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zzZaXxx
Vengeance Unbound
645
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Posted - 2014.11.10 01:13:00 -
[1] - Quote
Gotta say man...I really appreciate what you've been doing. The changes to the guns and the game have been rapid and they've all been good, and some have been amazing. Keep it up!
-Starting with a rifle that is close to my heart: Tac AR
You have to realize where this gun was when you buffed it. It was OP As Hell just before Uprising and whoever it was nerfed it into the ground harder than any gun has ever been ground pounded in any game ever. So you did improve it a lot, but in reality you took it from dead to stable condition, but it's still not healthy.
The main issue is recoil. I noticed that while reducing its min recoil you increased its max, so the kick increase is reminiscent of the RR. The problem is that this applies to both hipfire and ADS. I suggest reducing the kick for one or the other. Reducing it for hipfire would make it balanced 50/50 between hipfire and ADS effectiveness. Reducing it for ADS would make it effective much farther into its effective range. I recommend the latter, as that makes it more unique, less chance of being OP with Gal Assault, and more useful to AR users.
Currently it's really hard to keep a bead on someone long enough to kill them if they're farther away than, say, the width of the Table Top because the kick either makes you innacurate trying to adjust for it or slows down your ROF to an extreme if you wait for the reticule to come back to 0. This of course is on top of dispersion. And with all these factors affecting my ability to hit the target, I have only 18 rounds to do so until I have to reload. There are just so many things dragging on this gun.
So here's my layman's suggestion for the TAR:
ADS RECOIL: drastically reduce the max, increase the kick ease for fine tuning, HIPFIRE RECOIL: reduce the max CLIP SIZE: Increase by 40% to 25
-AR:
AR, with its lowest range in the game, should be TTK king in CQC. The Anti-Scout. Currently the BAR is better for that and has a much higher DPC, doesn't need to reloaded often, and never runs out of ammo. Regardless of BAR performance though, the AR needs to be stronger somewhere. I suggest increased clip size, greatly increased ammo supply, increased damage, and increased dispersion for tuning.
CLIP: +10% AMMO: +15% DMG: +10% DISPERSION: increase for fine tuning
-RR:
Please keep an eye on it. You're on the right track for balancing hipfire.
-ARR:
It would be more distinct and more useful in its role if it's hipfire is improved at the expense of its range. Calmandos and Cal Assault would benefit and they're far from OP. The ARR would still have great range but more versatility, so despite the fact that range reduction is always a potent nerf, it would be a more effective rifle and funner to use.
RANGE: 92 KICK: 0.07 CHARGE: 0.4
-MD:
Reduce the brightness of the MD's projectile and make it darker. So it would still be an awesome ball of light but less of a flare and more ominous.
-PC:
The velocity change brought PC to life but it needs something else. I would say a bit more velocity to make it better at AV and more useful against low flying ADSs. Conversely you could increase it's splash damage or, if you really want to give it a chance to be effective against infantry (why not? Swarms have lock-on mechanic and range) then increase its splash radius.
SPLASH RADIUS: 4m
Thanks for reading! |
zzZaXxx
Vengeance Unbound
645
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Posted - 2014.11.10 13:52:00 -
[2] - Quote
bump |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2139
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Posted - 2014.11.10 18:52:00 -
[3] - Quote
0.4 second charge on a CQC rifle? Negative, Ghost rider. Gonna have to keep it at 0.25, no more than 0.3.
Proof that Rattati/CCP do listen to the playerbase.
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zzZaXxx
Vengeance Unbound
648
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Posted - 2014.11.10 19:25:00 -
[4] - Quote
Alena Ventrallis wrote:0.4 second charge on a CQC rifle? Negative, Ghost rider. Gonna have to keep it at 0.25, no more than 0.3. It's not a CQC rifle. It should just be decent at CQC, not great. It's rail so it's gonna have good range, therefore not CQC.
And it's current charge time is only 0.3? I thought it went up to 0.6 with the RR. If not, then yes, just keep it at 0.3. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4831
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Posted - 2014.11.10 22:20:00 -
[5] - Quote
zzZaXxx wrote:Alena Ventrallis wrote:0.4 second charge on a CQC rifle? Negative, Ghost rider. Gonna have to keep it at 0.25, no more than 0.3. It's not a CQC rifle. It should just be decent at CQC, not great. It's rail so it's gonna have good range, therefore not CQC. And it's current charge time is only 0.3? I thought it went up to 0.6 with the RR. If not, then yes, just keep it at 0.3.
it's the caldari analog to the Assault Rifle. It's meant to be their CQC variant. It has lower DPS than the AR for a reason. eliminating it's utility in CQC would be more detrimental than beneficial.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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