Joseph Ridgeson
WarRavens Capital Punishment.
2646
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Posted - 2014.11.20 02:59:00 -
[1] - Quote
The Rail Rifle was probably overpowered. There was certainly a reason why it was the weapon with the most kills and it probably wasn't because everyone is a Caldari loyalist. The Kick on the Rail Rifle was heavily increased to make it a firehouse of a weapon. I believe it was "first 6 shots are okay, 10 is hard to control, 15 or more and you are looking at the sky." This could be counteracted, as Dennie said, by "short, controlled bursts." It wasn't perfect as the Charge caused the Rate of Fire to plummet. Better have an sidearm, be really close to the opponent so your first few shots hit, or get lucky that the kick kind of points to the enemy. Weaker? Yes but that was the point. From my memory, I don't think this had too much affect or none at all with ADS.
For me, this seemed to work. However, the change of quadruple Kick was moved to "double Kick, double Charge." This is a crippling change that makes the weapon nearly unusable at any ranges.
* Close Quarters? The Charge is a death sentence unless you get the drop on the opponent. Use a sidearm because melee might be a better idea. * Long Range? The Charge is still a death sentence. In the scenario where you and your opponent see each other at 40 meters and both pull the trigger at the same time, the other three racial rifles are superior because they will do hundreds of damage before you can even get a shot off. 600 miliseconds is enough time for the enemy to notice you and immediately begin firing back before the Rail Rifle is even firing a single round. Added to this is that the kick seems to be more noticeable in ADS, though that might just be me.
I am really curious why the Kick was reduced while the Charge increased. This seems to make the weapon worse at everything. So the question is "how can we the weapon decent at range while not making it as effective in CQC?" If just "Revert it to what it was a week ago" is not enough, I suggest:
Revert the Kick to what it was last week, have it not affect the ADS, revert the Charge to .3, and make the Charge work like the Large Rail Gun.
This would remove the ability to infinitely spool by tapping the trigger so that the weapon is always ready to fire at a moment's notice, makes the Kick still a balancing point for CQC, since the weapon wouldn't be able to fire before the Charge dissipates "short, controlled bursts" would be slow (make the Charge drop in .15), and still makes it work at the expected ranges.
The Charge hurts the weapon in all areas while the original intention was to make it worse at CQC. I feel the above suggestion gets to the root of the CQC problem while not killing the weapon where it should shine.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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