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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Lynn Beck
Delta Vanguard 6
2376
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Posted - 2015.02.13 16:32:00 -
[61] - Quote
Not sure if on topic, but the RR seriously kicks too much in ADS. Think it about it lore wise too, why would a long range race allow their primary use rifle to kick so damn much, regardless of the technological realities.
Honestly it makes the weapon a pain to use on anything other than scouts.
Also the ridiculous hipfire kick makes it nauseating to use on a big screen.
I honestly wish we could just make it have horrid hipfire accuracy, like the Tac Ar but worse, and have close to 0 kick like most other weapons.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7173
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Posted - 2015.02.13 16:36:00 -
[62] - Quote
Lynn Beck wrote:Not sure if on topic, but the RR seriously kicks too much in ADS. Think it about it lore wise too, why would a long range race allow their primary use rifle to kick so damn much, regardless of the technological realities.
Honestly it makes the weapon a pain to use on anything other than scouts.
Also the ridiculous hipfire kick makes it nauseating to use on a big screen.
I honestly wish we could just make it have horrid hipfire accuracy, like the Tac Ar but worse, and have close to 0 kick like most other weapons. RR should have had a sharpshooter skill to reduce recoil, and the calassault should have a charge time reduction.
AV
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Bright Steel
Horizons' Edge
957
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Posted - 2015.02.13 16:37:00 -
[63] - Quote
Travis Stanush wrote:alias lycan wrote:Don't assume lack of popularity means a weapon is UP. The only gun that I see that might need adjustments is the ASCR. I don't really have enough experience with TAC ARs but I've been running burst ARs almost exclusively and I refuse to believe they're UP. I second this particular opinion. As of now I would say Tac AR's are in a good spot overall and the burst well I will just say that they work surprisingly well. I've run CR since day one, over a year ago, and just recently tried the burst AR. With one damage mode, makes up for the damage profile against armor, it is great. Seems people freak when their Sheilds disappear in two shots and then are easier to finish. I only have problems with amarr assaults and sentiniels. Their hard but not impossible.
I actually prefer the slower rate of fire with the burst AR over the CR. Would prolly use it as my main if it had a slightly slower rate of fire but maintaining same DPS.
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge
957
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Posted - 2015.02.13 16:47:00 -
[64] - Quote
Breakin Stuff wrote:It's not just the HMG. It's the design philosophy behind the HMG and sentinel is restricting a slow, heavily armored sensor-blind monster to CQC.
Why does the HMG overperform? Because CQC dominance means it's expected to function best in an environment that negates most of it's disadvantages.
Bluntly the only reason to have something built like a sentinel is if it's expected to be exposed providing supporting fire and needs to be able to take multiple strong hits.
I remember the original heavy turn speed penalty. It allowed people to circle tge fatty and use superior mobility to rip said heavy apart. Basically it negated the heavy's CQC role entirely.
But it didn't really interfere with the forge gun's lethality at a distance. Why? Because the forge gun is a long-range, open ground weapon. You didn't expect to live if an assault or a scout got too close.
So why do I bring it up? Because it could have been a balancing factor to a fire SUPPORT platform.
HMG sentinels are at the top because you can too-easily use them as lockdown point defense and heavy assault suits. They are in environments where their mobility issues are a nonfactor and they can casually negate sensor blindness by putting their backs in a corner or having a rep tool behind them. I agree with this Completely!!!! It NEEDS to happen. It will improve he game A LOT!!! + 10
Dust 514, the BEST WORST game you can't stop playing.
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duster 35000
Algintal Core Gallente Federation
251
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Posted - 2015.02.13 16:53:00 -
[65] - Quote
Cat Merc wrote:duster 35000 wrote:Breakin Stuff wrote:What this tells me is that shield suits are still deeply in the minority despite the fact that they are damn good. And that any scrambler tech instantly forces them to use armor suits, while armor doesn't have to change. Umm, have you seen what a Combat Rifle does to armor? Or explosive spam that is common in CQC maps? Saying that armor suits don't have their hard counters is bullshit. The majority of weapons on the field are anti armor. Armor suits don't have a hard counter. scrambler tech kills shield suits very very fast, while using a CR doesn't instakill armor.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
252
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Posted - 2015.02.13 16:59:00 -
[66] - Quote
Breakin Stuff wrote:Lynn Beck wrote:Not sure if on topic, but the RR seriously kicks too much in ADS. Think it about it lore wise too, why would a long range race allow their primary use rifle to kick so damn much, regardless of the technological realities.
Honestly it makes the weapon a pain to use on anything other than scouts.
Also the ridiculous hipfire kick makes it nauseating to use on a big screen.
I honestly wish we could just make it have horrid hipfire accuracy, like the Tac Ar but worse, and have close to 0 kick like most other weapons. RR should have had a sharpshooter skill to reduce recoil, and the calassault should have a charge time reduction. Why do people keeping saying that? It's a very ****** bonus, charge time? There are many better ones than a crappy bonus.
Molestia approved
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Bright Steel
Horizons' Edge
957
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Posted - 2015.02.13 17:03:00 -
[67] - Quote
Breakin Stuff wrote:CCP Rattati wrote:Pagl1u M wrote:We need the kills/spawn ratio of hmg It's too damn high, ranking with top tier rifles. I am working on Hotfix Echo, where the plan is to rein in the range, and nothing else. They are too effective in "rifle" range why aren't we looking at reversing the role and making them vulnerable in CQC and deadly at long range? There's only so many more nerf options before the stupid thing gets pushed off a cliff. I'm not trying to be high and mighty or condescending. I'm honestly believing CQC HMGs aren't working, haven't worked as intended since their inception and making them and the Sentinel platform a CQC thing was a bad idea to begin with. We also need to consider that in my experience most HMG engagements and kills happen at 20m or less. Sentinels hug CQC areas like it's their lifeline to force people to fight them on optimal terms for them. Anything inside 20m is chutney, so that's where the hits tend to happen. until you drop the HMG below shotgun optimal these nerfs are going to be a zero-sum effort because a logi and tight spaces will do the work and they will continue racking up kills. It'll also see more fatties resorting to tactics like murder taxis to bypass the range restrictions. Ejecting sentinels from CQC is, in my opinion, the best answer. Again I can't see in flaw in breakin's logic. Or any viable alternative!
Logics just makes sense.
Dust 514, the BEST WORST game you can't stop playing.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7177
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Posted - 2015.02.13 17:15:00 -
[68] - Quote
duster 35000 wrote:Breakin Stuff wrote:Lynn Beck wrote:Not sure if on topic, but the RR seriously kicks too much in ADS. Think it about it lore wise too, why would a long range race allow their primary use rifle to kick so damn much, regardless of the technological realities.
Honestly it makes the weapon a pain to use on anything other than scouts.
Also the ridiculous hipfire kick makes it nauseating to use on a big screen.
I honestly wish we could just make it have horrid hipfire accuracy, like the Tac Ar but worse, and have close to 0 kick like most other weapons. RR should have had a sharpshooter skill to reduce recoil, and the calassault should have a charge time reduction. Why do people keeping saying that? It's a very [DATA REDACTED], charge time? There are many better ones than a crappy bonus. you can always make the sharpshooter charge time and the suit bonus to kick.
Charge time DOES make a pronounced difference in the damage output of the weapon.
AV
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Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE
1257
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Posted - 2015.02.13 17:24:00 -
[69] - Quote
do these include weapons with damage mods. can we have the data only for fits without damage mods too?
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Superior technology will privale.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7177
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Posted - 2015.02.13 17:25:00 -
[70] - Quote
Ku Shala wrote:do these include weapons with damage mods. can we have the data only for fits without damage mods too?
that would actually give an interesting take on it, as would the dropsuits they're primarily being used on.
AV
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Sgt Kirk
Fatal Absolution
9563
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Posted - 2015.02.13 17:29:00 -
[71] - Quote
TAR sucks because its supposed to be a ranged rifle that sucks when you compare it to other ranged rifles.
On its own its incredibly good Rattati and you'd have to be very careful with buffing it because its borderline OP right now with a turbo controller.
Most people pick up the TAR and suspect to use it like a M21 from most others games when it really doesn't have the comparative range to other weapons perform well in that area.
If I were to have it my way id decrees the Mag size back to what it was and increase the optimal range on the rifle as well as increase recoil, I want that weapon to lower everytime it fires. Damage should be looked at afterwards.
~New Eden's #1 Gallente Arm's Dealer
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Bright Steel
Horizons' Edge
957
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Posted - 2015.02.13 17:30:00 -
[72] - Quote
Breakin Stuff wrote:It's not just the HMG. It's the design philosophy behind the HMG and sentinel is restricting a slow, heavily armored sensor-blind monster to CQC.
Why does the HMG overperform? Because CQC dominance means it's expected to function best in an environment that negates most of it's disadvantages.
Bluntly the only reason to have something built like a sentinel is if it's expected to be exposed providing supporting fire and needs to be able to take multiple strong hits.
I remember the original heavy turn speed penalty. It allowed people to circle tge fatty and use superior mobility to rip said heavy apart. Basically it negated the heavy's CQC role entirely.
But it didn't really interfere with the forge gun's lethality at a distance. Why? Because the forge gun is a long-range, open ground weapon. You didn't expect to live if an assault or a scout got too close.
So why do I bring it up? Because it could have been a balancing factor to a fire SUPPORT platform.
HMG sentinels are at the top because you can too-easily use them as lockdown point defense and heavy assault suits. They are in environments where their mobility issues are a nonfactor and they can casually negate sensor blindness by putting their backs in a corner or having a rep tool behind them. Breakin, how would the affect CQC? Do you foresee any imbalances after the sentiniels removal from CQC?
Dust 514, the BEST WORST game you can't stop playing.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7177
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Posted - 2015.02.13 17:50:00 -
[73] - Quote
Bright Steel wrote: Breakin, how would the affect CQC? Do you foresee any imbalances after the sentiniels removal from CQC?
people will start whining that the galassault is OP.
AV
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MINA Longstrike
Kirjuun Heiian
2181
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Posted - 2015.02.13 18:18:00 -
[74] - Quote
Breakin Stuff wrote:Lynn Beck wrote:Not sure if on topic, but the RR seriously kicks too much in ADS. Think it about it lore wise too, why would a long range race allow their primary use rifle to kick so damn much, regardless of the technological realities.
Honestly it makes the weapon a pain to use on anything other than scouts.
Also the ridiculous hipfire kick makes it nauseating to use on a big screen.
I honestly wish we could just make it have horrid hipfire accuracy, like the Tac Ar but worse, and have close to 0 kick like most other weapons. RR should have had a sharpshooter skill to reduce recoil, and the calassault should have a charge time reduction.
Nooooooo. This breaks the rifle. The charge time reduction is fractions of a second it is *not* a good bonus. Kick reduction is fine.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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J0LLY R0G3R
And the ButtPirates
2127
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Posted - 2015.02.13 19:20:00 -
[75] - Quote
clearly it is under powered. needs buff XD
TLDR : XD
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Funkmaster Whale
Whale Pod
2872
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Posted - 2015.02.13 20:16:00 -
[76] - Quote
CCP Rattati wrote:Ask the players, they don't choose those weapons, and when they do, they perform worse with them than other weapons.
It's just facts, that need to be reconciliated with those things. Why indeed? Because they're niche weapons. Naturally they're not going to perform as well as weapons that don't require as much finesse to use. A long range single-shot tactical rifle is harder to get kills with than a spray-n-pray ACR or RR or what have you. Ease-of-use plays a large part into why weapons perform better than others. You said yourself that the HMG is overperforming, and the HMG is probably hands down the easiest weapon to get kills with assuming you're in optimal range.
In order to get a clearer picture I wanted to give some alternative ways to look at the data:
Firing Mode
10. Full-auto 9. Burst-fire 8. Single-shot 7. Full-auto with charge-up 6. Single-shot 5. Full-auto 4. Burst-fire 3. Full-auto 2. Full-auto 1. Full-auto with charge-up
Damage Profile
10. Laser 9. Plasma 8. Plasma 7. Rail 6. Laser 5. Plasma 4. Projectile 3. Plasma 2. Projectile 1. Rail
Theoretical ADV DPS (Shield / Armor)
10. 490 / 327 9. 649 / 531 8. 765 / 626 7. 360 / 440 6. 818 / 546 5. 476 / 389 4. 482 / 652 3. 479 / 392 2. 354 / 479 1. 342 / 418
Damage Per Clip (Excluding Damage Profile)
10. 2498 9 . 2065 8. 1668 7. 2320 6. 2047 5. 2271 4. 1530 3. 1830 2. 1416 1. 2072
Time to Expend Clip (Assuming Max ROF, Disregarding Overheat, Including Charge-up)
10. 6.1s 9. 3.5s 8. 2.4s 7. 6.1s 6. 3.0s 5. 5.3s 4. 2.7s 3. 4.2s 2. 3.4s 1. 5.9s
These are just some different ways to look at the data. Take from it what you will. I want to give the people here more ways beyond "kills" to look at the weapons to discuss them. I'll give my own insights in a later post.
Follow me on Twitch.tv!
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CeeJ Mantis
Mantodea MC
132
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Posted - 2015.02.13 21:06:00 -
[77] - Quote
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" The main issue with the Tac AR is it's kick is slightly to high. You slow down your fire rate a lot to go for accurate headshots. I can put multiple bursts on the burst AR on the head and that extra damage makes it very effective even beyond the edge of it's range. If it's kick was lowered, it would be perfect. (also, please make a standard variant of it. MY standard commando needs one) Another reason why it might be less popular now is because of the fact that the Min assault is popular right now, and it is hard to hit speedy, twitchy people with a semi automatic gun.
The burst seems nice right now, and if it did slightly more damage I think it might shine a bit more.
Lastly, the main issue of assault rifles is the big gap between effective and optimal range. It's 28m. Compare this to the 20m of the RR and ScR, and you add the fact that their range is so low, and you can see why even though it is effective at 90m, the tac is only doing max damage up to to 62m. This is how all the ARs work. (And I think maybe combat rifles too.)
Longest plasma cannon kill: 236.45m
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The-Errorist
1044
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Posted - 2015.02.13 22:20:00 -
[78] - Quote
Breakin Stuff wrote:Lynn Beck wrote:Not sure if on topic, but the RR seriously kicks too much in ADS. Think it about it lore wise too, why would a long range race allow their primary use rifle to kick so damn much, regardless of the technological realities.
Honestly it makes the weapon a pain to use on anything other than scouts.
Also the ridiculous hipfire kick makes it nauseating to use on a big screen.
I honestly wish we could just make it have horrid hipfire accuracy, like the Tac Ar but worse, and have close to 0 kick like most other weapons. RR should have had a sharpshooter skill to reduce recoil, and the calassault should have a charge time reduction. Cal assault should have a bonus towards reload speed and recoil reduction and here's the trello card to vote it.
duster 35000 wrote:Armor suits don't have a hard counter. scrambler tech kills shield suits very very fast, while using a CR doesn't instakill armor. We need tactical combat & rail rifles.
Also to shields need to have a threshold of damage required to start shield recharge pause like there is for vehicles. It should be around 10 damage.
Suits, Tanks, a mode
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7181
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Posted - 2015.02.13 22:22:00 -
[79] - Quote
The-Errorist wrote:Breakin Stuff wrote:Lynn Beck wrote:Not sure if on topic, but the RR seriously kicks too much in ADS. Think it about it lore wise too, why would a long range race allow their primary use rifle to kick so damn much, regardless of the technological realities.
Honestly it makes the weapon a pain to use on anything other than scouts.
Also the ridiculous hipfire kick makes it nauseating to use on a big screen.
I honestly wish we could just make it have horrid hipfire accuracy, like the Tac Ar but worse, and have close to 0 kick like most other weapons. RR should have had a sharpshooter skill to reduce recoil, and the calassault should have a charge time reduction. Cal assault should have a bonus towards reload speed and recoil reduction and here's the trello card to vote it. duster 35000 wrote:Armor suits don't have a hard counter. scrambler tech kills shield suits very very fast, while using a CR doesn't instakill armor. We need tactical combat & rail rifles. Also to shields need to have a there needs to be a threshold of damage required to start shield recharge pause like there is for vehicles. It should be around 10 damage. There is literally no weapon in the game that will fail to do 10 damage With one bullet.
AV
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Luis rules 1st
Valor Coalition
56
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Posted - 2015.02.13 22:42:00 -
[80] - Quote
Maybe just another comment, but here it goes.
Maybe it's getting a little out of topic, but I don't believe by any reason HMG are OP. HMG are good only if they are at proper range.
With that being said, plasma weapons (like TAR and burst AR) should have a greater damage. I wouldn't give them more range, as it would mess with the others weapon range, but plasma weapons, as in EvE, should be devastating at the proper distance. (Similar to the HMG and that's the reason I started this with that comment).
The Assault scramble needs maybe a little more damage and less recoil. It's not suitable to kill someone at the effective range due recoil. But anyway, the low kills with this weapon is due most people with this weapon also have Amarr suits, and if you already have an Amarr, better use the regular scramble. As long as the regular scramble can deal that much damage and the assault can't, it won't be used. So adjusting this weapon would require also a slight decrease in damage for the scramble. The trade-up in most weapons between regular and assault is clear, but in Scramble, where there is no reason to use the assault version.
Also, getting out of topic again, but the combat riffle can't be used at its full potential inside installations. Maybe this is due the FPS generally decrease indoors, but shouldn't happen, imo.
L8er!
Edit:
Breakin Stuff wrote:There is literally no weapon in the game that will fail to do 10 damage With one bullet. It's related to the range. I could shot my SMG at an awesome distance and stop your shields from regenerating some time. So I support the idea of dealing a minimal damage before stopping the shields from regenerating. And if you believe 10 is too low, maybe 20 then. It has to be less than any bullet at the right distance, tho. |
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The-Errorist
1046
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Posted - 2015.02.13 22:56:00 -
[81] - Quote
Luis rules 1st wrote:.... Edit: Breakin Stuff wrote:There is literally no weapon in the game that will fail to do 10 damage With one bullet. It's related to the range. I could shot my SMG at an awesome distance and stop your shields from regenerating some time. So I support the idea of dealing a minimal damage before stopping the shields from regenerating. And if you believe 10 is too low, maybe 20 then. It has to be less than any bullet at the right distance, tho. 10 is a good starting number; 20 would be too high because that's around how much a combat rilfe, SMG, and HMG does per bullet.
Suits, Tanks, a mode
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Pseudogenesis
Nos Nothi
1763
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Posted - 2015.02.14 00:10:00 -
[82] - Quote
This is awesome, but please please pretty please label your axes and define parameters! This is one of the first things they drill into your head in any statistics class, you need to tell the viewer what an axis means and the units it's measured in for it to be a proper graph. Like this one is pretty and all, but I have no idea what 0%-100% means or the units that's measured in.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Atiim
Titans of Phoenix
15605
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Posted - 2015.02.14 00:58:00 -
[83] - Quote
Ripley Riley wrote:Atiim wrote:Your entire premise is flawed because usage does not equate to power. If useage was the only data he was examining, then yes, you would be right. In the OP he clearly states... CCP Rattati wrote:The obvious lesson is that ASCR, TAR and Burst AR are not good enough, and those three also have the lowest Kills/Spawn ratio (similar to KDR ratio), so low usage and low efficiency indicates "not good enough" Rattati is also monitoring each weapon's Kills/Spawn: their killing efficiency. Still a flawed premise.
Kills per Spawn data is influenced by a variety of factors beyond the power of a weapon, such as how skilled the players using a weapon is, how skilled the players fighting against the weapon are, the environment the weapon is being used in, the HP type the weapon's being used against, etc.
As such, attempting to balance anything around KSR without assessing why an item has an abnormal KSR foolish, and won't do anything besides making a balanced weapon OP or UP.
CCP Rattati wrote: Ask the players, they don't choose those weapons, and when they do, they perform worse with them than other weapons.
Which means that the players using the weapons are terrible, hence why they perform so poorly with variants that are superior to the ones which your data ironically claims are overpowered.
Though besides usage and KSR (which are both flawed methods of determining a weapon's power), is there any actual reason as to why the Burst and Tactical ARs need a buff?
The 1st Matari Commando
-HAND
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PLAYSTTION
Corrosive Synergy
506
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Posted - 2015.02.14 02:30:00 -
[84] - Quote
The burst AR is UP? sure whatever you say buff it some more!!!
Gassault Calogi and more.
- Open Beta Vet - 35mil sp -
- Director of Corrosive Synergy -
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DRT 99
Storm Wind Strikeforce Caldari State
101
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Posted - 2015.02.14 02:49:00 -
[85] - Quote
@Rattati I realize that you said that these measurements were taken at ADV, and that all 3 underperforming weapon variants are available, but hear me out.
I believe part of the reason they arent being used as much is not because they are bad, but because people are inexperienced with them - this in turn is because they are not available at basic.
people naturally tend to lean towards things they already know and are comfortable with. Ontop of that, new players dont want to risk 10k ISK on an adv weapon when they die frequently just to try out a new variant.
I believe that making these variants available at basic will lead to increased use at other tiers, the BrAR is available at standard right now, but only through the gal LP store (regular item and on the APEX galmando) |
The-Errorist
1046
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Posted - 2015.02.14 04:15:00 -
[86] - Quote
These are rifle changes that I think are needed: a small hip-fire spread nerf for the scrambler rifle a small recoil buff for the tactical plasma rifle.
Suits, Tanks, a mode
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Aeon Amadi
Chimera Core
8709
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Posted - 2015.02.14 07:00:00 -
[87] - Quote
CCP Rattati wrote:Pagl1u M wrote:We need the kills/spawn ratio of hmg It's too damn high, ranking with top tier rifles. I am working on Hotfix Echo, where the plan is to rein in the range, and nothing else. They are too effective in "rifle" range
The range, huh..? Couldn't be that exclusion from the 10% damage reduction to all weaponry, bar the HMG, back in 1.7/1.8..?
What would reducing the range do other than make it slightly less effective at "rifle" range (excluded the Assault Rifle who is always going to have to compete with the HMG). Come on, give me a reason to want to use the AR over the HMG. 5-10m of extra range doesn't do jack when the DPS on the HMG makes up for that.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
8709
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Posted - 2015.02.14 07:03:00 -
[88] - Quote
Atiim wrote:Ripley Riley wrote:Atiim wrote:Your entire premise is flawed because usage does not equate to power. If useage was the only data he was examining, then yes, you would be right. In the OP he clearly states... CCP Rattati wrote:The obvious lesson is that ASCR, TAR and Burst AR are not good enough, and those three also have the lowest Kills/Spawn ratio (similar to KDR ratio), so low usage and low efficiency indicates "not good enough" Rattati is also monitoring each weapon's Kills/Spawn: their killing efficiency. Still a flawed premise. Kills per Spawn data is influenced by a variety of factors beyond the power of a weapon, such as how skilled the players using a weapon is, how skilled the players fighting against the weapon are, the environment the weapon is being used in, the HP type the weapon's being used against, etc. As such, attempting to balance anything around KSR without assessing why an item has an abnormal KSR foolish, and won't do anything besides making a balanced weapon OP or UP. CCP Rattati wrote: Ask the players, they don't choose those weapons, and when they do, they perform worse with them than other weapons.
Which means that the players using the weapons are terrible, hence why they perform so poorly with variants that are superior to the ones which your data ironically claims are overpowered. Though besides usage and KSR (which are both flawed methods of determining a weapon's power), is there any actual reason as to why the Burst and Tactical ARs need a buff?
I use the TAR frequently. Have a few videos posted where I use it. It's a very niche weapon that needs the correct environment. Scrambler Rifle is better and it's probably not surprising to anyone that I started using it in place of my TAR. TAR can't make up for the ability to charge shot, longer range, etc. I've had a long drawn out argument about this in another thread.
If you want the TAR to be more competitive, needs to have something that'll compete with the Scrambler Rifle - which won't happen because the Scrambler rifle is just outright better. TAR would need excruciatingly high alpha damage to make up for a lack of charge, range, etc. No-one will allow that for fear of it being OP.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
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Posted - 2015.02.14 08:32:00 -
[89] - Quote
Recoil reduction. Probably wouldn't even take MUCH recoil reduction.
AV
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RedPencil
Random Gunz RISE of LEGION
158
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Posted - 2015.02.14 08:45:00 -
[90] - Quote
Cat Merc wrote:ASCR is actually an incredibly good rifle without heat. Fastest reload, tight dispersion, arguably best sight of all the Assault variants, excellent range, etc'. It also has a high damage per mag, though I don't remember if the AR caught up or not since the mag damage increase.
I really don't know why it doesn't perform.
Because modern control + SCR > ASCR
Beware Paper cut M[;..;]M
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