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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15550
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Posted - 2014.12.07 09:27:00 -
[1] - Quote
TooMany Names AlreadyTaken wrote:I think it is, I mean, sure it can deal a lot of damage in a short period of time, but once you overheat it, you are quite literally f**ked. I know the amarr assault suit gets a bonus to reduce heat build-up, but I just bought the 'Paladin' commando, and the overheat is too much. I can't deal enough damage to most enemies before it overheats, often leaving them on 40-50% armor when they kill my overheated commando.
It has more range than the RR, does it? That's cool and all, but when it comes to close range combat against a heavy, (a heavy that you can defeat by strafing), you have no chance unless you can find a bit of cover to let your ScR cool down.
I feel like speeding up the cooldown of the rifle would be necessary, what do you think?
PS: I don't usually write that much, so if you don't understand something up there, blame me lol.
The standard variation functions perfectly fine and is really supposed to be used at ranges of 40+m or so I think at the very least.
The Assault Scrambler Rifle feels a little iffy to me though an I can't place my finger on why.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15555
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Posted - 2014.12.07 19:40:00 -
[2] - Quote
Kallas Hallytyr wrote:True Adamance wrote:The standard variation functions perfectly fine and is really supposed to be used at ranges of 40+m or so I think at the very least.
The Assault Scrambler Rifle feels a little iffy to me though an I can't place my finger on why. I love the AScR, it's my go to gun on my MinAslt (I know, filthy Matar ) and it will tear most things up. If I get the drop on an AmSent I can rip them down and finish them with my Flaylock. I could see some heat build up or cooldown changes but the damage is fine. Maybe the AScR could use a tiny damage buff, but I don't think it needs it. PARKOUR PRACTIONER wrote:If your a shield tanker, unreasonably speaking its OP.
I think its in a good place for experienced users, but new people picking it up will have a hard time and just drop it.
Even MLT ASCR is pretty good. Yeah, the MLT AScR is a boss, though I still wish we had a STD AScR, I'll use it until then. But yeah, it utterly violates shield suits, even the CalSent, but it's not the easiest gun to get to grips with.
I only say it because I used to use it all the time and loved it....but I can't really get into the mojo of it these days and I don't understand why.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15555
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Posted - 2014.12.07 20:00:00 -
[3] - Quote
Thumb Green wrote:TooMany Names AlreadyTaken wrote:I think it is, I mean, sure it can deal a lot of damage in a short period of time, but once you overheat it, you are quite literally f**ked. I know the amarr assault suit gets a bonus to reduce heat build-up, Same goes with the HMG, except its overheat lasts way longer than the ScR's and it doesn't have a suit that reduces heat build up, edit: also iirc it also doesn't have a skill that speeds up the cool down but it's been a while since I looked at the HMG skills so I could be wrong on that one. Yet I don't see anyone running around saying it's UP. I'm not claiming the HMG is UP, I'm just pointing out how ridiculous your assertion, that the overheat makes the ScR UP, is. The ScR is one of the most beastly weapons to ever grace Dust 514. Most people just don't know how to use it, e.g: They take it into CQC against a Heavy/Sentinel or multiple opponents. Which of course a good player can make it work but the average player will not be able to.
You do know the HMG Seize and Cool down time amounts to 14 seconds while the ScR standard variant is roughly equivalent to 11 seconds and the AScR if I am right in my counting is amounts to 14 seconds as well, and the Laser Rifleis 13 seconds.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15557
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Posted - 2014.12.07 20:45:00 -
[4] - Quote
Thumb Green wrote:True Adamance wrote:Thumb Green wrote:TooMany Names AlreadyTaken wrote:I think it is, I mean, sure it can deal a lot of damage in a short period of time, but once you overheat it, you are quite literally f**ked. I know the amarr assault suit gets a bonus to reduce heat build-up, Same goes with the HMG, except its overheat lasts way longer than the ScR's and it doesn't have a suit that reduces heat build up, edit: also iirc it also doesn't have a skill that speeds up the cool down but it's been a while since I looked at the HMG skills so I could be wrong on that one. Yet I don't see anyone running around saying it's UP. I'm not claiming the HMG is UP, I'm just pointing out how ridiculous your assertion, that the overheat makes the ScR UP, is. The ScR is one of the most beastly weapons to ever grace Dust 514. Most people just don't know how to use it, e.g: They take it into CQC against a Heavy/Sentinel or multiple opponents. Which of course a good player can make it work but the average player will not be able to. You do know the HMG Seize and Cool down time amounts to 14 seconds while the ScR standard variant is roughly equivalent to 11 seconds and the AScR if I am right in my counting is amounts to 14 seconds as well, and the Laser Rifleis 13 seconds. No I did not know the exact times. I was just going off how it feels and the HMG feels like an eternity compared to the ScR. However, the actual seized up time doesn't matter. My point was that his assertion that the overheat mechanic makes the ScR UP is just absurd.
It certainly doesn't make it UP but it is a crippling punishment for lack of trigger discipline.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15557
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Posted - 2014.12.07 20:51:00 -
[5] - Quote
Meeko Fent wrote:TooMany Names AlreadyTaken wrote:True Adamance wrote:TooMany Names AlreadyTaken wrote:I think it is, I mean, sure it can deal a lot of damage in a short period of time, but once you overheat it, you are quite literally f**ked. I know the amarr assault suit gets a bonus to reduce heat build-up, but I just bought the 'Paladin' commando, and the overheat is too much. I can't deal enough damage to most enemies before it overheats, often leaving them on 40-50% armor when they kill my overheated commando.
It has more range than the RR, does it? That's cool and all, but when it comes to close range combat against a heavy, (a heavy that you can defeat by strafing), you have no chance unless you can find a bit of cover to let your ScR cool down.
I feel like speeding up the cooldown of the rifle would be necessary, what do you think?
PS: I don't usually write that much, so if you don't understand something up there, blame me lol. The standard variation functions perfectly fine and is really supposed to be used at ranges of 40+m or so I think at the very least. The Assault Scrambler Rifle feels a little iffy to me though an I can't place my finger on why. Bad DPS against armor? I'm sure that's why. That, and armour is hella popular now.
FTFY
That's something to do with it but for the benefits we gain vs shield's its more than worth it.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15558
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Posted - 2014.12.07 21:26:00 -
[6] - Quote
Ghost Kaisar wrote:TooMany Names AlreadyTaken wrote:THUNDERGROOVE wrote:The real trick to the scrambler is not overheating. Don't let the heat get that high, switch to a sidearm if you still need to put out damage otherwise just let it cool a bit.
Just have to get a feel for it. The "sidearm" on the commando is a laser rifle, which is useless at close range lol. Don't fight at close range, or pack a sidearm that is suited to CQC. Sidearms compliment your LW, which is supposed to have gaps in effective ranges. Amarr are supposed to be mid-long range fighters with lots of armor. Makes them great for dispatching Minmatar at medium range (Being mostly shield based) and for killing Gallente at long range (Since AR's deal crap damage at that range.) At least that's how its supposed to work.
Basically the best way to kill a Minmatar is to kite the **** out of them. Y'know that idea that Minmatar ships are faster than Amarrian ones....... not always/often true.
If they can't get into range you have all the time in the world to riddle them through with a dozen charred, smoking laser holes.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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