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Thread Statistics | Show CCP posts - 2 post(s) |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2063
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Posted - 2014.10.28 22:35:00 -
[1] - Quote
We talked here about buffing the ARR to make it a viable CQC option for Caldari purists and RR users. Along with the RR nerfs, the ARR also received a nerf to its hipfire kick, making it very unwieldy in CQC where it is supposed to shine. I request that it have its hipfire kick reduced; I'd give a number but I don't know how to calculate kick like one can do with DPS. In any case, a hipfire kick reduction should be had.
Reasoning: the ARR sacrifices range (ideally) in order to improve its ability in CQC. Hipfire is a major part of CQC fights, ADS simply reduces your speed too much. The current kick makes CQC performance far worse than the other rifles.
1. The ARR even with the damage buffs still has the lowest DPS of the assault variants; compare the ARR with a DPS of 420 to the ACR at 435.6 DPS and the AR at 453.2 DPS. This is as it should be as said in the linked thread.
2. The large kick the ARR has means that applying that lower DPS is harder than the higher DPS rifles who have substantially less kick.
The ARR should have less kick in order to have it's DPS easier to apply, which is what the other assaults are good at. Note the kick difference between the CR (assuming you spam the trigger) and the ACR, the ScR and the AScR, and any given AR variant and the base AR. The assault variant has less kick by a significant margin, making it easier to apply its DPS within its optimal.
As I side note, I still request the ARR receives a range reduction as well to 60m. This will limit its ability to project damage over distance, which the assault variants all struggle to do with lower optimals. The ARR should be no exception. Inside 60m, the ARR should perform relatively well, and have reduced hipfire kick in order to improve its CQC ability. Beyond 60m, its dropoff should limit its potential damage and the base RR should be a better option.
Proof that Rattati/CCP do listen to the playerbase.
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Sequal Rise
Les Desanusseurs
135
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Posted - 2014.10.28 23:26:00 -
[2] - Quote
+1 to every arguments of the OP. Bring back the old kick to the ARR and reduce its range to 60-65m !
Sorry for my bad english.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2065
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Posted - 2014.10.28 23:33:00 -
[3] - Quote
I think 60m is the sweet spot. It should be significantly shorter than the base RR but longer than the other assault variants.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2069
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Posted - 2014.10.29 17:15:00 -
[4] - Quote
Bump.
Proof that Rattati/CCP do listen to the playerbase.
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TRULY ELITE
WarRavens Capital Punishment.
69
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Posted - 2014.10.29 17:18:00 -
[5] - Quote
I think when they added the hipfire kick to the normal RailRifle, they accidentally added it to the ARR. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2069
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Posted - 2014.10.29 17:22:00 -
[6] - Quote
TRULY ELITE wrote:I think when they added the hipfire kick to the normal RailRifle, they accidentally added it to the ARR. If this is the case, I would have it fixed ASAP. I want to be able to engage in close quarters with my Calmanndo and use the ARR with the new changes.
Proof that Rattati/CCP do listen to the playerbase.
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NextDark Knight
Molon Labe. General Tso's Alliance
552
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Posted - 2014.10.30 01:47:00 -
[7] - Quote
Why.. I been told by everyone how great the ARR works now in CQC. So your telling me they all lied and where just trolling?
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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THE-PIMP-NAMED-SLICKBACK
Direct Action Resources
225
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Posted - 2014.10.30 01:59:00 -
[8] - Quote
NextDark Knight wrote:Why.. I been told by everyone how great the ARR works now in CQC. So your telling me they all lied and where just trolling?
Have you even tried it for yourself? It's like your clone is firing that thing with one arm kicking like a mule.
Planetside 2
Eventually
Eh
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
51
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Posted - 2014.10.30 04:03:00 -
[9] - Quote
All the rail rifles are fine now. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2086
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Posted - 2014.10.30 06:53:00 -
[10] - Quote
Rattati said he'd check on the ARR kick. I think it was an accident that it got increased. Hallelujah!
Proof that Rattati/CCP do listen to the playerbase.
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Songs of Seraphim
Murphys-Law
12
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Posted - 2014.10.30 07:45:00 -
[11] - Quote
Wait, is it fixed now?? Dammit! I won't be back until the 5th to test it!!! Dammit. :(
The kick was unbearable for the ARR. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2086
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Posted - 2014.10.30 08:11:00 -
[12] - Quote
Songs of Seraphim wrote:Wait, is it fixed now?? Dammit! I won't be back until the 5th to test it!!! Dammit. :(
The kick was unbearable for the ARR. Not yet. I'm guessing during a downtime in the near future.
Proof that Rattati/CCP do listen to the playerbase.
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Songs of Seraphim
Murphys-Law
16
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Posted - 2014.10.30 08:16:00 -
[13] - Quote
Alena Ventrallis wrote:Songs of Seraphim wrote:Wait, is it fixed now?? Dammit! I won't be back until the 5th to test it!!! Dammit. :(
The kick was unbearable for the ARR. Not yet. I'm guessing during a downtime in the near future.
And here I was, ready to bail my flight. XD
Well, since I won't be on for a week, I'll stick to getting my info from the forum and casually stalk your posts.
I mean, observe your updates... yeah... |
Leadfoot10
Molon Labe. General Tso's Alliance
1911
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Posted - 2014.10.30 08:18:00 -
[14] - Quote
Here's my post to the offical rifle feedback thread...
With apologies to the Asia players on my team for whom I was no help, I played around a bit more between PCs and queue-syncing FW tonight....
Conclusion: The ARR kick is different from the RR kick -- less vertical and more side to side. Making it even harder to control in CQC in relation.
My test was as follows:
Take ARR, aim at a spot on a wall, rip through entire clip of 58 rounds with hipfire, note where cursor landed. Repeat with RR clip of 42 rounds. Repeat with BrAR clip of 36 rounds. Repeat with AR clip of 60 rounds. Repeat with CR clip of 54 rounds. (basic combat rifle) Repeat with ACR clip of 54 rounds (AUR BK-42 ACR).
I did all this with proto versions of the weapons (except the CR as noted above) and repeated the tests a few times as kick has some random elements to it.
Here's what I found:
The RR kicked to vertical (about 120 degrees total, and I actually had to aim down in order to measure it). The kick was mostly vertical but had some small, random left to right kick (a few degrees). The ARR kicked to about 45 to 60 degrees, less than the RR. However, the kick was much more side-to-side than the RR, often going 15 or more degrees off target. (note this is MUCH more difficult to correct for as it's also seemingly random left or right versus the mostly-vertical and much-more-predictible kick of the RR -- I suspect that's why this weapon preforms as poorly as it does in CQC and is not widely used) The BrAr kicked about half the height of its hipfire dispersion (less than 5 degrees) and about the same left to right. The AR kicked about the height of its hipifire dispersion (about 5 degrees) and about half of that little left to right. The CR had about five pixels of rise (rapid button pushing was required and total rise was a degree or two), and a pixel or two of left to right. The ACR had about five pixels of rise (same as CR) and the same left-to-right.
I think I finally understand why rifle CQC is dominated by the CR in PC, why I've preferred the BrAR since I picked it up a few weeks ago, and why the RR is so hard to control after a few shots. I was also a bit surprised to find the kick of the ARR even worse than the RR once I tested it and used it for a few rounds focusing on CQC encounters. ADS it's the same as it always was, but wow, the ARR may be even worse than the RR in terms of ability to put DPS on a target in CQC without stopping shooting for a third or a half of a second and allowing the gun to settle. That side to side kick is in random directions and very difficult to react to. No wonder I was the only one using it. lol
I think I'm going to finally bite the bullet and add a CR to my proto rifle collection once I receive the sidearm event points. Even the basic one rocks if you time the bursts. Kind of reminded me of the Burst AR from way back.... |
Songs of Seraphim
Murphys-Law
17
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Posted - 2014.10.30 08:40:00 -
[15] - Quote
You know what Leadfoot? I was thinking of doing the same...
I can still use the Rail Rifle in close quarters, but I have to constantly shift the gun with the right analog stick along with my strafing... And using the Assault Rail Rifle as it is right now, that kick is much more pronounced... I don't like using the Rail Rifle in cqc, but scouts sneaking up on you are a thing...
No use in beating a dead horse. You adapt and learn. |
Leadfoot10
Molon Labe. General Tso's Alliance
1913
|
Posted - 2014.10.30 15:55:00 -
[16] - Quote
Songs of Seraphim wrote:You know what Leadfoot? I was thinking of doing the same...
I can still use the Rail Rifle in close quarters, but I have to constantly shift the gun with the right analog stick along with my strafing... And using the Assault Rail Rifle as it is right now, that kick is much more pronounced... I don't like using the Rail Rifle in cqc, but scouts sneaking up on you are a thing...
No use in beating a dead horse. You adapt and learn.
Yeah, I already did adapt and learn. The hard way -- learning by getting pounded in PC. Adapting by going away from the RR in PC a while ago and back to the BrAR....after dying in most CQC situations to CR./AR users I couldn't hit with the RR or ARR, along with shotgunners that seemingly danced between my bullets while having to control the kick and deal with the hipfire dispersion.
I just could not bite my tongue after playing around with the weapons post-hipfire-kick nerf and not understanding how far and away the worst CQC rifle was in need of further CQC nerf...not because its K/S was that out of line(it's not, look at the graph!), or that it was superior in CQC (it obviously was not) but rather simply because it's used by the majority of rifle users (it is clearly). |
Leadfoot10
Molon Labe. General Tso's Alliance
1913
|
Posted - 2014.10.30 16:10:00 -
[17] - Quote
NextDark Knight wrote:Why.. I been told by everyone how great the ARR works now in CQC. So your telling me they all lied and where just trolling?
They were lying. It was the worst CQC rifle before the nerf, and after the first few bullets it kicks so much that it borders on unusable in CQC now.
However, both the RR and ARR wreck face at range in ADS (the RR moreso than the ARR, because of increased ADS dispersion buildup), and the maps set up such that you can get people out in the open where they cannot fire back. As a result, it became the most popular rifle rather than one that was particularly overpowered in relation to other rifles (as data Rattati shared here clearly indicate).
This shift from the RR to CR (and AR) happened some time ago in PC, but after reviewing the pub data Ratatti shared, it's clearly not happened in pubs yet, where the RR far and away outnumbers the other rifles. I wonder why something that was so obvious to PC players hasn't yet worked its way down to pub data, where PC players only really use the RR to camp up high with and it's at best the 4th most popular light weapon now (behind the SG, CR, and even, I suspect, the much-maligned AR). |
Songs of Seraphim
Murphys-Law
26
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Posted - 2014.10.30 16:41:00 -
[18] - Quote
Leadfoot10 wrote:Songs of Seraphim wrote:You know what Leadfoot? I was thinking of doing the same...
I can still use the Rail Rifle in close quarters, but I have to constantly shift the gun with the right analog stick along with my strafing... And using the Assault Rail Rifle as it is right now, that kick is much more pronounced... I don't like using the Rail Rifle in cqc, but scouts sneaking up on you are a thing...
No use in beating a dead horse. You adapt and learn. Yeah, I already did adapt and learn. The hard way -- learning by getting pounded in PC. Adapting by going away from the ARR/RR in PC a while ago and back to the BrAR....after dying in most CQC situations to CR./AR users I couldn't hit with the RR or ARR, along with shotgunners that seemingly danced between my bullets while having to control the kick and deal with the hipfire dispersion. I just could not bite my tongue after playing around with the weapons post-hipfire-kick nerf and not understanding how far and away the worst CQC rifle was in need of further CQC nerf...not because its K/S was that out of line (it's not, look at the graph!), or that it was superior in CQC (it obviously was already the worst), but rather simply because it's used by the majority of rifle users (it is clearly).
That is actually the same experience I had. But I'm not one to rage and give up. So I kept trying. If I was on home point in PC, nothing got by me since I was a good distance away from the point and using ADS on the Rail Rifle. Every now and then a scout would try and ruin that, but I usually danced with them for a while using an SMG, then finish them off with the Rail Rifle.
If I was in a city fight, I admit I had a more difficult time, yet I could still win a 1v1 against a scout or heavy BEFORE the nerf.
Now... I got the jump on a heavy... I could not land any hits, switched to my SMG, couldn't deal enough damage, I tried the Rail again, only for the heavy to leave victorious with a small bit of health. THAT was quite embarrassing since I had the drop on him only to unable to land the shots on the Rail Rifle...
Did this a few times. With scouts... It was much, much worse.
So I made the switch to the CreoDron Burst Asaault Rifle. I'm not too fond of it... It wrecks scouts, but I've always had a more arduous time handling heavies in my assault or logistics suit.
So unfortunately, I'm going to skill into Combat Rifles since it was a greater choice in PC for a while, now with the Rail Rifle's hindered ability to apply any damage in close quarters, it would be foolish not to skill into CRs. They're a greater choice now more than ever. |
Leadfoot10
Molon Labe. General Tso's Alliance
1917
|
Posted - 2014.10.30 17:43:00 -
[19] - Quote
Songs of Seraphim wrote:Leadfoot10 wrote:Songs of Seraphim wrote:You know what Leadfoot? I was thinking of doing the same...
I can still use the Rail Rifle in close quarters, but I have to constantly shift the gun with the right analog stick along with my strafing... And using the Assault Rail Rifle as it is right now, that kick is much more pronounced... I don't like using the Rail Rifle in cqc, but scouts sneaking up on you are a thing...
No use in beating a dead horse. You adapt and learn. Yeah, I already did adapt and learn. The hard way -- learning by getting pounded in PC. Adapting by going away from the ARR/RR in PC a while ago and back to the BrAR....after dying in most CQC situations to CR./AR users I couldn't hit with the RR or ARR, along with shotgunners that seemingly danced between my bullets while having to control the kick and deal with the hipfire dispersion. I just could not bite my tongue after playing around with the weapons post-hipfire-kick nerf and not understanding how far and away the worst CQC rifle was in need of further CQC nerf...not because its K/S was that out of line (it's not, look at the graph!), or that it was superior in CQC (it obviously was already the worst), but rather simply because it's used by the majority of rifle users (it is clearly). That is actually the same experience I had. But I'm not one to rage and give up. So I kept trying. If I was on home point in PC, nothing got by me since I was a good distance away from the point and using ADS on the Rail Rifle. Every now and then a scout would try and ruin that, but I usually danced with them for a while using an SMG, then finish them off with the Rail Rifle. If I was in a city fight, I admit I had a more difficult time, yet I could still win a 1v1 against a scout or heavy BEFORE the nerf. Now... I got the jump on a heavy... I could not land any hits, switched to my SMG, couldn't deal enough damage, I tried the Rail again, only for the heavy to leave victorious with a small bit of health. THAT was quite embarrassing since I had the drop on him only to unable to land the shots on the Rail Rifle... Did this a few times. With scouts... It was much, much worse. So I made the switch to the CreoDron Burst Asaault Rifle. I'm not too fond of it... It wrecks scouts, but I've always had a more arduous time handling heavies in my assault or logistics suit. So unfortunately, I'm going to skill into Combat Rifles since it was a greater choice in PC for a while, now with the Rail Rifle's hindered ability to apply any damage in close quarters, it would be foolish not to skill into CRs. They're a greater choice now more than ever.
Thank you for this post, I was beginning to think it was me.
TBH, the complete dominance of the CR in PC was one of the reasons I never skilled into it -- as I expected it to get hit hard with the nerf bat. Having felt the pain of having weapons/suits become ineffective overnight, I was a bit gunshy. Like you, I fell back to the old trusty AR (BrAR, actually) because of the complete ineffectiveness of the RR/ARR in CQC situations (which you cannot avoid at the higher levels) and the relative levels of damage even the best sidearms does versus a CR, AR, or SG user, much less the heavies. |
Songs of Seraphim
Murphys-Law
27
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Posted - 2014.10.30 18:15:00 -
[20] - Quote
Leadfoot10 wrote:Songs of Seraphim wrote:Leadfoot10 wrote:Songs of Seraphim wrote:You know what Leadfoot? I was thinking of doing the same...
I can still use the Rail Rifle in close quarters, but I have to constantly shift the gun with the right analog stick along with my strafing... And using the Assault Rail Rifle as it is right now, that kick is much more pronounced... I don't like using the Rail Rifle in cqc, but scouts sneaking up on you are a thing...
No use in beating a dead horse. You adapt and learn. Yeah, I already did adapt and learn. The hard way -- learning by getting pounded in PC. Adapting by going away from the ARR/RR in PC a while ago and back to the BrAR....after dying in most CQC situations to CR./AR users I couldn't hit with the RR or ARR, along with shotgunners that seemingly danced between my bullets while having to control the kick and deal with the hipfire dispersion. I just could not bite my tongue after playing around with the weapons post-hipfire-kick nerf and not understanding how far and away the worst CQC rifle was in need of further CQC nerf...not because its K/S was that out of line (it's not, look at the graph!), or that it was superior in CQC (it obviously was already the worst), but rather simply because it's used by the majority of rifle users (it is clearly). That is actually the same experience I had. But I'm not one to rage and give up. So I kept trying. If I was on home point in PC, nothing got by me since I was a good distance away from the point and using ADS on the Rail Rifle. Every now and then a scout would try and ruin that, but I usually danced with them for a while using an SMG, then finish them off with the Rail Rifle. If I was in a city fight, I admit I had a more difficult time, yet I could still win a 1v1 against a scout or heavy BEFORE the nerf. Now... I got the jump on a heavy... I could not land any hits, switched to my SMG, couldn't deal enough damage, I tried the Rail again, only for the heavy to leave victorious with a small bit of health. THAT was quite embarrassing since I had the drop on him only to unable to land the shots on the Rail Rifle... Did this a few times. With scouts... It was much, much worse. So I made the switch to the CreoDron Burst Asaault Rifle. I'm not too fond of it... It wrecks scouts, but I've always had a more arduous time handling heavies in my assault or logistics suit. So unfortunately, I'm going to skill into Combat Rifles since it was a greater choice in PC for a while, now with the Rail Rifle's hindered ability to apply any damage in close quarters, it would be foolish not to skill into CRs. They're a greater choice now more than ever. Thank you for this post, I was beginning to think it was me...as there are only a few crying foul over this. TBH, the complete dominance of the CR in PC was one of the reasons I never skilled into it -- as I expected it to get hit hard with the nerf bat. Having felt the pain of having weapons/suits become ineffective overnight, I was a bit gunshy. Like you, I fell back to the old trusty AR (BrAR, actually) because of the complete ineffectiveness of the RR/ARR in CQC situations (which you cannot avoid at the higher levels) and the relative levels of damage even the best sidearms does versus a CR, AR, or SG user, much less the heavies (which I, frankly, expect to die to if I'm dumb enough to engage 1:1 in PCs) -- you simply die if you wield a RR anywhere someone can engage you in CQC....and with the most recent hipfire kick nerf, the worst CQC rifle is now, quite literally, 4x worse.
No, it's not just you, man... I know exactly how you feel. And that's the exact reason why I was reluctant to skill into Combat Rifles...
Only a few people are actually vocal about the issue, but most people want it nerfed to the ground...
I never understood the hate towards the Rail Rifle... It never did much against me since I make sure I have enough shields and shield regen. As for the Combat Rifle... I was always dreading coming across this before the change in damage profile for projectiles. Even now, it's still pretty brutal to go up against. |
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CCP Rattati
C C P C C P Alliance
9792
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Posted - 2014.10.31 02:31:00 -
[21] - Quote
After studying the comments, the next course of action is to first of all do what was intended. Something in the hierarchical structure didn't work as intended, so ARR kick went up and charge was to be increased on the RR. So next available balance pass will
reduce RR kick a little - based on feedback reduce ARR kick considerably - based on original intent increase charge up on RR - based on original intent
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Joseph Ridgeson
WarRavens Capital Punishment.
2261
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Posted - 2014.10.31 02:33:00 -
[22] - Quote
CCP Rattati wrote:After studying the comments, the next course of action is to first of all do what was intended. Something in the hierarchical structure didn't work as intended, so ARR kick went up and charge was to be increased on the RR. So next available balance pass will
reduce RR kick a little - based on feedback reduce ARR kick considerably - based on original intent increase charge up on RR - based on original intent Even more Charge on RR? Yeesh, careful not to Salami Tactics it into oblivion. That is my only real worry.
Would love Standard Quality variants on weapons. I love the ARR but I hate that I have to use at least Advanced.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Songs of Seraphim
Murphys-Law
28
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Posted - 2014.10.31 02:43:00 -
[23] - Quote
CCP Rattati wrote:After studying the comments, the next course of action is to first of all do what was intended. Something in the hierarchical structure didn't work as intended, so ARR kick went up and charge was to be increased on the RR. So next available balance pass will
reduce RR kick a little - based on feedback reduce ARR kick considerably - based on original intent increase charge up on RR - based on original intent
That's all we ever wanted. ;~;
You really know how to make a grown man cry, Rattati.
A few questions: How much are you reducing the kick to the base Rail Rifle in comparison to the stats before the balance hotfix? Since, from what I've heard and played with, right now it's quadrupled. I'm not against balancing the Rail Rifle, but it should still be usable in close quarters as a last resort, not as a primary means of attack. I'm all for the 0.5 charge-up time if it has a slightly increased kick from the Rail Rifle a week ago.
As for the Assault Rail Rifle, would it be reduced kick from what it is at the moment? Or before the balance hotfix? I would more than love for it to be usable as a primary weapon in city, urban maps where hip fire will most likely take place.
And thank you so much for listening to the feedback.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2093
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Posted - 2014.10.31 04:07:00 -
[24] - Quote
CCP Rattati wrote:After studying the comments, the next course of action is to first of all do what was intended. Something in the hierarchical structure didn't work as intended, so ARR kick went up and charge was to be increased on the RR. So next available balance pass will
reduce RR kick a little - based on feedback reduce ARR kick considerably - based on original intent increase charge up on RR - based on original intent Rattati, truly I am glad to hear this. Your willingness to work with the community is deeply appreciated.
I hate to be so needy, but I ask one more thing for the ARR... Can we increase the reserve ammo? Currently it is the same as the base RR, and with the higher magazine size and faster rate of fire means I'm burning through ammo like wildfire. As it stands, the base RR has 252 total ammo, for 6 magazines (1 in the weapon, 5 magazines in reserve) In this light, I request that the total ammo for the ARR be increased to 348. This is 58 in the magazine and 5 magazines in reserve.
Again, thank you for all your work and for listening to the community.
Proof that Rattati/CCP do listen to the playerbase.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
625
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Posted - 2014.10.31 07:34:00 -
[25] - Quote
CCP Rattati wrote:After studying the comments, the next course of action is to first of all do what was intended. Something in the hierarchical structure didn't work as intended, so ARR kick went up and charge was to be increased on the RR. So next available balance pass will
reduce RR kick a little - based on feedback reduce ARR kick considerably - based on original intent increase charge up on RR - based on original intent
do you mean reduced RR kick while in ADS? |
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CCP Rattati
C C P C C P Alliance
9832
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Posted - 2014.10.31 08:38:00 -
[26] - Quote
DeathwindRising wrote:CCP Rattati wrote:After studying the comments, the next course of action is to first of all do what was intended. Something in the hierarchical structure didn't work as intended, so ARR kick went up and charge was to be increased on the RR. So next available balance pass will
reduce RR kick a little - based on feedback reduce ARR kick considerably - based on original intent increase charge up on RR - based on original intent do you mean reduced RR kick while in ADS?
lol no, pulling back on the hipfire increase a little, maybe. Depends on the numbers.
"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
4248
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Posted - 2014.10.31 09:08:00 -
[27] - Quote
Rail rifle still performs decently.
Haven't used the ARR.
Can you normalize the prices for weapons?
Bluntly the bastard coussins of standard weapon models shouldn't cost an arm and a leg for similar overall performance.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
625
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Posted - 2014.10.31 11:09:00 -
[28] - Quote
Breakin Stuff wrote:Rail rifle still performs decently.
Haven't used the ARR.
Can you normalize the prices for weapons?
Bluntly the bastard coussins of standard weapon models shouldn't cost an arm and a leg for similar overall performance.
ARR is nice. will be better when the hip fire is returned. plus i have a feeling that the increased charge up on RR may be the final nail for me. i hope not though |
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