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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Gabriella Grey
THE HANDS OF DEATH RUST415
202
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Posted - 2014.10.29 08:49:00 -
[1] - Quote
This is very nice and transparent so we can help you!
The performance of the weapons are starting to blend nicely! With the chart for the combat rifles their issue looks to be range. The assault variant needs lesser range than it has. The assault combat rifles area looks to need ranges falling behind Gallente Assault rifles. The basic burst combat rifle should be the range one but it needs more time between burst to even it on workable planes with the other light arms, with the exception to a few. Example shotgun and swarm launcher. With the rail rifle I think the issue is that the laser rifle has a hard time being effective against it in terms of range and I say the same for the tactical assault rifles. Their is not quite enough in ranges here. Earlier today, I had a scenario of this on Manus Peak's ambush map. It's so very wide open it gives a great test to range. The entire other team was able to push us back from G7-8 to I7-10 because nothing but a rail rifle could pose a threat.
For popularity once all weapons are balanced preference among players will be inevitable, with the majority choosing one, the other percentage using the least used out of standing out, and of course your die hard fans of a specific weapon. (Lore etc.).
Hope this helps!!!
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
203
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Posted - 2014.10.29 17:20:00 -
[2] - Quote
MINA Longstrike
You have to pay attention to what was done to rail rifles.... The assault rail rifle has taken charge as being the close combat variant and the normal rail rifle is now better suited for long range. Rattati is on the ball with this and couldn't be anymore right. Just as there are different type of assault rifles, scrambler rifles, and combat rifles so are they for rail rifles. Balance demands it so start making fittings that use the other type of rail rifle.
Best regards!
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
203
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Posted - 2014.10.29 17:28:00 -
[3] - Quote
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.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
203
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Posted - 2014.10.29 17:29:00 -
[4] - Quote
MINA Longstrike wrote:CCP Rattati wrote:Just like the AR is painted into a corner by having very short range?
Arbitrarily? It means "based solely on one's opinion", does this seem a very arbitrary process?
"Used" more? No, it kills more. The Chart shows Kills, not Spawns. I've also strongly felt that the AR should have more range because it's currently stuck in the same playground as the HMG I have spoke openly about this whenever the idea of range as a gallente assault bonus has come up. The AR needs more range on just the base rifle. The chart has missed the key point of data that I've been asking for and that is what range are these kills occurring at. I'm fairly confident that you will see that most of the RR's kills happening at about 45-75m. It really seems like there are two options - Rail rifle for long ranges because standoff engagements can be forced, or HMG for short range because almost no other weapon can compare to its dps.
If that is done you are ignoring Laser weapons completely. We are trying to balance the game not keep the status quo of unbalance.
Always Grey Skies
Leader of the Alpaca Commandos
|
Gabriella Grey
THE HANDS OF DEATH RUST415
203
|
Posted - 2014.10.29 17:52:00 -
[5] - Quote
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.
This could work for the weapon too. I'll post my insights on it in a bit. going to try the weapon out now.
Always Grey Skies
Leader of the Alpaca Commandos
|
Gabriella Grey
THE HANDS OF DEATH RUST415
203
|
Posted - 2014.10.29 18:30:00 -
[6] - Quote
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.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
203
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Posted - 2014.10.29 19:04:00 -
[7] - Quote
Alena Ventrallis wrote: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.
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.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
203
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Posted - 2014.10.29 19:38:00 -
[8] - Quote
Alena Ventrallis wrote: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.
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.
Always Grey Skies
Leader of the Alpaca Commandos
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