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Thread Statistics | Show CCP posts - 2 post(s) |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2195
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Posted - 2014.11.19 23:08:00 -
[1] - Quote
You said here that the ARR is not quite where you want it. I have given many suggestions on what could be done to improve the ARR, many of which have been implemented. I feel like the ARR is my baby now, so I would suggest the final tweaks to bring it where it needs to be.
First, let's go back over what the ARR is supposed to be. The ARR is the Caldari trying to mimic the functionality of the AR. Thus, the ARR should have the lowest range and highest DPS of the RR and its variants, but in keeping with the Caldari theme have the lowest DPS and highest range of the assault variants. In this light, it's DPS of 420, as compared to the ACR of 435 DPS and the AR of 453 DPS means the ARR DPS is right where it needs to be. It has a larger magazine size than the RR, which with its lower damage per shot means it can carry more damage in a magazine than the RR, as it should be. And the extra ammo carried you put on it means that I don't have to tether myself to a hive or supply depot in orer to function for any appreciable length of time. I believe there are only two more areas we need to modify before it finds its proper niche as the Caldari CQC option, and we can then start general balancing tweaks to keep it in line with the other rifles.
1. Hipfire kick. It needs to be lowered considerably, in my opinion to where it was before the balance hotfix. I would give you a number but I'm not sure where it was and it's very difficult to quantify kick. However, the hipfire does need lowering. CQC is all about hipfire, and in this the ARR is failing miserably. Not only does it have a charge time, not only does it have the lowest DPS of the assault variants, but I must also fire in small bursts or risk unmanageable kick, lowering my applied DPS even further. Lowered hipfire kick will allow me to brawl with it without having to worry about firing into the sky. Again, pre-balance hipfire kick would be ideal, and I'm sorry I can't give you whatever that number was. I believe it's 4x lower than what we have now.
2. Optimal range. Needs to be lowered from 71m to 60m. By comparison, the AR has an optimal of 40m and the ACR has an optimal of 50m. Testing optimal was done by aiming at a blueberry sniper and backing up until efficiency dropped by 1%. The breaking point was considered the optimal range for these tests. ssuming my 1st suggestion above is taken (reduced hipfire) the range will NEED a cutback lest the ARR encroach too much on the RR's range advantage. The ARR is supposed to be the Caldari CQC rifle, and while it should outrange the other assault variants, it should not nearly match its base variant, losing out only 3m. 60m seems like the sweetspot to me, although discussion on this is welcome.
With these two changes, I believe the ARR will finally perform how it should; Caldari close range brawler, not as good as the other assault variants, but far better than the base RR. Afte rthese changes, we can then do small tweaks if necessary to better balance it should it need it, but as it is now the ARR does not do what it is intended to do, and the above two changes will finally land it at least very close to what it should do, if not right where it needs to be. I don't think a spreadsheet is necessary, as the only change I can put on it is the range reduction, but if requested I will draw one up.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2199
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Posted - 2014.11.20 02:06:00 -
[2] - Quote
So is having a charge up time and the lowest DPs. These disadvantages offset the longer optimal.
I also point out the the current AScR has a 60m optimal, and I don't hear anyone complaining about it being OP. Indeed, it is considered UP, even though it has the same DPS and optimal as my proposal.
And again, in exchange for the lowest DPs, RR gets the longest optimal. We could reduce the ootimals on the other weapons to compensate, but I don't think that would be necessary.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2200
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Posted - 2014.11.20 03:11:00 -
[3] - Quote
CCP Rattati wrote:I just want to keep the dps/range consistent so reducing range would need more dps.
Reducing chargeup will help dps actually.
The other ideas are all fine to consider, I just need more time to evaluate how the last changes are reflected in the data. Thanks! Actually this is why I advocate the range reduction.
The base RR has a DPS of 397, optimal of 74m. The ARR currently has DPS of 420, optimal of 71m. This is out of whack with your idea of dps/range. Now, we could lower DPS, but the reason we buffed to was because there was no reason to use the ARR over the RR because dps and range were so similar. Assuming we tone down the hipfire kick to where I suggested, the reverse would be true; there would be no reason to use the base RR over the ARR. By cutting ARR range to 60m, we give the base RR a firm advantage; it handily outranges the ARR. In this way, we make sure that the ARR is not simply superior to the RR, simply a variation of it. In exchange for faster chargeup, lower hipfire, and higher DPS, it loses zoom/optic, and range.
I want the ARR to become viable, but not at the expense of the RR. I have an idea for the RR, but if you could answer my question here I can make a thread about my idea.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2219
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Posted - 2014.11.21 04:04:00 -
[4] - Quote
Oceltot Mortalis wrote:Aeon Amadi wrote:CCP Rattati wrote:SImple, there was so much wrong with Rifles, that they still aren't properly balanced with regard to dmg/clip, dmg/ammo, clips per ammo etc. Damage application and range needed to get fixed first. While you're at it, consider what Cat Merc said a while back: Short range primary weapons do not have a long range alternative. There isn't a sidearm that extends beyond 50m (can't recall Bolt Pistol's max range however). Should consider that when evaluating the DPS/range ratio of short range primary weapons. ^This If you give the rail rifle a decent CQC alternative, then the TacAR and BurstAR need to be bumped up to the 60-70 meter range. having a scope on them renders them useless if they hit for **** at range. This is working as intended. Just like I don't get a RR variant that can match any AR variants' DPS, you don't get an AR that can match any of my RR variants' range. That's part of the tradeoffs.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2219
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Posted - 2014.11.21 04:10:00 -
[5] - Quote
Zatara Rought wrote:Echo 1991 wrote:Zatara Rought wrote:If the kick is going to be lowered then the range needs to be brought down to other CQC intended rifles.
60 meter optimal range on a cqc intended weapon is insane. Like the ACR? Can you elaborate? ACR has an optimal of 50m. 60m is only 10m more.
In addition, the ARR has:
1. a charge up time
2. Lowest DPS of the racial variants
3. Even after reverting hipfire kick to pre-balance numbers, it will still have the highest hipfire kick of all the assault variants.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2226
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Posted - 2014.11.21 19:51:00 -
[6] - Quote
Vesta Opalus wrote:If we could also make it so the sights dont obscure your target that would be awesome, right now bullets hit lower than they should (instead of hitting at the top of the middle sight, bullets seem to hit 20-30 pixels below it, which means you have to aim high, which also means your target is many times entirely obscured by the sight, combined with the rifle jittering up when fired means your target is frequently entirely obscured by the gun during ADS which is not how sights are supposed to work and makes it very difficult to track and hit a moving target compared with guns whose sights actually work correctly). I haven't noticed this, will test when I get home next week.
Proof that Rattati/CCP do listen to the playerbase.
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