|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Leadfoot10
Molon Labe. General Tso's Alliance
1883
|
Posted - 2014.10.29 17:43:00 -
[1] - Quote
Although I disagree with this particular nerf for the reason outlined by the OP, it's working as intended, apparently.
See this thread for details:
https://forums.dust514.com/default.aspx?g=posts&t=178946&find=unread
And before someone suggests I'm crying about a lost crutch, I use the RR probably 1 out of 50 pub suits and practically never in PC (where it was virtually obsolete long ago).
For those of you struggling with the increased ineffectiveness of the RR in CQC, I suggest you either get a more balanced ADS/hipfire weapon (i.e. anything other than a RR or LR), or become good with a sidearm. |
Leadfoot10
Molon Labe. General Tso's Alliance
1885
|
Posted - 2014.10.29 18:01:00 -
[2] - Quote
hails8n wrote:So if it was a nerf based on kdr like the ads nerf why did the arr get hipfire nerf. All i ever used that thing for was hipfire.
It appears as if the numbers Ratatti looked at, which were primarily kill/spawn and overall use, dictated that something be done. Ratatti chose hipfire dispersion and kick as that something.
See the thread I linked in post #13 above for a more detailed justification including lots of data and graphs. |
Leadfoot10
Molon Labe. General Tso's Alliance
1885
|
Posted - 2014.10.29 18:02:00 -
[3] - Quote
Apothecary Za'ki wrote:hails8n wrote:Its flying out of my hands every time i try to hipfire. The assault version too. it got "balanced" like 1-2 days ago
It got balanced yesterday at downtime, and your client was updated upon a subsequent logon.
And, FWIW, the ARR actually got a bit of a buff, and no nerfs to hipfire kick or dispersion. Personally, I didn't notice any difference in the ARR, which I've used extensively since its introduction. |
Leadfoot10
Molon Labe. General Tso's Alliance
1887
|
Posted - 2014.10.29 19:09:00 -
[4] - Quote
Alena Ventrallis wrote:Cat Merc wrote:hails8n wrote:Leadfoot10 wrote:
It got balanced yesterday at downtime, and your client was updated upon a subsequent logon.
And, FWIW, the ARR actually got a bit of a buff, and no nerfs to hipfire kick or dispersion. Personally, I didn't notice any difference in the ARR, which I've used extensively since its introduction.
It got not buff, only a hard hipfire nerf. Just use it. Its clip size and damage was increased quite a bit. And the hipfire kick was increased alongside the base RR. I ran tests before and after, there is far more kick on the ARR now. I'm campaigning to have this corrected, alongside a range reduction for the ARR.
You may be right, but that's not what Ratatti said, nor has this long time ARR user noticed any change to kick or range. It's always kicked like a mule, and has also always been very difficult to take down targets at range after the first few rounds.
|
Leadfoot10
Molon Labe. General Tso's Alliance
1892
|
Posted - 2014.10.29 20:10:00 -
[5] - Quote
Good stuff. Thanks for sharing (and FWIW, I think you're dead on correct about the ARR in that other thread).
Regardless, I think we need to hear from Ratatti on if the hipfire kick increase applied to both the RR and ARR....and if that was intentional (necessary?) or not with respect to the ARR whose statistics (both usage and K/S) clearly were sub-par when compared to its cousin the RR.
In other words, did the alleged hipfire kick increase in the ARR make the buffs to damage and clip size ineffective? |
|
|
|