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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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Zatara Rought
Fatal Absolution General Tso's Alliance
4814
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Posted - 2014.11.20 00:44:00 -
[2] - Quote
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.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2199
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Posted - 2014.11.20 02:06:00 -
[3] - 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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CCP Rattati
C C P C C P Alliance
11804
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Posted - 2014.11.20 02:49:00 -
[4] - Quote
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!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CeeJ Mantis
Mantodea MC
109
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Posted - 2014.11.20 02:54:00 -
[5] - 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! Question.: If it does more damage per bulet than an AR, then why does it also have more total ammunition as well? I thought that rifles were supposed to have 5 total magazines. IT also has only 2 less rounds per clip than an AR. It's kinda why the basic AR is so unpopular. They have superior options for ammo efficiency and capacity.
Longest plasma cannon kill: 236.45m
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CCP Rattati
C C P C C P Alliance
11806
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Posted - 2014.11.20 03:10:00 -
[6] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2200
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Posted - 2014.11.20 03:11:00 -
[7] - 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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CeeJ Mantis
Mantodea MC
109
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Posted - 2014.11.20 03:30:00 -
[8] - 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. Fair enough. I look forward to your continuing balancing efforts.
Longest plasma cannon kill: 236.45m
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Jacques Cayton II
Fatal Absolution General Tso's Alliance
1118
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Posted - 2014.11.20 03:35:00 -
[9] - 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! FIX RR that is all
We fight for the future of the State not our
personal goals
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Blueprint For Murder
Immortal Guides
345
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Posted - 2014.11.20 05:56:00 -
[10] - Quote
What is the dps on the AR and Breach, can we get a comparison if and when you decide on a change. It seems to me like it would be very easy to push the AR completely out of the game again.
The Impossible Dream-Wizard Talk @MMoMerc
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The Master Race
Immortal Guides
351
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Posted - 2014.11.20 05:56:00 -
[11] - Quote
What is the dps on the AR and Breach, can we get a comparison if and when you decide on a change. It seems to me like it would be very easy to push the AR completely out of the game again.
The Impossible Dream-Wizard Talk @MMoMerc
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1244
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Posted - 2014.11.20 06:24:00 -
[12] - Quote
CeeJ Mantis wrote: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! Question.: If it does more damage per bulet than an AR, then why does it also have more total ammunition as well? I thought that rifles were supposed to have 5 total magazines. IT also has only 2 less rounds per clip than an AR. It's kinda why the basic AR is so unpopular. They have superior options for ammo efficiency and capacity.
to be fair 5 isnt even enough. we need ammo modules or to look at ammo later. nothing worth than wandering around with an empty rifle cause the logis are terrible and tankers blew up the supply depot. i moved to the logi instead of the assault before i quit just so i could carry nanohives for myself and still have my scanner.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1295
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Posted - 2014.11.20 06:28:00 -
[13] - 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!
I am a big fan of reduced charge time for the ARR in lieu of direct damage increase. Of the entire weapon suit for the Caldari the ARR and MagSec are designed for closer in engagements where reaction time and overall responsiveness is critical.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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VikingKong iBUN
T.H.I.R.D R.O.C.K
220
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Posted - 2014.11.20 08:55:00 -
[14] - Quote
Alena Ventrallis wrote: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. I must point out that the AScR has so much recoil you won't be hitting much at 60 meters. :P |
BL4CKST4R
La Muerte Eterna Dark Taboo
3361
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Posted - 2014.11.20 10:56:00 -
[15] - 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!
That's ridiculous! The thing has 420 dps and 70 meter range! The AR has 450 and 40 meter range. Can you not see that? That is around 60% range difference for less than 5% dps!
supercalifragilisticexpialidocious
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1913
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Posted - 2014.11.20 11:11:00 -
[16] - 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. then lets make it a true CQC weapon and take away the charge time on the ARR but threw the caldari assault bonus. all assaults should have a CQC weapon but enhanced threw the assault bonus. this way the assault can by viable in PC now without all scouts just switching to the ARR.
KEQ diplomat/ lolromansboat cost more then your whole village
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The Master Race
Immortal Guides
351
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Posted - 2014.11.20 11:13:00 -
[17] - Quote
BL4CKST4R wrote: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! That's ridiculous! The thing has 420 dps and 70 meter range! The AR has 450 and 40 meter range. Can you not see that? That is around 60% range difference for less than 5% dps!
^This.
Not to get to far off topic, but the supply station problem is one in its own they have little value for tanks because they have such hi ammo capacity. I think they should also add a fuel mechanic making supply stations essential to play vehicles full time.
The Impossible Dream-Wizard Talk @MMoMerc
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Blueprint For Murder
Immortal Guides
353
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Posted - 2014.11.20 11:13:00 -
[18] - Quote
BL4CKST4R wrote: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! That's ridiculous! The thing has 420 dps and 70 meter range! The AR has 450 and 40 meter range. Can you not see that? That is around 60% range difference for less than 5% dps!
^This.
Not to get to far off topic, but the supply station problem is one in its own they have little value for tanks because they have such hi ammo capacity. I think they should also add a fuel mechanic making supply stations essential to play vehicles full time.
The Impossible Dream-Wizard Talk @MMoMerc
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
682
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Posted - 2014.11.20 12:09:00 -
[19] - Quote
Blueprint For Murder wrote:BL4CKST4R wrote: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! That's ridiculous! The thing has 420 dps and 70 meter range! The AR has 450 and 40 meter range. Can you not see that? That is around 60% range difference for less than 5% dps! ^This. Not to get to far off topic, but the supply station problem is one in its own they have little value for tanks because they have such hi ammo capacity. I think they should also add a fuel mechanic making supply stations essential to play vehicles full time.
great. make them even more of a target so then we blow YOUR supply depot because your blueberries will will be crap. then we run tanks all match.
or we blow them all up and then recall when our fuel gets low.
doesnt solve anything, but it screws you over even more
back on topic. the RR was designed as a racial counter weapon to its racial enemy.
long range, anti armor damage, with low dps and delayed fire.
vs
short range, anti shield damage, with high dps and instant fire
if your using AR despite the current meta then you should be having issues. use the proper counter to the RR. |
Blueprint For Murder
Immortal Guides
353
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Posted - 2014.11.20 12:24:00 -
[20] - Quote
Screws me even more? That isn't a factor in any of my deliberations. As for recall and spawn they could easily cap something like that if they wanted or add a isk fee for delivery.
So tell us m8 what is the proper counter? A CR? or another RR?
The Impossible Dream-Wizard Talk @MMoMerc
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
682
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Posted - 2014.11.20 12:35:00 -
[21] - Quote
Blueprint For Murder wrote:Screws me even more? That isn't a factor in any of my deliberations. As for recall and spawn they could easily cap something like that if they wanted or add a isk fee for delivery.
So tell us m8 what is the proper counter? A CR? or another RR?
nope. its not a weapon actually. you use a shield tank with good movement speed to close the distance. use a cqc weapon that counters their primary HP tank.
if theyre caldari with RR, then you run caldari with Scr or AScR
if theyre armor tanking then you can run any projectile weapon you want in cqc against them. again using a shield tank.
they should have isk fee for delivery to counter vehicle spam lol |
NextDark Knight
Molon Labe. General Tso's Alliance
624
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Posted - 2014.11.20 12:45:00 -
[22] - Quote
Are we going to have the same map sizes as we do for legion.. or will we have the entire map size to fight and move over multiple areas that are hidden in the redline. We where suppose to have a lot bigger maps in Dust and balancing ranges to the current map sizes are kinda silly if you ask me.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Echo 1991
WarRavens Capital Punishment.
581
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Posted - 2014.11.20 14:04:00 -
[23] - 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. Like the ACR? |
Fox Gaden
Immortal Guides
4975
|
Posted - 2014.11.20 14:22:00 -
[24] - Quote
Alena Ventrallis wrote: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. I fully support these changes for the Assault Rail Rifle.
Still pissed that the standard Rail Rifle had its long range effectiveness nurtured due to the QQ of people who wanted to use it in CQC though. The ARR is supposed to be the Caldari CQC option.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
133
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Posted - 2014.11.20 20:38:00 -
[25] - 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! This is were balancing the Breach AR comes in, the breach AR should receive a mag size buff and possible range buff* and a significant DPS reduction (probably damage per bullet).
The reasoning behind this is that Breach AR is supposed to be the gallente's rail rifle and therefore should have the lowest DPS and longest firing time instead of being the highest DPS rifle. Much like how the ARR is the caldari's AR and has the highest DPS from the RRs.
*This is where you decide if rifles should have increased range and if assault variants should have less range. |
Zatara Rought
Fatal Absolution General Tso's Alliance
4836
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Posted - 2014.11.20 20:45:00 -
[26] - 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?
Can you elaborate?
Founder & CEO: Fatal Absolution
No matter what
Skype: Zatara.Rought Twitter: @ZataraRought
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7285
|
Posted - 2014.11.21 01:03:00 -
[27] - 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.
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.
Long-Term Roadmap
This Player is Against Proto BPOs
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Victor Moody Stahl
Amarr Templars Amarr Empire
137
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Posted - 2014.11.21 02:11:00 -
[28] - Quote
After referencing the HF Delta notes, it seems the Bolt Pistol's optimal is about 68 meters.
Buff Logis | Nerf Scouts
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Oceltot Mortalis
51
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Posted - 2014.11.21 02:23:00 -
[29] - 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.
^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.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Victor Moody Stahl
Amarr Templars Amarr Empire
137
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Posted - 2014.11.21 02:39:00 -
[30] - Quote
I don't know about the TacAR, as it seems quite capable at longer ranges. I don't recall the current optimal range, but I never feel like the TacAR is actually bad at the 70-meter band.
With the Burst... I don't really know, I've not actually touched it in any serious capacity since Chrome, but the CR- also a burstfire weapon- has an optic and a relatively low range, so it might be unnecessary to touch the BurstAR's range.
Buff Logis | Nerf Scouts
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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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