A related question was just asked live on the Biomassed podcast.
1.9 will likely stay away from hot-fixable balance changes like damage, heat buildup, ect.
1.9 will focus on changes that require a client side update, not so much general balance issues.
Like freaking tanks!
"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3255
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Posted - 2014.10.20 02:54:00 -
[10] - Quote
True Adamance wrote:Pokey Dravon wrote:A related question was just asked live on the Biomassed podcast.
1.9 will likely stay away from hot-fixable balance changes like damage, heat buildup, ect.
1.9 will focus on changes that require a client side update, not so much general balance issues. Like freaking tanks!
Dev blog was not the complete list of what will be in the 1.9 update. Additional blogs to come out Soon (tm)
Hotfix Delta Sentinel eHP Calcs
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Dimitri Rascolovitch
The Immortal Knights
248
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Posted - 2014.10.20 18:12:00 -
[11] - Quote
True Adamance wrote:But how do you fix it?
Damage is much more reasonable now. Heat build up isn't as bad as I thought. Range is meh...but fine.
simply change heat buildup to be per shot rather than per second and it should fix most of the problems it has
Pokey Dravon wrote:A related question was just asked live on the Biomassed podcast.
1.9 will likely stay away from hot-fixable balance changes like damage, heat buildup, ect.
1.9 will focus on changes that require a client side update, not so much general balance issues.
the problem with the ScR is that its heat build up is per second rather than per shot, and you need a client update to change that
Bring back the Marauders, Enforcers, Logistic, and Scout LAVS and Dropships
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1817
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Posted - 2014.10.21 04:39:00 -
[12] - Quote
Dimitri Rascolovitch wrote:True Adamance wrote:But how do you fix it?
Damage is much more reasonable now. Heat build up isn't as bad as I thought. Range is meh...but fine.
simply change heat buildup to be per shot rather than per second and it should fix most of the problems it has Pokey Dravon wrote:A related question was just asked live on the Biomassed podcast.
1.9 will likely stay away from hot-fixable balance changes like damage, heat buildup, ect.
1.9 will focus on changes that require a client side update, not so much general balance issues. the problem with the ScR is that its heat build up is per second rather than per shot, and you need a client update to change that what thats not the problem at all.
KEQ diplomat/ intel /GC officer
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CCP Rattati
C C P C C P Alliance
8960
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Posted - 2014.10.21 09:56:00 -
[13] - Quote
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?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3785
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Posted - 2014.10.21 10:06:00 -
[14] - Quote
May I suggest reducing sieze time and damage to compensate for shorter firing cycles?
And before anyone says it leave the sieze on the HMG as punishing and horrible as it is now. HMG is far more forgiving than an SCR in heat control, I think the SCR should run a shorter seize with less immediate self-damage.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Gabriella Grey
THE HANDS OF DEATH RUST415
197
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Posted - 2014.10.21 12:46:00 -
[15] - 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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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1634
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Posted - 2014.10.21 12:57:00 -
[16] - 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 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?
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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Y-BLOCK
BioCyberDevelopment
29
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Posted - 2014.10.21 13:03:00 -
[17] - 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 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?
Does your data distinguish between what type of Scrambler Rifle used, semi or assault? Because, if we cannot use heat build up as the issue, which I feel started this whole conversation post Delta, then the performance descrepency between the two Scrambler Rifle varients must suffice. Example- skilled to both 5 in Amar Assault & Scrambler Rifle, I can dump almost the entire clip of the Assault Scrambler save about 5 or so rounds before it seizes; however, with the semi Scrambler Rifle I can only get 18-20 rounds off before the seize? Im not saying I should be able to burn through the entire clip of the semi, but definitely more than 20. In this case, right now I would be better off using the Tac Ar, yes still 18 shots but with no seizure. & thanks Rattati for your transparency, we all appreciate it greatly.
Now that You've Tasted my Mutton.. How do you Like it!?!
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Harpyja
Legio DXIV
2199
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Posted - 2014.10.21 13:36:00 -
[18] - Quote
Just throwing an idea out here: what if Amarr weaponry never had to reload and only heat buildup was their limiting factor to how long they can fire?
"By His light, and His will"- The Scriptures, 12:32
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3790
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Posted - 2014.10.21 13:52:00 -
[19] - Quote
Harpyja wrote:Just throwing an idea out here: what if Amarr weaponry never had to reload and only heat buildup was their limiting factor to how long they can fire?
Thats would be reasonable IMHO.
Just would mean I'd have to watch my ass even more running aa cal/minsent.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4224
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Posted - 2014.10.21 14:11:00 -
[20] - 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 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?
I suppose the standard scrambler is in a decent place now, though I continue to maintain that you should not necessarily balance it on the results of the "ideal" scenario, meaning when it is used on one specific highly-specced suit. None of the other primary rifles have that to factor in.
I would like to mention anecdotally, though, that when I hear in the PIE channel, of all places, that people are switching to the Tac AR from the ScR, maybe there's an issue. (These are mostly people who primarily use suits other than the assault, obviously)
Anyway, I mostly want to talk about the AScR though. Loved it. Even a few months ago when everyone was down on it, I still used it on my logi suits and had good results (for me, lol). But now.. useless. Totally gimped. I barely have enough ammo to kill a single person before it overheats, and even then I have to be pretty accurate with a full-auto weapon. (Again, this is on a non-Amarr assault suit).
The AScR is most assuredly not in a good place right now. I do not have a single fitting with one on it anymore.
Suggestions:
1) Put the heat buildup of the AScR back where it was. It was just fine before, the nerf was totally unnecessary.
2) Please please please look at the PG of Amarr logi suits or give Amarr suits a fitting reduction bonus to laser weaponry. It's crazy how much PG either type of scrambler uses up; I was quite honestly handicapping myself by putting the AScR on an Amarr logi suit to begin with, I can get at least equivalent performance out of a CR or ACR which uses up only one-third(!) to one-half the PG, not to mention 5% less CPU as well. That makes a big difference in the equipment I can fit!
(The godfather of tactical logistics)
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
311
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Posted - 2014.10.21 14:20:00 -
[21] - Quote
How about improving charge shot ability by reducing heat buildup on charge shots only for the scrambler rifle? You would boost the mid-long range ability of the rifle.
I don't use the scrambler much but i do remember there being a very annoying muzzle flash that interferes with your ADS. Tone that down?
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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CCP Rattati
C C P C C P Alliance
8969
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Posted - 2014.10.21 14:23:00 -
[22] - Quote
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?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
La Muerte Eterna Dark Taboo
3219
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Posted - 2014.10.21 14:32:00 -
[23] - 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?
Does your data show where it fails?
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3793
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Posted - 2014.10.21 14:40:00 -
[24] - Quote
Rattati is it possible to remove ammo entirely in exchange for overheat?
Also ASCR is suffering having 7 out of 10 dropsuits being armor in hames I observe. Its mostly gallente and amarr assaults running CR or rails.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Ripley Riley
Incorruptibles
3977
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Posted - 2014.10.21 15:29:00 -
[25] - Quote
CCP Rattati wrote:Not good enough at all...any thoughts? I run AScR on my favorite fitting. I do well enough, but I would suggest a slight increase in damage to compensate for the loss of charge-shot.
My advice to you, playa...
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
67
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Posted - 2014.10.21 15:34:00 -
[26] - Quote
hmm it would be nice if i could run while in OH, or it wasn't as long,
but i mean what % of people actually use the SCR, i still think that the whole it's overperforming was skewed by the sample population relative to other weapons.
normally I am the only one using it in my match, perhaps one other. |
Gabriella Grey
THE HANDS OF DEATH RUST415
197
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Posted - 2014.10.21 15:45:00 -
[27] - 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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Aeon Amadi
Fatal Absolution General Tso's Alliance
6760
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Posted - 2014.10.21 15:47:00 -
[28] - 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?
Imo, the sights were always weird on the AScR. Not that that has anything to do with balance but I find it weird that all of the Assault variant rifles use iron sights and the Scrambler Rifle uses a (yellow?) dot sight. Felt the need to mention that.
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1635
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Posted - 2014.10.21 15:58:00 -
[29] - 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?
I haven't played in a while... But, for the love of my AScR, I'm gonna get on in a bit and play around.
Last time I checked the RoF had been screwed up, but I believe you fixed that, yea?
As I don't want the damage to change, spitballing here, a slight rework of heat buildup might be nice.
Or go crazy and change lasers to doing a reverse projectile damage profile. Don't go that crazy though.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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7 Djin
The Hundred Acre Hood
24
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Posted - 2014.10.21 16:20:00 -
[30] - 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 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?
This issue really is "more heat than before" I beg you to reexamine that and adjust it back to the way it used to be. The issue is not the problem lets not confuse the two. The problem is that the TAC AR can spam more bullets and do more damage and my Amarr purist friends have switched to the TAC AR as the better alternative. The SCR is the primary tactical weapon, it should never be out performed by inferior copycat AR technology even with it's superior damage profile. So fix this gun or it's all but dead.
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Mr.Pepe Le Pew
Art.of.Death VP Gaming Alliance
5
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Posted - 2014.10.21 16:31:00 -
[31] - Quote
Breakin Stuff wrote:May I suggest reducing sieze time and damage to compensate for shorter firing cycles?
And before anyone says it leave the sieze on the HMG as punishing and horrible as it is now. HMG is far more forgiving than an SCR in heat control, I think the SCR should run a shorter seize with less immediate self-damage.
Totally agree. The seize time is a hindrance. The ScR sucks as a stand alone weapon now. You must wield a nice sidearm for it to be effective. I look at my ScR as a sidearm when I use it only to take shields down. After that you're screwed by the seize time when it over heats or the lack of damage output to armor.
Art.of.Death We fight together now. We look forward to the future in Legion.
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Y-BLOCK
BioCyberDevelopment
30
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Posted - 2014.10.21 16:34:00 -
[32] - 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?
Return the Scrambler Rifle Damage Profile to it's pre Delta Numbers!!
Now that You've Tasted my Mutton.. How do you Like it!?!
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Jack 3enimble
Vengeance Unbound Dark Taboo
449
|
Posted - 2014.10.21 17:19:00 -
[33] - Quote
Y-BLOCK wrote: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? Return the Scrambler Rifle Damage Profile to it's pre Delta Numbers!!
LOL, no
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Joel II X
Molon Labe. General Tso's Alliance
3950
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Posted - 2014.10.21 18:23:00 -
[34] - 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? Reduce kick. I find it to be lacking in the long range department because of the increased kick, but that's just my opinion. |
Stefan Stahl
Seituoda Taskforce Command
787
|
Posted - 2014.10.21 18:36:00 -
[35] - Quote
CCP Rattati wrote:ResistanceGTA wrote:How's my AScR peforming? Not good enough at all...any thoughts? Can you pull the average shield/armor-ratio from some 10k spawned suits from your data? I'm pretty sure that if you calculated effective DPS with respect to efficiencies you'll arrive at numbers that will reflect the user's preference very well.
Afterwards we can start talking about whether the current shield/armor-ratio is where we want it to be. |
Lady MDK
Kameira Lodge Amarr Empire
145
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Posted - 2014.10.21 19:32:00 -
[36] - 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 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?
Apologies for the high-jack, may i ask where the assault rifle sits in your stats? My gallente alt character would like to know....
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Iskandar Zul Karnain
Hellstorm Inc General Tso's Alliance
2700
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Posted - 2014.10.21 20:28:00 -
[37] - Quote
The ScR needs...
1. Breakin Stuff wrote: ...reducing sieze time and damage to compensate for shorter firing cycles... ...the SCR should run a shorter seize with less immediate self-damage...
I've always believed the ScR is an alpha damage weapon. It's difficult to balance because if the DPS (or total damage before seizing) is too low, it makes the weapon completely useless for 1v1. On the other hand, if damage is too high squads carrying multiple Scramblers will destroy everything and the nerf-scr brigade will come out in full force.
Increasing the frequency at which the ScR can deliver its alpha damage by reducing the penalty for accidentally all the shots is an elegant solution to make the weapon viable in different situations and squad configurations.
2. After firing a fully charged shot, a lvl5 Amarr A-I should be able to fire an additional 2 shots. After firing a fully charged shot, any other suit should be able to fire an additional 1 shot.
3. 'Zealot' class ScR |
Spankdamonke
Dapper Gentlemen Corporation
32
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Posted - 2014.10.21 20:47:00 -
[38] - 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?
As others have said, reducing the heat build-up would go a long way. Maybe halfway between where it was before and now? That way it could still get off enough damage to rival other racial weapons before overheat.
Otherwise, I'd say a 3.5% damage increase and reduced horizontal kick, to help it apply the damage better at range.
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THUNDERGROOVE
Fatal Absolution
1127
|
Posted - 2014.10.21 22:35:00 -
[39] - Quote
CCP Rattati wrote:
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?
I use the ScR 90% of the time and I have to say that I didn't even notice the heat changes until my friend was saying how they overheat all the time.
Amarrica!
It's Not Safe to Swim.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1132
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Posted - 2014.10.21 23:29:00 -
[40] - 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 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? Interesting. Can u linky me to the top fits for pc and leaderboard for weapons? pls
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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CCP Rattati
C C P C C P Alliance
9006
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Posted - 2014.10.22 00:06:00 -
[41] - Quote
Zindorak 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? Interesting. Can u linky me to the top fits for pc and leaderboard for weapons? pls
I am actually working on a Planetary Conquest and Public Contracts meta blog, so you can expect numbers, just not right now.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Egonz4
DARKSTAR ARMY
443
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Posted - 2014.10.22 04:25:00 -
[42] - 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 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? numbers mean nothing
Master of The Flaylock
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Nocturnal Soul
Primordial Threat
4194
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Posted - 2014.10.22 06:31:00 -
[43] - Quote
Looking at numbers and playing the game are two different things but in all honesty I'd be fine with it if any other light weapon could jam up or overheat *looks at AR* instead of being the perfect machine of the future.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Imp Smash
Molon Labe. General Tso's Alliance
261
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Posted - 2014.10.22 07:40:00 -
[44] - Quote
Harpyja wrote:Just throwing an idea out here: what if Amarr weaponry never had to reload and only heat buildup was their limiting factor to how long they can fire?
I would think that would be the way to go too. |
Imp Smash
Molon Labe. General Tso's Alliance
261
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Posted - 2014.10.22 07:49:00 -
[45] - 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?
Honestly I would say it is a dispersion issue.
The AScR (and tbh the ScR as well) have dispersion when aiming down sights that they shouldn't have.
Amarr weaponry is limited by both an Ammo Clip as well as heat buildup. They are also limited by dispersion and recoil.
Now your CR or AR is limited by Ammo clip, dispersion, and recoil. One less limiting factor.
Add to that said projectile weapons have a skill which reduces firing penalties that the Amarr weaponry does not.
Now add to that a higher percent of existing HP being more Armor than shields such that these EM weapons have their damage profile limited more often when dealing damage than said projectile weapons.
Try making the guns have little to no recoil for the ScR (keep hipfire dispersion) and less dispersion for AscRs in general. That will make the bonus limiter of Heat 'fair' relative to their projectile counterparts.
Or at the very least make a similar skill to match the projectile weapon's skills.
If my reasoning on this is completely off base or there is something I did not consider please correct it. |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2079
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Posted - 2014.10.22 08:59:00 -
[46] - Quote
According to the data available, scramblers are bought on the market about as much as the plasma cannons. That should ring some alarm bells.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Derpty Derp
Dead Man's Game RUST415
569
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Posted - 2014.10.22 13:45:00 -
[47] - Quote
Imp Smash wrote:
Amarr weaponry is limited by both an Ammo Clip as well as heat buildup. They are also limited by dispersion and recoil.
Now your CR or AR is limited by Ammo clip, dispersion, and recoil. One less limiting factor.
It gets a larger ammo clip for the heat buildup (compared to it's closest competitor TacAR) the AR is also limited by range more than the ScR... Also I wouldn't bring recoil into this as the ScR has very little, but then all the recoil in this game self corrects making it somewhat pointless.
If you want a super powerful ScR I'd suggest not allowing it to be swapped while above 75% heat, because you can quite easily swap to to another weapon fire a few shots then swap back (if needed) meanwhile non heatbuildup weapons run out, swap and then they're completely out and have to reload.
ScR also gets a charged shot, which most other weapons do not.
Scr compared to rail rifle has the same amount of limits when you include the (lol) charge time... So when they fix the charge time it might be balanced quite well.
Just my oppinion. |
Fox Gaden
Immortal Guides
4650
|
Posted - 2014.10.22 14:58:00 -
[48] - Quote
Egonz4 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? numbers mean nothing Not true. That is an oversimplification.
In reality the numbers have meaning, but how you interpret the numbers will be effected by your understanding of the context. If the meaning that Rattati is taking from the numbers is different than your understanding of the situation, I suggest you figure out what the context of the situation is that is creating those numbers and explain that context to Rattati.
They saying GÇ£numbers mean nothingGÇ¥ is an oversimplification used by people who do not want to put in the mental effort to understand their context.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Sequal Rise
Les Desanusseurs
114
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Posted - 2014.10.22 18:04:00 -
[49] - Quote
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.
Sorry for my bad english.
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1830
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Posted - 2014.10.22 19:10:00 -
[50] - 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 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? i have not seen one scrambler rifle in the killfeed in PC since delta. whos PC battles are you getting the data from and can we see it?
KEQ diplomat/ intel /GC officer
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Lady MDK
Kameira Lodge Amarr Empire
146
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Posted - 2014.10.22 19:41:00 -
[51] - Quote
Egonz4 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? numbers mean nothing
I would agree, but since we are all players of different skill levels and have skills in game trained to different levels the numbers are the only constant their is.... True they should be used more as a guide than an end all and be all.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Gabriella Grey
THE HANDS OF DEATH RUST415
198
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Posted - 2014.10.22 20:35:00 -
[52] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13741
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Posted - 2014.10.22 20:40:00 -
[53] - Quote
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.))
"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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Gabriella Grey
THE HANDS OF DEATH RUST415
198
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Posted - 2014.10.22 21:15:00 -
[54] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13743
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Posted - 2014.10.22 21:37:00 -
[55] - Quote
Gabriella Grey wrote: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.
No you are right I should have stated that these were unmodified values. I figured I would keep them unmodified to keep it simple. Moreover I do not think that it is an adequate representation since you will almost never do a sustained value of damage against one single tanking type.
But......
SCR CRD-9
1192.5 * 1.2 = 1431 1192.5 * 0.8 = 954
Rail Rifle SB-39 2072.7 * 0.9 = 1865.43 2072.7 * 1.1 = 2279.97
Combat Rifle RS-90
1530.0 * 0.85 = 1301.27 1530.9 * 1.15 = 1760.54
Assault Rifle GEK-38
1890 * 1.1 = 2079 1890 * 0.9 = 1701
"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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medomai grey
WarRavens Capital Punishment.
1037
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Posted - 2014.10.22 22:04:00 -
[56] - Quote
Egonz4 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? numbers mean nothing Without units and logic.
How to balance cloaks.
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Imp Smash
Molon Labe. General Tso's Alliance
262
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Posted - 2014.10.23 00:40:00 -
[57] - Quote
Derpty Derp wrote:Imp Smash wrote:
Amarr weaponry is limited by both an Ammo Clip as well as heat buildup. They are also limited by dispersion and recoil.
Now your CR or AR is limited by Ammo clip, dispersion, and recoil. One less limiting factor.
It gets a larger ammo clip for the heat buildup (compared to it's closest competitor TacAR) the AR is also limited by range more than the ScR... Also I wouldn't bring recoil into this as the ScR has very little, but then all the recoil in this game self corrects making it somewhat pointless. If you want a super powerful ScR I'd suggest not allowing it to be swapped while above 75% heat, because you can quite easily swap to to another weapon fire a few shots then swap back (if needed) meanwhile non heatbuildup weapons run out, swap and then they're completely out and have to reload. ScR also gets a charged shot, which most other weapons do not. Scr compared to rail rifle has the same amount of limits when you include the (lol) charge time... So when they fix the charge time it might be balanced quite well. Just my oppinion.
I would bring recoil into this as the projectile rifles have slightly less recoil but also dispersion. A tacAR is about as accurate as a ScR. As is a combat rifle.
And these are tactical weapons. Aim, shoot. High damage. Missing is a huge problem. Hence accuracy is one of if not THE most important factor. So yes. I will bring recoil (accuracy) into this. It is a factor and ignoring it is biased.
Now when talking about range look at the weapon effective ranges. Yes the projectile weapons have shorter ranges. They are also better at closer ranges. These factors pare each other out and are unrelated to the conversation about firing limitations.
Charge shot also has nothing to do with fire limitations. It too is limited by heat and charge time -- DPS is converted from over time to alpha with more cool down on the back end but ultimately changed little. Misses are far more heavily penalized. Again, unrelated.
And the penalty for overheat is the most severe of any in the game.
When you take all of that into account it is of little surprise that the AScR is not a 'kill' weapon as you can't really assault anything and the ScR is currently slightly below par at best.
As the poster above me mentioned -- ScR was the least purchased rifle. Now why was that do you think? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13755
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Posted - 2014.10.23 00:56:00 -
[58] - Quote
medomai grey wrote:Egonz4 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? numbers mean nothing Without units and logic. Back to the topic. The scrambler rifle is an unreliable weapon that has the potential to explode in your hand. In exchange for being unreliable, the weapon was powerful; high risk reward. Currently the reward doesn't feel like it's worth the higher risk. Either increase the reward or decrease the risk. Remember, I'm talking about how I FEEL about the current risk versus reward aspects of the scrambler rifle. I could totally be wrong. My interpretation of numbers. From my understanding of what CCP Rattati shared with us, scrambler rifle users had higher than average KDR than the users of the other rifle. But, was the least used non-sniper, non-laser rifle. It wasn't that the scrambler rifles were over performing, but rather players dedicating themselves to being good with a weapon that the majority tend to avoid using for reasons. Not saying that Anti-modded controller measures weren't needed.
Indeed you already had incredibly good players like
Arkena Wyrnspire, 1st Lt Tiberius, Rei Shepard, Lea Silencio, Viktor Hadah Jr, Aero Yassavi,
Hell here is the list of them.....
https://forums.dust514.com/default.aspx?g=posts&t=116424
These players were already individually good, and they often worked in teams anyway at top tier competitive levels. And Tiberius would go on and on about how he would never use the ScR in PC. Gun was never over powered, you just had good players using it.
"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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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1132
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Posted - 2014.10.23 00:58:00 -
[59] - Quote
CCP Rattati wrote:Zindorak 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? Interesting. Can u linky me to the top fits for pc and leaderboard for weapons? pls I am actually working on a Planetary Conquest and Public Contracts meta blog, so you can expect numbers, just not right now. ooooooooo i like that
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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manboar thunder fist
Dead Man's Game RUST415
172
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Posted - 2014.10.23 16:09:00 -
[60] - Quote
Personally i feel that Amarrian technology as a whole has fallen behind, for this i have 3 examples:
1. The SCR is outcompeted in terms of range by the RR and does not have sufficient damage before overheat to take down most assaults, this means that other guns including assault rifles, rail rifles and combat rifles will be preferable as there is no heat drawback to them.
Explanation: I know that many people argue that heat buildup has no place in a debate about weapon efficiency but i beg to differ, when no other variant of weapon has a heat buildup as severe in terms of damage applied as a scrambler rifle how can one NOT mention the heat buildup as a strong negative factor. Since the buffing of the assaults the SCR is unable to compete in a fight against RR and CR users simply because if it misses even once, that's 1/18 of it's MAXIMUM damage applicable gone instantly. No other gun has this much of a drawback in terms of damage applied/shot missed ratio. Secondly, every one ALWAYS uses the amarr assault as the benchmark for scrambler rifle usage. I CANNOT STRESS THIS ENOUGH. the weapon needs to perform at a competitive level with other guns in terms of damage WITHOUT having an amarr assault! Since when does a rail rifle/CR scout have a genuine drawback to using their gun in comparison to an assault of their faction.
Resolution: Scrambler rifle (tactical variant): Heat buildup reduction by 15% from 60 to 51. OR Heat cooldown from 6.00 seconds to 4.5 seconds.
2. The ASCR underperforms against all other guns.... Personally i am quite proficient with the weapon, having used it since the days of the amarr slayer logi <3. I believe it needs a profile change, from 20/-20 to 20/-15 This should act as a 5% damage buff against armour suits which would be sufficient in my opinion. A slight reduction in the recoil might also benefit the weapon, or no recoil when you first start firing until about 25% through the clip.
3. The SCP variants are now much weaker than the bolt pistol/ion pistol/magsec.... this is a sufficient problem because assault scp is barely used any more, it was nerfed excessively, IDK how this can be fixed without sufficient data research.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
654
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Posted - 2014.10.23 16:42:00 -
[61] - Quote
Give it the headshot bonus. 375% headshot damage. Do it.
I've been noticing a lot of anti-scrambler crowd think it has it anyway, and they claim it is balanced. If even the anti-scrambler crowd is fine with it, just do it.
Swag-suit4lyfe!
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Skullmiser Vulcansu
153
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Posted - 2014.10.26 09:46:00 -
[62] - Quote
My suggestion is that the assault bonus is switched with the operation bonus of scramblers and lasers, so that everyone can get the reduced heat buildup, and only the assaults get the the faster cool down.
If this game was fun, I wouldn't be playing it.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4267
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Posted - 2014.10.26 10:54:00 -
[63] - Quote
Skullmiser Vulcansu wrote:My suggestion is that the assault bonus is switched with the operation bonus of scramblers and lasers, so that everyone can get the reduced heat buildup, and only the assaults get the the faster cool down.
Welp, looks like we just made the Amarr assault suit useless...
(The godfather of tactical logistics)
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Skullmiser Vulcansu
153
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Posted - 2014.10.27 20:48:00 -
[64] - Quote
John Demonsbane wrote: Welp, looks like we just made the Amarr assault suit useless...
I leave all balancing issues up to you, then.
If this game was fun, I wouldn't be playing it.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4275
|
Posted - 2014.10.27 23:27:00 -
[65] - Quote
Skullmiser Vulcansu wrote:John Demonsbane wrote: Welp, looks like we just made the Amarr assault suit useless...
I leave all balancing issues up to you, then.
No need to do that, just like there no need to take away the ONE thing that makes the suit worthwhile to use... Arguably the only assault suit that has continued to be relevant throughout the hotifixes, because of the bonus.
(The godfather of tactical logistics)
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