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Imp Smash
Molon Labe. General Tso's Alliance
348
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Posted - 2014.11.11 06:25:00 -
[1] - Quote
Well, if it has high DPS it will need EITHER a lot of kick (which I think they are reducing) OR charge time to balance it out. Otherwise it infringes upon and overtakes AR's and ACR's spot in combat meta.
You can't make it low charge time AND low kick with the DPS it has... |
Imp Smash
Molon Labe. General Tso's Alliance
350
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Posted - 2014.11.11 07:49:00 -
[2] - Quote
Alena Ventrallis wrote:Imp Smash wrote:Well, if it has high DPS it will need EITHER a lot of kick (which I think they are reducing) OR charge time to balance it out. Otherwise it infringes upon and overtakes AR's and ACR's spot in combat meta.
You can't make it low charge time AND low kick with the DPS it has... It has less DPS than both of those weapons.
Yes, but just BARELY. And if it had low charge AND low kick/dispersion then it would be just about as good as those weapons, but better because you could always bust out a long range variant whereas assault rifles simply don't HAVE a long range variant like the RR does. It would make SP spent into RRs more effective than AR.
Basically, the AR needs a very clear advantage in CQC and an ARR with low charge time and low kick/dispersion is damn near as good where as the standard RR outclasses the longest range AR variant in every way. That is the definition of 'over powered' -- being signifcantly more powerful than (insert competing 'x'.) |
Imp Smash
Molon Labe. General Tso's Alliance
357
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Posted - 2014.11.12 04:20:00 -
[3] - Quote
Alena Ventrallis wrote:Imp Smash wrote:Alena Ventrallis wrote:Imp Smash wrote:Well, if it has high DPS it will need EITHER a lot of kick (which I think they are reducing) OR charge time to balance it out. Otherwise it infringes upon and overtakes AR's and ACR's spot in combat meta.
You can't make it low charge time AND low kick with the DPS it has... It has less DPS than both of those weapons. Yes, but just BARELY. And if it had low charge AND low kick/dispersion then it would be just about as good as those weapons, but better because you could always bust out a long range variant whereas assault rifles simply don't HAVE a long range variant like the RR does. It would make SP spent into RRs more effective than AR. Basically, the AR needs a very clear advantage in CQC and an ARR with low charge time and low kick/dispersion is damn near as good where as the standard RR outclasses the longest range AR variant in every way. That is the definition of 'over powered' -- being signifcantly more powerful than (insert competing 'x'.) Let me get this straight. The ARR has a charge up time, lower DPS... but the AR needs more of an advantage? That makes no sense. Even with the charge up time the AR wins in the DPS race. In any case, Rattati already stated he was going to keep the charge time on the ARR low, I'm simply posting a reminder.
It's not a matter of 'more' advantage. It's a matter of advantage. Take the SCR. The SCR has a huge advantage at 60 meters over an AR. The SCR also has a huge disadvantage at CQC. That's how it should be as it is a medlong range weapon.
Now take the ARR. It has better range than the AR. So it should be weaker in CQC. EITHER kick OR charge time is the way to go. Putting BOTH on it would make it pointless at CQC and short range and make it a useless weapon. But NEITHER on it makes it virtually as good as an AR in the range that ARs are designed for. AND you would be able to whip out a RR for long range where as the AR can pull out no gun able to compete.
So RR users would have a selections of guns great in both close and long range whereas AR users would have a gun great at close only. THAT is OP by definition. For the same reason even the most long range of the ARs can't compete with RRs at range, the most CQC minded RRs should not compete with ARs at close range.
So yes, the RR class of weapons, being the long range designed gun of dust, needs to be weaker than the other guns at CQC. Being the longest range class of guns like scramblers it needs to be about as good as an AScR in cqc. The ARR should be viable -- but not the best, or even the second best, at close range. So kick OR charge time. If CCP is deciding to go with low charge then you will need to learn to control the kick. If they change their mind and give it high charge then they should reduce kick significantly so that it is a viable weapon. Stop asking for a weapon type to be good-great in all situations when Dust is being designed so that no weapon type is built like that.
This is not rocket science. You sound like you just want to have your prefered weapon choice good or better in all situations -- which no one else gets.
ALL of that being said -- I do not know if the amount of kick the ARR has right now is fair. It might be too much. I'm not saying that the gun should have super kick and super charge time and be semi unuseable in CQC. I'm saying that it will have to be not as good as the closer range class of guns -- and DPS alone is not any way to balance weapons. |
Imp Smash
Molon Labe. General Tso's Alliance
425
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Posted - 2014.11.22 04:13:00 -
[4] - Quote
Ah, I was confused to what you were saying. Yes I agree with you 100% for that statement. My apologies |
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