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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2219
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Posted - 2014.11.21 04:04:00 -
[31] - 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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Imp Smash
Molon Labe. General Tso's Alliance
422
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Posted - 2014.11.21 04:09:00 -
[32] - Quote
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?
Does the ACR optimal max out at 60? I didn't think it stretched that far. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2219
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Posted - 2014.11.21 04:10:00 -
[33] - 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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Leadfoot10
Molon Labe. General Tso's Alliance
2245
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Posted - 2014.11.21 06:20:00 -
[34] - Quote
FWIW, I think a 10 meters of range less than the RR yet still with some advantage over the CR and AR is a good tradeoff against the charge up time and dps and hipfire kick disadvantages the ARR has. So 60 optimal sounds good to me.
Same with hipfire kick. Still a bit too edgy/kicky of a gun in CQC, but not far off, I don't think. Not sure what hipfire dispersion it has, but perhaps that's a place to look for some more applied CQC prowess -- as it just handles poorly compared to something like the breach AR or CR or ScR in hipfire.
To be completely frank, I'm kind of liking where the ARR is now. I'd be open to other changes like reduced kick for some reduced range as those identified here, too, as I'd like it to perform better in CQC where it still lacks, IMO. But I don't see it really being that much off.
Bottom line: It's a much more workable weapon now, but still could use some refinement to it's shorter-range niche and I think your suggestions are a good place to start. |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
8142
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Posted - 2014.11.21 06:36:00 -
[35] - Quote
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.
Off topic, but can we do a tweak to the CR?
Instead of mashing the fire button to fire off tons of bursts, can we put a hard cap on the Burst ROF, and make it slower hitting, but higher damage?
I hate to say it, but the best example of the ROF is the Battle Rifle from Halo 3.
Here is a good video example of the ROF I would like to see on the CR, along with a damage buff to keep the DPS in line
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Leadfoot10
Molon Labe. General Tso's Alliance
2245
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Posted - 2014.11.21 06:37:00 -
[36] - Quote
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.
I think this is a very good and fair point.
I would, however, contend that the impact of the lack of an alternative in a long range encounter is very different from a short range encounter.
In the long range encounter, generally, you can simply stay in cover and regenerate and your chance of survival goes up.
In the short range encounter, generally, there is no place to hide and your chance of survival goes down.
So the longer range hole is generally the less deadly one and should not be equated as equal in terms of expected outcome.
But you're right in that both need to be considered if balance is to be achieved. |
Apothecary Za'ki
Biomass Positive
2038
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Posted - 2014.11.21 09:35:00 -
[37] - Quote
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. its a rail rifle its range needs to be the highest of all the rifles..
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
189
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Posted - 2014.11.21 17:40:00 -
[38] - Quote
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). |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2226
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Posted - 2014.11.21 19:51:00 -
[39] - 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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