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Thread Statistics | Show CCP posts - 9 post(s) |
Leadfoot10
Molon Labe. General Tso's Alliance
1890
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Posted - 2014.10.29 19:33:00 -
[1] - Quote
Thank you, so much, Rattati for all you have done to bring balance into this game. I cannot express enough all the good you've done for the game.
I, however, must admit that I think you got it wrong on this particular nerf. Not so much on the need, but rather then method, because the RR was already the worst in CQC, and now it borders on the unusable.
Did you, by any chance, look at the K/S when compared to the range when the kill occurred before deciding to nerf the CQC performance of the RR?
Because I suspect that the real reason this weapon was as widely used and as powerful was because people are using it to kill at range (which tends to be less risky) rather than it's weakness in CQC (which tends to be more risky, and an area the RR was already fairly gimped to begin with) --- and it didn't seem all that off in K/S from other weapons to begin with yet it is very clearly being used at a much higher frequency.
Thanks again....Leadfoot
p.s. Do you have any plans to turn your attention from weapon prevalence to an even bigger imbalance in usage than the RR...the scout suit? That problem, based on the data I saw in another thread, is even worse with scout suits than it was with RR. |
Leadfoot10
Molon Labe. General Tso's Alliance
1890
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Posted - 2014.10.29 19:40:00 -
[2] - Quote
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. |
Leadfoot10
Molon Labe. General Tso's Alliance
1911
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Posted - 2014.10.30 07:08:00 -
[3] - Quote
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....
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 Repeat with CR clip of 54 rounds. Repeat with ACR clip of 54 rounds.
I did all this with proto versions of the weapons with max skills (except the CR a weapon I have only level 1 operations) 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., 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) 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 and AR, why I've preferred the BrAR since I picked it up a few weeks ago, and why the RR (and even moreso the ARR) 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 great, 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.... |
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