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Miokai Zahou
WarRavens Capital Punishment.
414
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Posted - 2014.11.21 02:55:00 -
[31] - Quote
It's true that it is very frustrating when using the rail rifle it has such a long delay with regards to firing at a target that half the time I'm already taking damage before my first shot goes off.
I believe a readjustment in the charge time is in order and to balance it out a decrease in dps should be applied instead.
OR
Keep the rail rifle profile as is and introduce a more suitable bonus to the caldari assault suit that decreases charge time per level... give us loyalists a proper racial bonus for our rifle damnit.
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
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Posted - 2014.11.21 03:50:00 -
[32] - Quote
Maitue Mae wrote:CCP Rattati wrote:DeathwindRising wrote:Zatara Rought wrote:MINA Longstrike wrote:
1) No the rail wasn't 'too good' in cqc. A person could defend themselves with it or attack others but that's the *point* of a service rifle. 2) The quadrupled kick ruined the weapon. No weapon should ever feel 'bad' to use, and that's exactly what even the doubled kick did, made it feel bad to use. I asked rattati for data on where kills were happening with the 'overused' rail rifle because I feel it was a map design problem and a problem with the rail having excessive range. Not a problem with their cqc ability. Rattati never responded.
It very much feels like he looked at the weapon and went "THIS IS BEING USED TOO MUCH" and nerfed it based on only that.
Apparently the weapon was overperforming at CQC where it should have been 'less good' compared to other rifles. But it wasn't. The quadruple kick ruined the weapon in CQC. I swapped to sidearm. he flat out said that he nerfed the RR because it was too popular. it actually wasnt OP at all according to his data. he simply wants to force us to use other weapons. which is of course, the most BS reason ive ever heard for nerfing something. Misquoting a dev is a bannable offense https://forums.dust514.com/default.aspx?g=posts&m=2425277#post2425277I believe this is where people would think you meant that.
thank you, because im not misquoting ****.
and that data shows what ive said before. the RR has performed CONSISTENTLY since its introduction.
but now you want to say it's too effective? well yea... you nerfed all the other rifles to start lol.
the main thing about the RR that makes it so good is that it has the most range and the maps are poorly designed with far too few areas of broken line of sight.
imagine having to duel someone in a salt flat. you get a shotgun, the other guy gets a sniper rifle. with no cover at all, it doesnt matter how much DPS or alpha you have. you simply cant hit him, and that makes the difference when the maps are so big with so little cover.
the other issue is that theres little you can do against players camping on rooftops. they can see you and out range you. you cant even flank them in a scout suit because theres usually no ladder.
actaully, the best way to describe the RR is to say that its the same problem as when large railguns could shoot from the redline and snipe everything. you cant hit what you cant reach.
on top of it all rail weapons are weird in dust...
Taken from Eve Online Evelopedia: https://wiki.eveonline.com/en/wiki/Weapons_guide
"Hybrids come in two types:
Blasters: Shorter range, faster tracking, higher damage per shot, higher rate of fire. Railguns: Longer range, slower tracking, lower damage per shot, lower rate of fire."
there ware ways to make the RR good without the need to give it such high damage per shot.
-increase optimal range, so that RR's always deal full damage for most of their range.
-decrease recoil for RR's in both hipfire and ADS. there basically shouldnt be any recoil at all. it would make the weapon more precise at all ranges and allow us to compensate the lower damage with getting more headshots
-decrease damage per shot
THAT would be a weapon that works at long range and outclassed in cqc, but still FEELS functional at all ranges |
D3LTA Blitzkrieg II
0uter.Heaven
130
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Posted - 2014.11.21 03:56:00 -
[33] - Quote
viziam ScR > RR
Charge shot OP compared to noob .6 charge up time.
RR is unresponsive and just not fun anymore :/
Wasted prof 5 & rapid reload 5 on bad Caldari manufacturing xD
-side note- Why CCP so extreme with changes??? When does double anything make sense? .3 to .6
Swing that pendulum from OP to UP! Go in circles round and round. UP to OP!
-Viziam laser- -Tac AR- -flaylol- -tank- -scout- -ADS- -scout x2-
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Leadfoot10
Molon Labe. General Tso's Alliance
2244
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Posted - 2014.11.21 05:34:00 -
[34] - Quote
Zatara Rought wrote:Apparently the weapon was overperforming at CQC where it should have been 'less good' compared to other rifles.
But it wasn't.
Says whom?
Perhaps you know something I don't, but I've not seen any data on this, and FWIW I asked about looking closer at range information in order to more closely identify which piece of RR perfomance to nerf/buff -- and I don't think Rattati responded.
If you have information, I'm all ears, but my sense was that the RR was already woefully inadequate in CQC and only really excelled at range, so if you're going to nerf something to make it's K/S worse and drive down usage, perhaps it does, in fact lie in its long range performance -- even if that is at odds in terms of its primary use and requires a long range nerf similar to the delay increase.
But without data, we'll never really know.....thus my interest when you alluded to this being evaluated.
Zatara Rought wrote:The quadruple kick ruined the weapon in CQC.
I swapped to sidearm.
I agree. I swapped to the BrAR/SMG and am about to go back to the ARR/ScP for many of them. |
Leadfoot10
Molon Labe. General Tso's Alliance
2244
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Posted - 2014.11.21 05:43:00 -
[35] - Quote
DeathwindRising wrote:he flat out said that he nerfed the RR because it was too popular. it actually wasnt OP at all according to his data. he simply wants to force us to use other weapons. which is of course, the most BS reason ive ever heard for nerfing something.
What he said is it was BOTH overpopular/overused and overpowered (in terms of K/S).
I made the same mistake you did when I read this post. You have to pay close attention to the colors in the K/S graph -- the RR was leading in K/S and far and away leading in usage. If I may be so bold, it appears to me that Rattati was concerned with both. |
Espla El espia
Chatelain Rapid Response Gallente Federation
0
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Posted - 2014.11.21 07:26:00 -
[36] - Quote
Fox Gaden wrote: I don't think it really makes sense to have a different charge time for hip fire and ADS. It is not like the internal workings of the gun are effected by how you hold it. The difference in kick and dispersion is do to you stabilizing the guy with your shoulder when you ADS.
Rail Rifle currently has a charge time of 0.6 seconds, which is ridiculous. It should be no more than 0.3 seconds.
The Rail Rifle should have better zoom in ADS than the Assault Rail Rifle. The Rail Rifle should have more kick and more dispersion in hip fire mode than the Assault Rail Rifle. The Rail Rifle should have more range than the Assault Rail Rifle. The Rail Rifle should do less DPS than the Assault Rail Rifle.
[This is Kibitt]
I think the RR should have a charge up time longer than 0.3s, but 0.6 is a tad exessive. I'm just saying that I manage to have fairly good KDA when I swap to my frontline Caldari suit, even at 60m ranges and I NEVER use that weapon. 50-60m range is not 'long' - my Scrambler Pistols can reach around 40-50m, and submachine guns hit around 30m (I'm pretty sure). Rail Rifle is almost literally uncontested in its native 80-100m range save for Scrambler/Laser Rifles, and if you're a pro at them- Mass Drivers.
A charge up of 0.45s would be manageable. I wouldn't want to drop below 0.4
Anyways, let's look at the laser rifle: Lacks windup, but has a similar drawback that is arguably even more severe as ammo is wasted, if you're not shooting at a wall you'll also broadcast location AND telegraph that you want to kill something right now. RR lacks most of those drawbacks.
The real threat to the RR is the ScR - it has HUGE burst DPS, and the heat 'drawback' is managed similarly to the kick on the RR. In general, the RR gets more range and killing potential due to bonus damage to armor. ScR is good for whittling enemies down or deleting low-hp/shield targets. The Assault ScR is a much shorter ranged weapon and doesn't really do the same thing the ARR does, mostly because dispersion is small but constant with the AScR, where you can get a quick kill in first few ARR shots. You'll find yourself using the AScR more like a semi-automatic than full auto at farther ranges.
In terms of gameplay mechanics and how they effect player experience, I'd say the spool time is sad for the reasons you've stated- it's a point in time where you are powerless, an observer unable to act. So I'm not all for huge spool times, but 0.4-0.5s is a reasonable tradeoff for the power of the weapon and promotes some forethought in gameplay. Also, 1/2 of a second is barely enough time for someone to take a single pace forwards or backwards, so it sounds like you are frustrated with people who cower and shiver behind insurmountable fortresses more than you are with the spool time. |
Sgt Kirk
Fatal Absolution
8557
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Posted - 2014.11.21 07:49:00 -
[37] - Quote
lol this thread.
CCP holds the Caldari's hand so this doesn't happen again.
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Blueprint For Murder
Immortal Guides
373
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Posted - 2014.11.21 08:12:00 -
[38] - Quote
Jacques Cayton II wrote:I'm waitng for the rr haters to get in here and say its balanced.
http://www.youtube.com/watch?v=eXRM3lFRwRI
It is obviously balanced the RR now has an effective counter that requires you guys have situational awareness, requires prefire at times, so get good, and you better bring a hive.
The Impossible Dream-Wizard Talk @MMoMerc
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5216
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Posted - 2014.11.21 08:39:00 -
[39] - Quote
Rattati said the weapon was being nerfed because the average kills per spawn was inordinately higher than any other weapon.
That's not saying it's too popular.
It's saying that the KDR of the rail rifle itself is unnaturally high.
Rather akin to hearing vehicle drivers say that going 40/0 in a match consistently is completely balanced.
The number of kills made with the rail rifle was disproportionately higher than the number of deaths while carrying the rifle.
This is an indication that something is out of whack, not that it is "too popular."
It was too popular because it was statistically too effective.
Much as I love banging on dev and cpm heads if you take a statement out of context with everything else thatperson has said you have failed reading comprehension or you are deliberately attacking their character/intelligence/integrity.
This is pretty much textbook personal attack.
I suggest growing up and putting on the adult pants before posting.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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iKILLu osborne
Vengeance Unbound RISE of LEGION
481
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Posted - 2014.11.21 09:12:00 -
[40] - Quote
i've found that my smg has became my cqc go to, and the rr is my sidearm
something about the above doesn't sound right does it?
lp cal scout i demand it
z platoon, cfw channel
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iKILLu osborne
Vengeance Unbound RISE of LEGION
481
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Posted - 2014.11.21 09:20:00 -
[41] - Quote
Jacques Cayton II wrote:Zatara Rought wrote:The RR was simply 2 good in CQC and the only issue was that IMO CCP Rattati did not wait long enough for the data to pour in...instead he saw crying and made a change from the original CQC kick to this.
I keep asking, but where did he pool feedback before changing the RR charge time!?
Anyone got a thread where he pooled feedback for increasing the charge time??
I ask because it :feels: like he saw QQ threads from people and knee jerked it which is very bad practice...ruining the damn thing instead of balancing it.
Does anyone have any info on the progression of how we got here?
I keep saying this people but for most weapons now we should be bringing in a surgeon's scalpel and not a butchers knife.
But my RR feels butchered with the charge time increase.
Bring back the kick please. Don't break the weapon. Dont care dec 31st planetside 2 no!!!! you can't leave again jac it broke my heart last time, the state needs you :(
lp cal scout i demand it
z platoon, cfw channel
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Apothecary Za'ki
Biomass Positive
2038
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Posted - 2014.11.21 09:21:00 -
[42] - Quote
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.
RR is still decent at long range. but has been overtaken by LR and SCR again
[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Apothecary Za'ki
Biomass Positive
2038
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Posted - 2014.11.21 09:23:00 -
[43] - Quote
Maitue Mae wrote:CCP Rattati wrote:DeathwindRising wrote:Zatara Rought wrote:MINA Longstrike wrote:
1) No the rail wasn't 'too good' in cqc. A person could defend themselves with it or attack others but that's the *point* of a service rifle. 2) The quadrupled kick ruined the weapon. No weapon should ever feel 'bad' to use, and that's exactly what even the doubled kick did, made it feel bad to use. I asked rattati for data on where kills were happening with the 'overused' rail rifle because I feel it was a map design problem and a problem with the rail having excessive range. Not a problem with their cqc ability. Rattati never responded.
It very much feels like he looked at the weapon and went "THIS IS BEING USED TOO MUCH" and nerfed it based on only that.
Apparently the weapon was overperforming at CQC where it should have been 'less good' compared to other rifles. But it wasn't. The quadruple kick ruined the weapon in CQC. I swapped to sidearm. he flat out said that he nerfed the RR because it was too popular. it actually wasnt OP at all according to his data. he simply wants to force us to use other weapons. which is of course, the most BS reason ive ever heard for nerfing something. Misquoting a dev is a bannable offense https://forums.dust514.com/default.aspx?g=posts&m=2425277#post2425277I believe this is where people would think you meant that. the eve playe rin me nerdgasmed at the sight of all those graphs and data
[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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shaman oga
The Dunwich Horror
3268
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Posted - 2014.11.21 09:58:00 -
[44] - Quote
Funny thing is that now is more effective in CQC.
Kick like a mule version lasted a couple of days and was almost perfect, very good at long distance, usable at short but only as a finisher (5-6 shots).
But people like to QQ, i don't know why Rattati has listened them.
Situational awareness commonly called passive scan.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1259
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Posted - 2014.11.21 10:26:00 -
[45] - Quote
support.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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MINA Longstrike
Kirjuun Heiian
1674
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Posted - 2014.11.21 10:28:00 -
[46] - Quote
shaman oga wrote:Funny thing is that now is more effective in CQC.
Kick like a mule version lasted a couple of days and was almost perfect, very good at long distance, usable at short but only as a finisher (5-6 shots).
But people like to QQ, i don't know why Rattati has listened them.
No, No it wasn't and No it isn't. A little bit of kick is good for cqc, BOUNCES ALL OVER THE ****ING PLACE like it's being handled by someone with parkinsons who's experiencing an epileptic seizure is not.
Even in CQC you want your shots to be on target, not 'whoops looks like all my bullets passed 45 degrees from you!". The gun feels like it's being handled by rookies from x-com ufo defense.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
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Posted - 2014.11.21 10:44:00 -
[47] - Quote
Leadfoot10 wrote:DeathwindRising wrote:he flat out said that he nerfed the RR because it was too popular. it actually wasnt OP at all according to his data. he simply wants to force us to use other weapons. which is of course, the most BS reason ive ever heard for nerfing something.
What he said is it was BOTH overpopular AND overpowered (in terms of K/S). I made the same mistake you did when I read this post. You have to pay close attention to the colors in the K/S graph -- the RR was leading in K/S and far and away leading in usage. If I may be so bold, it appears to me that Rattati was concerned with both. What's more, I think you are out of line to suggest otherwise, much less thumb your nose in his face when called on it.
so we balance weapon based on popularity now? well what if the reason for the RR's popularity was because everyone simply liked the sound of it? do you nerf the sound effects? what if color made if popular? do we change the color?
thats stupid.
his theory is incorrect and he lacks the particular data that would prove that.
the data he needs to show is the locations of deaths and kills. you cant tell me the RR is OP if the guy using it was sitting on a water tower overlooking the enemy spawn. i say those kills are situational and take advantage of map design flaws. if everyone on both teams spawned within 20m of each other every time, would the RR be so popular? what about if we put everyone in a flat surface with zero objects for use as cover and spawn everyone 200m away from each other? what weapon be popular then?
a weapon is a tool. and you use the right tool for job if you want to get the best results. currently the maps simply are designed in such a way that you can always take advantage of positioning. the lack of ladders leads to players camping in areas that are not accessible from the ground and offer great line of sight. the RR relays on good line of sight. ive said that the maps need to break up line of sight more so you cant always see and cover +100m of open terrain. THATS the issue with e RR. not damage, not charge up time, but range and the total and complete lack of defense from it when caught out in the open. being out in the open is required because the other rifles require you to be closer. most maps require players to cross +100m of open terrain between outpost. thats a problem when youre rifle only has a max effective range of 70m.
BUT perhaps there is an error in my definition of OP? is there a consensus on the definition of an OP weapon?
K/S is biased because the RR functions according to its design. notice how theres no data on sniper rifles shown? what do you think the K/S is for sniper rifles and why?
we need to see ALL data regarding the weapons. we need to know at what ranges do each weapon earn the most kills on average, and we need to know where those kills are being made. i bet we'd see alot of GUY X sitting 85m off the enemy teams flank running damps while racking up kills because his victims were all sitting out in the open and didnt know he was there. |
shaman oga
The Dunwich Horror
3268
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Posted - 2014.11.21 10:53:00 -
[48] - Quote
MINA Longstrike wrote:shaman oga wrote:Funny thing is that now is more effective in CQC.
Kick like a mule version lasted a couple of days and was almost perfect, very good at long distance, usable at short but only as a finisher (5-6 shots).
But people like to QQ, i don't know why Rattati has listened them. No, No it wasn't and No it isn't. A little bit of kick is good for cqc, BOUNCES ALL OVER THE ****ING PLACE like it's being handled by someone with parkinsons who's experiencing an epileptic seizure is not. Even in CQC you want your shots to be on target, not 'whoops looks like all my bullets passed 45 degrees from you!". The gun feels like it's being handled by rookies from x-com ufo defense. I've had no problems with it when kick was raised, i was shooting from a decent distance while ADS. Damn it's like if heavies start complain about HMG being bad at long range, it's normal, it's a HMG, so does the RR, it should be very good at long range, not good at cqc. You want cqc with a caldari rifle? Choose ARR. It's simple.
Situational awareness commonly called passive scan.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
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Posted - 2014.11.21 10:56:00 -
[49] - Quote
Espla El espia wrote:Fox Gaden wrote: I don't think it really makes sense to have a different charge time for hip fire and ADS. It is not like the internal workings of the gun are effected by how you hold it. The difference in kick and dispersion is do to you stabilizing the guy with your shoulder when you ADS.
Rail Rifle currently has a charge time of 0.6 seconds, which is ridiculous. It should be no more than 0.3 seconds.
The Rail Rifle should have better zoom in ADS than the Assault Rail Rifle. The Rail Rifle should have more kick and more dispersion in hip fire mode than the Assault Rail Rifle. The Rail Rifle should have more range than the Assault Rail Rifle. The Rail Rifle should do less DPS than the Assault Rail Rifle.
[This is Kibitt] I think the RR should have a charge up time longer than 0.3s, but 0.6 is a tad exessive. I'm just saying that I manage to have fairly good KDA when I swap to my frontline Caldari suit, even at 60m ranges and I NEVER use that weapon. 50-60m range is not 'long' - my Scrambler Pistols can reach around 40-50m, and submachine guns hit around 30m (I'm pretty sure). Rail Rifle is almost literally uncontested in its native 80-100m range save for Scrambler/Laser Rifles, and if you're a pro at them- Mass Drivers. A charge up of 0.45s would be manageable. I wouldn't want to drop below 0.4 Anyways, let's look at the laser rifle: Lacks windup, but has a similar drawback that is arguably even more severe as ammo is wasted, if you're not shooting at a wall you'll also broadcast location AND telegraph that you want to kill something right now. RR lacks most of those drawbacks. The real threat to the RR is the ScR - it has HUGE burst DPS, and the heat 'drawback' is managed similarly to the kick on the RR. In general, the RR gets more range and killing potential due to bonus damage to armor. ScR is good for whittling enemies down or deleting low-hp/shield targets. The Assault ScR is a much shorter ranged weapon and doesn't really do the same thing the ARR does, mostly because dispersion is small but constant with the AScR, where you can get a quick kill in first few ARR shots. You'll find yourself using the AScR more like a semi-automatic than full auto at farther ranges. In terms of gameplay mechanics and how they effect player experience, I'd say the spool time is sad for the reasons you've stated- it's a point in time where you are powerless, an observer unable to act. So I'm not all for huge spool times, but 0.4-0.5s is a reasonable tradeoff for the power of the weapon and promotes some forethought in gameplay. Also, 1/2 of a second is barely enough time for someone to take a single pace forwards or backwards, so it sounds like you are frustrated with people who cower and shiver behind insurmountable fortresses more than you are with the spool time.
not to mention that the ScR can kill you before you can fire a round. RR on caldari... i see Scr and i HAVE to run or i die.
ScR is what? +700 dps? plus 20% against shields. even if you bricked your shield on caldari assault, itd still kill you in one second unless you dual tank with plates. you cant run a racial fit against it. now look at the RR charge up time. in that first second, youll be doingwhat? 100 dps? aginst shields too most likely so youre looking at 90 damage vs +700 dps. this is at ALL ranges too lol. so yea... theres a huge balancing problem there.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5220
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Posted - 2014.11.21 10:59:00 -
[50] - Quote
Deathwind what part of "this was not based solely off of or even mostly upon, popularity" are you failing to comprehend?
The thing that was stated as concerning was the K/S rating, then the popularity is attributed to the K/S rating.
Popularity indicates to a dev "I should look at why."
If the weapon enjoys a 10 rail rifles for every assault rifle being run but they both average one kill per spawn then the weapons are in balance, people just like the rail rifle more.
Now if there's the same 10/1 ratio but there are 5 kills per spawn for the AR getting one kill per spawn then it's fairly obvious that something is out of whack.
Knock off the popularity contest bullsh*t. It's deceptive and disingenuous.
You don't like the change, fine. If you want it improved then make suggestions that don't involve "I want the old imbalance back."
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
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Posted - 2014.11.21 11:47:00 -
[51] - Quote
Breakin Stuff wrote:Deathwind what part of "this was not based solely off of or even mostly upon, popularity" are you failing to comprehend?
The thing that was stated as concerning was the K/S rating, then the popularity is attributed to the K/S rating.
Popularity indicates to a dev "I should look at why."
If the weapon enjoys a 10 rail rifles for every assault rifle being run but they both average one kill per spawn then the weapons are in balance, people just like the rail rifle more.
Now if there's the same 10/1 ratio but there are 5 kills per spawn for the AR getting one kill per spawn then it's fairly obvious that something is out of whack.
Knock off the popularity contest bullsh*t. It's deceptive and disingenuous.
You don't like the change, fine. If you want it improved then make suggestions that don't involve "I want the old imbalance back."
i dont want the old balance back. it was not where it should be.
does it not make sense to you that if other weapons cant hit you, they cant kill you? what is the K/S for sniper rifles? 70% of my deaths with a RR come from me doing something i shouldnt have been doing. like hacking an objective or fighting indoors. outside where i can keep range, i dont die as much and i can kill multiple targets before they can even reach me. thats where the K/S is higher for me.
the RR isnt even functional anymore at close range. at no point have any of us seen any data that says that the weapon performs too well in cqc. and what range is defined as cqc even?
the only data we have seen are some graphs showing a bunch of kills being made with the RR than the other rifles. and ive already explained why it does better.
-the current meta is biased towards armor tanking
-not enough cover. line of sight is too great even in urban areas
-too many places accessible only by dropship that provide good line of sight and/or cover too much terrain
if you want to blame the weapon itself and not address the main issues then you can say that the RR has too much alpha and that damage per shot should be reduced. but then you have to balance the weapon around low dps and low damage per shot, which is easy if you consider all the mechanics involved.
reducing kick and dispersion, increasing optimal range (but not effective range,) and reducing the charge time back to where it was would leave you with.... wait for it...
"...a highly accurate, long range weapon..."
BUT now the weapon is still functionally usable at all ranges. the difference is that makes it better at long range than short range is that at long range, the lower damage per shot and dps will accaully be higher than other weapons because youll be towards the end of the effective ranges will still in your optimal range. they do less damage but you still deal most if not full damage.
at short range, you do way less damage than other rifles, but you still can actually hit stuff, unlike currently.
honestly, this issue is no different than the time Rattati said the Caldari Commando was outperforming all the other commandos by far. we all knew it wasnt true, but his data said other wise. then he finally gets someone to confess their sins about using it for redline sniping.
the data was inconclusive. case closed.
now we have another case of data trying to paint a different story from whats really happening. and im telling you and Rattai and everyone else that there are way more factors involved in this besides "RR too good."
the data is inconclusive, again. all Rattai did was make the RR incredibly weird to use by increasing the hipfire kick, and completely unbalancing the RR on a racial fit when faced with high burst dps weapons at both long and short ranges. ill say it again, the new .60 second charge time is nothing more than free damage the enemy gets to do to you.
oh, and before i forget, does Rattati plan on BUFFING the damage of the RR and bolt pistol to maintain dps, since he lowered it by increasing charge time? cause thats what he did when he re balanced the bolt pistol except, he hasnt said anything about it this time. people point to the paper dps and say its fine when its actually alot lower |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5221
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Posted - 2014.11.21 12:20:00 -
[52] - Quote
My problem is not that something is screwy.
I don't like the new RR either.
However my problem is with your assertions that it was a popular opinion nerf.
Dismissing the supporting data, which was shown, shows a lack of interest in balance and more interest in raging that your toy takin away.
If that is not your intent quit being a willful idiot by saying it was nerfed based on popularity.
Because the assertion is bull. The reasons were shown and the logic was sound even if IMHO the balance pass went wrong.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fox Gaden
Immortal Guides
5012
|
Posted - 2014.11.21 13:32:00 -
[53] - Quote
MINA Longstrike wrote:Yes, please sweep away legitimate complaints about a weapon being unable to perform by labeling them as "QQ" Fox, that's a mature and adult thing to do instead of addressing complaints simply belittle the people who might make them. I tested the RR after you complained about it and found your complaints to be bull ****. Therefore I label it as QQ.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
5012
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Posted - 2014.11.21 13:35:00 -
[54] - Quote
Jathniel wrote:I've been using the RR a lot recently.
And that delay really is problematic. I don't like firing my weapon when I dont think my shot will connect, and or I don't think I will immediately make the kill. So I tend to fire my RR in bursts, or a small series of volleys, at the head. I find myself pre-firing around corners to compensate for the delay; and this is making me do exactly what I hate, shooting and missing.
When I pause firing to reacquire my target, the delay is debilitating, and the target has escaped.
The RR is losing even in engagements where it should be winning. I'm in a Gal suit at range, shooting at a guy with with a scrambler who is in an Armor tanked Amarr suit, and he can put so many rounds into me before my RR spins up to cause damage, that even though I should have won on merits of sheer damage profile... I lose anyway because the gun is too slow.
This is AT RANGE, where the RR is supposed to dominate.
We have NO decent anti-armor DMR-style, semi-auto weapons in this game currently. The ScR and the TAR are premiere semi-auto weapons, that are currently beating the RR at its own game. There is nothing like the TAR or SCR, that is anti-armor.
We need to bring the hipfire kick back, and reduce the delay. Scrubs need to stop running RRs at close range. And we need a proper DMR-style RR. A true Tactical Rail Rifle. Or a Charge Rail Rifle. I operate the same way. If I am not going to hit something I donGÇÖt pull the trigger. The 0.6 second delay will teach people very bad habits as it encourages users to pull the trigger as soon as they see an enemy like a noob, even before they have had time to aim.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 13:49:00 -
[55] - Quote
Breakin Stuff wrote:My problem is not that something is screwy.
I don't like the new RR either.
However my problem is with your assertions that it was a popular opinion nerf.
Dismissing the supporting data, which was shown, shows a lack of interest in balance and more interest in raging that your toy takin away.
If that is not your intent quit being a willful idiot by saying it was nerfed based on popularity.
Because the assertion is bull. The reasons were shown and the logic was sound even if IMHO the balance pass went wrong.
i said the nerf was based on popularity because there is not enough conclusive evidence to support the claims that the RR is OP. i dismiss the supporting data shown because it's circumstantial and incomplete.
so if the data used is flawed, then either:
-nobody thought deep enough about the root cause
-there's isnt a way to gather the missing data
-data was omitted to bend community perception (i highly doubt this to be the case)
CCP has, in the past, made changes base on data showing an over abundance in use of particular items. the Drake battle-cruiser was for years, a staple in eve online pvp. CCP deemed the ship too good at too many things, which was not in line with their design intentions. so CCP nerfed the drake overall power. what they did NOT do however was change the overall function, characteristics, and feel of the Drake.
the changes to the RR dont change the weapon functionally, but they do change the characteristics and feel of the weapon.
a .60 second charge time is too much of a weakness when used on a racial fit. The new charge time, along with the hip-fire kick increase change the overall feel of the weapon. You see it most when you need to burst fire with the RR, or try to use the RR to engage at long ranges. the RR natural kick, even in ADS, causes most players to use burst fire in order to maintain precision. having to wait .60 seconds in between bursts so you can maintain accuracy on a weapon being advertised as a precision weapon is an issue on practicality, and it affect the RR outside of the reason for nerfing it. it hinders the RR at long range just as much as it does at short ranges.
the kick on the RR vs the ARR basically says to players. to use ADS fire on the RR, but the ARR can use hip-fire as well as ADS fire and its not even the parent variant. in other words the variant is better than the original, which i thought was not supposed to be intended for any weapon.
the kick on the RR is so distracting that the only time i run it now is on a commando along with the ARR so i can switch between both. |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1314
|
Posted - 2014.11.21 14:06:00 -
[56] - Quote
Ahh yes now the RR needs some skill to operate unlike the previous RRs
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5229
|
Posted - 2014.11.21 14:36:00 -
[57] - Quote
The evidence was there. No amount of evidence will convince someone who refuses to listen.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Espla El espia
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2014.11.21 15:11:00 -
[58] - Quote
Blueprint For Murder wrote:Jacques Cayton II wrote:I'm waitng for the rr haters to get in here and say its balanced. http://www.youtube.com/watch?v=eXRM3lFRwRIIt is obviously balanced, the RR now has an effective counter that requires us to have situational awareness, and to prefire at times so get good and you better bring a hive. Much like our opposing faction the gallente where range is a constant concern the difference is that a RR user is still effective close range where a AR user has no options at long range so it looks to me that RR users still have an obvious advantage... So I would like to alter my earlier statement, the change was a effective way to balance the RR against other weapons, but the RR itself still is at an advantage so it is not balanced. If they wanted to balance it further they could add much more hipfire kick,restore kick to ads, or increase kick progression.
I agree. The most common weapon by far used to be RR, and I'm happy to be seeing other weapons (namely ACR and ScR) being used, but in all honesty there are still tons of RR's in most matches I play- even the CQC matches. |
Sgt Pseudo
Gummibaerenbande 514 RUST415
65
|
Posted - 2014.11.21 15:16:00 -
[59] - Quote
CCP Rattati wrote:DeathwindRising wrote:Zatara Rought wrote:MINA Longstrike wrote: [...]
[...] [...] Misquoting a dev is a bannable offense
Furthermore: I like the RR the way it is
>Misquoting a dev is a bananable offense
CCP Rattati
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Leadfoot10
Molon Labe. General Tso's Alliance
2248
|
Posted - 2014.11.21 15:50:00 -
[60] - Quote
Breakin Stuff wrote:The evidence was there. No amount of evidence will convince someone who refuses to listen.
The evidence was there for it being overwhelmingly popular and marginally more effective.
To my knowledge: There was no distance data evaluated. There was no game mode data evaluated.
How can one tell which function of the RR to nerf if we're not looking at all the data?
As a user of these weapons, Deathwind and Mina and Zatara and others make very good points and ask very valid questions that haven't been answered.
Moving past that, do we know the effects of the recent nerf? Has it worked? Was it too much? Was it not enough? Is there updated rifle data to share? Does it compare at range and up close performance? Does it show different game modes?
No additional evidence is needed if your mind is already made up.
Do you even use the RR or ARR, goonbro? |
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