Alena Ventrallis
Vengeance Unbound RISE of LEGION
2089
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Posted - 2014.10.30 15:25:00 -
[1] - Quote
CCP Rattati wrote:I have never played with the ARR before, just tried it out properly in a few matches, really can't deal with the chargeup. Anecdotally, it felt like a kicky breach, taking down most suits in 3-5 shots. I usually don't fire more than 8 shots ever in a row with any weapon except ACR so kick buildup didn't really trouble me. Actually I felt it was kind of helpful to aim at the belly as the second or third shot would be a headshot .
But we will see what players do and base our next iteration on that data. 5 shots with the ARR at 42 damage a shot for proto is 210 damage. What suits were you mostly killing?
Once the kick is reverted back to pre-nerf levels, I suggest a range cut, and then the ARR should be good performance wise.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2090
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Posted - 2014.10.30 16:37:00 -
[2] - Quote
Fox Gaden wrote:I support making the Assault Rail Rifle into a viable close to mid range weapon, as an urban warfare viable alternative to the Rail Rifle for people heavily invested in Rail Rifle Operation. Been pushing for this for a few days. The goal is for the ARR to be CQC, and the RR long range, but for neither to be both at the same time. Once the kick is reduced, and if Rattati reduces the range to 60m, Then we can run metrics.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2097
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Posted - 2014.11.01 04:21:00 -
[3] - Quote
DeathwindRising wrote:If the goal was to drive down usage, why haven't they redesigned the maps to have more cover and less open areas? RR is great because there's always 9 miles of open field between you and some guy you want to shoot at.
Rooftop campers can only be hit by RR or sniper rifles effectively. And open field give first strike advantage to RR. I can always find a spot on a map to abuse the RR range.
If you want more usage out of short range weapons then you need maps very obscured line of sight, plenty of cover, ceilings and enclosed areas that can't be viewed at long range. The bare bones map design is the problem you want solve if you're trying to drive down RR usage. In this light, a map that was solely indoors would have very low RR usage.
Think of the Gallente Research Facility domination. Almost no RRs there, because everyone is underground or in the city. RR's shine on the bridge domination because there is so much open space.
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 08:52:00 -
[4] - Quote
CCP Rattati wrote:Leadfoot, I disagree with almost everything in this reply to Fox. Every time you said "wrong", I thought "right".
How can you state that we are making the RR a "niche" weapon, when it almost has as many kills as the rest of the Rifles combined? The Rail Rifle is making all the other weapons "niche" weapons.
How can you say repeatedly that the Rail does not have a clear K/S advantage, when it is the highest of all the Rifles? And twice that of many of them.
The Rail Rifle is still used to kill massively in PC and that was taken into account.
It is not simply "overused" when it has the highest K/S as well. That doesnt make any sense.
Even if it was OP when it was introduced, why is the Kill trend growing rapidly for the last 5 months? It literally means people are migrating to it, not stuck with a decision made around 1.8. I both agree and disagree with your assessment. A few points.
1. Not only is it the longest range weapon, but it is also armor damaging. Honest question: where do armor plates sit in number of total purchases? I predict they are among the most, if not THE most popular module. My PC fits are nearly all armor stacked to some degree or another, and the RR helps chew through that. Take a look at the 2nd most popular rifle, the CR. Armor damaging as well.
2. Automatic weapons will always be good in CQC barring some insane measures to counter this, such as the ridiculous kick on the RR currently. What we need to do is reduce its rate of fire while upping its per-hit damage to keep it at its current DPS. I can run numbers and make a spreadsheet if you're interested (especially now that I know how to share them, thanks for showing me that! )
Here's the basic gist of it: the faster your weapon shoots, and the lower damage each individual bullet does, the less a given amount of missed shots matters to overall DPS. For example, 3 missed shots with the HMG means far less DPS wasted than 3 missed shots with the sniper rifle. So by reducing the ROF, we make each missed shot cut into the applied DPS that much more, because each shot is worth more in terms of total damage applied to the target. For a closer comparison, take the bolt pistol versus the AR. If you miss 3 shots with the bolt pistol, you just lost 75% of the total damage in your magazine, whereas 3 shots missed from the AR accounts for 5% of the total damage in the magazine. So if we make the RR function like the bolt pistol (very high damage, very low ROF) then we can make it more effective at range while being not so good at CQC.
Of course, the bolt pistol was considered OP for quite some time. This is because the ROF was not low enough to balance the high alpha damage it had. We should take this approach with the RR. The RR in this light will shoot somewhat faster than the bolt pistol, while having less alpha damage. In this way, we achieve several things.
A. RR will behave as rail tech should. In my mind, only the magsec should be automatic; everything else should function like the bolt pistol or sniper rifles.
B. We reduce its CQC effectiveness while still giving it power at range. It should take far fewer hits to kill a target with the RR than the AR does, but the AR should put out enough damage to kill before the RR can. We can also give it a particularly wide dispersion to reduce its CQC even further. I don't want Delta bolt pistol 2.0, I want a rifle that functions like the Caldari would have it: very accurate, very long range, very hard hitting, very slow firing. Caldari want every shot to count, and the current RR does not follow that philosophy.
In all, the RR's basic design means its going to be good in CQC; we need to change its basic function instead of doing radical nerfs like the kick nerf that only annoy the long-time users.
Proof that Rattati/CCP do listen to the playerbase.
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