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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
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Posted - 2014.11.10 22:56:00 -
[1] - Quote
I know you want to keep it the same. I only want to remind you, so we don't have the ARR getting the extra charge time alongside the RR like with the increased hipfire kick.
Proof that Rattati/CCP do listen to the playerbase.
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Victor Moody Stahl
Amarr Templars Amarr Empire
103
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Posted - 2014.11.11 00:17:00 -
[2] - Quote
I too support the ARR not receiving extra charge time. If it is intended as the close quarters RR variant, then it needs a reduced charge time compared to the regular RR.
Perhaps even tweak it down slightly, to 0.25 seconds? For the curious, that's a different of only 0.05 seconds less.
Buff Logis | Nerf Scouts
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Imp Smash
Molon Labe. General Tso's Alliance
348
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Posted - 2014.11.11 06:25:00 -
[3] - 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... |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
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Posted - 2014.11.11 07:14:00 -
[4] - Quote
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.
Proof that Rattati/CCP do listen to the playerbase.
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Blueprint For Murder
Immortal Guides
251
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Posted - 2014.11.11 07:30:00 -
[5] - Quote
It is a variant of a rifle not meant for cqc you can not expect it to be like a ar with longer range durrrrrr it is suppose to be a half ass attempt for cqc just like the burst is a half ass cr and the bar is a half ass rr
The Impossible Dream and Wizard Talk
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Imp Smash
Molon Labe. General Tso's Alliance
350
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Posted - 2014.11.11 07:49:00 -
[6] - 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'.) |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
|
Posted - 2014.11.11 08:07:00 -
[7] - Quote
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.
Proof that Rattati/CCP do listen to the playerbase.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4858
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Posted - 2014.11.11 08:59:00 -
[8] - Quote
Ok nerds. If you want an ACTUAL DPS count of the ARR you have to take the calculated DPS of both weapons over five seconds. Then take the RR again and realize you screwed up and need to correctly calculate the ARR for 5.3 seconds because you have to charge before applying ANY damage so your five seconds of on-paper DPS is diluted further.
TL;DR: math says the ARR isn't a tiny bit lower in DPS. The charge time itself reduces the DPS of the weapon.
The ARR doesn't need another bloody nerf. The gun has to compete with the AR, ACR and breach AR. IT HAS TO STAY SIMILAR IN FUNCTION OR IT FAILS.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Ryme Intrinseca
Eurotrash Pubstars
1974
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Posted - 2014.11.11 11:18:00 -
[9] - Quote
The thing that kills the ARR is the hipfire. It sprays all over the place. It is simply not viable at all as a short range weapon compared to all variants of AR, CR, & ScR. |
Bahirae Serugiusu
Vendetta Reactionary Force
257
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Posted - 2014.11.11 11:39:00 -
[10] - Quote
Alena Ventrallis wrote:I know you want to keep it the same. I only want to remind you, so we don't have the ARR getting the extra charge time alongside the RR like with the increased hipfire kick. Try using the ARR compared to the Breach AR and tell me about how great the ARR is.
Theres always money in the banana stand.
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Leadfoot10
Molon Labe. General Tso's Alliance
2120
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Posted - 2014.11.11 16:54:00 -
[11] - Quote
Bahirae Serugiusu wrote:Alena Ventrallis wrote:I know you want to keep it the same. I only want to remind you, so we don't have the ARR getting the extra charge time alongside the RR like with the increased hipfire kick. Try using the ARR compared to the Breach AR and tell me about how great the ARR is.
Exactly.
Use both weapons. There really is no comparison. The Breach is better everywhere within its optimal. The ARR is better only at the edge of its range.
That said, it sounds to me like all 3 of us are on the same side of this one. |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2417
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Posted - 2014.11.11 17:03:00 -
[12] - Quote
Well I have been seeing nearly whole teams using breaches, cant say the same for assault rails.....take from that what you will.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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zzZaXxx
Vengeance Unbound
648
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Posted - 2014.11.11 17:10:00 -
[13] - Quote
Leadfoot10 wrote:Bahirae Serugiusu wrote:Alena Ventrallis wrote:I know you want to keep it the same. I only want to remind you, so we don't have the ARR getting the extra charge time alongside the RR like with the increased hipfire kick. Try using the ARR compared to the Breach AR and tell me about how great the ARR is. Exactly. Use both weapons. There really is no comparison. The Breach is better everywhere within its optimal. The ARR is better only at the edge of its range. That said, it sounds to me like all 3 of us are on the same side of this one. The ARR will melt people at ranges where the BAR is just sweetly tickling them. But hipfire is a big weakness (and more kick to come?) |
Leadfoot10
Molon Labe. General Tso's Alliance
2120
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Posted - 2014.11.11 17:52:00 -
[14] - Quote
We're saying the same thing, no?
I've not heard of another hipfire nerf in store for the ARR. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2150
|
Posted - 2014.11.11 19:11:00 -
[15] - Quote
zzZaXxx wrote:Leadfoot10 wrote:Bahirae Serugiusu wrote:Alena Ventrallis wrote:I know you want to keep it the same. I only want to remind you, so we don't have the ARR getting the extra charge time alongside the RR like with the increased hipfire kick. Try using the ARR compared to the Breach AR and tell me about how great the ARR is. Exactly. Use both weapons. There really is no comparison. The Breach is better everywhere within its optimal. The ARR is better only at the edge of its range. That said, it sounds to me like all 3 of us are on the same side of this one. The ARR will melt people at ranges where the BAR is just sweetly tickling them. But hipfire is a big weakness (and more kick to come?) Kick is being reduced. Rattati wants to improve its CQC ability. Although he should also look into reducing its range to 60m.
Proof that Rattati/CCP do listen to the playerbase.
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Bahirae Serugiusu
Vendetta Reactionary Force
257
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Posted - 2014.11.12 00:29:00 -
[16] - Quote
Alena Ventrallis wrote:zzZaXxx wrote:Leadfoot10 wrote:Bahirae Serugiusu wrote:Alena Ventrallis wrote:I know you want to keep it the same. I only want to remind you, so we don't have the ARR getting the extra charge time alongside the RR like with the increased hipfire kick. Try using the ARR compared to the Breach AR and tell me about how great the ARR is. Exactly. Use both weapons. There really is no comparison. The Breach is better everywhere within its optimal. The ARR is better only at the edge of its range. That said, it sounds to me like all 3 of us are on the same side of this one. The ARR will melt people at ranges where the BAR is just sweetly tickling them. But hipfire is a big weakness (and more kick to come?) Kick is being reduced. Rattati wants to improve its CQC ability. Although he should also look into reducing its range to 60m. Cool so not only does the recoil on it cause it to fly across the screen while Breach ARs got barely anything now its barely got range.
Theres always money in the banana stand.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2150
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Posted - 2014.11.12 00:40:00 -
[17] - Quote
Did you not read the part where kick is being reduced?
Proof that Rattati/CCP do listen to the playerbase.
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Imp Smash
Molon Labe. General Tso's Alliance
357
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Posted - 2014.11.12 04:20:00 -
[18] - 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. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2151
|
Posted - 2014.11.12 06:08:00 -
[19] - Quote
Imp Smash wrote: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. Or (even better) it has some charge time (not too low not too high) and some kick (not too little not too much) and work decently well. Compare it to the laser rifle. That's a light weapon catagory too. It's great in it's optimum, but complete trash at CQC. Like the RR should be. The ARR should just be a bit worse at Range and a bit better at CQC than the standard RR> Honestly it sounds like you just want to have your prefered weapon choice good or better in all situations -- which is a flexibility no one else will get. 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. I think your confused as to my point. The ARR should have a charge time. But it should be faster than the base RR, and indeed should not be raised from where it is now.
Proof that Rattati/CCP do listen to the playerbase.
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Imp Smash
Molon Labe. General Tso's Alliance
425
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Posted - 2014.11.22 04:13:00 -
[20] - 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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