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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Songs of Seraphim
Murphys-Law
62
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Posted - 2014.11.15 21:52:00 -
[31] - Quote
Hmm...
I say if everyone wants it at pre-nerf levels, give bonuses to the Caldari for spool time and recoil reduction. Say... 10% per level? So at current levels, a maxed out Caldari Assault would have a Rail Rifle at levels before the Balance Hotfix.
Even though before the hotfix, the kick was pretty bad in aim down sights after sustained fire...
So no. I don't want to have it "unnerfed", I prefer to have my Caldari Assault have useful bonuses for the Rail Rifle to remedy this. This way, the Rail Rifle is most useful on the Caldari Assault.
Raging alcoholic.
I play in a pink suit because it's the fabulous thing to do.
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
161
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Posted - 2014.11.15 22:39:00 -
[32] - Quote
Before i commented here i just wanted to make sure i knew what was going on. I only have one level in rail rifle from back when it came out. I put the std rr on a dragonfly cal assault, just basic sheild extenders and a cmplx dmg mod. Played an ambush where we got creamed by 25 clones. I went 5/4
Now you might say "well 5/4 isnt very good" and you're right but heres the facts. I have just a basic rr so no bonus to kick, i used a very basic low hp suit and our team got stomped pretty good..and the kicker...most of the kills on the stomping team were RAIL RIFLE.
the charge is no big deal. The kick feel like it did before (just aim low) and it also has massive range.
Tl;dr QUIT CRYING ITS NOT U.P. |
postapo wastelander
Wasteland Desert Rangers
663
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Posted - 2014.11.15 22:46:00 -
[33] - Quote
Last "fix" was gun breaking, in my eyes RRs "kick-like-mule" fix was the best way how to balance weapon. Just rewamp last patch and erase the "doubletime".
RR was ment like precision autorifle ergo perform great on long2medium range and mediocre for cqc.
"Savvy"
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Henrietta Unknown
Isuuaya Tactical Caldari State
474
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Posted - 2014.11.15 22:47:00 -
[34] - Quote
Bonuses so that say, an Amarr Assault, can't wield it with as much as effectiveness as and more hP than the racial suit. Such a travesty.
Give the Magsex some love.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
5
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Posted - 2014.11.15 22:53:00 -
[35] - Quote
The only problem is the charge time because the rr's kick increases while one aims down sight. I like this because now the cal assault can have a reasonable bonus. Either a reduction to charge time, or a reduction to kick.
Finally, a good bonus for another suit. CCP please do that instead. |
Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
208
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Posted - 2014.11.15 23:02:00 -
[36] - Quote
xavier zor wrote:First, +1 to this if you support it!
Reduce the charge time, you nerfed it HEAPS! For instance
Scenario 1: Horrid hip-fire, great charge-time
I pull out my sub-machine gun to CQC people, and use my rail rifle for long range. I can still hide behind corners but i will be down 100hp max. before i start doing damage to him if we start shooting at the same time.
Scenario 2: I get given 1 Million ISK if CCP un-nerfs the rail rifle
Scenario 3: Great hip-fire, horrid charge-time
I am hiding behind a crate at the rail rifles optimal range and the enemy is doing the same. When i poke my head out he can shoot me straight away. When i want to fire i am down 200-300hp before i start doing damage to him. In this case i have to pre-charge, but if i pre-charge and he ISN'T there than i am giving my position away and wasting bullets. In this instance i would rather go closer to sub-machine gun range and kill him.
CCP read this CCP read that --> THE REASONS ABOVE ARE A MAJORITY OF PLAYERS' RESPONSE TO THE CHARGE TIME NERF
The charge up time is less than a second. It's still a bit insignificant, just like this complaint. The rail rifle should not be a hipfire weapon and should not resort to taking anyone by surprise through low spool up time and its high damage capability.
There is literally no sense for team killing to be possible in any gamemode.
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
498
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Posted - 2014.11.15 23:37:00 -
[37] - Quote
If they un-nerf the rail rifle, would people finally stop bitching about the breach ar?
If so, I might be able to get behind this.
AKA - StarVenger
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Sequal Rise
Les Desanusseurs
278
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Posted - 2014.11.16 00:01:00 -
[38] - Quote
Cavani1EE7 wrote:Sequal Rise wrote:Cavani1EE7 wrote:Nah breh, just git gud. Funny to hear this from a CalScout FOTM chaser ^^ Here you go I met you IG many times and everytime you were running the FOTM ****. Maybe you should try that cream and follow your own advices.
And eat your tiny epeen on the way.
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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maluble
Art.of.Death VP Gaming Alliance
172
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Posted - 2014.11.16 00:17:00 -
[39] - Quote
xavier zor wrote:First, +1 to this if you support it!
Reduce the charge time, you nerfed it HEAPS! For instance
Scenario 1: Horrid hip-fire, great charge-time
I pull out my sub-machine gun to CQC people, and use my rail rifle for long range. I can still hide behind corners but i will be down 100hp max. before i start doing damage to him if we start shooting at the same time.
Scenario 2: I get given 1 Million ISK if CCP un-nerfs the rail rifle
Scenario 3: Great hip-fire, horrid charge-time
I am hiding behind a crate at the rail rifles optimal range and the enemy is doing the same. When i poke my head out he can shoot me straight away. When i want to fire i am down 200-300hp before i start doing damage to him. In this case i have to pre-charge, but if i pre-charge and he ISN'T there than i am giving my position away and wasting bullets. In this instance i would rather go closer to sub-machine gun range and kill him.
CCP read this CCP read that --> THE REASONS ABOVE ARE A MAJORITY OF PLAYERS' RESPONSE TO THE CHARGE TIME NERF
It needed nerf the chargw time was not existing, which was suppose to be its only downfall and yea it should have high recoil it's shooting a powerful round. Try shooting in burst thats how automatics ahould be fired in sustained bursts. Its not realistic even for game standards to just hold the trigger down with pinpoint accuracy. |
maluble
Art.of.Death VP Gaming Alliance
172
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Posted - 2014.11.16 00:18:00 -
[40] - Quote
Meisterjager Jagermeister wrote:If they un-nerf the rail rifle, would people finally stop bitching about the breach assault rifle?
If so, I could get behind this.
No basix breach ar does over 2000 damage per mag thats ridiculous. At least nerf range to 50m? |
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maluble
Art.of.Death VP Gaming Alliance
173
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Posted - 2014.11.16 00:21:00 -
[41] - Quote
sir RAVEN WING wrote:I just want the old charge time Signed You mean the old non existent charge time? I think it should be longer than is currently is. |
Auris Lionesse
Kang Lo Directorate Gallente Federation
1199
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Posted - 2014.11.16 00:25:00 -
[42] - Quote
signed.
give rr dominance at range with low charges. make arr beast at close range. but harder to use at longer range if it has to be changed.
i like the old 1.7 railrifle tbh. it was fine back then and didnt need to be nerfed.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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CCP Rattati
C C P C C P Alliance
11389
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Posted - 2014.11.16 00:50:00 -
[43] - Quote
Joel II X wrote:Spool time is manageable. If it does get shortened, it shouldn't be as short as before.
The kick for ADS should be lowered for more precision aiming for long range, while keeping, or SLIGHTLY reducing, the hipfire kick.
Then, slightly increase the Magsec spool by .1 second.
Finally, change Caldari Assault bonus to spool time reduction.
This is along the lines that I was thinking.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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NextDark Knight
Molon Labe. General Tso's Alliance
609
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Posted - 2014.11.16 00:52:00 -
[44] - Quote
I wouldn't mind having the RR back to what it was only on the Cal Assault suit if I could keep my reload bonus.. It will screw over the Commando suit as well but there is no other way to pigeon hold the weapon.
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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DarthPlagueis TheWise
396
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Posted - 2014.11.16 00:56:00 -
[45] - Quote
It's funny how when the RR gets nerfed, the community bitches so much it gets buffed again immediately.
But when the AR got nerfed, we didn't get jack **** from CCP for an entire year.
F*k this cash grab fix the shit that matters: unkillable uplinks, invisible remotes on null cannon hack panels, etc.
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DeadlyAztec11
Ostrakon Agency
5938
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Posted - 2014.11.16 01:04:00 -
[46] - Quote
DarthPlagueis TheWise wrote:It's funny how when the RR gets nerfed, the community bitches so much it gets buffed again immediately.
But when the AR got nerfed, we didn't get jack **** from CCP for an entire year. Well that was a different staff of people. Also there were few people outside of Gallente hardliners who were eager to have the AR be competitive again.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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NextDark Knight
Molon Labe. General Tso's Alliance
609
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Posted - 2014.11.16 01:06:00 -
[47] - Quote
CCP Rattati wrote:
This is along the lines that I was thinking.
As a Cal Loyalist .. If you can make the RR like it was for only the Cal Assault and Cal Commando I'll let you have Caldari Prime Love long time.
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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MINA Longstrike
Kirjuun Heiian
1617
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Posted - 2014.11.16 01:25:00 -
[48] - Quote
CCP Rattati wrote:Joel II X wrote:Spool time is manageable. If it does get shortened, it shouldn't be as short as before.
The kick for ADS should be lowered for more precision aiming for long range, while keeping, or SLIGHTLY reducing, the hipfire kick.
Then, slightly increase the Magsec spool by .1 second.
Finally, change Caldari Assault bonus to spool time reduction. This is along the lines that I was thinking.
Cal assault doesn't need spool time reduction, it needs hipfire kick reduction.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Zindorak
Capital Acquisitions LLC General Tso's Alliance
1289
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Posted - 2014.11.16 01:25:00 -
[49] - Quote
No i don't want to see any scrub RR sentinels
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Henrietta Unknown
Isuuaya Tactical Caldari State
474
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Posted - 2014.11.16 02:21:00 -
[50] - Quote
Zindorak wrote:No i don't want to see any scrub RR sentinels So we have bonuses to Calmando and CalAssault to discourage them.
Give the Magsex some love.
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Joel II X
Bacon with a bottle of Quafe
4590
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Posted - 2014.11.16 02:36:00 -
[51] - Quote
MINA Longstrike wrote:CCP Rattati wrote:Joel II X wrote:Spool time is manageable. If it does get shortened, it shouldn't be as short as before.
The kick for ADS should be lowered for more precision aiming for long range, while keeping, or SLIGHTLY reducing, the hipfire kick.
Then, slightly increase the Magsec spool by .1 second.
Finally, change Caldari Assault bonus to spool time reduction. This is along the lines that I was thinking. Cal assault doesn't need spool time reduction, it needs hipfire kick reduction. They're supposed to be for long range. If the ADS kick is lowered, then a bonus for it wouldn't be needed since it would be working as intended.
I've read plenty of complaints against the longer spool, and in my personal opinion, I'd rather be able to for sooner than more accurately when it comes to an equally useless situation (CQC). |
Daddrobit
You Can Call Me Daddy
967
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Posted - 2014.11.16 02:49:00 -
[52] - Quote
Spool reduction balance question.
While it may indeed be nice for Caldari RR users, I fear it would also apply to the Charge SR, and that would really not be fun imho.
I am much more in favor of slightly reducing the spool up, and giving the Calamari a recoil or dispersion reduction per level.
O.G. Pink Fluffy Bunny
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calvin b
Sinq Laison Gendarmes Gallente Federation
2251
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Posted - 2014.11.16 02:53:00 -
[53] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Why don't you just incorporate a petition to have the Cal Assault's bonuses changed to support the rail rifle as is now so that if you want a " functional " weapon , you have to play Caldari Assault instead .
Have the bonuses changed to less kick and charge up times for rail tec weapons .
That would be better for the role , Caldari loyalist and those who care about the Cal Assault and it's role on the battlefield .
I agree I run Cal Assault and the reason it is not my main choice is the rail rifle. Reduce the charge and kick 3% per level. Maximum 15% reduction and go from there.
Can the other voices in other peoples minds hear my voices in my head????
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Koch Rosenzweig
Bloodline Rebellion Capital Punishment.
85
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Posted - 2014.11.16 03:00:00 -
[54] - Quote
Will be better if they change the bonus on Caldari Assault
Some like this
-5% charge time per level +5% control while shooting per level
Huh, what a pretty biotic a$$. *Slap*
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MINA Longstrike
Kirjuun Heiian
1619
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Posted - 2014.11.16 03:06:00 -
[55] - Quote
Joel II X wrote:They're supposed to be for long range. If the ADS kick is lowered, then a bonus for it wouldn't be needed since it would be working as intended.
I've read plenty of complaints against the longer spool, and in my personal opinion, I'd rather be able to for sooner than more accurately when it comes to an equally useless situation (CQC).
How is a person that identifies as 'pure caldari' supposed to be able to play objectives if they only have a choice between rail rifles, sniper rifles and swarms for a 'primary' weapon.
Assault rail rifle handles incredibly poorly in close quarters especially when compared to other weapons.
Essentially what you're saying here is that an entire race/line of dropsuits should NOT BE ABLE to play the objective without having to resort to one of two sidearms that are less than ideal for such situations.
I'm not asking for the gun to be hyper-effective at all ranges, I'm saying that the weapon does not feel good to be used AT ALL when hipfired.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Joel II X
Bacon with a bottle of Quafe
4593
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Posted - 2014.11.16 03:07:00 -
[56] - Quote
Daddrobit wrote:Spool reduction balance question.
While it may indeed be nice for Caldari RR users, I fear it would also apply to the Charge SR, and that would really not be fun imho.
I am much more in favor of slightly reducing the spool up, and giving the Calamari a recoil or dispersion reduction per level. Good point. Haven't thought about that.
However, maybe spool and charges are coded differently so maybe bonuses wouldn't clash? Just a theory. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5045
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Posted - 2014.11.16 03:11:00 -
[57] - Quote
CCP Rattati wrote:Joel II X wrote:Spool time is manageable. If it does get shortened, it shouldn't be as short as before.
The kick for ADS should be lowered for more precision aiming for long range, while keeping, or SLIGHTLY reducing, the hipfire kick.
Then, slightly increase the Magsec spool by .1 second.
Finally, change Caldari Assault bonus to spool time reduction. This is along the lines that I was thinking. This puts a much-needed weapon utility bonus on the calassault on the level of amarr overheat/minmatar magazine capacity.
Now if we can figure out a decent Galassault bonus we're in business.
The current iteration needs work.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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duster 35000
Algintal Core Gallente Federation
100
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Posted - 2014.11.16 03:15:00 -
[58] - Quote
CCP Rattati wrote:Joel II X wrote:Spool time is manageable. If it does get shortened, it shouldn't be as short as before.
The kick for ADS should be lowered for more precision aiming for long range, while keeping, or SLIGHTLY reducing, the hipfire kick.
Then, slightly increase the Magsec spool by .1 second.
Finally, change Caldari Assault bonus to spool time reduction. This is along the lines that I was thinking. If caldari get a spool bonus, it would be worse bonus than reload! It woukd ga e to be 29% per level at least to be worth the sp... why do caldari get to be useless?
Reload or spool bonus. gallente, less kick and spreaf. amart, less heat buildup. minmatar, bigger clips.
Choo Choo
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Nevyn Tazinas
Company of Marcher Lords Amarr Empire
44
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Posted - 2014.11.16 03:32:00 -
[59] - Quote
MINA Longstrike wrote:
How is a person that identifies as 'pure caldari' supposed to be able to play objectives if they only have a choice between rail rifles, sniper rifles and swarms for a 'primary' weapon.
Assault rail rifle handles incredibly poorly in close quarters especially when compared to other weapons.
Essentially what you're saying here is that an entire race/line of dropsuits should NOT BE ABLE to play the objective without having to resort to one of two sidearms that are less than ideal for such situations.
I'm not asking for the gun to be hyper-effective at all ranges, I'm saying that the weapon does not feel good to be used AT ALL when hipfired.
How is a person who identifies as a 'pure insert non caldari' meant to snipe. How is a person who identifies as a 'pure amarr' meant to do AV or Tank.
This is not a unique Caldari problem and is not a good argument to make the rail rifle a one size fits all solution. Different races should feel strong in different ways and play to those strengths.
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Thokk Nightshade
Montana Militia
694
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Posted - 2014.11.16 03:42:00 -
[60] - Quote
maluble wrote:
It needed nerf the chargw time was not existing, which was suppose to be its only downfall and yea it should have high recoil it's shooting a powerful round. Try shooting in burst thats how automatics ahould be fired in sustained bursts. Its not realistic even for game standards to just hold the trigger down with pinpoint accuracy.
The major problem with this idea;
1: I have to "charge up" the rail rifle for .6 seconds already. 2: I fire a short burst of 3-5 rounds then release 3: I have to "charge up" again before I can shoot. 4: rinse, repeat
So in theory, to shoot two 3-5 round bursts, we are talking about almost 2 seconds. 2 seconds for 10 rounds on an automatic weapon is ridiculous.
We either need to drop the charge up time (in which case, your burst theory makes sense), or have the recoil cut down so I can fire a burst of more than 5 rounds before shooting at the sky.
The third method I would accept, but I know no one else would go for. An increase in damage per shot. If I can only fire 5 rounds before having to stop, those 5 rounds should do as much as 15 rounds are now. (Again, I'm not suggesting this as an actual proposal. I'm simply offering a different alternative if we are going to keep the charge & recoil as they are now to make the weapon viable)
Thokk Kill. Thokk Crush. Thokk Smash.
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