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postapo wastelander
Wasteland Desert Rangers
658
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Posted - 2014.11.14 13:37:00 -
[1] - Quote
Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback?
Its easy RR was little op before (overperformed all rifles on long/medium/cqc) after nerf, all RR population went mental becuase their toy was nerfed and start QQ threads.
I tried it and long/medium range is completely fine (helvete i basicaly went better then wit fit what i normaly using-without specsing in RR i wen 17/4 like basic matar logi).
RR was meant to be used like precision auto rifle and thats it. Most of RR community used it differently and thats issue. Issue is community what dont want balanced weapon. They want weapon OP and i know if you make it that waz there will be again "rule of RR".
Basicaly rifles should be this way:
RoF - CR (MATARI) Versatility - AR (GALENTE) Accuracy - ScR (AMARR) Power - RR (CALDARI)
And now we have it, there is need for few tweaks but that tweaks are not around RR, what is completely fine. If someone have problem with RR on cqc, he should try some sidearm or another rifle.
"Savvy"
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postapo wastelander
Wasteland Desert Rangers
658
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Posted - 2014.11.14 14:16:00 -
[2] - Quote
Jack 3enimble wrote:Full time RR user here with all Cal suits proto. My 2 ISK.
ARR
The ARR is decent at CQC and definitely the better choice over the the RR. Problem is that the ARR still gets outperformed by the ACR in both CQC and at range. This is because of the kick build up of the ARR and the charge time. The kick build up makes you inaccurate at sustained fire and the charge up time means death if a ACR gets the drop on you.
Now something I'll get flamed for but will suggest it anyway. What if there was a skill for the RR that reduces charge up time or sharpshooter to make it more viable CQC and compete with the CQC monsters? I mean those have sharpshooter skill too, it seems fair to those users that the RR gets a extra sp sink for better CQC ability. IMHO every faction should have a ranged light weapon and CQC light weapon
RR
Plain and simple if the enemy doesn't see you the charge up time doesnt matter. Now with the kick it makes you inaccurate in sustained fire. Also with the charge up if someone runs up to you and bursts his shots you're dead because you cannot burst the RR. The charge up time kills you at medium range. it's only viable in certain situations. I will test it out more and give some better feedback
Just take a look on the other side ACR matching this because RoF, nothing else. If you put RoF of ARR up, you will have OP beast and if you make it with lower damage you will basicaly have ACR on steroids (BYE BYE RACIAL VERSATILITY AROUND RIFLES).
Sharpshooter similar problem, with its damage and implemented sharpshooter again you have OP weapon from ARR again. Because ARR core is meant to be "slower damage powerhouse". Just take a look on damages.
How i told upper:
RoF - CR (MATARI - Hybrid killer) Versatility - AR (GALENTE - Hybrid killer) Accuracy - ScR (AMARR - Shield killer) Power - RR (CALDARI - Armor killer)
And now we have it, there is need for few tweaks but that tweaks are not around RR, what is completely fine. If someone have problem with RR on cqc, he should try some sidearm or another rifle.
X x X x X
about RR, yup basicaly same story what cpl. Dwayne Hicks told us once.
"Savvy"
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postapo wastelander
Wasteland Desert Rangers
659
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Posted - 2014.11.14 14:47:00 -
[3] - Quote
Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback?
Oki tried it right now and behaviour of that rifle is really bad. What was that before great in long2medium range and bad on cqc was balance. This was thing what (in my eyes broke weapon).
Just bring back kick like mule version, this "doubletime charge"its like.. honestly it makes RR crappy ![Ugh](https://forums.dust514.com/Images/Emoticons/ccp_ugh.png)
"Savvy"
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postapo wastelander
Wasteland Desert Rangers
660
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Posted - 2014.11.14 15:23:00 -
[4] - Quote
Aramis Madrigal wrote:I use the RR a fair amount and I preferred the additional kick to the increased spool time. If I'm using the RR, it's because I want to be able to take out targets as they move from one covered position to the next, at long range. The increased spool time makes this a bit harder and closes the window of opportunity, particularly if your target is fast. I'd rather have to swap out to my SMG for cqc then have the long range effectiveness of the RR diminished.
-Aramis
Defo agree here, "kick-like-mule" balance was actually good one. RR stayed in place where it outshines other rifles (like long2medium range precision autorifle) and was balanced by mediocre cqc. But now, after that "doubletime fix" it seems like really broken rifle, behavior is wierd and whole that thingie basicaly dont have that sturdy feel anymore. I tried RR every time when it was augmented or tinked and this fix, oh boyo additional kick was real balance, but this is just broken mechanism.
But helvete all that just because RR community what wanted to have RR OP again, good job boyos you broke your own weapon. Its just, hell additional kick on hopfiring should be that last touch, this is just funny like hell. From final balance again to state of broken.
Honestly, RR should be good long2medium range rifle and that was with that "hipfire kick" fix. What was implemented now just make RR wierd nothing else, if someone fromm CCP listening just redo it back to "kick like mule" state and everythignie will be fine.
"Savvy"
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![postapo wastelander postapo wastelander](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
postapo wastelander
Wasteland Desert Rangers
660
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 15:54:00 -
[5] - Quote
Jacques Cayton II wrote:Zatara Rought wrote:xavier zor wrote:
It is a worse solution I always switch to my SMG in close quarters when using the rail rifle, but when i see somebody and they see me within a decent range (outside SMG range) he gets 6 extra bullets (around 200hp) off me before i can shoot him? When i stop to recover, i pop my head around the crate to see him, he gets another 200hp off me before i start doing damage...
I hate to say this again but...Woooooooww!!! Now let me ask a follow up...why not just precharge at those long ranges the same way it feels intuitive to do so for cqc? Because when is he going to pop out you cant precharge forever like a forge gun. You can't fire burst with a .6 charge. Zatara i thought better of u now I'm beginning to doubt you. Btw instead of kick or charge why not bad dispersion in hip fire but laser accuracy in ads who'd a thubk that
Laser accu with its damage - instat kill Kick in cqc is only way. RR was ment like percision autorifle, basicaly its similar story like trying cqc with sniper rifle.
BTW i tried RR it with hipfire change aswell and it was great weapon, most of contenders dont have any chance to ambush me (RR took them down on long2medium range), they dont have a chance to fight me in cqc. If you are assault, you still can have smg like sidearm (or magsec like purist). If you loggiin' you can use RR still well or swap for other weapon, if you are like me a prefere something for medium2short range (and like purist there is ARR for you aswell).
Like really the kick in cqc is only way how you can balance RR, any other can make weapon boken (like you have it now) or OP (like it was before).
"Savvy"
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