Alena Ventrallis
Vengeance Unbound
2327
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Posted - 2014.12.24 03:01:00 -
[1] - Quote
My original proposal here was intended to give the RR a more Caldari feel to it. To me, it seemed like the RR was basically an AR with a few spreadsheet tweaks to it. Nothing that made it feel like it belonged to Caldari. My logic was, the bolt pistol worked well at close and long range, so why not make a bolt rifle? However, as Jaysyn and others pointed out, the rifles should be "general purpose" in nature. They should have areas where they do better than others, but in general they should all serve the same generalist function.
In this light, the crazy kick of the RR goes against this generalist philosphy. The RR should be functional in CQC. Note the word "functional" It shouldn't be the best, in fact it should be the worst relative to the other rifles. But by no means should it be unusable in a close quarters setting. This forces it too much into a niche when it should be the Caldari general purpose rifle. In this light, I have set about making some balance changes to it. All numbers assume proto.
1. Remove extra hipfire kick, and set it back to pre-nerf levels. The RR should be able to do CQC, although the other rifles should do it better through higher DPS and relatively easier damage application.
2. Bring charge time back to 0.3s/remove it entirely. You said yourself that you don't like charge times on rifles, and with the next changes of my proposal, I believe we can possibly do away with it entirely.
3. Increase per shot damage to 86.4. Caldari are about making every shot count, since they are the smallest of the 4 empires. They should hit hard, granted not as hard as the bolt pistol, which is basically a Magnum INNNN SPAAAAACCCCE. This damage seems very high to some I am sure, but I will run some white-room scenarios to show how it would play out.
4. Decrease ROF to 250 RPM. I present for your aid in understanding this ROF with this free online metronome, which is a device used to help musicians keep track of the tempo of a song. Simply set it to 250 and hit start. That is the speed of my proposed RR.
-Total DPS with these changes will be 360, far lower than any other rifle, as it should be. For comparison, the current RR does 397 DPS.
5. Decrease mag capacity to 24 from 42. These slugs are hitting harder, so they would be comparatively big. Balance wise, this lowers damage per mag (DPM) to be in line with the others. Total ammo carried would be lowered to account for this, at 144 total shots. (1 in the weapon, 5 in reserve)
- DPM would be 2073.6. By comparison, the current DPM is 2142.
With these changes, we have a rifle that can fight in CQC, and even fight competitively, but through lower DPS (far lower than comparative rifles) There will be other, better CQC rifles. In fact, the AR will do more DPS on armor (408) than the proposed RR with level 1 proficiency on armor (406.8) Only at proficiency 2 does the RR surpass the AR in damage to armor. This means that, while the RR has a chance of defending itself in CQC, there are other, better options out there instead of making the RR unusable in CQC through ridiculous kick. Now, some white room scenarios.
Scenario: race to deplete 800 health. Comparing the Duvolle AR to the new Kaalakiota (spelling?) RR. Proficiency is ignored for the purposes of this scenario.
-RR depletes 800 health in 10 shots, which takes 2.4 seconds. -AR depletes 800 health in 24 shots, which takes 1.3 seconds.
As you can see, the AR beats the RR in a damage race by over a second. An entire second! Clearly, if the AR gets into its optimal against an RR user, the RR will be at a disadvatage. Therefore, the RR will have to try to kill the AR before it can do that. And with its increased range over the AR, this is perfectly feasible. Now the RR has a chance to kill a trget in CQC, but it is by far not the rifle of choice if it gets into close quarters. As a generalist weapon, it should function decently at all ranges. What determines its CQC shouldn't entirely be based on handling, but also on raw DPS. With this proposal, the RR becomes a much better suited generalist weapon while still emphasizing Caldari warfare philosphy.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1417
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Posted - 2014.12.24 06:29:00 -
[2] - Quote
Interesting re-imagining of the RR.
It's not a good start to the discussion and I would like to offer a couple thoughts:
1) For this rifle design to work as described the ADS needs to be rock steady and really encourage the shooter to use that firing mode as the preferred engagement style. The recoil in ADS needs to be an absolute bare minimum and perhaps slightly increase the zoom of the scope.
2) Consider leaving the DPS at roughly where it is now. With a low ROF weapon in it's optimal engagement window you can have a tough time taking down guys before they get to cover as it is now.
3) Charge mechanic. This one is really the rub...it's just not fun to play with on an infantry rifle in this kind of game. For a turret, sniper system, AV, forge gun, or something of that nature it makes sense. I've begun to be more interested in doing away with the charge mechanic in it's current form and utilizing something similar to the SCR or perhaps more interestingly a heat build up mechanic with no charge time.
Again, solid discussion starter. +1
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
317
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Posted - 2014.12.24 20:45:00 -
[4] - Quote
Feedback:
1. The kick does need to be reduced some but not drastically. This would allow skilled players to score kills in cqc if not painfully. The AR cannot perform in long ranges, the RR should not perform ideally in cqc.
2. Agreed, The old charge rate felt fine, this longer version makes even long range combat suffer too greatly.
3.I don't necessarily agree with the number (unless 4. is added at the same time), but yes with charge time and kick, this thing should have more stopping power to compensate.
4. I'm going back and forth on this one. When paired with 3. it sounds good on paper, but I currently like the rate of fire that it has.
5. Combined with 3. and 4. would be ok but I am more biased on this point.
I like the current rate of fire at range, but even at long range the RR does not perform well due to long charge up time. This is an issue. At long range it should hit hard, but to compensate should do poorly in cqc via kick mechanics we currently have. This weapon should be absolute king of range of the light rifle as was intended.
Sage /thread
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