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Thread Statistics | Show CCP posts - 8 post(s) |
Fox Gaden
Immortal Guides
4778
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Posted - 2014.10.30 11:04:00 -
[1] - Quote
I use a Rail Rifle on my Drop Uplink Logi fit, so I decided to run a few ambush matches with this fit to see what all the whining was about.
What the Fox Says:
- Rail Rifle hip fire kick is fine.
- I still feel like I can defend myself with the Rail Rifle should I find myself in a close quarters combat situation.
- I will continue to use the Rail Rifle on my Drop Uplink Logi fit despite not having a sidearm. I try to avoid CQC on that fit, and if it should find me, I still trust in my Rail Rifle.
- The Rail Rifle is not the best choice for CQC now, but it is serviceable. If you skilled into the Rail Rifle because you felt it was the best choice for CQC before, then you were taking advantage of a flaw in the game and you should feel bad.
- Yes, if you hold the trigger down and fire off the full clip from the hip without bursting or adjusting your aim, you will end up facing the sky. DONGÇÖT DO THIS IN COMBAT!
- If you fire off your full clip in 3 bursts, the hip fire kick is quite manageable. You will probably want to avoid short bursts due to the charge time, but longer bursts work fine.
- If kick is walking you off target, apply apposing pressure with the right stick to compensate.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4788
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Posted - 2014.10.30 16:22:00 -
[2] - Quote
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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4797
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Posted - 2014.10.31 21:47:00 -
[3] - Quote
MINA Longstrike wrote: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. I'd be up for that if the AR isn't able to shoot more than 20m and kicks wildly when shot for more than 7 rounds in a row and if the combat rifle became uncontrollable after two bursts and the scrambler overheated after three shots. Maybe then you'll see how ridiculous your notion of 'balance' is. I tried the RR after reading your QQ posts, but it was not even bad enough for me to replace it on my Logi fit , despite not having a sidearm to fall back on.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4799
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Posted - 2014.11.01 01:11:00 -
[4] - Quote
John Demonsbane wrote:Jaysyn Larrisen wrote:
First, good on you and Leadfoot for the mature and positive exchange. Nice to see that on the forums.
Your post above actually helps me understand much more about your vision for balancing (keeping variants balanced vs balancing across whole weapon lines) which makes quite a bit more sense. I would point out that with FOTM and "op" stuff you get to a point in usage that actually creates the cascade effect that you see with RR usage & kills due to player perception. This is similar to my point about reading these trends and how it isn't dissimilar from observing trend analysis in the stock market or other statistically based activites measureing human dynamics and perception.
Basically, when Player X starts playing Dust (or has already been playing for a while) and he sees / hears that a lot of folks like the RR and maybe get's killed by one 5 or 6 times in a match he very naturally starts thinking "I think I need to skill into that RR". At that point, he puts some SP down on it and buys a bunch of SB-39s.
Bare in mind that Player X's K/D may well only vary slightly up or down with the RR versus his previous weapon of choice but he's now further contributing to the usage / kill stats that you accurately track and account for. He's contributing to the percpetion effect that other players see and feel...that they need to skill into the RR or whatever weapon we are talking about to remain competitive but perhaps not actually becoming that much more competitive.
Bottom line: you can possibly (not all the time) find yourself in a situaiton where kills and usage rates are noticably higher and it may not inidcate a vast increase in combat effectiveness for the individual player.
Please note, this isn't about the RR per se, it's just my observation of how player dynamics work and that perhaps it needs to be considered.
You're 100% correct that usage =/= OP, and that the fact that people flock to a weapon alone doesn't mean it's OP, but it should certainly raise the eyebrows of the person who's job it is to track such things. The example you are giving, to me, is actually what Rattati is getting to in point #1: "even though players migrate over to RR, there is no dilution of efficiency as might be expected" Take the Scrambler. It's not easy to use, but wrecks in the right hands, like Rattati said. It was around far longer than the RR but you never really saw the same migration to it. Because it's not easy to use.... it's very abusable with modded controllers or macros, but otherwise it's mechanics limited it. So, if every blueberry in the world started using it, you'd better believe the K/S would drop. Didn't happen with the RR. All comers, from all the scrubs who needed the eHP of a sentinel to stay alive to every brainless noob in my local, they all started using it. And still did well. 50% of the people playing this game are not really good, are they? I doubt you'd answer yes to that. That's the crux of the whole thing. The overall skill level here is not high enough that it makes any sense that if everyone started using a weapon because it killed them all the time, the overall K/S of the weapon wouldn't drop. It would have to strictly based on regression to the mean, if nothing else! That is my take on it as well. I get the impression that some people donGÇÖt really think about what Rattati is saying before they respond.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4799
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Posted - 2014.11.01 01:34:00 -
[5] - Quote
MINA Longstrike wrote:Fox Gaden wrote:I tried the RR after reading your QQ posts, but it was not even bad enough for me to replace it on my Logi fit , despite not having a sidearm to fall back on. You seem to be mistaken as to what QQ actually is, I actually find it pretty offensive that you would try to diminish what are legitimate complaints and informed opinions by writing them off as "QQ". Leadfoot posted tests he did on hipfire. Combat rifles get 5 pixels of kick, Assault rifles get about 5 degrees, SCR's are much like combat rifles and functionally don't kick. Assault rails get 60 degrees of kick + left to right. Rails get 120 degrees of kick. That is not balance Fox, and you're an idiot if you claim that it is. I've asked multiple times for what I think the relevant metric on the rail rifle is - What range are kills happening at, because it is a known fact that the rail rifle drastically outranges a lot of other guns and many people would happily sacrifice the 20-25% more dps they'd get from an AR to get 40m more range on a rail. As I've said, nerfing the close quarters isn't the right thing to do, the rail needs a range nerf. I call your posts QQ because you make it sound far worse than it actually is.
You have to hold the trigger through the expenditure of an entire clip to get 120 degrees of kick, and that is without any attempt to compensate. What competent player would empty an entire clip in one burst?
Most of the kills I get with the RR are in the 30m to 40m rang. A rang nerf would not change that any more than the hip fire kick would. However, the hip fire kick does make it weaker at very close rang, which means there is a tradeoff to picking the RR now. Every weapon should have a tradeoff. When one weapon is good in every situation, then there is no reason to ever use anything else.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4799
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Posted - 2014.11.01 01:58:00 -
[6] - Quote
Leadfoot10 wrote:I think that many just want the RR to become a niche weapon due to it being overpopular rather than truly overpowered.
Either that, or they are judging things having never used the weapon for any significant amount of time, nor evaluated where the kills and deaths of this weapon are really occurring, and certainly not from experience in PCs -- where that weapon was been relegated to niche long ago...because it was already relatively ineffective when compared to every other rifle in CQC.
But it has been so popular for so long, and people don't like dying, so the reaction is to nerf the overpopular nature by making become less OP...when it was not OP in the first place (as evidenced by the K/S numbers which show it as in line with other rifles even before this nerf).
Overpopular in pubs != Overpowered
Listen, if the RR were as OP as some would have us believe, it would be used by the best players in the game in the most competitive field, PC. However, the anti-infantry weapons used in PC is full of HMGs and SG scouts, with the occasional CR. The RR is really only used in very specific situations (camping the supply depot bridge in the rings map, or the mushroom in the two towers maps, or guarding the approach to one of the outside points in the bridge map from the top of a building). Why? Because the best players in this game (not me!) figured out long ago that the RR sucked in comparison and other weapons simply were more powerful.
Why the rest of the players haven't figured it out is beyond me, but it is crystal clear when you watch any PC killfeed what's being used, and if you bring a RR into any spot accessible to a scout or a heavy you'll learn real quick how ill-equpped the RR and ARR are in comparison.
Now, I'm not saying we should balance PC matches at the expense of pubs, but I am suggesting there are lessons to be learned there that apply to general gameplay and how to nerf said weapon if it is overused. And none of those lessons point at reducing the CQC effectivness of the already-weakest CQC gun, the RR/ARR.
Now, if our intent is to make the weapon into a niche weapon and drive down usage, I'd say this nerf will likely attain that goal, but not without a significant drop in terms of effectiveness (and perhaps a balancing hotfix to correct this over-correction).
Regardless, and even if I feel that he missed the mark with this latest nerf, I'm confident that Ratatti will get this right over time, so perhaps I should just shut up and let him figure it out through iterative balancing adjustments.
Have fun guys...Leadfoot Every weapon should be a niche weapon. If one weapon does everything well, why would anyone every use anything else?
Balance decisions must consider both PC and Public Matches. In this case the RR may well have been balanced in PC, but for unskilled players in Public matches the RR worked just as well in CQC as any other weapon.
The RR was not OP in the sense that it was the best weapon in the most skilled hands.
The RR was OP in the sense that it was the best weapon in the least skilled hands. It was too easy for low to mid level players to get exceptional results with it. It was too easy to use.
So perhaps we need another word to use instead of Overpowered to describe this phenomena. (I detest the term GÇ£noob-tubGÇ¥ by the way.)
I think you are too focused on only the top 1% of players, and are not giving any consideration to the realities of balancing for the other 99%. Ratatti has to look at both.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4804
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Posted - 2014.11.01 15:18:00 -
[7] - Quote
As a Cartographer, I would love to see maps showing where all the kills occurred in a match. Heck, I would love to have the raw data and create a map like that. You could probably draw many insights from such a map.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4806
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Posted - 2014.11.01 22:00:00 -
[8] - Quote
Leadfoot10 wrote:Fox Gaden wrote:The RR was OP in the sense that it was the best weapon in the least skilled hands. It was too easy for low to mid level players to get exceptional results with it. It was too easy to use. Again, simply wrong. It was the most popular weapon, not the best. If it was the best, it would have had a clear K/S advantage. The data shows it does not...despite having a range advantage that would lead towards higher K/S situation -- killing at range. Are you judging the RR by Saxon's videos killing noobs on USA servers from his home in Europe in the morning USA time? Taking nothing away from Saxon, who's one of the most experienced and highly skilled players in this game, but lolz. And the most telling question of all: If the RR was so superior, why was it only on one of your fits? I'll wait for your answer to that one. I did not use a RR on my Sentinel fits for obvious reasons.
I did not use a RR on my Minmatar Assault suit fits because it did not get the bonus.
The only fit I use where the RR would be approapriate is my Min Logi fit which I use for placing uplinks in matches where no one else is doing it.
I prefer the RR to the ACR, but I chose to skill into Minmatar Assault, so I am stuck using a ACR (as my old fingers donGÇÖt twitch fast enough to use a CR).
I donGÇÖt judge the RR on what Saxon can do with it. I judge it on the fact that I can get more kills with it than with the ACR. Although, now that I have gotten more practice with the ACR I am getting a bit better with it.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4806
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Posted - 2014.11.01 22:09:00 -
[9] - Quote
As far as PC balance, everyone says that RR are not used in CQC in PC matches, so this nerf should not effect PC right?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4809
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Posted - 2014.11.03 19:09:00 -
[10] - Quote
DeathwindRising wrote:Rattati, let say, that we had an empty map with flat terrain (no cover at all). both teams spawn 400m from each other. one team is using assault rifles, and combat rifles. the other team is using rail rifles, and scrambler rifles.
which team do you think would win an ambush?
after the match ends, the teams are allowed to select new weapons. which weapon do you think will be selected after the first battle?
at this point you should be considering poor map design as the problem for RR popularity. More cover, increased broken lines of sight, and you make long range weapon ineffective, and close range weapons more preferred. There is a reason why the RR is popular and its not because its great at CQC. There are actually two reasons. 1)It is the best long range Infantry Rifle, and one of the best mid Rang. 2)It has no significant drawbacks.
Reducing its effectiveness in CQC does not change the fact that it is the best at what it does well, but it does give the RR a drawback. That is progress in my book.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4809
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Posted - 2014.11.03 19:24:00 -
[11] - Quote
Alena Ventrallis wrote: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! ) That is an interesting approach. Although rather than experimenting further with the RR, why donGÇÖt we bring this version in as the Breach variant?
It could be setup so the first shot just has a charge time, while subsequent rounds have a load+charge time so you donGÇÖt have to wait so long for the first shot. Once the first shot goes off a player experienced with the weapon will have a feel for how long before the next round fires and can use that time to adjust their aim. It would feel a bit like the Burst HMG were you adjust your aim between bursts. I like it!
If it works as you suggest, then this version could be given a greatly reduced kick.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4809
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Posted - 2014.11.03 19:47:00 -
[12] - Quote
I do think the ARR should be better in CQC than the RR, as it not only has a slightly shorter range, but also has iron sites rather than a Scope, which makes it less effective as a ranged weapon. I don't have the RR Operations skill level to test it, but I would hope that the kick on the ARR is not as bad as on the RR. If it is, I would be in favor of reducing the kick on the ARR.
I also think that the Rifle variantGÇÖs main purpose is to provide someone who has skilled heavily into a specific type of Rifle some options on maps which do not favor the weapon they have skilled into. For this reason I would like to know: is it possible to release Standard/Basic versions of the variants that still have the higher Optimization skill prerequisite? The variants should definitely require you to skill into the weapon to get access to, but it would be nice if you were not forced to pay for an Advanced weapon when you want to use a Rifle variant. For example, a player skilled into RR Operations enough to use the ARR should have access to a cost effective tier of ARR.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4809
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Posted - 2014.11.03 19:55:00 -
[13] - Quote
Breakin Stuff wrote:Fox Gaden wrote:I do think the ARR should be better in CQC than the RR, as it not only has a slightly shorter range, but also has iron sites rather than a Scope
You just sold me on the ARR right there. I HATE the scopes in DUST I, on the other hand, am a great lover of The Dot! Sniper Rifle, RR, HMGGǪ I love the Dot. Heck I would use the CR on my Minmatar Assault Suit if I could twitch my finger fast enough to make it effective. (I am stuck with the ACR and itGÇÖs iron sites, which it is taking me quite a while to get used to.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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