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Thread Statistics | Show CCP posts - 1 post(s) |
Alena Ventrallis
Vengeance Unbound
2237
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Posted - 2014.12.02 08:09:00 -
[1] - Quote
I wish to shake your hand. The ARR is now in a very good spot. It fairs far better in CQC due to better charge time and higher DPS, the kick is no longer completely unmanageable, and it has extra ammo in order to keep it fed. I love it, love it, LOVE IT.
I have a few more suggestions in order to fine tune it, but they are by no means critical to making the ARR function as it should. If you decide to leave it where it is, I will have no objection. These are simply some thoughts I have to further differentiate it from the RR.
1. ADS kick. A small reduction would be a big benefit. I notice at ranges past about 40-50m (well within the weapons optimal) the ADS kick makes the sight jerk everywhere and sends shots around the target. Since ADS is supposed to steady the weapon, a small decrease in the ADS kick would allow me to apply more of my DPS at range.
2. I won't campaign for this like I did the hipfire kick, but a range reduction to 60m would be something to think about, especially if you do reduce ADS kick. Currently the ARR has nearly the same optimal as the RR (71m vs RR 74m) meaning we could quickly enter the reverse situation of what we had 2 months ago; why use the RR when the ARR is so much better? The range reduction is a fair tradeoff for the increased damage, meaning the ARR doesn't step on the RR's toes as much. Of course, with the current ADS kick, taking advantage of that optimal is troublesome, so perhaps this is by design.
All in all, the ARR is now where it should be; close range brawler for the Caldari, outranging all assault variants but being out-DPSed by all assault variants. You done good, Rattati-senpai. o7
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound
2240
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Posted - 2014.12.02 22:09:00 -
[2] - Quote
0mega Z3R0 wrote:What do you mean by better charge time? Its always been 0.30s. I'm just curious since I've seen a number of people say the charge time has been lowered, but it hasn't. Lower charge than the base RR.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound
2241
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Posted - 2014.12.03 05:27:00 -
[3] - Quote
zzZaXxx wrote:Alena Ventrallis wrote:I wish to shake your hand. The ARR is now in a very good spot. It fairs far better in CQC due to better charge time and higher DPS, the kick is no longer completely unmanageable, and it has extra ammo in order to keep it fed. I love it, love it, LOVE IT.
I have a few more suggestions in order to fine tune it, but they are by no means critical to making the ARR function as it should. If you decide to leave it where it is, I will have no objection. These are simply some thoughts I have to further differentiate it from the RR.
1. ADS kick. A small reduction would be a big benefit. I notice at ranges past about 40-50m (well within the weapons optimal) the ADS kick makes the sight jerk everywhere and sends shots around the target. Since ADS is supposed to steady the weapon, a small decrease in the ADS kick would allow me to apply more of my DPS at range.
2. I won't campaign for this like I did the hipfire kick, but a range reduction to 60m would be something to think about, especially if you do reduce ADS kick. Currently the ARR has nearly the same optimal as the RR (71m vs RR 74m) meaning we could quickly enter the reverse situation of what we had 2 months ago; why use the RR when the ARR is so much better? The range reduction is a fair tradeoff for the increased damage, meaning the ARR doesn't step on the RR's toes as much. Of course, with the current ADS kick, taking advantage of that optimal is troublesome, so perhaps this is by design.
All in all, the ARR is now where it should be; close range brawler for the Caldari, outranging all assault variants but being out-DPSed by all assault variants. You done good, Rattati-senpai. o7 That's great that you're happy, but what exactly was changed recently? The charge? I thought it had always stayed at 0.3. The ammo was increased. Damage was increased? I thought I noticed that the kick for both RR and ARR was less than before but it was a total ninja buff if so. No hotfix. Agggh I neeeed detailed stats of ALL weapons with all the handling numbers!!! I crave it and needs it Rattati! Also, where oh WHERE can I find the list of all weapons' optimal ranges? All I can find is the list from Hotfix Bravo which shows the adjusted effective ranges. From the time I started suggesting changes, the ARR has seen.
1. damage from 40 to 42 2. magazine from 42 to 58 3. charge time not increased alongside RR 4. max ammo increased to 348 5. hipfire kick reduced and left/right kick removed.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound
2242
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Posted - 2014.12.03 08:11:00 -
[4] - Quote
zzZaXxx wrote:Alena Ventrallis wrote:5. hipfire kick reduced and left/right kick removed. When did this happen? Dunno, saw it after i got back after being off for 2 weeks.
Proof that Rattati/CCP do listen to the playerbase.
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