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Leadfoot10
Molon Labe. General Tso's Alliance
1868
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Posted - 2014.10.28 22:49:00 -
[1] - Quote
Gav and Tim get it.
The RR was already irrelevant before this nerf.
If the RR was overused before, after this nerf and respecs, it will certaily no longer remain so. |
Leadfoot10
Molon Labe. General Tso's Alliance
1868
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Posted - 2014.10.28 22:52:00 -
[2] - Quote
What you completely missed is it's already better when compared to the RR (outside the far end of its range), and it was so even before this nerf. |
Leadfoot10
Molon Labe. General Tso's Alliance
1868
|
Posted - 2014.10.28 22:56:00 -
[3] - Quote
Alena Ventrallis wrote:The issue at hand is the hipfire kick on the ARR being so high that it suffers in cqc where it is supposed to shine.
Indeed, this has always been the shortcoming of the ARR.
At least they gave it a bit of a hipfire accuracy and damage buff. TBH, I didn't notice any difference.
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Leadfoot10
Molon Labe. General Tso's Alliance
1868
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Posted - 2014.10.28 22:58:00 -
[4] - Quote
Buwaro Draemon wrote:I don't want that rifle to reign supreme again because bringing back those days would be horrible.
IMO, along with the boundless CR, it already does.
Not sure what substantive change to the CR that today's update made (I heard hipfire dispersion nerf), but I believe the BrAR was untouched.
Which is cool, as I (and others) have been using it for a while now.
Still can't get over the changes to the RR today, or our differing viewpoint on them....
Hell, I never even used the regular RR any more except in the situation where I needed to get at someone at the edge of its range, but now it's so ridiculously bad in CQC (at least to my eyes/hands) I think I'm honestly better off going straight to a sidearm (and dying a second later to one of the other rifles when I can't out DPS him).
But I have to play around some more..... Don't want to jump to any premature conclusions.... |
Leadfoot10
Molon Labe. General Tso's Alliance
1868
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Posted - 2014.10.28 23:13:00 -
[5] - Quote
This isn't Eve, boyo. |
Leadfoot10
Molon Labe. General Tso's Alliance
1868
|
Posted - 2014.10.28 23:18:00 -
[6] - Quote
The dynamics that work in a third person RTS game are quite different from those that work in first person shooters. |
Leadfoot10
Molon Labe. General Tso's Alliance
1868
|
Posted - 2014.10.28 23:23:00 -
[7] - Quote
Agreed.
But the impact of a weapon at close range in Eve is quite different from what happens in the same situation in Dust.
I suppose there's always a sidearm. |
Leadfoot10
Molon Labe. General Tso's Alliance
1868
|
Posted - 2014.10.28 23:26:00 -
[8] - Quote
Buwaro Draemon wrote:Leadfoot10 wrote:Yeah, I get that we're in the same universe.
What I'm saying is this:
The dynamics that work in a third person RTS game are quite different from those that work in first person shooters.
With respect to the question at hand, you can't make a comparison to high-level Eve lore and extend that to nerfing the RR in CQC.
Well I guess you can, but that doesn't mean it will work out.
We'll see how this one works out, I suppose.... Okay. You have everything confused. Eve is not an RTS game. Just because it's a point and click doesn't make it an RTS game. And the races and technology are the same between Eve and Dust. So the same lore should apply. Gallente: Close range, fast and armor repper tankers Caldari: Long range and Shield tankers Amarr: Slow but extreme armor tankers. Deadly when together. Minmatar: Dual tankers or whatever you want them to be.
I get it, I really do.
But what we call Eve is immaterial, as you cannot argue it is a first person shooter.
To compare the dynamics of the games is laughable.
But of course the same lore applies.
The applicable question, and the one at hand, is how to apply this lore and still make the weapon viable, as I would contend this latest nerf has gone too far....at least if my first five matches are any indication.
Nobody has denied the lore applies. The question is how to apply it...and have a game that has some balance while integrating the lore. |
Leadfoot10
Molon Labe. General Tso's Alliance
1868
|
Posted - 2014.10.28 23:34:00 -
[9] - Quote
postapo wastelander wrote:Leadfoot10 wrote:Yeah, I get that we're in the same universe.
What I'm saying is this:
The dynamics that work in a third person RTS game are quite different from those that work in first person shooters.
With respect to the question at hand, you can't make a comparison to high-level Eve lore and extend that to nerfing the RR in CQC.
Well I guess you can, but that doesn't mean it will work out.
And we'll see how this one works out, I suppose....and I do believe that Rattati will get it right. C'mon boyo i tried that and that weapon is fine, honestly nobody even ambushed me through whole game CQC style. RR is fine and honestly it was never made like AR for medium2close range. If you run for that use CB or AR (GLU is awesome) Or ARR
If nobody ambushed you in CQC, how can you say anything about the nerf?
It was already weakest in CQC before the nerf. It's far and away worse today.
I already use the AR and scrambler pistols in CQC, and I assure you I've used the ARR more than you or anyone else in this thread.
Frankly, the recent change won't do a single thing to my playstyle.
I feel for those who were using the weapon before.
I guess the numbers will tell.....but the proto RR is virtually useless now in CQC against any competent opponent.
Someone just mentioned to me in squad chat that the lower level RRs kick less. I'm going to play some more after this PC. |
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