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Jacques Cayton II
Fatal Absolution General Tso's Alliance
1069
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Posted - 2014.11.14 15:38:00 -
[61] - Quote
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
We fight for the future of the State not our
personal goals
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Zatara Rought
Fatal Absolution General Tso's Alliance
4505
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Posted - 2014.11.14 15:48:00 -
[62] - Quote
CUSE TOWN333 wrote:Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback? Rail rifle has been useless since 4 nerfs ago. all other rifles out do it putting the RR at the bottom of the meta. the way to balance long range rifles is not charge time but just makeing hipfire accuracy very bad. no need for crazy kick just make it accurate in ADS and wide dispersion in hipfire take that kick out and put the charge time back to what it was.
Woooooooow! Thank you for the feedback!
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4505
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Posted - 2014.11.14 15:54:00 -
[63] - 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
Don't mistake me asking for you to explain it as me not understanding it.
There's a lot of power in a lot of minds feeling the same feedback I have. It's only been 8 hours or so but we seem to overwhelmingly agree the RR hipfire kick was a much better solution than the charge up time increase.
I shared these exact same feelings, and came to the exact same conclusions, but how am I ever to represent you if I do not "show my work"
I hope that because of this thread we can have the RR changes reversed and the hipfire kick reintroduced.
Nerfing the RR into oblivion by crippling it at it's intended long range job through the increased charge time is IMO a mistake.
Those of you that complained about the increased charge up time need to suck it up.
If the majority of the community disagrees please make me look quite the fool by responding here.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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postapo wastelander
Wasteland Desert Rangers
660
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Posted - 2014.11.14 15:54:00 -
[64] - 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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Devilish Killzone
Capital Acquisitions LLC General Tso's Alliance
2
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Posted - 2014.11.14 16:06:00 -
[65] - Quote
Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback?
I guess i'll settle for dual bolt pistols on my Cal Assault...
"Jumping feet first into hell is not my job. Making sure it's full when I get there is."
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NextDark Knight
Molon Labe. General Tso's Alliance
606
|
Posted - 2014.11.14 16:48:00 -
[66] - Quote
Kincaid and green bottles? Hmmmm....
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Shley Ashes
Commando Perkone Caldari State
187
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Posted - 2014.11.14 16:52:00 -
[67] - Quote
Here is as I see it the issue with the "New Rail rifle"
The increase into charge time means that you need to maintain fire in some cases when you either miss or there are multiple targets to engage, this here is the issue, the rail rifle hip fire spread is fine, it's been nerfed to hell, it deserved it really, however the Aim down sights spread that starts going mental at about the 25th ish round is where the only issue I feel lies, tone that down and you've got the rail rifle in a good place I feel.
TL:DR ADS stronger, keep hipfire as is
The assault rail rifle is just over nerfed to hell that weapon with only iron sights is meant to be hip fired the 18th ish hip fire round and again the reticule is all over the place, that is to much of a nerf, and ADS is around the 34ish shot, tone down the hip fire spread ADS is ok but could maybe use a very very very minor tone down.
TL:DR Over nerfed hipfire, ADS could use a tiny buff
I personally never remember seeing QQ about the assault rail rifle so I am slightly puzzled as to why the nerf bat hit it so hard, I can ever remember yesterday someone in squad said "wow that guys using an assault rail rifle, gotta give him props its useless now" so if that's the general perception of the players ( I don't know that it is that's just one example ) then the ARR is not in a good place.
apart from that, the balance is good if those dispersion numbers were reworked I think the Rail Rifles would be in a place where people might choose them over the Breach Assault Rifle
hope that's helpful
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NextDark Knight
Molon Labe. General Tso's Alliance
606
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Posted - 2014.11.14 16:56:00 -
[68] - Quote
ZataraRought can I get some constructive comments on the suggestion about ads and hipfire having different charge times so I can quit posting about it.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Zatara Rought
Fatal Absolution General Tso's Alliance
4508
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Posted - 2014.11.14 17:03:00 -
[69] - Quote
NextDark Knight wrote:ZataraRought can I get some constructive comments on the suggestion about ads and hipfire having different charge times so I can quit posting about it.
I'll ask, but that's very...counterintuitive.
Think about it why would they have different charge up times?
Just nerf the damn hipfire so it's bad in CQC (or requires a great deal of skill or perhaps a bonus being given to the cal assault)
and call it good.
But for ***** and giggles, i'll ask.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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John ShepardIII
Capital Acquisitions LLC
1055
|
Posted - 2014.11.14 17:44:00 -
[70] - Quote
Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback? It's nice right now definitely the easiest rifle to use. It should probably get a little more kick though
The True Shepard
Lvl 1 Forum Warrior
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jace silencerww
Krullefor Organization Minmatar Republic
87
|
Posted - 2014.11.14 18:05:00 -
[71] - Quote
WELL THIS STINKS. lol time to suck it up and buy a respec as much as I hate to respec. now my caldari commando is useless. sniper riles got buffed so the cald commando lost some of it use now my rail rifle takes 0.6 seconds to charge up and hipfire after 10 shots is a joke. so BYE BYE my poor caldari commando. You did me proud. |
137H4RGIC
Bloodline Rebellion Capital Punishment.
332
|
Posted - 2014.11.14 18:06:00 -
[72] - Quote
How do you make a long range weapon suck at close quarters? Decrease its hoodie accuracy substantially so that if one wishes to consistently hit their targets, one must aim down sights.
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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John ShepardIII
Capital Acquisitions LLC
1055
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Posted - 2014.11.14 18:15:00 -
[73] - Quote
137H4RGIC wrote:How do you make a long range weapon suck at close quarters? Decrease its hoodie accuracy substantially so that if one wishes to consistently hit their targets, one must aim down sights. Yeah that'll work too
The True Shepard
Lvl 1 Forum Warrior
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137H4RGIC
Bloodline Rebellion Capital Punishment.
333
|
Posted - 2014.11.14 18:17:00 -
[74] - Quote
Oops auto correct typo, fixing
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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Zatara Rought
Fatal Absolution General Tso's Alliance
4511
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Posted - 2014.11.14 18:24:00 -
[75] - Quote
John ShepardIII wrote:Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback? It's nice right now definitely the easiest rifle to use. It should probably get a little more kick though
Wait what...you think in addition to the charge time we need to add MORE hipfire kick in?
Afaik it's a troll right?
Someone tell me it's a troll!?
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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John ShepardIII
Capital Acquisitions LLC
1060
|
Posted - 2014.11.14 18:38:00 -
[76] - Quote
Zatara Rought wrote:John ShepardIII wrote:Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback? It's nice right now definitely the easiest rifle to use. It should probably get a little more kick though Wait what...you think in addition to the charge time we need to add MORE hipfire kick in? Afaik it's a troll right? Someone tell me it's a troll!? I used it the other day easiest 30 something kills I got in a while. The no kick is ridiculous it should have a little bit, and actually the charge up time isn't too bad I think the charge time is good where it's at. Not trolling btw
The True Shepard
Lvl 1 Forum Warrior
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NextDark Knight
Molon Labe. General Tso's Alliance
606
|
Posted - 2014.11.14 18:40:00 -
[77] - Quote
Zatara Rought wrote: I'll ask, but that's very...counterintuitive.
How?? The high kick breaks the fun of the weapon. It's Jaring to the user especially on Front line suits.
Zatara Rought wrote: Think about it why would they have different charge up times?
You could say the gun goes into a standby mode when not looking down the sight. Save energy.. I don't know anything is
better then that crazy kick.
Zatara Rought wrote:
Just nerf the damn hipfire so it's bad in CQC (or requires a great deal of skill or perhaps a bonus being given to the cal assault)
and call it good.
>> as some one that has used it and maxed it out early as my main. When fighting of equal skill I find the RR to loss out.
Zatara Rought wrote: But for ***** and giggles, i'll ask.
I don't really mind it being nerfed so bad as I just stopped using it until all the balance fixes get worked out. I rather everyone just stop using it then I go back to using later. With such a armor heavy meta and the nice sight on the gun it's easy to gravitate to the RR until we start seeing more shield users.
Yet thank you for asking.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Zatara Rought
Fatal Absolution General Tso's Alliance
4517
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Posted - 2014.11.14 19:12:00 -
[78] - Quote
John ShepardIII wrote:Zatara Rought wrote:John ShepardIII wrote:Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback? It's nice right now definitely the easiest rifle to use. It should probably get a little more kick though Wait what...you think in addition to the charge time we need to add MORE hipfire kick in? Afaik it's a troll right? Someone tell me it's a troll!? I used it the other day easiest 30 something kills I got in a while. The no kick is ridiculous it should have a little bit, and actually the charge up time isn't too bad I think the charge time is good where it's at. Not trolling btw
Lol, it just got changed Yesterday.
The charge was changed from .3 to .6 seconds before you can fire a shot.
Perhaps you should retry and tell me the results.
And if you thought the kick the other day (hipfire) was just fine...I think you were stoned or something.
The hipfire kick after about 15-20 shots sent you twitching horribly towards the sky. Lmao.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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GLOBAL fils'de RAGE
Consolidated Dust
42
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Posted - 2014.11.14 20:09:00 -
[79] - Quote
I went all in with the RR when it was introduced. I ran it with my CAL assaults and logis.
I pulled the plug and now run the CR in my CALDARI assault. |
Jakkal Shoobah
Bloodline Rebellion Capital Punishment.
9
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Posted - 2014.11.14 20:29:00 -
[80] - Quote
Jakkal here. Uh I used to run the rail rifle on my galmando way before the nerf because id always get rail rifled by EVERY POSSIBLE SUIT. I tried using the rail rifle now. Its left me with a bitter taste. Just gonna try and say my experience with the RR.
When rail rifles had unreasonably tiny hipfire kick and the best range they were OP in my opinion because they were king at range and cqc. I resorted to using them because id get bested at cqc with my ar by rail rifles. They were too good at everything, but I think CCP nerfed it a little too far.
Recently, before the extra charge, the RR was more acceptable in cqc. No longer was i mowed down with unreasonable accuracy and kick at 6 mtrs. i would have preferred an increase to hipfire dispersion per shot and not hipfire kick per shot. Because logic you know? Long range gun with dispersion being controlled by ads instead of long range gun with tons of kick being controlled by ads. Now though, I feel sorry for RR.
Although RR still maintain potency at long range they have lost some touches that were unique and minor disadvantages. The doubled charge time is not ok with me.Yes i can now effectively run from cover to cover without fear of being instaganked by rail rifles, but its not balanced. Every gun in this game has a certain ergonomic sense to it that is kept in check by a minor disadvantage. ScR is heat. CR is clip. AR is range. RR is charge up time. The RR's disadvantage is no longer minor.
I feel the RR's charge up time could effectively be set back to .3 seconds and the hipfire kick could be set back as well as long as the hipfire dispersion is increased. The RR has lost its ability to quickly put rounds down range in the general vicinity of anyone who dare peeks out in 70 mtrs. It has lost its ability to be extremely effective long range combat. I have decided to put the RR down until it is in line with its description of being "designed for field operations where penetrative power and precision are paramount." Pre-nerf it was able to perform way too good in cr and ar range, but now it has trouble operating in its own range.
Only exception to this being rooftop campers who have all the time in the world to line up a shot. Yeah kacique77 you know what i'm talking about. Damn campers with the broken links that cant be punched nor shot. Rant aside.
Please fix the RR so Mr. Reacher can stop complaining about it.
Jakkal "Jammal" Shoobah,
The friendly/pissy Gallente Commando/Assault
Assault Rifles til I get stomped to the ground
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kayn TARON
Fatal Absolution General Tso's Alliance
63
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Posted - 2014.11.14 20:37:00 -
[81] - Quote
Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback?
Logged in just for you :0
As one of the rare few to bare the good and bad of the RR since it came out including the ARR, and as a Caldari Commando figured I should put my 2 cents in.
I think we can all agree prior to it being changed it was overly OP in all situations. Ambush had become, and to an extent still is nothing but Rail Rifles. That being said the kick change was horrid even at ranged, although the spool up being .6 is nothing more than an annoyance than anything all you have to do is pre charge it. The issue there is though those that don't are automatically put at a disadvantage (yet more gap between new and vet players).
It has so little kick it's hardly noticeable. I actually hooked my wireless mouse up as I can keep it straight much easier than with DS3 controller. After unloading at ranged 4 clips into someone *As a test* there was virtually ZERO kick. A gun with this much range needs more kick.
That being said the best solution in the end is to take a bit from both changes, change spool to .45 (in between .3 and .6) and also have the kick it had before but toned down (only a hair otherwise it will dominate CQC again). This will allow the kick at long range to exist but not be useless, as after 3 or 4 shots at ranged you're stopping to reapply to control kick and again waiting on spool up.
So yeah in the end I would suggest a combination of both increased spool up and kick to hender it at CQC but not make it useless. Hope this helps Princess :)
On that note give us a better sight for the ARR and reduce the kick dispersion a hair please... :)
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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John ShepardIII
Capital Acquisitions LLC
1060
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Posted - 2014.11.14 20:41:00 -
[82] - Quote
Zatara Rought wrote:John ShepardIII wrote:Zatara Rought wrote:John ShepardIII wrote:Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback? It's nice right now definitely the easiest rifle to use. It should probably get a little more kick though Wait what...you think in addition to the charge time we need to add MORE hipfire kick in? Afaik it's a troll right? Someone tell me it's a troll!? I used it the other day easiest 30 something kills I got in a while. The no kick is ridiculous it should have a little bit, and actually the charge up time isn't too bad I think the charge time is good where it's at. Not trolling btw Lol, it just got changed Yesterday. The charge was changed from .3 to .6 seconds before you can fire a shot. Perhaps you should retry and tell me the results. And if you thought the kick the other day (hipfire) was just fine...I think you were stoned or something. The hipfire kick after about 15-20 shots sent you twitching horribly towards the sky. Lmao. I might have been a little stoned :) damn now I have to log on to dust again because I need to see the changes that were "yesterday"
The True Shepard
Lvl 1 Forum Warrior
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NextDark Knight
Molon Labe. General Tso's Alliance
606
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Posted - 2014.11.14 21:03:00 -
[83] - Quote
after further testing with the longer time I just rather not use the gun at all
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Delta 749
Kestrel Reconnaissance
3142
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Posted - 2014.11.14 21:13:00 -
[84] - Quote
CUSE TOWN333 wrote:Zatara Rought wrote:People complained about the hipfire kick so the charge time was doubled
Feedback? Rail rifle has been useless since 4 nerfs ago. all other rifles out do it putting the RR at the bottom of the meta. the way to balance long range rifles is not charge time but just makeing hipfire accuracy very bad. no need for crazy kick just make it accurate in ADS and wide dispersion in hipfire take that kick out and put the charge time back to what it was.
Gee guys, its almost like this simple solution makes perfect sense instead of tweaking this that and the other thing |
CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1875
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Posted - 2014.11.14 21:14:00 -
[85] - Quote
NextDark Knight wrote:after further testing with the longer time I just rather not use the gun at all yeah most these people are on drugs and have no clue what dafuq they are talking about. there is just much better options to put on my caldari assault like the combat rifle or BAR its just sad.
KEQ diplomat/ intel /GC officer
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Benjamin Ciscko
Fatal Absolution
3473
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Posted - 2014.11.14 21:19:00 -
[86] - Quote
Breakin Stuff wrote:Recoil helps in CQ Zatara. I keep saying it and people keep blowing me off.
Recoil walks your shots from crotch to eyeball. It's not a disadvantage in CQC.
You want less recoil for range weapons an dispersion to balance CQC.
Recoil and high damage help in close. Dispersion and rate of fire help at range.
We keep trying to shoehorn the damn guns opposite of this simple fact. WHY?
HIGH DAMAGE HIGH RANGE SLOW FIRE IS A SHIP/VEHICLE DOCTRINE.
It falls apart with infantry. So does gun game and disperse weapons are far harder to control hurting players who choose skill.
Fatal Absolution Director
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MINA Longstrike
Kirjuun Heiian
1612
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Posted - 2014.11.14 21:31:00 -
[87] - Quote
Zatara Rought wrote: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 Don't mistake me asking for you to explain it as me not understanding it. There's a lot of power in a lot of minds feeling the same feedback I have. It's only been 8 hours or so but we seem to overwhelmingly agree the RR hipfire kick was a much better solution than the charge up time increase. I shared these exact same feelings, and came to the exact same conclusions, but how am I ever to represent you if I do not "show my work" I hope that because of this thread we can have the RR changes reversed and the hipfire kick reintroduced. Nerfing the RR into oblivion by crippling it at it's intended long range job through the increased charge time is IMO a mistake. Those of you that complained about the increased charge up time need to suck it up. If the majority of the community disagrees please make me look quite the fool by responding here.
A large part of the problem is that opinions are being gathered from people who honestly want to see the weapon ruined and or useless, rather than from people actually use the weapon on a consistant basis.
Due to the range of the RR in any map or game mode where you can get up high and not be surprised with a short range fight (where it was already at a 100+ dps disadvantage) or where you can safely stand back and just plink at each other because there's no objective beyond 'kill people' the rail rifle will ALWAYS be an incredibly popular choice due to its range.
Being *too good at range* was a problem unique to the rail rifle, its cqc ability wasn't a 'problem' so breaking the fact that it could be used in cqc, simply to slap the hands of people who stood really far back with it didn't actually change much. It simply made the RR an incredibly frustrating and practically non-viable weapon.
I would have been one of the first people who supported nerfing the RR's range, but CCP seemingly doesn't want to go the obvious route of tweaking the range of a weapon that's overperforming at range due to a combination of factors (largely map design).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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jace silencerww
Krullefor Organization Minmatar Republic
87
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Posted - 2014.11.14 21:32:00 -
[88] - Quote
the assault rail rifle is fine but the other is freaking stupid. I see a scout running at 50-60 meters who is going across the street and by the time the RR ready to fire (charged up) the scout is across the street and gone. I can not even defend myself with it under 20 meters while defending a point. so yup as I said earlier BYE BYE to my caldari commando now I say BYE BYE RR you were a great long range weapon and you serviced proudly. |
Leadfoot10
Molon Labe. General Tso's Alliance
2177
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Posted - 2014.11.14 22:00:00 -
[89] - Quote
GLOBAL fils'de RAGE wrote:I went all in with the RR when it was introduced. I ran it with my CAL assaults and logis.
I pulled the plug and now run the CR in my CALDARI assault.
Which do you find better and why?
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Imp Smash
Molon Labe. General Tso's Alliance
390
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Posted - 2014.11.15 00:37:00 -
[90] - Quote
I ran a few doms last night and I got put up against the same guy who was using ARR several times in a row. We ended up dueling about a dozen times. So I'd like to edit my last bit of feedback.
He was in a Minmatar assault and I was in my Caldari Heavy so please take the EHP/HMG factor in consideration.
The charge time definitely gave me a huge advantage at first. Several times he would rush the letter and I'd be waiting, and for the first few lives he died without getting off a shot.
After that he switched up and started precharging when assaulting. Keeping his gun at half or so charge when turning corners. In those instances I won about 70% of the time.
After that (when we were on a map with open area) his team had the point and I was pushing it. He was using the RR at this point and killed me every time he caught me at a distance (as expected) except once when I got 3 lucky bolt pistol headshots off. When I got close (he started precharging when he saw me get close enough) I no longer killed him before he got a shot off. But in those cases with the standard RR I won 100% of the time.
So while the charge time appears to be a problem for opponents who are caught with their gun completely uncharged -- it seems work-aroundable with precharging when turning corners or popping out of cover.
Don't know if that is fair or not skill ceiling wise though. /shrug |
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