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Arkena Wyrnspire
Fatal Absolution
20125
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Posted - 2014.12.12 15:10:00 -
[31] - Quote
Valor Goat wrote:(not cumulative, my shields would like to have even just one of these)
Damage profile from +20% | -20% to +15% | -15%
Honestly more like a buff.
Quote:
Charge up time from 2 s to 3-4s
and/or Significative lowering to charge up damage
Then nobody would use charge shots. It is already very heat inefficient to use charge shots rather than just use normal shots - 3x damage for 2s charge and 10x heat cost is not very economical. Reducing the damage multiplier and/or increasing the charge time would make this even more of a losing proposition.
Quote:
RoF from 600 to 500 as the ScR is far too accurate in both hipfire and aiming to have such a high RoF
Then tweak the hipfire. I'm not sure why the 600 RoF is an issue. It's not like people are actually firing that fast - but it needs to be up there to prevent oversampling.
Quote:
Move an armor module so that they have a good reason to not triple damage mod their ScR (counts for Gal assaults and their breach AR too)
Idiocy. This would serve as a significant buff to armour tanking, rather than a nerf to the SCR. Damage mods are not so effective that it is worth completely eclipsing them, and if they were then it would be better to simply nerf those. Triple complex damage modding leads to about 15% increased damage at best - at the cost of 27 PG and 204 CPU. This is not nearly powerful enough to merit nerfing them.
While I am inclined to agree that high slots needs a choice other than shields or damage, moving an armour mod to high slots would probably make armour OP.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Valor Goat
105
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Posted - 2014.12.12 16:41:00 -
[32] - Quote
Arkena Wyrnspire wrote:Valor Goat wrote:(not cumulative, my shields would like to have even just one of these)
Damage profile from +20% | -20% to +15% | -15%
Honestly more like a buff. It is a buff indeed, as it would give a more managable damage profile, but it's also a slight buff to shield tankers.
Quote: I'm not sure why the 600 RoF is an issue. It's not like people are actually firing that fast - but it needs to be up there to prevent oversampling.
It wouldn't be an issue if you'd have some recoil-dispersion-hipfire spread of any kind. But apparently people are saying using a ScR is too hard to nerf it via player's skills aspect.
Quote:Quote:
Move an armor module so that they have a good reason to not triple damage mod their ScR (counts for Gal assaults and their breach AR too)
Idiocy. This would serve as a significant buff to armour tanking, rather than a nerf to the SCR. Damage mods are not so effective that it is worth completely eclipsing them, and if they were then it would be better to simply nerf those. Triple complex damage modding leads to about 15% increased damage at best - at the cost of 27 PG and 204 CPU. This is not nearly powerful enough to merit nerfing them. While I am inclined to agree that high slots needs a choice other than shields or damage, moving an armour mod to high slots would probably make armour OP.
It is an issue and on Amarr assault it's worth more than any other module aside of armor modules (and shield modules for Caldari), hence why I want an armor module on high slots.
I mean look at this. Triple damage mods (+17%) gets you to a 970 DPS from 820; in particular, a 1164 DPS againts shields from the already broken 990. Do you realize it's significatively higher than HMG's DPS? The "let's triple mod my 820 DPS weapon since there's nothing on high slots" thing has to stop. I can't think of a module outside of armor modules worth more than damage mods to put on high slots (don't even nominate kin cats).
Putting a modified-nerfed armor module on high slots is the way to go.
1EE7
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
1339
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Posted - 2014.12.12 20:18:00 -
[33] - Quote
Valor Goat wrote:Can u brain today? Is making Caldari assaults less weak againts Amarr assaults actually buffing it?
Yes. Making something "less weak" is the definition of a buff.
Valor Goat wrote:I'm fine to how the Cal Assault is and I can counter literally everything on it.
So there's no problem? Great! Seems like we're done here. Move along folks!
GIMMIE MY PINK LAZOR
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5729
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Posted - 2014.12.12 20:27:00 -
[34] - Quote
Valor Goat wrote:Atiim wrote:How about giving it dispersion so that it becomes a Mid-Long Range weapon like its supposed to be? reducing its CQC capabilities
Why are you jumping into CQC in caldari shield suits?
That is flat-out the WORST way to deploy them.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1331
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Posted - 2014.12.12 20:39:00 -
[35] - Quote
LOL. OPis proposing a nerf, and they dont even know the stats of the weapon they want to nerf... The ScR does 650 MaxDPS. Not 820. Much less the 1000+ you were saying.
All credibility is lost, because OP is just pulling biased and exaggerated numbers out of their ass.
Hold on... you're an alt of Za'ki aren't you?
Please, make my Opus pretty...
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Valor Goat
107
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Posted - 2014.12.12 20:51:00 -
[36] - Quote
Fizzer XCIV wrote:LOL. OPis proposing a nerf, and they dont even know the stats of the weapon they want to nerf... The ScR does 650 MaxDPS. Not 820. Much less the 1000+ you were saying.
All credibility is lost, because OP is just pulling biased and exaggerated numbers out of their ass.
Hold on... you're an alt of Za'ki aren't you? Without bonuses of any kind, it has a 715 DPS already. Also learn to read properly, I said it has a close to 1000 DPS if you double-triple damage mod it. http://www.protofits.com/fittings/shared/0/10034 Click on the ScR to see its total DPS stats, than realize how much of a goat you are for having no clue of what you are stating.
1EE7
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Monty Mole Clone
Ametat Security Amarr Empire
257
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Posted - 2014.12.12 21:00:00 -
[37] - Quote
ive got 75 and just over 180 shields on my scout and assault, i demand a nerf to armour weapons because they kill me to quick. its not fair ccp please ffs ccp sort this **** out
Jupiter's cock!
It's a Mark VI... And we've got it by the ass!
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KenKaniff69
Fatal Absolution General Tso's Alliance
2552
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Posted - 2014.12.12 21:12:00 -
[38] - Quote
Valor Goat wrote:KenKaniff69 wrote:uhm, how about no?
If you think the ScR is that big of an issue, then stack armor like all shield based suits do in this game.
Every minmatar and caldari suit I see brick tanks anywhere from 200-500 extra armor.
Killing them w/ a scrambler is incredibly difficult.
You CR's and Min Assaults are the ones that need adjusting if anything. I am a pure Caldari shield tanker. **** armor. Agreed on that, but Min assaults are double tanked so they actually have a chance to not get two-shot by a ScR (and than their hitbox is broken compared to Cal Assault's) I don't want to kill the ScR, I just want my Cal Assault being viable againts them. I don't want them to kill me way faster than I kill them with my ARR. Viable = not get oblitared in a matter of a second. EDIT: Also, people who double tank the CalAssault are pussies. The way this game is setup makes brick tanking a thing.
Your shields should get ripped apart by a ScR.
As soon as it hits armor the Scr is awful and it OVERHEATS.
This usually means that ScR users die to heavies and those brick tanked cal and min suits.
I honestly don't see your point here.
Winmatar?
1 system left
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P14GU3
Savage Bullet
906
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Posted - 2014.12.12 21:26:00 -
[39] - Quote
I was going to make a long post about how OP is clueless, but it looks like the rest of the dust community has that covered...
I only play dust514ums now. It was always more fun than the actual game anyways.
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All Gucci
T.H.I.R.D R.O.C.K
0
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Posted - 2014.12.13 00:15:00 -
[40] - Quote
Changing the damage profile from 20/20 to 15/15 would benefit both parties |
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15827
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Posted - 2014.12.13 00:40:00 -
[41] - Quote
All Gucci wrote:Changing the damage profile from 20/20 to 15/15 would benefit both parties
Explosive damage should also be moved from 20/20 to 15/15 then.
*"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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Atiim
Titans of Phoenix
14386
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Posted - 2014.12.13 00:42:00 -
[42] - Quote
True Adamance wrote:All Gucci wrote:Changing the damage profile from 20/20 to 15/15 would benefit both parties Explosive damage should also be moved from 20/20 to 15/15 then. Hell no.
Then my Swarms would be crap against Madrugars, but still Crap against Gunnlogies.
The 1st Matari Commando
-HAND
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Tesfa Alem
Death by Disassociation
593
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Posted - 2014.12.13 11:40:00 -
[43] - Quote
Valor Goat wrote:KenKaniff69 wrote:uhm, how about no?
If you think the ScR is that big of an issue, then stack armor like all shield based suits do in this game.
Every minmatar and caldari suit I see brick tanks anywhere from 200-500 extra armor.
Killing them w/ a scrambler is incredibly difficult.
You CR's and Min Assaults are the ones that need adjusting if anything. I am a pure Caldari shield tanker. **** armor. Agreed on that, but Min assaults are double tanked so they actually have a chance to not get two-shot by a ScR (and than their hitbox is broken compared to Cal Assault's) I don't want to kill the ScR, I just want my Cal Assault being viable againts them. I don't want them to kill me way faster than I kill them with my ARR. Viable = not get oblitared in a matter of a second. EDIT: Also, people who double tank the CalAssault are pussies.
Therein lies the crux of the problem. Bringing the wrong weapon to the wrong fight. Also fighting a weapon deisnged to wreck shields in a shield tanked suit....facepalm.
That being said the amarr assault suits are already crap at CQC. Extremely slow and cannot put down sustained fire needed in a closed in environment.
A SCR will wreck you on the first shot, but if he misses, its goodnight for the amarr. They will take overheat damage from thier own gun, have a short amount of time to shoot before they are forced to stop. I've had no problems wrecking them with my RR or Magsec, and i run my caldari assault with damps and shields only.
This is just QQ that can be fixed through tactical gameplay, not nerfing stuff you dont like.
Redline for Thee, but no Redline for Me.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1396
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Posted - 2014.12.13 14:52:00 -
[44] - Quote
Nocturnal Soul wrote:How about we leave it alone o_o Good idea. ScR is perfect atm.
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Crashy Mc Boom-bewm
The United Socialist Liberation Front
76
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Posted - 2014.12.13 15:44:00 -
[45] - Quote
Nocturnal Soul wrote:How about we leave it alone o_o
I opt for this
I am the master of all booty and have come to purify you of all the false booty
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The-Errorist
928
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Posted - 2014.12.13 16:47:00 -
[46] - Quote
Valor Goat wrote:Arkena Wyrnspire wrote:Valor Goat wrote:(not cumulative, my shields would like to have even just one of these)
Damage profile from +20% | -20% to +15% | -15%
Honestly more like a buff. It is a buff indeed, as it would give a more managable damage profile, but it's also a slight buff to shield tankers. If you feel like the anti-shield weapon needs to be more manageable, I'm guessing you're also wanting the same for anti-armor weapons like the swarm launcher, flaylock and mass driver since you think they are also OP for the same reason.
Valor Goat wrote:Arkena Wyrnspire wrote: I'm not sure why the 600 RoF is an issue. It's not like people are actually firing that fast - but it needs to be up there to prevent oversampling.
It wouldn't be an issue if you'd have some recoil-dispersion-hipfire spread of any kind. But apparently people are saying using a ScR is too hard to nerf it via player's skills aspect. If you think the lack of recoil or dispersion for hipfire is a problem, then plainly say so without attaching RoF which isn't an issue. Increasing the hipfire dispersion is actually a tolerable and sane change you want.
If the plates get nerfed with the proposed armor values Rattati has for Hotfix Echo, it would make the plate stacking problem not a problem anymore: STD/ADV/PRO from 85/110/135 to 60/80/100.
Also you have to think of the strengths and weaknesses of the Cal and Am assault: Tanking Cal: medium high HP, most of which is shield, and best regen rates/times. Am: High HP, most of which is armor, and slowest. Weapons Cal: prefer to use hybrid - rail which are great at range against armored targets. Am: prefer lasers which are great at range against shielded targets.
With the info you should know that a head-on approach to defeating an Amarr assault is futile and that you have to use your superior regen to and their lack of speed to them.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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