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Thread Statistics | Show CCP posts - 2 post(s) |
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CCP Rattati
C C P C C P Alliance
9561
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Posted - 2014.10.29 08:12:00 -
[181] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=178946&find=unread
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3330
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Posted - 2014.10.29 08:18:00 -
[182] - Quote
Jaysyn Larrisen wrote:MINA Longstrike wrote:Honestly, even a short range efficacy nerf (like the laser) at 1-15 meters would have been preferable to uncontrollable kick. People are taking a really wrong turn comparing the RR to the LR...it's indicitive of the bigger problem in the design. The RR has / is becoming basically a special weapon like the LR. The SCR is the general infantry weapon of the Amarr...not the LR. The RR is much more akin to a special or support weapon...truth be told it functions much more like a light machine-gun than a general purpose infantry weapon. Trying to make one weapon have extreme range, very good accuracy ADS, feature sustained fire, relatively high damage per shot, and be decent in CQC but not too strong is at it's base poor design. When you use weak charge mechanics and recoil as your "balance" tools on weapons like this it further backs the weapon into a narrow niche and makes it untenable as a general infantry weapon. The ARR is closer to how the basic RR should actually function if you want it to be closer to a general purpose infantry weapon. For "fixing" the RR I think I would actually prefer lowering the damage per shot, dropping recoil down to less than pre-1.9 nerf levels - particularly in ADS mode, and using similar charge mechanics as the small rail turrets where it prevents you from pre-charging but bring the charge time back to about .25 or .3sec. Honestly, even if you did this I'm not sure it would truly balance easily due to some fo the root design issues.
In a weapon that discourages burst fire and instead long sustained fire (because of the charge mechanic) trying to balance the gun around recoil is simply not going to work. If you want to make the hipfire recoil super high on the Breach Rail Rifle, that's fine, I get that, but for ADS it needs to be a stable weapon or it simply work work. if the gun has so much recoil that you have to stop shooting, recharge, and begin firing again just so you can get enough shots to land on the target, that's not gonna work.
So for the Breach RR. boost the charge time, increase its stability when aiming, decrease stability while hip firing. This makes hipfire in CQC undesirable. If you want to prevent people from using ADS in CQC, decrease the rate at which they can rotate the weapon while scoped in, this is much how range is balance in EVE with Turret Tracking Speed. This means that if the enemy gets too close, hipfire is too inaccurate and even if the player aims down the sight, the enemy will be able to strafe faster than the RR can rotate while aiming and thus not very effective in CQC. You can fiddle with the fire rate to make it harder to use in CQC.
Assault Rail Rifle simply needs to lessen the factors that make the weapon good at longer range, and lessen the factors that make it bad at short range. Decreased charge time, higher fire rate, less hipfire recoil, less range, ect. Assault variant of anything should focus on these factors to push the baseline stats of the weapon to a shorter range and higher DPS.
Hotfix Delta Sentinel eHP Calcs
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Son-Of A-Gun
Onslaught Inc RISE of LEGION
1363
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Posted - 2014.10.29 09:33:00 -
[183] - Quote
CCP Rattati wrote:https://forums.dust514.com/default.aspx?g=posts&t=178946&find=unread
Just, curious to know (I've only read half way through so far, so maybe its in there, if so I'll retract this) if you factored in price differences into your calculations. There is quite a bit of difference between the prices of each weapon's standard variant and its racial equivalent variants. This could be the factor that is throwing off the balancing equation, and could be the reason why you guys have had such a hard time with balancing over the last two years. Assuming that this is a missing factor, it will cause an over buff roughly proportionate to the difference in price, the reverse is also true. Just a suggestion.
{:)}{3GÇó>
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Son-Of A-Gun
Onslaught Inc RISE of LEGION
1363
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Posted - 2014.10.29 09:38:00 -
[184] - Quote
Son-Of A-Gun wrote:CCP Rattati wrote:https://forums.dust514.com/default.aspx?g=posts&t=178946&find=unread Just, curious to know (I've only read half way through so far, so maybe its in there, if so I'll retract this) if you factored in price differences into your calculations. There is quite a bit of difference between the prices of each weapon's standard variant and its racial equivalent variants. This could be the factor that is throwing off the balancing equation, and could be the reason why you guys have had such a hard time with balancing over the last two years. Assuming that this is a missing factor, it will cause an over buff roughly proportionate to the difference in price, the reverse is also true. Just a suggestion.
There are other price related factor as well that should be taken into account. I can think of about a half dozen of the top of my head.
{:)}{3GÇó>
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Son-Of A-Gun
Onslaught Inc RISE of LEGION
1363
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Posted - 2014.10.29 09:56:00 -
[185] - Quote
Son-Of A-Gun wrote:Son-Of A-Gun wrote:CCP Rattati wrote:https://forums.dust514.com/default.aspx?g=posts&t=178946&find=unread Just, curious to know (I've only read half way through so far, so maybe its in there, if so I'll retract this) if you factored in price differences into your calculations. There is quite a bit of difference between the prices of each weapon's standard variant and its racial equivalent variants. This could be the factor that is throwing off the balancing equation, and could be the reason why you guys have had such a hard time with balancing over the last two years. Assuming that this is a missing factor, it will cause an over buff roughly proportionate to the difference in price, the reverse is also true. Just a suggestion. There are other price related factor as well that should be taken into account. I can think of about a half dozen of the top of my head.
Similarly, the range of a weapon should also carry special limiting factors, as 4 out of 5 suit types do not poses the capability (speed) to make use of shorter ranged weapons, exp:
The breach AR is a really good medium range weapon and comparable in CQC. Now that this is the case we should see a dramatic fall off in the use of the std AR, but this may some what balance itself out due to the price difference between the two weapons. This should be watched closely.
{:)}{3GÇó>
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XxGhazbaranxX
Eternal Beings Dark Taboo
1778
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Posted - 2014.10.29 12:04:00 -
[186] - Quote
MINA Longstrike wrote:XxGhazbaranxX wrote:Rail tech is, by New Eden lore, supposed to be great at a distance and horrible in cqc. The nerf was needed to keep it in line. It was too good and was stepping into the roles of other weaponry that cannot fight from long ranges like the assault rifle. The nerf has turned it from a standard service weapon into what essentially amounts to a specialist weapon. You can look back in the thread to Ceej Mantis' post and Fox Gaden's reply.
Specialist weapons imply it can only do one thing and to that i sat you are right. This question should clear things up quite nicely. Can i kill efficiently with an assault rifle at 70+ meters? The answer is no. So then why must we assume that we ahould be able to kill efficiently with a rail rifle at less than say 20 or 30?
Plasma Cannon Advocate
Dust 514 Survivor
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
996
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Posted - 2014.10.29 13:53:00 -
[187] - Quote
I know - no one will listen to me. In any case: Increase the delay before shot is acceptable. Increasing kick are not acceptable, it is a heavy rifle, its purpose - to shoot far and accurately.
Please support fair play!
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MINA Longstrike
Kirjuun Heiian
1476
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Posted - 2014.10.29 14:02:00 -
[188] - Quote
XxGhazbaranxX wrote:MINA Longstrike wrote:XxGhazbaranxX wrote:Rail tech is, by New Eden lore, supposed to be great at a distance and horrible in cqc. The nerf was needed to keep it in line. It was too good and was stepping into the roles of other weaponry that cannot fight from long ranges like the assault rifle. The nerf has turned it from a standard service weapon into what essentially amounts to a specialist weapon. You can look back in the thread to Ceej Mantis' post and Fox Gaden's reply. Specialist weapons imply it can only do one thing and to that i sat you are right. This question should clear things up quite nicely. Can i kill efficiently with an assault rifle at 70+ meters? The answer is no. So then why must we assume that we ahould be able to kill efficiently with a rail rifle at less than say 20 or 30? Every rifle has is optimal and so they are specialized in that optimal role. Its not a bad thing. Players wanted variety; here it is. Each tech has its specialized role in the battlefield. Accept it. Its the way of New Eden.
You're making an intentional fallacy here with the statement that the rail rifle killed efficiently at short ranges - it didn't, it was one of the worst weapons for short range. just because it was capable of getting the job done didn't mean it was 'efficient' at it.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6815
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Posted - 2014.10.29 19:29:00 -
[189] - Quote
MINA Longstrike wrote:XxGhazbaranxX wrote:MINA Longstrike wrote:XxGhazbaranxX wrote:Rail tech is, by New Eden lore, supposed to be great at a distance and horrible in cqc. The nerf was needed to keep it in line. It was too good and was stepping into the roles of other weaponry that cannot fight from long ranges like the assault rifle. The nerf has turned it from a standard service weapon into what essentially amounts to a specialist weapon. You can look back in the thread to Ceej Mantis' post and Fox Gaden's reply. Specialist weapons imply it can only do one thing and to that i sat you are right. This question should clear things up quite nicely. Can i kill efficiently with an assault rifle at 70+ meters? The answer is no. So then why must we assume that we ahould be able to kill efficiently with a rail rifle at less than say 20 or 30? Every rifle has is optimal and so they are specialized in that optimal role. Its not a bad thing. Players wanted variety; here it is. Each tech has its specialized role in the battlefield. Accept it. Its the way of New Eden. You're making an intentional fallacy here with the statement that the rail rifle killed efficiently at short ranges - it didn't, it was one of the worst weapons for short range. just because it was capable of getting the job done didn't mean it was 'efficient' at it.
Do you have any evidence to back this up other than anecdotal evidence? Because that there is a logical fallacy as well.
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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MINA Longstrike
Kirjuun Heiian
1481
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Posted - 2014.10.29 19:36:00 -
[190] - Quote
^I'm working on getting that from rattati.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Gaius Calinus
Incarnation Soldiers
16
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Posted - 2014.10.29 20:01:00 -
[191] - Quote
NextDark Knight wrote:Still don't understand why you want to force people to use the ARR and your so hungry to do so you have to make the standard variant a specialty weapon.
That kick is jarring and leads to bad play experience.
Really, did everyone suck at the game so bad they couldn't handle the rail rifle?
Unfortunately, yes, there are a lot... Exactly all those who are that happy to see the RR finally nerfed... But these are also those who complain that nobody fights at the front-line and that they have to push forward all alone... No problem at all, NOW they will really fight alone when there is no open field
I can only repeat what Mina said before the RR was hit by the first nerf-bat: "It is NOT the RR, it's YOU!!" Short sentence but hits the point... o7
Sometimes it might be quite usefull to know what you want, it might become reality... Have fun Gallenteans while dying alone 70 m in front of us and you surely will We will take care of ourselves, as allways
BTW... The ARR is really great, but I won't use it only because some "heroes" want me to...
Hail Caldari !!
Hail to the Caldari State !!!
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Bradric Banewolf
D3ATH CARD RUST415
431
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Posted - 2014.10.29 20:10:00 -
[192] - Quote
DeathwindRising wrote:Bradric Banewolf wrote:NextDark Knight wrote:Still trying to understand why people keep saying killing with the RR is a No skill weapon?
Looks like about 5 million SP or so to me. Maybe it's the "no sharpshooter skill requirement, but it has a scope" part? Maybe the "scoped fully auto weapon" part? Maybe the "great at range and hipfire at 10 meters" part? Maybe the "damage from no where because there's barely a round trace" part? I'm just snowballing here bro don't mind me?! I'm an AV player after all, and "gun game" mechanics escapes me. The AR had a scope once... CCP took it off though.
Ya think lol?!!!
"Anybody order chaos?"
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NextDark Knight
Molon Labe. General Tso's Alliance
552
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Posted - 2014.10.29 20:40:00 -
[193] - Quote
Swarm launcher was also a dumb fire rocket launcher at one point as well.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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NextDark Knight
Molon Labe. General Tso's Alliance
552
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Posted - 2014.10.29 20:41:00 -
[194] - Quote
You could also CQC with the Forge Gun.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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NextDark Knight
Molon Labe. General Tso's Alliance
552
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Posted - 2014.10.29 20:42:00 -
[195] - Quote
So to sum up this things.. CCP Feels that the Rail Rifle is to popular so they are hitting it hard with the nerf bat. Nothing else matters besides that fact.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4331
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Posted - 2014.10.29 22:35:00 -
[196] - Quote
Jaysyn Larrisen wrote: John, I respect your opinion a lot....however the victory conditions of the game are for the most part dictated by closing to an objective, by definition bringing most of the fighting into CQC range. Makes no sense to put one racial line at such a clear disadvantage.
This really boils down to poor weapon design for then RR and ARR and there nerf/buffs associated are only symptoms of the problem.
Thank you. What you are saying is100% true. But then we are needing to have a different and much larger-reaching discussion, right?
Sticking to the subject of the OP, I think two key things to consider are this:
1) Nothing changed about the behavior of the weapon when ADS. Thus, it's primary purpose, to engage accurately at range, has also not changed. (For the most part... again, for the purposes of a streamlined discussion we have to exclude the peculiarities of a game where hipfire is entirely too good for most every weapon. You shouldn't realistically be able to hipfire someone from 80m).
2) The core of this whole thread comes down to whether or not you think the RR was "OK" or "way too good" in CQC. A large percentage of people, including the guy who has the most data and who's opinion matters the most, Rattati, say the latter. I tend to agree.
My personal opinion is that, particularly in it's original form, it had entirely too high a DPS and not nearly enough drawbacks to offset it's strengths. It is relatively quiet, It has no f*cking bullet trails (why it's the only rifle that doesn't simply boggles my mind to this day), and vastly superior range. I find myself saying "who the hell is shooting me" all the time because I can't see or hear anything.
Which would be fine if I knew that if I could get in close, and be the one to dictate the engagement, I would have as big an advantage and win the large majority of the time. This was not the case.
TL;DR It honestly just boils down to that simple concept: Someone using another rifle should have the same advantage in CQC as the RR does at range.
Now, if you would like to argue that there was a better way to do it, or that this was excessive, that too is a more easily debatable thing. However, the OP basically structured the argument on the premise that the RR was perfectly balanced and this was completely unnecessary. That it was actually more or less useless now, and also set up the CR as a straw man, conveniently disregarding that it was nerfed already and is being nerfed again. That's clearly either complete hyperbole or frankly a bunch of qq.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4332
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Posted - 2014.10.29 22:39:00 -
[197] - Quote
NextDark Knight wrote:So to sum up this things.. CCP Feels that the Rail Rifle is to popular so they are hitting it hard with the nerf bat. Nothing else matters besides that fact. I'd have to assume you are referring to Rattati's statment to the effect that the fine details are not as important because the rail rifle accounted for 50% of kills.
1 weapon accounting for essentially as many kills as all the others combined implies pretty strongly that it has a substantial advantage over the rest. If you have a more plausible explanation for that, I'd love to hear it.
(The godfather of tactical logistics)
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MINA Longstrike
Kirjuun Heiian
1481
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Posted - 2014.10.29 22:52:00 -
[198] - Quote
John Demonsbane wrote:NextDark Knight wrote:So to sum up this things.. CCP Feels that the Rail Rifle is to popular so they are hitting it hard with the nerf bat. Nothing else matters besides that fact. I'd have to assume you are referring to Rattati's statment to the effect that the fine details are not as important because the rail rifle accounted for 50% of kills. 1 weapon accounting for essentially as many kills as all the others combined implies pretty strongly that it has a substantial advantage over the rest. If you have a more plausible explanation for that, I'd love to hear it.
Not necessarily, there are plenty of other reasons that it could be used so much. My belief is that quite simply it does the best at the most common and most 'ideal' engagement ranges. Like on spine delta standing on the end of the bridge you can prettymuch shoot to either the point above you, or the other end of the bridge while still being in fairly good cover and without having to move a whole lot. Where other people have to try and cross a decent chunk of open ground to try to get to you.
Not because it's overperforming in CQC.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Imp Smash
Molon Labe. General Tso's Alliance
281
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Posted - 2014.10.30 00:48:00 -
[199] - Quote
CCP Rattati wrote:I hope it worked, because the numbers I was looking at today were worse than I thought, the RR has been OP for far too long, eluding me like a hobbit
Been saying this for SOOOOO long o.O
As far as all you RR defenders -- please consider the following:
CCP has confirmed that they know your KD/R aggregate data when using a certain weapon. (Ie. your Kd/r when your primary is a RR) CCP has confirmed they know at what ranges you kill and what your targets were holding as THEIR primaries. CCP gas confirmed that they know at what ranges you die and to which weapon at those ranges.
Example::
RRsploit007 kills with RR at 75 meters = x. K/DR is y. Z% of victims were CR users. Z2% of victims were AR users.
etc.
CCP Rattati wrote:...the numbers I was looking at today were worse than I thought, the RR has been OP for far too long...
Get ready to lose some K/DR fellas...don't worry you'll adapt. The rest of us had to when you picked up your RRs in the first place. |
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
51
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Posted - 2014.10.30 00:50:00 -
[200] - Quote
Ripley Riley wrote:Fox Gaden wrote:So they nerfed the Assault Rail Rifle too? No. ARR got a slight damage increase, clip size increase, and the spool-up time was not increased. It received the recoil nerf also, but it's still okay. |
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13941
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Posted - 2014.10.30 00:54:00 -
[201] - Quote
John Demonsbane wrote:NextDark Knight wrote:So to sum up this things.. CCP Feels that the Rail Rifle is to popular so they are hitting it hard with the nerf bat. Nothing else matters besides that fact. I'd have to assume you are referring to Rattati's statment to the effect that the fine details are not as important because the rail rifle accounted for 50% of kills. 1 weapon accounting for essentially as many kills as all the others combined implies pretty strongly that it has a substantial advantage over the rest. If you have a more plausible explanation for that, I'd love to hear it.
I feel like that is somewhat of a fallacy. In a competitive genre like FPS players don't necessarily gravitate to a weapon because it has a "significant" advantage they do some because a weapon has "an advantage" that being said that disparity could be anything from game breaking RoF to slight percentage more damage per round or some such nonsense.
Kind of feel like the nerf was heavy handed for watching clips of the game....not to say that it did not need some alterations like this....but perhaps not as great as this initial change.
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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Indy Strizer
Osmon Surveillance Caldari State
166
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Posted - 2014.10.30 01:39:00 -
[202] - Quote
I'm not liking the direction you guys are starting to go in... That is... homogenizing how rifles behave... Lowering the damage, lowering the charge time, reducing hip fire recoil...
The rail rifle is a unique weapon, it fills a unique role, it has unique handling characteristics. It's very existence adds depth to the game... It'd be a shame to water that down for the sake of letting a few players hell bent on using only caldari gear do that... I personally use all the weapons, but I prefer the shield tanking that caldari suits offer.
This reminds me of what I used to think of bolt pistols and assault rifles...
I remember I once asked who the hell makes assault rifles with such short range and try to convince you their hipfire dispersion is a selling point...? It's pretty much a glorified sub machine as far as I'm concerned so I feel for Gallente players because I've only started finding my AR usable recently... I always thought it should have a bit more range- doesn't have to be good, but just something...
But, in retrospect, it lowers the diversity and dynamism of the game...
Same thing with the bolt pistol... I carried it as a back up pocket magnum and would use it against heavies around corners. It was not working as a long range pistol, it was working as a high alpha sidearm. Thankfully I practiced using the ion pistol for that so it's not too bad and I'll just charge shot heavies around corners.
Although I wish we had a semi automatic light anti armor pistol, I'll have to settle for the SMG. To make the rail rifle fulfill that role would homogenize the game... To give the AR the same range would homogenize the game...
And we're all here because we're not interested in games that lack depth... I hear lots of players express contempt for the homogenized gameplay of other shooters... Let the Rail Rifle settle a bit, I'm sure Ratatti will tune it as he sees necessary.
This doesn't have to be all bad...
Players will be easier to kill when they're rushed on roof tops....
We may get a Caldari Assault bonus that players will actually care about... I mean, if everybody hear feels that the recoil + charge is what keeps a rail rifle user from assaulting, then why not change the caldari assault to achieve that and make it possible? Why not let the caldari assault bonus lower recoil and the charge time so people can... assault? I mean, boom, we kill two birds with one stone....
Although... I will miss rapid reload... I've always gravitated towards rapid reload, probably from playing as a logi in closed beta... :(
Honestly, it sounds like Caldari players would really love a breach combat rifle...
Maybe CCP could introduce a black market with "hacked racial weapons" so players could still use just one race's weapons if it's such a big deal. Just imagine a reverse engineered plasma cannon that the Amarr have created and such.... but, with their own amarrian quirks.
Or maybe a Caldari engineered scrambler rifle- all stainless steel with a big hefty battery on the side of it...
Hell, CCP could sell these variants as weapon skins and make tons of MOOLAH!
Anyways, I would say chill for now. |
Indy Strizer
Osmon Surveillance Caldari State
166
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Posted - 2014.10.30 01:42:00 -
[203] - Quote
Although I must confess.... I'm not using the rail rifle anymore personally. |
Ice Royal Glantix
Opus Arcana Covert Intervention
13
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Posted - 2014.10.30 02:05:00 -
[204] - Quote
MINA Longstrike wrote:John Demonsbane wrote:NextDark Knight wrote:So to sum up this things.. CCP Feels that the Rail Rifle is to popular so they are hitting it hard with the nerf bat. Nothing else matters besides that fact. I'd have to assume you are referring to Rattati's statment to the effect that the fine details are not as important because the rail rifle accounted for 50% of kills. 1 weapon accounting for essentially as many kills as all the others combined implies pretty strongly that it has a substantial advantage over the rest. If you have a more plausible explanation for that, I'd love to hear it. Not necessarily, there are plenty of other reasons that it could be used so much. My belief is that quite simply it does the best at the most common and most 'ideal' engagement ranges. Like on spine delta standing on the end of the bridge you can prettymuch shoot to either the point above you, or the other end of the bridge while still being in fairly good cover and without having to move a whole lot. Where other people have to try and cross a decent chunk of open ground to try to get to you. Not because it's overperforming in CQC.
So if the RR does the best at some of the most ideal engagement ranges, why complain about the nerf? If you say it wasn't over performing in CQC, then clearly you were using it in ADS situations most of the time, and a nerf to it's CQC abilities only gimps you a small percentage of the time.
Every weapon needs to have it's weakness. If you can point out a different weakness the rail rifle has then be my guest, but as of right now the only one I can think of is its CQC ability; and, before you say that it was not good in CQC before, the rail rifle before this change was nearly as good in CQC as the AR, but with an optimal range 20-30 meters farther than the AR the minor difference in CQC abilities was not enough to offset the advantage it has.
"Don't be dead; be happy!"
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John Demonsbane
Unorganized Ninja Infantry Tactics
4334
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Posted - 2014.10.30 02:06:00 -
[205] - Quote
True Adamance wrote:John Demonsbane wrote:NextDark Knight wrote:So to sum up this things.. CCP Feels that the Rail Rifle is to popular so they are hitting it hard with the nerf bat. Nothing else matters besides that fact. I'd have to assume you are referring to Rattati's statment to the effect that the fine details are not as important because the rail rifle accounted for 50% of kills. 1 weapon accounting for essentially as many kills as all the others combined implies pretty strongly that it has a substantial advantage over the rest. If you have a more plausible explanation for that, I'd love to hear it. I feel like that is somewhat of a fallacy. In a competitive genre like FPS players don't necessarily gravitate to a weapon because it has a "significant" advantage they do some because a weapon has "an advantage" that being said that disparity could be anything from game breaking RoF to slight percentage more damage per round or some such nonsense. Kind of feel like the nerf was heavy handed for watching clips of the game....not to say that it did not need some alterations like this....but perhaps not as great as this initial change.
And that's quite possibly true. Nobody ever accused CCP of being overly subtle about things.
On the flip side, though, I think NextDark's statement that "well, it's just popular so they want to nerf it" is probably the biggest fallacy in the history of the Dust forums. CCP does a lot of things, but nerfing weapons based on forum QQ and nothing else is not one of them.
(The godfather of tactical logistics)
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TheD1CK
Dead Man's Game RUST415
1413
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Posted - 2014.10.30 10:34:00 -
[206] - Quote
It's barely nerfed ... you scrubs OMG I need a tissue I can't spam hipfire and auto-track someones head If your in a situation where enemies will be -30m in front of you.... don't use a Rail Rifle Or if your an insistent **** you could use the Assault variant...
I've been having fun in CQC with my hipfire Rail Rifle, it kicks like a mule But can be used to put someone down if your quick about it, and has a new bonus ''Shoot for the Stars'' I find it hilarious to hipfire a few seconds then be aiming at the sky lol
Overall, no complaints it functions well and has lost it's CQC edge.
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Mortishai Belmont
G.L.O.R.Y Dark Taboo
232
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Posted - 2014.10.30 10:39:00 -
[207] - Quote
It's about time they stabbed the rail rifle in the heart, hate that thing D;
G.L.O.R.Y solider,
Master of the Heavy (Amarr & Gallente)
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Fox Gaden
Immortal Guides
4779
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Posted - 2014.10.30 11:08:00 -
[208] - Quote
What the Fox says: about RR hip fire
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Cat Merc
Onslaught Inc RISE of LEGION
12871
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Posted - 2014.10.30 11:57:00 -
[209] - Quote
So umm... You have a problem with having to switch weapons when you change engagement range?
You do realize it's worse for short range weapons, right? There is no sidearm with more range than my AR.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Evolution-7
The Rainbow Effect
668
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Posted - 2014.10.30 12:06:00 -
[210] - Quote
CCP Rattati wrote:I hope it worked, because the numbers I was looking at today were worse than I thought, the RR has been OP for far too long, eluding me like a hobbit
What type of justification is that?
YOUR ALL A BUNCH OF FUCKING CRYBABIES
AND THE DEVS?....
completely worse.
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