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Thread Statistics | Show CCP posts - 6 post(s) |
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2386
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Posted - 2015.02.13 07:06:00 -
[1] - Quote
For the love of all that is holy, use a color other than blue. I can't make heads or tails of that graph.
Graphmaking 101, man.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2396
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Posted - 2015.02.18 06:55:00 -
[2] - Quote
Alex-ZX wrote:Breakin Stuff wrote:drop HMG to 2000 RPM, increase range to 40m.
puts it at 650 DPS-ish.
Please do not mess with the hmg. If ccp want to makes autocannons in that way go ahead, but the hmg is good as it is right now. I wouldn't tolerate another nerf, in that weapon. Also that is off topic. Talk about the Tar, ascr n bar. Lol.
"Tolerate"
What are you gonna do? Send Ratatti to the principals office?
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2398
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Posted - 2015.02.18 22:38:00 -
[3] - Quote
Vesta Opalus wrote:CCP Rattati wrote:Jathniel wrote:You really really do NOT need to buff that TAR. It's literally my primary weapon.
On it's own, it's already extremely effective. With triple-damage mods, it's essentially as powerful as the old-school scrambler pistol..... except with range.
It's not under-performing. My guess is most people just don't like the kick. You CANNOT. I repeat. *CANNOT* safely make that gun ANY stronger damage wise.
You can PROBABLY get away with a 25m range buff, without breaking it. Or a 10% kick reduction. But....... Do NOT increase the mag size. Do NOT increase the damage. Do NOT increase the rate of fire. Do NOT improve hip fire accuracy. The TAR is borderline to the lethality it had in 1.0, and that will break it.
This is someone biased in favor of the TAR, pleading with you not to buff it any further. It really does not need it.
It is a GOOD thing that the TAR takes skill to use, and is limited to a few users. TAR worst K/S bar none...don't know how those opinions "align" It needs a range buff. The tactical rifles should be good at picking at people from long range, but you actually have to enter combat rifle optimal to use the TAR well, this means its going to be directly competing with stuff like the CR/ACR/ARR that can just poop way more damage unless you are using a modded controller on that TAR. The range difference and the difference in kick is why the scrambler is better than the TAR, it doesnt have to deal with the damage falloff or the weapon kicking off target, so the SCR ends up being much better at all ranges. P.S. please nerf SCR burst performance (not talking about the charge shot, talking about the massive 10+ shot alpha damage you can crap out in half a second) Also TAR and SCR are still horrifically exploitable by people using modded controllers to fire as many shots as they can in virtually 0 time. 1.) Adding range to the TacAR isn't an option without also buffing the ScR range or nerfing TacAR Damage, both of which I'm sure you're quite against. It has a mere 5m less optimal than the ScR, add any meaningful range to it, and it will outrange the ScR, which is out of the question.
2.)ScR has more kick than the TacAR. And theTacAR with sharpshooter and Galassault has miniscule kick. Small enough to be practically nonexistent. The major differences between the two is that the ScR kicks harder and straight up, while the TAC kicks softer and more wildly. I won't lie, the ScR has a more desirable aiming kick overall, but the TacAR also has a more desirable hipfire overall. This seems to work well racially.
3.) I don't understand how somebody can complain about the ScRs burst damage, but not the TacARs. The TacAR has more bust damage than the ScR. Their RoF is the same and the TAC does more damage, so it just seems silly to me to say something like that in defense of the TAC. "For every finger you point, you point three back at yourself..."
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2398
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Posted - 2015.02.19 19:53:00 -
[4] - Quote
Adipem Nothi wrote:Breakin Stuff wrote:Adipem Nothi wrote:Breakin Stuff wrote:Forcing a single shot weapon to perform poorly in close is unnecessary.
And if we do it because modded Control sh*tlords then we screw legit players hardcore.
My two cents, since I'm not really having a problem with close up scrams.
And I'm gravitating to shield suits more and more. Just having more fun with them than I am armor. While the scrambler rifle isn't particularly effective against Heavies, it is obscenely effective against low-HP units and Scouts. Weapon balance must take into account suit variety. breach ARs are also obscenely effective against low HP suits and scouts. I think this is a bad idea, thoroughly. Not even close to the same scale as the ScR. Think Burst HMG vs MLT gear; it is that fast. This would be fine if the weapon were more limited in its arena of competence, but this is not the case. Example: While running Assault Ak.0 ast night, I got shotgunned twice in the back by a Advanced Scout wielding a CRG-3. I twirled around and melted him in ~0.3 seconds with Adv ScR (no dmg mods) and without the slightest effort in aiming. This was an experienced Scout whom I've played against many times, and he had me dead-to-rights. The moment I melted him, I knew that this was wrong-by-design. I am not a KB/M user, so I twirl more slowly than others; I am not a modded-controller user, so I spam ScR more slowly than others. Even in my sub-optimal, old-man hands, I find the "panic spam" feature of this weapon to be straight-up broken. What happened last night shouldn't happen, and it is happening every day. This is the impetus behind my recommendation. Nice exaggerations. 0.3s Lol. What, did he die in two shots? Unless he was a barebones Minscout and you landed double headshots, he didn't die that fast... Happens every day, huh?
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2398
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Posted - 2015.02.20 09:49:00 -
[5] - Quote
Adipem Nothi wrote:Fizzer XCIV wrote: Nice exaggerations. 0.3s Lol. What, did he die in two shots? Unless he was a barebones Minscout and you landed double headshots, he didn't die that fast... Happens every day, huh?
I don't make stuff up. He died in under half a second. If I had to estimate, I'd say I volleyed ~4 shots in roughly one third of a second. He was running Advanced GalScout. I was running Pro 5 Adv ScR. I haven't done the math, but I'm sure it checks out because this is exactly what happened. And, yes, panicked ScR users "spin-and-win" against SG and NK Scouts every day. I know this because I see it everyday. It is nothing short of a free pass, and the fact that one of longest range rifles available is the very best at it only adds insult to injury.
Its impossible to fire 4 shots in 0.3-0.33s. The fire rate is capped at 600, so it's only possible to fire 1 shot every 0.1s.
Considering you also, "spam more slowly" as well, I'm going to assume 4 shots probably takes you 0.55s-0.65s, which is a very average 370-435 RoF.
A ~0.6s TTK is average. Any other gun would kill just as fast if they land all shots.
You were exaggerating, by alot. You're trying to say the ScR kills roughly 2x faster than it actually does.
Also, if a Galscout died in 4 shots, he either had absolutely no HP modules and/ar you landed headshots. Everyday occurances though, right? Or he was previously wounded, in which case he shouldn't have engaged you and deserved to die.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2400
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Posted - 2015.02.22 09:09:00 -
[6] - Quote
Adipem Nothi wrote:Alena Ventrallis wrote:Adipem Nothi wrote: The longer range rifles I've used in other shooters were consistently unwieldy when fired from the hip. They still hit hard and could kill in CQC, but not without significant effort on the part of the shooter. The long-range ScR requires no such effort in close quarters. Orient oneself toward a target and spam.
Anecdotal evidence at best, but let's look at this. What kind of ranges were these weapons? The weapons I had in mind were the FAD and the MK14 from MW3. One rifle is as accurate as a submachine gun from the hip but relatively weak at range. The other rifle is absolutely devastating down range but horribly inaccurate from the hip. These are two ends of the rifle spectrum from one CoD title. As a rule of thumb in all CoD titles, the more effective a weapon is down range, the less effective it is when spammed from the hip. I know that Dust isn't CoD, but that doesn't mean we can't look to CoD and appreciate the things it has done right. Weapon balance is one of those things. We can't look at CoD for this type of thing, actually. Tracking shooters and twitch shooters need to be balanced extremely differently. When it takes 10x the bullets to kill, balance has to be almost completely reworked from the ground up.
A better example is the DMR in Halo. Great hipfire despite longer range. Or the Scout Rifles in Destiny.
But even those aren't perfect examples. Both of those games have high jumps and very strong aim assist reliance. So the hipfire in Dust shouldn't be that tight, because we don't have to track high jumps here, and the playing field is less level because out aim assistance isnt as strong.
The ScR hipfire is balanced as it is for the type of game Dust is.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2400
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Posted - 2015.02.22 15:29:00 -
[7] - Quote
Adipem Nothi wrote:Fizzer XCIV wrote: The ScR hipfire is balanced as it is for the type of game Dust is.
I was under the impression that the ScR's efficiency (kills/spawn) was higher than any other Fine Rifle.
Yeah. So?
Not all weapons will have the same efficiency. Just a fact that you will have to deal with. There will always be ones more efficient than others. Period. Although, you seem to be a Shotgunner, and I'd guess the Shotgun has a higher efficiency than any of the rifles. So... three fingers pointing back?
Ratatti has decided to do the logical thing and balance efficiency with usage rates. This way, all weapons get roughly the same amount of kills overall.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2408
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Posted - 2015.02.23 14:35:00 -
[8] - Quote
Atiim wrote:Adipem Nothi wrote:Edit: Is there any truth to this thread? Does the ScR really out-range the RR? According to these tests performed in-game, the range is about the same (SCR is higher by 1m). That document is painfully outdated. Weapon ranges don't increase with tier anymore like that. The SDE says the RR has an effective of 100m and the ScR has an effective of 96m. No hard info on the Optimal, but anecdotally I can say the RR feels like it reaches further out.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2442
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Posted - 2015.02.28 06:34:00 -
[9] - Quote
Atiim wrote:Fizzer XCIV wrote: That document is painfully outdated. Weapon ranges don't increase with tier anymore like that. The SDE says the RR has an effective of 100m and the ScR has an effective of 96m. No hard info on the Optimal, but anecdotally I can say the RR feels like it reaches further out.
I'm aware that weapon ranges were normalized across each tier, however beyond said normalization there hasn't been any changes to SCR or RR range, meaning that no matter what tier they were normalized against the difference is still 1m, in favor of the SCR. Effective Ranges are hardly relevant as weapons are less effective in that range than they are in their Optimal.
Fair enough. But this raises questions...
Why aren't optimal ranges easily available knowledge? Why does Ratatti do all balancing with Effective Ranges?
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2442
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Posted - 2015.02.28 06:36:00 -
[10] - Quote
Ratatti, could you give is a chart(not a graph, numbers please) that shows us the K/S ratios of ALL weapons? I'd dearly like to know exactly how much higher the K/S of the ScR actually is...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2456
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Posted - 2015.03.02 14:18:00 -
[11] - Quote
Adipem Nothi wrote:Taskanoss wrote:Adipem Nothi wrote:Taskanoss wrote:Tell me if you agree or disagree. The reason the AScr has such low usage is due to the fact it feels and sounds weak. The sound of the shots being fired seem more like a fast backbeat to a song rather than an usherer of swift Amarrian manufactured death. I believe the AScr shot animation needs a touch of red or something more menacing than bland yellow. The weapon performs amazingly and the only buff I would suggest would be a slight range extend. https://trello.com/c/KL0S9t5N/503-ascr-15-dmg-buff 15%?!?!?!?! That is crazy HIGH! Maybe Trello doesn't like decimal points; could be he meant to write 1.5%. If it is only 1.5%, I'm with you on the more menacing colors and sounds.
If they just got rid of the damn shaking and flashing it would be fine. They don't need to touch the damage. It is in line with the damage/range scale for all assault variant rifles. There should be no damage changes to the weapon. The thing can only be used effectively at ranges similar to the AR because of the shaking. It is only really viable while hipfiring because of the shaking and flashing.
Adding damage to it won't to anything but intrude on the role of the AR, and cause more dismay amongst the Gallente, something the HMG is already very guilty of.
Unless by "15% damage buff" he means he is changing the entire Laser damage profile to +15/-15... Which I would be a fan of. That would be a definite improvement.
It would be better to cut 'Lasers' into two damage types though. Lasers and Scramblers, then make Scramblers +15/-15. In this way, they would mirror Projectiles and Explosives.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2480
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Posted - 2015.03.04 23:57:00 -
[12] - Quote
An interesting way to buff AScRs, and make them functionally different from ARs. https://forums.dust514.com/default.aspx?g=posts&t=195005&find=unread
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