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.