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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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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1386
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Posted - 2014.12.02 12:13:00 -
[2] - Quote
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 I like the ARR, i can use RR without being a scrub^^
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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CCP Rattati
C C P C C P Alliance
12584
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Posted - 2014.12.02 16:03:00 -
[3] - Quote
Really happy to hear that!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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NextDark Knight
Molon Labe. General Tso's Alliance
659
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Posted - 2014.12.02 16:14:00 -
[4] - Quote
Used both weapons today.. tried a few games.. removed them from the suits.
Still not in a good place.. RR has to much kick as long range to apply dps to a single target and spool up is still crap.
ARR seams more like a AR for some reason.. I can't put my pointer on it.
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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Vesta Opalus
Bloodline Rebellion Capital Punishment.
212
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Posted - 2014.12.02 16:21:00 -
[5] - Quote
ADS sights are still slightly above actual impact point of bullets, is there any chance we can get that looked at? |
Valor Goat
7
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Posted - 2014.12.02 17:03:00 -
[6] - Quote
CCP Rattati wrote:Really happy to hear that! I just started using it and I even dropped a 30 bomb in a PC with it. It's also quite one of the few weapons that takes gun game on both range and CQC... well, I'm really loving it.
1EE7
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Valor Goat
7
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Posted - 2014.12.02 17:04:00 -
[7] - Quote
NextDark Knight wrote:Used both weapons today.. tried a few games.. removed them from the suits.
Still not in a good place.. RR has to much kick as long range to apply dps to a single target and spool up is still crap.
ARR seams more like a AR for some reason.. I can't put my pointer on it. Indeed! That's the main reason I started using it and spec'd into it, because it feels a lot like an anti-armor AR which isn't bad againts shields as well
1EE7
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Valor Goat
7
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Posted - 2014.12.02 17:07:00 -
[8] - Quote
For people asking for buffs to it: DON'T DO IT. A kick reduction would translate into it becoming way too easy to use, OP likewise.
1EE7
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Stile451
Red Star. EoN.
372
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Posted - 2014.12.02 18:04:00 -
[9] - Quote
I find that your signature links to a 404 error amusing. |
0mega Z3R0
Jihad Industries
0
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Posted - 2014.12.02 21:41:00 -
[10] - Quote
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. |
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Alena Ventrallis
Vengeance Unbound
2240
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Posted - 2014.12.02 22:09:00 -
[11] - 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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0mega Z3R0
Jihad Industries
0
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Posted - 2014.12.02 22:18:00 -
[12] - Quote
Alena Ventrallis wrote: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.
Guess I just misunderstood from the way some people word it.
Thanks |
zzZaXxx
The Exemplars
686
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Posted - 2014.12.03 05:22:00 -
[13] - Quote
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. |
Alena Ventrallis
Vengeance Unbound
2241
|
Posted - 2014.12.03 05:27:00 -
[14] - 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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zzZaXxx
The Exemplars
686
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Posted - 2014.12.03 05:34:00 -
[15] - Quote
Alena Ventrallis wrote:5. hipfire kick reduced and left/right kick removed.
When did this happen?
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Alena Ventrallis
Vengeance Unbound
2242
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Posted - 2014.12.03 08:11:00 -
[16] - 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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GLOBAL fils'de RAGE
Consolidated Dust
62
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Posted - 2014.12.03 15:09:00 -
[17] - Quote
CCP Rattati wrote:Really happy to hear that!
It's still broken in ADS, because it's a jarring mess. No one in RL would go to war with a POS like the ARR, a FNFAL 7.62 full auto kills clouds like this gun, but that is an "export" only weapon-understand?
Who is the genius that used a white dot, between two white dots for sights?
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zzZaXxx
The Exemplars
686
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Posted - 2014.12.03 16:06:00 -
[18] - Quote
Alena Ventrallis wrote: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. Guess they took the horizontal kick from hipfire and added it to ADS cuz that **** be shakey as a mofo. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1344
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Posted - 2014.12.03 16:16:00 -
[19] - Quote
GLOBAL fils'de RAGE wrote:CCP Rattati wrote:Really happy to hear that! It's still broken in ADS, because it's a jarring mess. No one in RL would go to war with a POS like the ARR, a FNFAL 7.62 full auto kills clouds like this gun, but that is an "export" only weapon-understand? Who is the genius that used a white dot, between two white dots for sights?
I doubt they will be able to get a pass on rifles again but I would really like a reflex sight similar to the on on the ASCR for the ARR. That would help quite a bit.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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zzZaXxx
The Exemplars
686
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Posted - 2014.12.03 16:46:00 -
[20] - Quote
WTF OP you're epic failing praising the ARR as basically finished as is with ADS kick reduction as an optional tweak. Granted it does wicked damage when it hits and is not terrible as is but it is not a great choice for CQC or firing to the edge of its optimal range. On paper it has the advantage of decent hipfire to go with ADS range, but that ADS kick is so wicked and amps up so fast that it might as well be an AR with a bit more range and a lot more ADS/hipfire kick and spread. It can't be more than that until the ADS kick is fixed.
Don't know WTF you're thinking saying good job were done at this point. When ADS kick is fixed then it will be a proper RR assault variant and can be tweaked from there to give it final balance. Until then it's just annoying. |
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GLOBAL fils'de RAGE
Consolidated Dust
68
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Posted - 2014.12.03 20:14:00 -
[21] - Quote
Jaysyn Larrisen wrote:GLOBAL fils'de RAGE wrote:CCP Rattati wrote:Really happy to hear that! It's still broken in ADS, because it's a jarring mess. No one in RL would go to war with a POS like the ARR, a FNFAL 7.62 full auto kills clouds like this gun, but that is an "export" only weapon-understand? Who is the genius that used a white dot, between two white dots for sights? I doubt they will be able to get a pass on rifles again but I would really like a reflex sight similar to the on on the ASCR for the ARR. That would help quite a bit.
bright red dot on that sight would rock.
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zzZaXxx
The Exemplars
689
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Posted - 2014.12.05 02:49:00 -
[22] - Quote
I might have to think twice about what I said. I didn't realize how much MUCH MUCH better the ARR is hipfiring than the RR. It rapes. So maybe it's balanced. I'll use it more and see for myself. |
Jacques Cayton II
Titans of Phoenix
1199
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Posted - 2014.12.05 02:58:00 -
[23] - 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. Rr was at .6 now .45 hayday .3 like arr
We fight for the future of the State not our
personal goals
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