Fox Gaden wrote:I am Pissed! Truly Pissed, and that does not happen that often.
CQC QQ has caused Rattati to neuter the long range capability of the Rail Rifle.
I spawned into an Ambush OMS match were each team spawned with cover separated by 60m of open field. I had initially spawned with a Militia HMG but at that range I could not do enough damage to even log an Assist, so after making a Hail Mary attempt to cross the open ground on their flank, and dying, I spawned in again in my Min Logi fit which has a Rail Rifle.
A fire fight at 60m to 70m range, this situation was made for the Rail Rifle! So I find some cover and then line up a shot, and here is what happened:
Line up Shot, Pull trigger, waitGǪ waitGǪ waitGǪ target ducks behind coverGǪ Rail Rifle fires.
At one point this happened 5 times in a row! I would pull up the sight, get the dot on the target, pull the trigger, and by the time the gun fired my target had already ducked back behind cover. Only about 25% of the time was the target still visible when my Rail Rifle finally went off. In the time it took my Rail Rifle to charge, the other guys were firing off a bust from their CR or ScR and then ducking for cover again, as you do in this type of long range fire fight.
The only kills I got with the RR were a Sentinel who ran out into an open field chasing a kill, and a Scout who was distracted placing Remote Explosives on a Tank.
So, how did the Rail Rifle get ****** over like this? Well let me recap.
In a minor Hot Fix before 1.9 Rattati applied a fully appropriate nerf to the Rail RifleGÇÖs short range capabilities by increasing hip fire Kick. Although I normally avoid CQC fights when using a Rail Rifle, I deliberately went looking for them to test this change to the Rail Rifle. I found it was not that bad at all. The kick would not even start until you had fired 15 rounds, and then when it did start to kick you could compensate fairly well for another 10 to 15 rounds. If you took your finger off the trigger for a moment and then waited out the very short charge time you could fire off the rest of the clip without too much trouble. The nerf was so minor that I continued to use the Rail Rifle on my Min Logi despite not having a sidearm to switch to in Close Quarter Combat (CQC).
However certain people QQGÇÖed about the kick, basing their analysis of the kick on what it does if you hold the trigger through the full 40 round clip. I donGÇÖt even fire continuously for that long when using an HMG, unless I am trying to kill a LAV with it. I also donGÇÖt hip fire with the RR unless my target is within 10m of me. Mostly at near-mid range I just line up the shot from the hip and switch to ADS just as I am about to fire. It the proper way to use most Rifles in mid range. If they are closer than 10m, then they are mighty big targets even if my weapon is kicking a bit.
But the QQ was strong from people who wanted to use the best Long Range Rifle in close quarters, and Rattati gave in. When the Hotfix changes were accidentally reverted with the release of 1.9, Rattati tweaked the nerf to RR before applying the Hotfix again. He toned down the Kick and increased the Charge time, which appears from my experience this morning to have completely neutered the Rail Rifle at long range.
Now the Rail Rifle, which is supposed to be the best Long Range Rifle, is ineffectual in long range fire fights!
There is nothing more frustrating than pulling the trigger when you have someone in your sights, and seeing your target wonder out of sight before your weapon finally goes off. There is not even a charge up sound effect to give you some indication of how much longer you will have to wait.
I so hate it when QQ from people who are trying to use a weapon or suit in an unintended manner gets that weapon or suit nerfed to ineffectiveness in its core function! The shear idiocy of some of the people on this forum can be stunning at times.