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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1988
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Posted - 2014.10.24 01:52:00 -
[1] - Quote
Rattati,
You seem to be of a mind to reduce the rail rifle's effectiveness in CQC. Currently I stand against this change. It is not that I think the RR should be good in CQC. However, the CQC RR option, the ARR, is vastly inferior to other rifle options. I will list out some problems I find with it:
1. Ammo capacity is the same for the RR and ARR, meaning far less damage per magazine (2171.4 for proto RR and 1680 for ARR)
2. Range is nearly identical for RR and ARR. RR is 73m, ARR is 71m. Optimal was tested by aiming at an installation with an efficiency reading of 9%, and backing up until efficiency dropped to 8%. The breaking point between these was considered the optimal range for my tests. the ARR also has no zoom nor a scope, meaning taking advantage of this range is far more difficult.
3. DPS is almost exactly the same. 397 for RR, 400 for ARR.
This means that there is almost no situation where the ARR outshines the RR. The faster ROF means that you eat ammo faster, and with the same magazine size as the RR, that means the RR is better in CQC. This is because since the ARR shoots faster, you lose more shots if your not on target than with the RR. The harder hitting slower firing RR gives more time to readjust before too many rounds have missed.
I propose the changes thus. All damage numbers assume proto level.
1. Increase ammo capacity from 42 to 58.
2. Increase damage from 40 to 42. This brings DPS to 420. By comparison, ACR has 436.6 DPS and PR has DPS of 453.2. This is as it should be, the ARR should have lowest DPS of the Assault variants.
- The damage per mag with both of these will be 2436.
3. Decrease range to 55-60m. Whichever makes it the longest ranged Assault variant while still substantially lower than the base RR optimal.
4. Keep charge time the same as it is currently. ie: Increase charge time for the base RR, and keep the ARR where it is now.
With these changes, the ARR now has a niche, and Caldari have a CQC variant that doesn't outperform the other lower range rifles. With this change, I would fully support The changes to the RR you proposed in your thread here.
Constructive criticism is appreciated. I also made a spreadsheet in google docs since Rattati seems to like them, but I am unsure of how to save it to post here. :(
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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CCP Rattati
C C P C C P Alliance
9139
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Posted - 2014.10.24 01:53:00 -
[2] - Quote
Alena Ventrallis wrote:Rattati, You seem to be of a mind to reduce the rail rifle's effectiveness in CQC. Currently I stand against this change. It is not that I think the RR should be good in CQC. However, the CQC RR option, the ARR, is vastly inferior to other rifle options. I will list out some problems I find with it: 1. Ammo capacity is the same for the RR and ARR, meaning far less damage per magazine (2171.4 for proto RR and 1680 for ARR) 2. Range is nearly identical for RR and ARR. RR is 73m, ARR is 71m. Optimal was tested by aiming at an installation with an efficiency reading of 9%, and backing up until efficiency dropped to 8%. The breaking point between these was considered the optimal range for my tests. the ARR also has no zoom nor a scope, meaning taking advantage of this range is far more difficult. 3. DPS is almost exactly the same. 397 for RR, 400 for ARR. This means that there is almost no situation where the ARR outshines the RR. The faster ROF means that you eat ammo faster, and with the same magazine size as the RR, that means the RR is better in CQC. This is because since the ARR shoots faster, you lose more shots if your not on target than with the RR. The harder hitting slower firing RR gives more time to readjust before too many rounds have missed. I propose the changes thus. All damage numbers assume proto level. 1. Increase ammo capacity from 42 to 58. 2. Increase damage from 40 to 42. This brings DPS to 420. By comparison, ACR has 436.6 DPS and PR has DPS of 453.2. This is as it should be, the ARR should have lowest DPS of the Assault variants. - The damage per mag with both of these will be 2436. 3. Decrease range to 55-60m. Whichever makes it the longest ranged Assault variant while still substantially lower than the base RR optimal. 4. Keep charge time the same as it is currently. ie: Increase charge time for the base RR, and keep the ARR where it is now. With these changes, the ARR now has a niche, and Caldari have a CQC variant that doesn't outperform the other lower range rifles. With this change, I would fully support The changes to the RR you proposed in your thread here.Constructive criticism is appreciated. I also made a spreadsheet in google docs since Rattati seems to like them, but I am unsure of how to save it to post here. :(
I am looking at this right now
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1988
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Posted - 2014.10.24 01:53:00 -
[3] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Rattati, You seem to be of a mind to reduce the rail rifle's effectiveness in CQC. Currently I stand against this change. It is not that I think the RR should be good in CQC. However, the CQC RR option, the ARR, is vastly inferior to other rifle options. I will list out some problems I find with it: 1. Ammo capacity is the same for the RR and ARR, meaning far less damage per magazine (2171.4 for proto RR and 1680 for ARR) 2. Range is nearly identical for RR and ARR. RR is 73m, ARR is 71m. Optimal was tested by aiming at an installation with an efficiency reading of 9%, and backing up until efficiency dropped to 8%. The breaking point between these was considered the optimal range for my tests. the ARR also has no zoom nor a scope, meaning taking advantage of this range is far more difficult. 3. DPS is almost exactly the same. 397 for RR, 400 for ARR. This means that there is almost no situation where the ARR outshines the RR. The faster ROF means that you eat ammo faster, and with the same magazine size as the RR, that means the RR is better in CQC. This is because since the ARR shoots faster, you lose more shots if your not on target than with the RR. The harder hitting slower firing RR gives more time to readjust before too many rounds have missed. I propose the changes thus. All damage numbers assume proto level. 1. Increase ammo capacity from 42 to 58. 2. Increase damage from 40 to 42. This brings DPS to 420. By comparison, ACR has 436.6 DPS and PR has DPS of 453.2. This is as it should be, the ARR should have lowest DPS of the Assault variants. - The damage per mag with both of these will be 2436. 3. Decrease range to 55-60m. Whichever makes it the longest ranged Assault variant while still substantially lower than the base RR optimal. 4. Keep charge time the same as it is currently. ie: Increase charge time for the base RR, and keep the ARR where it is now. With these changes, the ARR now has a niche, and Caldari have a CQC variant that doesn't outperform the other lower range rifles. With this change, I would fully support The changes to the RR you proposed in your thread here.Constructive criticism is appreciated. I also made a spreadsheet in google docs since Rattati seems to like them, but I am unsure of how to save it to post here. :( I am looking at this right now
If a spreadsheet would help, I have it made, just unsure how to post it.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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CCP Rattati
C C P C C P Alliance
9139
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Posted - 2014.10.24 01:54:00 -
[4] - Quote
Alena Ventrallis wrote: Constructive criticism is appreciated. I also made a spreadsheet in google docs since Rattati seems to like them, but I am unsure of how to save it to post here. :(
It saves automatically, then you have to go to File and Sharing, then in the top right cornere there is a "share with link" option, press that, copy the link and Done. Paste the path here and people can press the link and open it.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1988
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Posted - 2014.10.24 01:56:00 -
[5] - Quote
CCP Rattati wrote:Alena Ventrallis wrote: Constructive criticism is appreciated. I also made a spreadsheet in google docs since Rattati seems to like them, but I am unsure of how to save it to post here. :(
It saves automatically, then you have to go to File and Sharing, then in the top right cornere there is a "share with link" option, press that, copy the link and Done. Paste the path here and people can press the link and open it. On it, and will put in the OP.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1139
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Posted - 2014.10.24 02:02:00 -
[6] - Quote
Im for a ARR buff i actually like how it's not overpowered or really good like the RR
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1988
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Posted - 2014.10.24 02:06:00 -
[7] - Quote
Zindorak wrote:Im for a ARR buff i actually like how it's not overpowered or really good like the RR My idea is for there to be a viable CQC option for Caldari. RR users should have to pick between CQC and long ranage, but having both is indeed OP, I freely admit that. But I don't want RR users to be forced to only have long range as options. The ARR should be the CQC option for us RR users.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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CCP Rattati
C C P C C P Alliance
9148
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Posted - 2014.10.24 02:12:00 -
[8] - Quote
I like all these changes, both the reasoning and the fact that the ARR needs a little buff anyway.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
608
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Posted - 2014.10.24 02:16:00 -
[9] - Quote
the points youve made about the ARR are exactly why i dont use it. and ive mentioned this over and over before that the ARR doesnt even follow the same template as the other assault variants.
increased ROF
increased max ammo
increased clip size
decreased damage per shot
decreased range
the ARR doesnt follow this. except for completely negligible stats differences of 3 units or less.
what does the data say about its use? i barely see it used ever |
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CCP Rattati
C C P C C P Alliance
9148
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Posted - 2014.10.24 02:17:00 -
[10] - Quote
DeathwindRising wrote:the points youve made about the ARR are exactly why i dont use it. and ive mentioned this over and over before that the ARR doesnt even follow the same template as the other assault variants.
increased ROF
increased max ammo
increased clip size
decreased damage per shot
decreased range
the ARR doesnt follow this. except for completely negligible stats differences of 3 units or less.
what does the data say about its use? i barely see it used ever
thing is, we have been making iterations to rifles since Alpha, and we are not there yet. But there is a long term plan to get to a place where everything makes sense and players pick weapons based on preferred playstyles, not because it's dumb to use anything other than "OP weapon X"
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
608
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Posted - 2014.10.24 02:19:00 -
[11] - Quote
CCP Rattati wrote:I like all these changes, both the reasoning and the fact that the ARR needs a little buff anyway.
i hope this doesnt mean that the RR will get nerfed.
add the scope or a reflex sight to the ARR and ill be happy. the iron sights on it are prohibitive and dont allow the weapon to make use of its range with any degree of functional accuracy
CCP Rattati wrote:
thing is, we have been making iterations to rifles since Alpha, and we are not there yet. But there is a long term plan to get to a place where everything makes sense and players pick weapons based on preferred playstyles, not because it's dumb to use anything other than "OP weapon X"
i would honestly love to use the ARR but i dont because the lack of a scope is too much, along with the other points made |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1991
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Posted - 2014.10.24 02:21:00 -
[12] - Quote
If possible, could these changes make it into the balance hotfix coming on Tuesday? Completely understand if not, but I would definitely appreciate having that option available at the same time that the base RR changes come out. Otherwise I feel that RR users will be kind of let down that their rifle was nerfed (justifiable, but a nerf nonetheless) without having an option to turn to.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1991
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Posted - 2014.10.24 02:24:00 -
[13] - Quote
DeathwindRising wrote:i hope this doesnt mean that the RR will get nerfed.
add the scope or a reflex sight to the ARR and ill be happy. the iron sights on it are prohibitive and dont allow the weapon to make use of its range with any degree of functional accuracy
Honestly, I think the increased DPS an cut range would make those iron sights better suited than they are now. Plus, the RR does perform well in CQC. Hell, I've tangoed with sentinels with HMGs using my Calmanndo from inside 15m and won handily. So the nerfs are justified. However, without another roption to turn to for CQC, I fear RR will be UP and people will feel there SP in RR was wasted.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Sgt Kirk
Fatal Absolution
8097
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Posted - 2014.10.24 03:55:00 -
[14] - Quote
This is good stuff. I can completely agree with everything OP has said.
CCP holds the Caldari's hand so this doesn't happen again.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1265
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Posted - 2014.10.24 04:22:00 -
[15] - Quote
Good work, Alena.
Long time RR specialists like Stephan Stahl and I have been advocating for adjustments similar to this for a while.
One thing I would clearly add to the discussion...recoil.
The proposed recoil increase in the weapon changes currently proposed would seriously impact usage. The RR and ARR already have the highest recoil level of any light weapon and that actually is quite counter intuitive to a weapon that is intended to do well at range.
I would recommend also holding off on the increased recoil until the dust settles (seriously no pun) on the charge mechanic adjustment we all see how things function.
I do like the idea of a SMG like reflex sight being added to the ARR but that's probably a bridge to far at the moment.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jack 3enimble
Vengeance Unbound Dark Taboo
454
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Posted - 2014.10.24 04:30:00 -
[16] - Quote
CCP Rattati wrote:I like all these changes, both the reasoning and the fact that the ARR needs a little buff anyway.
GG Rattati |
Jack 3enimble
Vengeance Unbound Dark Taboo
454
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Posted - 2014.10.24 04:30:00 -
[17] - Quote
Alena Ventrallis wrote:Rattati, You seem to be of a mind to reduce the rail rifle's effectiveness in CQC. Currently I stand against this change. It is not that I think the RR should be good in CQC. However, the CQC RR option, the ARR, is vastly inferior to other rifle options. I will list out some problems I find with it: 1. Ammo capacity is the same for the RR and ARR, meaning far less damage per magazine (2171.4 for proto RR and 1680 for ARR) 2. Range is nearly identical for RR and ARR. RR is 73m, ARR is 71m. Optimal was tested by aiming at an installation with an efficiency reading of 9%, and backing up until efficiency dropped to 8%. The breaking point between these was considered the optimal range for my tests. the ARR also has no zoom nor a scope, meaning taking advantage of this range is far more difficult. 3. DPS is almost exactly the same. 397 for RR, 400 for ARR. This means that there is almost no situation where the ARR outshines the RR. The faster ROF means that you eat ammo faster, and with the same magazine size as the RR, that means the RR is better in CQC. This is because since the ARR shoots faster, you lose more shots if your not on target than with the RR. The harder hitting slower firing RR gives more time to readjust before too many rounds have missed. I propose the changes thus. All damage numbers assume proto level. 1. Increase ammo capacity from 42 to 58. 2. Increase damage from 40 to 42. This brings DPS to 420. By comparison, ACR has 436.6 DPS and PR has DPS of 453.2. This is as it should be, the ARR should have lowest DPS of the Assault variants. - The damage per mag with both of these will be 2436. 3. Decrease range to 55-60m. Whichever makes it the longest ranged Assault variant while still substantially lower than the base RR optimal. 4. Keep charge time the same as it is currently. ie: Increase charge time for the base RR, and keep the ARR where it is now. With these changes, the ARR now has a niche, and Caldari have a CQC variant that doesn't outperform the other lower range rifles. With this change, I would fully support The changes to the RR you proposed in your thread here.Constructive criticism is appreciated. I also made a spreadsheet in google docs since Rattati seems to like them, but I am unsure of how to save it to post here. :( EDIT: Link to spreadsheet. Much thanks to Rattati for telling me how.
Could not have said it better myself. |
Joseph Ridgeson
WarRavens Capital Punishment.
2071
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Posted - 2014.10.24 04:58:00 -
[18] - Quote
How about a non-advanced version of the different weapons? I love the ARR but I am a cheap, soulless bastard and hate spending advanced weapon prices.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Alena Ventrallis
Vengeance Unbound Dark Taboo
2004
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Posted - 2014.10.24 05:01:00 -
[19] - Quote
Jaysyn Larrisen wrote:Good work, Alena.
Long time RR specialists like Stephan Stahl and I have been advocating for adjustments similar to this for a while.
One thing I would clearly add to the discussion...recoil.
The proposed recoil increase in the weapon changes currently proposed would seriously impact usage. The RR and ARR already have the highest recoil level of any light weapon and that actually is quite counter intuitive to a weapon that is intended to do well at range.
I would recommend also holding off on the increased recoil until the dust settles (seriously no pun) on the charge mechanic adjustment we all see how things function.
I do like the idea of a SMG like reflex sight being added to the ARR but that's probably a bridge to far at the moment. I assume Rattati would be adding recoil to the base and not the ARR. A reflex sight would be nice.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Sgt Kirk
Fatal Absolution
8098
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Posted - 2014.10.24 05:21:00 -
[20] - Quote
Alena Ventrallis wrote:Jaysyn Larrisen wrote:Good work, Alena.
Long time RR specialists like Stephan Stahl and I have been advocating for adjustments similar to this for a while.
One thing I would clearly add to the discussion...recoil.
The proposed recoil increase in the weapon changes currently proposed would seriously impact usage. The RR and ARR already have the highest recoil level of any light weapon and that actually is quite counter intuitive to a weapon that is intended to do well at range.
I would recommend also holding off on the increased recoil until the dust settles (seriously no pun) on the charge mechanic adjustment we all see how things function.
I do like the idea of a SMG like reflex sight being added to the ARR but that's probably a bridge to far at the moment. I assume Rattati would be adding recoil to the base and not the ARR. A reflex sight would be nice. It would be nice to chose what kind of Sight we can have on our weapons in general...hint hint nudge nudge.
Reflex sight on my Plasma Rifle plz.
CCP holds the Caldari's hand so this doesn't happen again.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
608
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Posted - 2014.10.24 05:32:00 -
[21] - Quote
Alena Ventrallis wrote:DeathwindRising wrote:i hope this doesnt mean that the RR will get nerfed.
add the scope or a reflex sight to the ARR and ill be happy. the iron sights on it are prohibitive and dont allow the weapon to make use of its range with any degree of functional accuracy
Honestly, I think the increased DPS an cut range would make those iron sights better suited than they are now. Plus, the RR does perform well in CQC. Hell, I've tangoed with sentinels with HMGs using my Calmanndo from inside 15m and won handily. So the nerfs are justified. However, without another roption to turn to for CQC, I fear RR will be UP and people will feel there SP in RR was wasted.
he shouldnt touch the RR until he buff the ARR. and he shouldnt bother with that, until he fixes them first.
RR, ARR, bolt pistol, sniper rifle, vehicles rail turrets, and the forge gun (i think) are all glitched to hell
https://forums.dust514.com/default.aspx?g=posts&m=2409839#post2409839
look at the date i posted this too... still no reply |
Alena Ventrallis
Vengeance Unbound Dark Taboo
2007
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Posted - 2014.10.24 05:35:00 -
[22] - Quote
Updated OP with results of test on recoil between RR and ARR.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Vicious Minotaur
1259
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Posted - 2014.10.24 05:39:00 -
[23] - Quote
I agree completely. My Caldari Purist would finally have a reason to field the ARR instead of the base variant with the suggested changes. The other thing besides effectiveness of the ARR that stops me from using its price.
If only CCP would get rid of the stupid price increase non-base variant weapons get. All it does is discourage diversity and punish less skilled players by forcing them to either unnecessarily lose ISK by using their preferred weapon variation, or stop using their favored variant so they can make more ISK (which has a detriment on the fun factor).
Having a premium on side-grades seems a complete nuisance that adds absolutely nothing to the game.
(just thought I'd vent a little, sorry)
I am a minotaur.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
331
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Posted - 2014.10.24 05:40:00 -
[24] - Quote
Not sure about boosting the RRA damage.....in the long run it still has a considerably longer range than other rifles...Which means even if its the lowest DPS wise, it still retains that consistent damage while the others would have falloff and consequently be less the RRA at a given distance. Sure the RRs are supposed to be range but not sure how much your willing to boost the CQC ability while still giving it a range advantage.
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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Alena Ventrallis
Vengeance Unbound Dark Taboo
2008
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Posted - 2014.10.24 06:21:00 -
[25] - Quote
Chief-Shotty wrote:Not sure about boosting the RRA damage.....in the long run it still has a considerably longer range than other rifles...Which means even if its the lowest DPS wise, it still retains that consistent damage while the others would have falloff and consequently be less the RRA at a given distance. Sure the RRs are supposed to be range but not sure how much your willing to boost the CQC ability while still giving it a range advantage. And those rifles also put out more damage even with the proposed damage increase.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Spectral Clone
Abandoned Privilege Top Men.
2928
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Posted - 2014.10.24 06:23:00 -
[26] - Quote
Perhaps make the ARR a shorter range version which is a CQC weapon? And keep the regular RR as the long range weapon.
Every rifle should have a long range marksman variant, and a short range CQC variant.
This follows EVE design, for example: minmatar artillery turrets/autocannons.
Fix mouse support in Dust 514!
How to do it: https://forums.dust514.com/default.aspx?g=posts&m=965407#post965407
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Arkena Wyrnspire
Fatal Absolution
18412
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Posted - 2014.10.24 08:52:00 -
[27] - Quote
Good thread. +1
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3231
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Posted - 2014.10.24 10:04:00 -
[28] - Quote
I agree with these but I disagree with increasing the clip, and the dispersion and recoil should be above that of the AR (less accurate than). Most other assault type weapons have longer range but aside from DPS almost equal performance or better in cqc, which makes the AR bad by comparison. As for the clip I say this because it is honestly the only downfall assault weapons have, which is a lower damage per clip than the AR, the exception being the a SCR.
supercalifragilisticexpialidocious
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NextDark Knight
Molon Labe. General Tso's Alliance
506
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Posted - 2014.10.24 12:06:00 -
[29] - Quote
I'm all Caldari and use both rail riffles..
I tend not to use the assault rail riffle because you have to constantly move back to the supply depot. The kick on the RR cause half the shots not to connect to the total DPS output is low compared to the normal RR.
Love the rail but it is lacking in PC game modes. When fighting real targets the flaws really shine on this weapon
I rather see the damage increased on the assault or a complete rework with maybe the shots firing in a pattern to take on more targets.
I feel like this is one of the guns people love to hate on and try to extra nerf it. With more shield users on the field now the gun isn't as great. Remember when the RR was introduced 90% of players where armor tanked so it didn't make sense to use a AR.
Over 50 Million SP and almost full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/4
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KEROSIINI-TERO
The Rainbow Effect
1400
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Posted - 2014.10.24 12:35:00 -
[30] - Quote
CCP Rattati wrote:
thing is, we have been making iterations to rifles since Alpha, and we are not there yet. But there is a long term plan to get to a place where everything makes sense and players pick weapons based on preferred playstyles, not because it's dumb to use anything other than "OP weapon X"
Sweetness, that is the EXACTLY right design philosophy! 07
CCP stick to it and it'll bring great results.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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