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Thread Statistics | Show CCP posts - 8 post(s) |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2097
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Posted - 2014.11.01 04:21:00 -
[61] - 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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GLOBAL fils'de RAGE
Consolidated Dust
29
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Posted - 2014.11.01 06:46:00 -
[62] - 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.
No,no,no..lol
On the contrary we Caldari demand a "salt flats" map with a 7km radius so that we can use EVE lore and tactics on a planets surface.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
626
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Posted - 2014.11.01 08:02:00 -
[63] - Quote
Alena Ventrallis wrote: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.
Exactly. There's only two places on that map I can deploy RR effectively and both are fairly open to flanking and counter attacks.
The new maps and sockets will be interesting.
Rattati, do you have map data? I'd like to know where the most traffic is and if it's at all possible, it would be great to distinguish where the most kills are made and most deaths are made. The range between the two as well as the suits involved would tell an interesting story as to what happened.
Or even better, develope a way to record matches and play them back with the ability to view each players perspective. This would be a powerful tool |
Fox Gaden
Immortal Guides
4804
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Posted - 2014.11.01 15:18:00 -
[64] - 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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MINA Longstrike
Kirjuun Heiian
1503
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Posted - 2014.11.01 16:59:00 -
[65] - Quote
Fox Gaden wrote: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.
It is your opinion that I make it sound worse than it actually is. I don't really. I still see people empty entire magazines while hipfiring the rail rifle, with frequency. I will agree that weapons should have tradeoffs, however the rail rifle already has the tradeoff of doing the lowest DPS by a pretty significant margin - it shouldn't also have the 'tradeoff' of being impossible to control when hipfired.
Unless the other guns have to make similar 'tradeoffs' like the blaster being unable to shoot further than 20m. I'm being facetious about this to make a point fox, a point that maybe you don't understand. There is a much larger set of factors affecting the rail rifles usability than any other gun and there is little substantiated reasoning for it beyond 'it was popular so we decided to nerf the crap out of it'
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Leadfoot10
Molon Labe. General Tso's Alliance
1948
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Posted - 2014.11.01 18:38:00 -
[66] - Quote
Fox Gaden wrote:Every weapon should be a niche weapon. If one weapon does everything well, why would anyone every use anything else? What niche does the AR and CR (and even ScR) have? They doesn't work outside their range. That's it. The 50+m hole is a far different hole to fill than the up-close killing distances. First off, at range, you can kust stay cover to stop someone from killing you. Up close, there is nowhere to hide.
The Gallente have their AR which is superior at close to mid range. Same with the minmatar CR. The Amarr has the ScR, which is obviously takes a bit more skill, but has no niche as it works well at CQC and range. What do the Caldari have? The worst CQC weapon already just got 4x harder to control, and the delay increased by 60%.
Fox Gaden wrote: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. Of course both PC and Pubs should be considered. Let's wait and see what the PC statistics show us.
And we have no idea how well or not the RR truly worked in CQC in comparison to other guns. All we have are anecdotal evidence. A few of us have been calling for K/S statistics to include some range information so we can see what's really going on. I've not seen anything. Have you?
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? lol
If the RR was so superior, why was it only on one of your fits?
Fox Gaden wrote: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 the term you are looking for is overused or overpopular, not overpowered.
Here's my take: The RR is popular because it was truly OP at the time it was introduced -- the time the entire playerbase got a respec. It is also popular for the same reason people like sniping -- it allows you to kill at range (albeit a much narrower range than the sniper rifle) where your targets can't effectively kill you. Find one of the many spots in this game that allows you to watch use your huge HP advantage to overcome it's already glaring weakness in CQC.
But that scrub tactic doesn't work in PC, as anyone who has played any significant battles can attest to.
Fox Gaden wrote: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.
Perhaps. I've admitted that PC is my focus, and I play public matches to hone my (relatively lackluster) skills for PC.
Shouldn't this game be balanced for both PC and Pubs?
Even more to the point, shouldn't we evaluate both data before deciding what to do with a weapon? |
Leadfoot10
Molon Labe. General Tso's Alliance
1949
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Posted - 2014.11.01 19:20:00 -
[67] - Quote
Fox Gaden wrote: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.
That would be a VERY interesting dataset to examine!
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Leadfoot10
Molon Labe. General Tso's Alliance
1949
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Posted - 2014.11.01 19:23:00 -
[68] - Quote
CCP Rattati wrote:Planetary conquest analysis up next week.
Thank you!
Any chance of distance data being introduced into the evaluation?
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John Demonsbane
Unorganized Ninja Infantry Tactics
4384
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Posted - 2014.11.01 19:51:00 -
[69] - Quote
Leadfoot10 wrote:
The Gallente have their AR which is superior at close to mid range. Same with the minmatar CR. The Amarr has the ScR, which is obviously takes a bit more skill, but has no niche as it works well at CQC and range. What do the Caldari have? The worst CQC weapon already just got 4x harder to control, and the delay increased by 60%.
Well, the ScR's niche is as a skill-shot weapon but I digress.
Leadfoot10 wrote:
And we have no idea how well or not the RR truly worked in CQC in comparison to other guns. All we have is anecdotal evidence and a lot of differing viewpoitns. A few of us have been calling for K/S statistics to include some range information so we can see what's really going on. I've not seen anything. Have you?
Excellent point, but... what number would we look for? How much of a dropoff should we say is acceptable? K/S down to 1? 1.5? 30% of kills coming in CQC? 20?
What you, I, or Rattati think is appropriate efficacy is more important than the numbers themselves (unless they are obvious, like no dropoff at all or over 1/2 the kills coming inside 40m).
Data are only as useful as the cut-points that are applied to it.
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. That point is simply not as clear-cut as you think it is. Again, if a large number of players, which statistically would have to be lower skilled on the basis of sheer numbers alone, start to use a weapon, it by all logic should have had a K/S drop as the migration occurs. (Total kills, as you noted before, would obviously go up and be meaningless in terms of evaluating weapon performance)
The contrary is much more true: If it was used by the majority of the players and had any K/S advantage, no matter how small, it would be de facto OP.
What might be interesting is to see similar data for the old TAR (which nobody would argue was not OP), did it's K/D change as people migrated to it?
Leadfoot10 wrote: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. That's obviously a lolargument. There's any number of reasons someone would not use the RR. - For one, Fox runs Sentinel a lot afaik, and no self-respecting vet would catch themselves dead running RR sentinel on the regular. - Myself, I have zero fits with the RR. The charge up time annoys me, and also as an LR user I consider the RR to be the spawn of satan himself and refuse to use it. More importantly, the Amarr logi suits I use are terribly gimped on PG and so the CR is a perfect fit because it basically uses up none. - Some people wouldn't for RP reasons or to take advantage of the bonus of a suit they like for other reasons.
I can't use any more quotes, but your point about PC is totally valid. However, like you said, we do need to balance for both and we get into the same thing about how much of as disadvantage in PC would balance out an advantage in pubs?
(The godfather of tactical logistics)
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Fox Gaden
Immortal Guides
4806
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Posted - 2014.11.01 22:00:00 -
[70] - 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 -
[71] - 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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CCP Rattati
C C P C C P Alliance
9922
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Posted - 2014.11.02 01:58:00 -
[72] - Quote
Leadfoot10 wrote:Which may be exactly what was intended by this nerf. Make it more of a niche weapon and drive down usage. 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. Fox Gaden wrote: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 the term you are looking for is overused or overpopular, not overpowered. Here's my take: The RR is popular because it was truly OP at the time it was introduced -- the time the entire playerbase got a respec. It is also popular for the same reason people like sniping -- it allows you to kill at range (albeit a much narrower range than the sniper rifle) where your targets can't effectively kill you -- and most maps have areas that allow you to do just that: Find one of the many spots in this game that allows you to watch the wide open approach areas. Or use a heavy's HP to overcome it's already glaring weakness in CQC. Luckily, that scrub tactic doesn't work in PC, as anyone who has played PCs recently can attest to, but even overwatch/approach camping works in PC, which is the niche that weapon fills in PC. Fox Gaden wrote: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.
Perhaps. I've admitted that PC is my focus, and I play public matches to hone my (relatively lackluster) skills for PC. Shouldn't this game be balanced for both PC and Pubs? Even more to the point, shouldn't we evaluate both data sets before deciding what to do with a weapon?
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 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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Al the destroyer
NECROM0NGERS
198
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Posted - 2014.11.02 02:05:00 -
[73] - Quote
The RR is still OP I suck and can get 20 kills in a match lol hip fire fix lol just switch to an SMG |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
633
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Posted - 2014.11.02 08:11:00 -
[74] - Quote
CCP Rattati wrote:Leadfoot10 wrote:Which may be exactly what was intended by this nerf. Make it more of a niche weapon and drive down usage. 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. Fox Gaden wrote: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 the term you are looking for is overused or overpopular, not overpowered. Here's my take: The RR is popular because it was truly OP at the time it was introduced -- the time the entire playerbase got a respec. It is also popular for the same reason people like sniping -- it allows you to kill at range (albeit a much narrower range than the sniper rifle) where your targets can't effectively kill you -- and most maps have areas that allow you to do just that: Find one of the many spots in this game that allows you to watch the wide open approach areas. Or use a heavy's HP to overcome it's already glaring weakness in CQC. Luckily, that scrub tactic doesn't work in PC, as anyone who has played PCs recently can attest to, but even overwatch/approach camping works in PC, which is the niche that weapon fills in PC. Fox Gaden wrote: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.
Perhaps. I've admitted that PC is my focus, and I play public matches to hone my (relatively lackluster) skills for PC. Shouldn't this game be balanced for both PC and Pubs? Even more to the point, shouldn't we evaluate both data sets before deciding what to do with a weapon? 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.
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. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2102
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Posted - 2014.11.02 08:52:00 -
[75] - 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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Apothecary Za'ki
Biomass Positive
1526
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Posted - 2014.11.02 09:59:00 -
[76] - Quote
Fox Gaden wrote: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: 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.
you mean like 50% or more of the playerbase who were chasing that FOTM magic dragon
[[LogiBro ADV/PRO]]
[[Level 1 Forum Warrior]]
[[Level 2 Forum Pariah]]
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medomai grey
WarRavens Capital Punishment.
1077
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Posted - 2014.11.02 10:55:00 -
[77] - Quote
Finally got around to testing the hip-fire for RR. The hip-fire kick is absurdly high.
The rifle did need changes to stop it from out performing other machine gun rifles, but that kick increase was overkill.
How to balance cloaks.
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Leadfoot10
Molon Labe. General Tso's Alliance
1955
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Posted - 2014.11.02 17:17:00 -
[78] - Quote
CCP Rattati wrote: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.
My use of the term niche weapon was in comparison to the niche weapon that the LR is -- deadly at range but practically useless up close.
CCP Rattati wrote: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. ... It is not simply "overused" when it has the highest K/S as well. That doesnt make any sense.
Perhaps I was looking at the wrong color in the table -- and I must admit I was having trouble tracking the different rifles with similar colors in the graph. I'll have another look at it:
[img]http://puu.sh/cuFcS/5936d88aa4.jpg[/img]
CCP Rattati wrote:The Rail Rifle is still used to kill massively in PC and that was taken into account.
All I have in this regard is my experience playing them virtually every night which apparently disagrees with your data. From where I sit, I see many more HMG, Shotgun, and CR deaths (although the CR use has gone down recently replaced with AR or shotguns, mostly). Our team rarely uses a RR, and when we do, it's in very specific situations (up high or watching avenues of approach) as to overcome its CQC disadvantages and, relatively speaking, rare. But again, that might just be my skewed perspective, and admittedly so.
CCP Rattati wrote: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 can make out that graph, and I don't see kill trends growing rapidly. I see a slow steady rise here:
[img]http://puu.sh/cuGL5/859c6bf010.jpg[/img]
And I note the ARR's usage being rather consistently low.
That doesn't change the RR's clear overuse where it accounts for 40% of the kills.
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Leadfoot10
Molon Labe. General Tso's Alliance
1955
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Posted - 2014.11.02 18:02:00 -
[79] - 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.
Although I wouldn't use the words "poor map design", the logic above makes a lot of sense to me.
When I use the RR/ARR it's in very specific situations where the map sets up for it. For instance, guarding the approach to one of the sockets in fractured road (the zig zag road map) or the outside points of the bridge map, or on the approach to any city socket, or in practically every map at the exit to the redline (for all those times the other team finds themselves redlined) -- areas with wide open kill zones in the perfect range for the RR user to own it up.
And the change to it's CQC handling it seems to me to have done nothing to the RR/ARR effectiveness in these situations, except make them more vulnerable up close.
And if it's the map design aiding this usage profile, will changing the CQC handing of this gun have the desired effect? If so, which of the rifles will pick up the slack in this regard?
We shall see. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
633
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Posted - 2014.11.03 01:12:00 -
[80] - Quote
Leadfoot10 wrote: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. Although I wouldn't use the words "poor map design", the logic above makes a lot of sense to me. When I use the RR/ARR it's in very specific situations where the map sets up for it. For instance, guarding the approach to one of the sockets in fractured road (the zig zag road map) or the outside points of the bridge map, or on the approach to any city socket, or in practically every map at the exit to the redline (for all those times the other team finds themselves redlined) -- areas with wide open kill zones in the perfect range for the RR user to own it up. And the change to it's CQC handling it seems to me to have done nothing to the RR/ARR effectiveness in these situations, except make them more vulnerable up close. And if it's the map design aiding this usage profile, will changing the CQC handing of this gun have the desired effect? If so, which of the rifles will pick up the slack in this regard? We shall see.
limit open ares to 30m or less and the RR goes away. provide more over head cover as well to protect from roof top campers.
RR users want to be around 70m away or more. if theyre stuck fighting at 30m all the time they wont have a situation where a long range weapon is needed
EDIT: i say 30m because most sidearms and all AR's and CR's are effective at these ranges. you could go with 40m or even 50m though. if you desgin the map for the weapons you want used on it, then people will eventually start using them on those maps, and usage will go up. |
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
636
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Posted - 2014.11.03 01:23:00 -
[81] - Quote
Fox Gaden wrote: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.
record the match and play it back viewed from the map screen with all player visible from both teams. youd know everything then, BUT we dont have that tool.
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Fox Gaden
Immortal Guides
4809
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Posted - 2014.11.03 19:09:00 -
[82] - 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 -
[83] - 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 -
[84] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4402
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Posted - 2014.11.03 19:49:00 -
[85] - Quote
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
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fox Gaden
Immortal Guides
4809
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Posted - 2014.11.03 19:55:00 -
[86] - 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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Jack the Rlpper
Fearless Infinity
14
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Posted - 2014.11.21 17:33:00 -
[87] - Quote
Way off subject but since a dev seems to keep posting here maybe ill get some help why is it that in the last week all 7 skill respecs ive bought and used i get dc'd after skilling to what i want come back on and have this god forsaken cal assualt maxed rr thing hm why does my game keep glitching and giving something totally different? ive wrote and submitted atleast 3 tickets but no response after 2 days so i make a new one still no help i would like my $140.00 worth of aur refunded so i can actually get what i want to skill into and not have had my money wasted... |
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