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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2069
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Posted - 2014.10.29 17:19:00 -
[1] - Quote
Once again, the ARR needs less hipfire kick. If its supposed to be the RR CQC option, then it does not perform its role properly at all. Reduce the kick, while at the same time reducing the range to 60m. Please Rattati, tell me your thoughts on these changes.
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 17:26:00 -
[2] - Quote
Let me clarify some things about my opinions.
When the RR received the 4x increase to hipfire kick, the ARR also received a 4x increase to hipfire kick. This is what my issue is. If this was an accident I'd like it fixed posthaste. If it was intentional, I'd like to know why so I can understand the reasoning better and can formulate a proper opinion on it.
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 17:45:00 -
[3] - Quote
Gabriella Grey wrote:Alena Ventrallis wrote:Once again, the ARR needs less hipfire kick. If its supposed to be the RR CQC option, then it does not perform its role properly at all. Reduce the kick, while at the same time reducing the range to 60m. Please Rattati, tell me your thoughts on these changes. Many of the proficient people in PC that use the assault rail rifle are swearing that it's fine and opening up other weapons access to be competitive. The biggest thing for the assault rail rifle would be if it had the long charge as the other variant has, but that is not the case. I will get on my Caldari account and test these things out for myself but I still value my sources as they are avid players looking for competitive balanced common ground across the game. The ARR is supposed to be good in CQC, but it is not. This is my issue. Not only is my DPS lower than the other assault variants, but the kick means I have to stop shooting, charge back up, and then continue firing, lowering my damage output even more.
I also want it to get a range reduction to 60m. The current 71 is too far for an assault weapon to be. It's 3m less than the base RR.
EDIT: In any case, I'd like to hear it from Rattati what he thinks since he is the final authority on changes.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2070
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Posted - 2014.10.29 18:17:00 -
[4] - Quote
MINA Longstrike wrote:Gabriella Grey wrote:f that is done you are ignoring Laser weapons completely. We are trying to balance the game not keep the status quo of unbalance. Cant properly balance something that has a grand total of 2 weapons. MINA, going to level with you, the RR should not perform well in CQC. Personally I disagree with how Rattati went about making the RR not peform well, but in any case his end goal is perfectly in line with racial ideologies and balance. The RR should not perform well in CQC, just as the AR does not perform well at long range.
I've been speaking out strongly on the ARR kick and range to give Caldari and RR users a viable CQC rifle, but in any case I want to push Rattati's vision of the RR being long range with limited CQC ability. The RR should suffer inside of another close range rifle's range. What I find to be a problem is the close range RR suffers just as badly in CQC.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2070
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Posted - 2014.10.29 18:39:00 -
[5] - Quote
Gabriella Grey wrote:Alena Ventrallis wrote:Gabriella Grey wrote:Alena Ventrallis wrote:Once again, the ARR needs less hipfire kick. If its supposed to be the RR CQC option, then it does not perform its role properly at all. Reduce the kick, while at the same time reducing the range to 60m. Please Rattati, tell me your thoughts on these changes. Many of the proficient people in PC that use the assault rail rifle are swearing that it's fine and opening up other weapons access to be competitive. The biggest thing for the assault rail rifle would be if it had the long charge as the other variant has, but that is not the case. I will get on my Caldari account and test these things out for myself but I still value my sources as they are avid players looking for competitive balanced common ground across the game. The ARR is supposed to be good in CQC, but it is not. This is my issue. Not only is my DPS lower than the other assault variants, but the kick means I have to stop shooting, charge back up, and then continue firing, lowering my damage output even more. I also want it to get a range reduction to 60m. The current 71 is too far for an assault weapon to be. It's 3m less than the base RR. EDIT: In any case, I'd like to hear it from Rattati what he thinks since he is the final authority on changes. Ok after playing roughly 5 ambush games, I have a better understanding of it all. The assault rail rifle doesn't feel in any way close combat, but instead I Have better luck with the magsec as my go to CQC rail spitting weapon of choice. the Assault rail seems to be more so the range between the magsec and the non assault rail rifle. The balance between those 3 weapons are much deeper in giving consideration to an overall Caldari view. Well done CCP, well done! Alena try switching between the magsec and the assault rail rifle on a fitting shooting them. The balance works nicely giving both of these weapons a nice contrast beautifully. Rattati and Rouge just might be the Yoda and Obi-wan to save this game. The issue then becomes, why not just use the base RR? Take a look at how the AScR behaves compared to the ScR. Or the ACR to the CR. The assault variants have far less kick, less range, and higher potential DPS (ScR being the outlier in DPS as a tactical variant)
This is my problem. The assault variants all function from the 0-Xm range, save the ARR. Do you feel compelled to switch from your ACR to a sidearm if it gets close quarters? What about on your AR? Your AScR? Why is the ARR the only assault variant who needs to change to a sidearm for CQC?
The ARR should be good in CQC, on that 0-Xm scale. It should have a longer optimal than the other assaults, but that's because it has less total DPS than the other assault variants. It definitely should have far less range than its base variant. I shouldn't have to switch from my CQC rifle to a sidearm for CQC fights.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2071
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Posted - 2014.10.29 19:27:00 -
[6] - Quote
Gabriella Grey wrote: There are many factors that govern the assault scrambler rifle such as heat build up, -20% profile and at long ranges its much harder to use. At medium range the assault scrambler rifle relies on trigger discipline to kill targets, and then the scrambler pistol is more suited as a medium range weapon. With minmitar weapons, excluding the explosive weapons, they are probably up next on CCP"s agenda. Assault combat rifle needs drop off in its range, while the Combat Rifle needs to be a weapon that can pose a threat to the non assault rail rifle. For balance the Laser Rifle needs more range and the same for the Tactical Assault Rifle. You just have to understand how all the weapons play out according to how CCP is using the lore they have created for the different races. The Assault Rail Rifle is still a better aim down sights weapon but hip firing is achievable, but the weapon that shines with CQC is the magsec.
What they've been trying to achieve is having variants that mimic the racial base. For instance, the Tac AR mimics the ScR (base tactical). The ARR mimics the AR (base assault). The Breach CR will mimic the RR (base breach). The issue is, the ARR does not properly mimic the AR, and while it's gotten much better than it was with the damage and magazine size buff, is still too similar to the base RR in terms of hipfire kick and range. It should be more like the AR; far less kick, reduced range. In this way, it not only gives people with SP in RR a CQC option, similar to how the Tac AR gives people with SP in ARs a long range option, but it also makes the ARR distinguished from the base RR as the Tac AR is distinguished from the AR. As it stands, both RR and ARR are horrible for CQC, both have nearly identical ranges. This should not be. Imagine the Tac AR had only 3m more range than the base AR.
The ARR should not be as good as, say, the ACR or the AR on that 0-Xm CQC engagement range, but neither should it be just as bad as the RR at that same range. Otherwise, what's the point of having it at all? If it functions just as bad in CQC, what does it bring to the table that makes it unique from the RR? ARR should be the Caldari close range rifle, just as the AR is the Gallente close range rifle, just as the AScR is the Amarr close range rifle, just as the ACR is the Minmatar close range rifle.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2071
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Posted - 2014.10.29 19:37:00 -
[7] - Quote
Again I ask Rattati, was the hipfire kick increase to the ARR intentional or accidental? Would you be willing to consider reducing it to pre-balance kick numbers? Did nothing change and I'm having hallucinations on the recoil?
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2072
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Posted - 2014.10.29 19:52:00 -
[8] - Quote
Gabriella Grey wrote:
I don't see it working to that extent. The example you used says the (Charge) Scrambler and Tactical Assault rifle are similar, but the only thing they share is semi automatic firing. If anything the Ion Pistol has more in common with the Scrambler rifle than the TAC AR. What Is there in data and non data is each racial variant family of weapons has another weapon that covers the areas that another racial variant does, but the weapons are not at all the exact same. There is no other weapon that operates like the Laser Rifle other than the laser rifle, but it needs long range to balance out the racial weapon variants for Amarr to have a go to long range light assault weapon. We are not asking it to have the exact same range as the Rail rifle, but enough range to where it can cause the rail rifle concern and vice versa. The same goes for the Tactical assault rifle, and the Combat Rifle. I do not know any other simpler way to explain this. If CCP moved away from this and made it how you described it above I doubt there will be any "flavor" to the weapons. CCO is trying to make an enjoyment factor here that will continue to last.
I don't get how the laser rifle applies since it has no variants nor is it a rifle.
What the basic idea of the rifles is: Each race specializes in a particular variant. Assault for Gallente, Breach for Caldari, Tactical for Amarr, and Burst for Minmatar. Now, for variants, the races attempt to tweak their tech to mimic the other race.
In the ARR's case, it is the Caldari taking the RR and attempting to have it function similar to the Gallente AR. The Tac AR is the Gallente attempting to make their AR function similar to the Amarr ScR. In a nutshell, all assault variants are the other races attempting to tweak their rifles to behave like the Gallente AR does. The tactical variants are the races attempting to tweak their rifles to behave like the Amarr ScR does. So on and so forth. In this light, the ARR does not function like the Gallente AR does (low recoil, low range in this case) which is what I'm campaigning to have change.
In any case, having Rattati tell us one way or the other will settle the debate handily, and we can then suggest ideas within that framework he gives us.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2072
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Posted - 2014.10.29 19:53:00 -
[9] - Quote
Leadfoot10 wrote:Alena Ventrallis wrote:Again I ask Rattati, was the hipfire kick increase to the ARR intentional or accidental? Would you be willing to consider reducing it to pre-balance kick numbers? Did nothing change and I'm having hallucinations on the recoil? As a long time user of the ARR, I did not notice any difference in hipfire kick. Then again, I've not been using the ARR as much recently, with much of my recent playtime either using dual sidearms or the BrAR. All that said, I've seen your observation about ARR changes repeated by a few other people, so I'd also like to know if something was changed there unintentionally. Thus my asking. Let's hear it from the guy with the data and spreadsheets and changelog in front of him.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2080
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Posted - 2014.10.30 00:02:00 -
[10] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Let me clarify some things about my opinions.
When the RR received the 4x increase to hipfire kick, the ARR also received a 4x increase to hipfire kick. This is what my issue is. If this was an accident I'd like it fixed posthaste. If it was intentional, I'd like to know why so I can understand the reasoning better and can formulate a proper opinion on it. We will look into that post haste Oh thank you thank you thank you!
This will do wonders to aid the ARR in CQC where it should shine. As a suggestion, I would put it back to its pre-balance values and run metrics from there. Although I still suggest a range reduction for it as well.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2088
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Posted - 2014.10.30 15:13:00 -
[11] - Quote
Rattati, any word on the ARR kick?
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2102
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Posted - 2014.11.02 08:09:00 -
[12] - Quote
Breakin Stuff wrote:Dunno about the kick on the arr but the standard RR seemed easy to manage for me.
I may be a weirdo though. Don't see the issue. ARR is set up for CQC but the kick is too high for hipfire. Rattati already stated it was an accident and is fixing it on the next balance hotfix. Hail Rattati.
Proof that Rattati/CCP do listen to the playerbase.
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