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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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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2065
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Posted - 2014.10.28 23:33:00 -
[2] - 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 -
[3] - Quote
Bump.
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 17:22:00 -
[4] - 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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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2086
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Posted - 2014.10.30 06:53:00 -
[5] - 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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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2086
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Posted - 2014.10.30 08:11:00 -
[6] - 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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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2093
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Posted - 2014.10.31 04:07:00 -
[7] - 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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