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Thread Statistics | Show CCP posts - 9 post(s) |
MINA Longstrike
Kirjuun Heiian
1480
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Posted - 2014.10.29 17:58:00 -
[61] - Quote
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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2070
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Posted - 2014.10.29 18:17:00 -
[62] - 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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MINA Longstrike
Kirjuun Heiian
1480
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Posted - 2014.10.29 18:22:00 -
[63] - Quote
There's a strong difference between performing well and being able to perform at all.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Gabriella Grey
THE HANDS OF DEATH RUST415
203
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Posted - 2014.10.29 18:30:00 -
[64] - 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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RedPencil
Abandoned Privilege Top Men.
116
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Posted - 2014.10.29 18:33:00 -
[65] - Quote
It would be nice if you create a data challenge with your dataset and asking for visualizations that could help to illustrate the status of dust514.
Example Challenge
Result sample
Beware Paper cut M[;..;]M
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2070
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Posted - 2014.10.29 18:39:00 -
[66] - 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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IgniteableAura
Pro Hic Immortalis
1843
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Posted - 2014.10.29 18:51:00 -
[67] - Quote
Why change the mechanics of kick and dispersion, both semi random variables? When you could have just created a bell curve of damage (aka laser rifle). So instead of doing 100% of its damage at 5m it does 50%. This still rewards players for skillful placement and shooting.
Nothing is more frustrating to have random bullet spread win engagements. RR will still do plenty of killing in CQC by pure luck rather than skill now. Spamming of the fire button in panic situations will still net kills because a stray bullet hit them in the head. Granted it won't be "AS" effective; it now is up to chance, rather than skill. The rifle only handles differently in CQC, but can still put out just as much damage if luck is in your favor.
My Youtube
Biomassed Podcast
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S-PANZA
Expert Intervention Caldari State
73
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Posted - 2014.10.29 18:56:00 -
[68] - Quote
Simply put what was done to the RR, the way it was implemented, was excessive. Yes the RR needed a CQC nerf but the way its been done has made it so you cant hip fire an RR. In comparison to weapons meant for CQC that can still ADS for long engagements. For instance when you ADS an AR your sights dont bounce uncontrollably all over the screen.
So in essence now its nearly impossible to hip fire an RR. |
Gabriella Grey
THE HANDS OF DEATH RUST415
203
|
Posted - 2014.10.29 19:04:00 -
[69] - 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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Aeon Amadi
Fatal Absolution General Tso's Alliance
6815
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Posted - 2014.10.29 19:26:00 -
[70] - Quote
CCP Rattati wrote:Dear data fanatics,
While I am currently writing a bigger piece on data and meta, I am going to run a little test case by the forums, both to battle-test the visualizations and to get some initial feedback.
I will try to explain the thinking and supporting data as clearly as possible, even though this would be more fun as a presentation in front of a live audience.
Hah! ****in' nice, knew you had it in you!
Now we're getting more on track with Eve Online's development process. Now the community can visibly see -WHY- changes were made, form their own opinions, and make a more educated stand-point. Of course there will be misfits who don't agree with the data presented but more people in the community will be closely aligned with the argument you're making because they're not informed; seeing things from a perspective they might not have previously considered.
Dial up CCP raRaRa and tell him Aeon Amadi wants a +10 like button.
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2071
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Posted - 2014.10.29 19:27:00 -
[71] - 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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Toby Flenderson
research lab
596
|
Posted - 2014.10.29 19:30:00 -
[72] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:MINA Longstrike wrote:^Completely serious. There hasn't been any data provided that suggests that the RR was overperforming in CQC or that it was even getting a much much higher KDR than other weapons. Just a lot of data that says "people like using it". lol, if it wasn't being used in CQC, why does an exclusive CQC nerf bother you, ADS wasn't touched. Because it paints it into a corner like the laser rifle, you are turning a racial servicemans weapon (a weapon that should be functional across all ranges) into a specialist weapon (like the laser or massdriver or PLC). You are dramatically and arbitrarily limiting a weapons ability to play the objective in skirmish or domination style matches, simply because it is 'used' more frequently than you think it should be. I'd still like to see data provided for KDA's at various ranges, if you actually have such information. I'll point you towards Jasyn Larrisen's posts because he's better at expressing the underpinning issues of this. There are so many better ways that you could have done this Rattati. I'm not saying that the weapon didn't need to be tweaked or that I want it completely undone - I'm saying that what was done is overdone. 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 just skilled into lvl 3 cal assault last week and have RR ops to lvl 1. I had been using the AR as my main rifle basically since uprising 1.0 so the range transition was difficult at first but I got used to it. That being said I am in full support of nerfing CQC. I can still beat ARs in about half of my CQC encounters depending on the situation. The reversed scenario (AR at RR range) is virtually impossible to succeed in considering the massive damage drop off of the AR.
I know this has probably been said multiple times but it can't be said enough considering all of the opposition to the nerf .
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Leadfoot10
Molon Labe. General Tso's Alliance
1890
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Posted - 2014.10.29 19:33:00 -
[73] - 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. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2071
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Posted - 2014.10.29 19:37:00 -
[74] - 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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Gabriella Grey
THE HANDS OF DEATH RUST415
203
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Posted - 2014.10.29 19:38:00 -
[75] - 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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Leadfoot10
Molon Labe. General Tso's Alliance
1890
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Posted - 2014.10.29 19:40:00 -
[76] - 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. |
Derpty Derp
Dead Man's Game RUST415
600
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Posted - 2014.10.29 19:52:00 -
[77] - Quote
CCP Rattati wrote:
If they mass-migrate to a single rifle, we will need to take some action in the near future.
Please comment and give feedback
My money's on the breach assault rifle! |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2072
|
Posted - 2014.10.29 19:52:00 -
[78] - 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 -
[79] - 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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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
51
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Posted - 2014.10.29 21:57:00 -
[80] - Quote
I'm loving the RR nerf, although I miss the old ARR, it is still fun to use. |
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postapo wastelander
Wasteland Desert Rangers
483
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Posted - 2014.10.29 22:03:00 -
[81] - Quote
CCP Rattati wrote:MINA Longstrike wrote:So what I'm seeing here, is that the rail rifle was roughly balanced and you decided to hit it with a harsh nerf anyways, because you didn't like the fact that it was being used in a game where the map design accommodates two things - long range poking or short-ish range brawling.
Range is king in shooters and always has been unless map design puts you in knife-fights all the time. :narrows eyes: ...not sure if serious
I tried to tell her yesterday how wrong she see the RR, but she honestly dont want to understand and she will still blindly yelling how it was unfair.
"Nanohives, repairs or droplinks, just ask me on field i can tink anything"
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Iron Toast
Tronhadar Free Guard Minmatar Republic
9
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Posted - 2014.10.29 22:14:00 -
[82] - Quote
Thanks for the plots! Can you plot the number of active users skilled into each prototype rifle for the same time period?
I don't have any weapons to proto, but I find the RR to be one of most viable weapons at MLT / STD (the shotgun being the other). The range allows it to be used to pick off stragglers and roof campers, to roof camp, etc. Because of the range it is also the only rifle that I'm personally able to use to kill a HMG sentinel. Trying other rifles will often get me killed at 60 m to a HMG. This low-level viability may encourage newer players to skill into it first. I also seem to get more head shots with the RR than other rifles - partially due to the ability to better aim at enemies that cannot shoot back, but also with spray and pray tactics. The RR nicely complements a HMG buddy.
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Stefan Stahl
Seituoda Taskforce Command
812
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Posted - 2014.10.29 22:41:00 -
[83] - Quote
By the way, if you're still looking into why some rifles are underused, you could take a look at fitting requirements of the main rifles. (Hint: Adv ACR 4 PG, adv ASCR 12 PG - ouch ) |
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CCP Rattati
C C P C C P Alliance
9719
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Posted - 2014.10.29 23:17:00 -
[84] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
317
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Posted - 2014.10.29 23:19:00 -
[85] - Quote
Gabriella Grey wrote: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. CCP is trying to make an enjoyment factor here that will continue to last. LR outranges rr
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
317
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Posted - 2014.10.29 23:20:00 -
[86] - 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 The arr kick should be removed looks accidental I'm sure you'll fix it Rattati ..Ps thanks for removing kick from ascr it's beautiful
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2080
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Posted - 2014.10.30 00:02:00 -
[87] - 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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BL4CKST4R
La Muerte Eterna Dark Taboo
3239
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Posted - 2014.10.30 00:41:00 -
[88] - 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
Range should be reduced though to 55-60
supercalifragilisticexpialidocious
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DDx77
Kinsho Swords Caldari State
14
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Posted - 2014.10.30 00:47:00 -
[89] - Quote
"yea but now the weapon FEELS bad. you shouldve nerfed the damage and increased the optimal range and decreased recoil to non existent in ads and bare minimum during hip fire."
Really the main issue with the nerf. I'm still wondering why increasing the charge up time wouldn't have done the trick in cqc ( an assault or cr user has first strike) Reducing dmg and having it build up like the lr may have worked too. Obviously it is difficult to test everything with a limited staff, but are these possibilities up for consideration?
And thank you for looking into the ARR kick issue |
Leadfoot10
Molon Labe. General Tso's Alliance
1911
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Posted - 2014.10.30 07:08:00 -
[90] - 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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