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Cody Sietz
Random Gunz
4429
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Posted - 2015.03.16 15:34:00 -
[1] - Quote
It doesn't make any sense to me at all that a weapon designed for mid-long range encounters can do so well at all ranges.
The hipfire is pretty crazy, and with bullet magnetism it simply shreds through shields and Armour alike.
The RR is designed for long range combat and does poorly in CQC, the AR is designed for CQC and cannot even perform at long range and the CR is designed for close to mid range and performs just where it needs to while still being out classes in the CQC and long range areas.
So I ask, why is the ScR allowed to be good at CQC range?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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TooMany Names AlreadyTaken
Going for the gold
974
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Posted - 2015.03.16 17:11:00 -
[2] - Quote
Honestly, I suck with it at CQC. It takes God-like reflexes to stay on target, not to mention multitasking, tapping the trigger as fast as possible and aiming at the same time.
Found my favorite DJ - ATB
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Cody Sietz
Random Gunz
4431
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Posted - 2015.03.16 17:25:00 -
[3] - Quote
TooMany Names AlreadyTaken wrote:Honestly, I suck with it at CQC. It takes God-like reflexes to stay on target, not to mention multitasking, tapping the trigger as fast as possible and aiming at the same time. Shouldn't that transfer to literally every weapon? At least the rifles.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Doc DDD
TeamPlayers Negative-Feedback
409
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Posted - 2015.03.16 17:30:00 -
[4] - Quote
It is anti shield.. and everything Dust related is pro armor.. thus it is will be good at every range. |
Bradric Banewolf
D3ATH CARD RUST415
778
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Posted - 2015.03.16 17:39:00 -
[5] - Quote
I stopped waiting for CCP to look at the ScR. I just got amarr assault w/ScR. That's what they really want to happen. Just get the stinking combo, and obliterate everything. Next I'll have to get minMando or assault cuz reasons.
"Anybody order chaos?"
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Adipem Nothi
Nos Nothi
7758
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Posted - 2015.03.16 18:17:00 -
[6] - Quote
I agree, Cody. I find the ScR to be too effective when panic spammed from the hip in CQC.
Shoot scout with yes.
- Ripley Riley
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
199
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Posted - 2015.03.16 18:32:00 -
[7] - Quote
Well, ranges range from this order Rail rifles- mid to long range- 5 Scrambler rifles- mid to long range- 2.50 - 4.5 Combat rifles- "mid" mid to "mid" long range- 1.25 - 4 Assault rifles- short to mid range 1-3.5
5- longest range 4- mid-long range 3- mid range 2- short-mid range 1- short range
Now, the scrambler is pretty good at 2. I do think it should be a bit harder to use at closer ranges, but in a way it makes sense that they are somewhat accurate. Like, who has heard of an inaccurate laser? I think it's good how it is with its low mag size and over heat.
48th Special Operations Force.
Twitter- @48SOF
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ReGnYuM
Kameira Lodge Amarr Empire
3579
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Posted - 2015.03.16 19:30:00 -
[8] - Quote
The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17690
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Posted - 2015.03.16 19:48:00 -
[9] - Quote
ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP
Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Cody Sietz
Random Gunz
4435
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Posted - 2015.03.16 20:24:00 -
[10] - Quote
True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. Na, that's the result of the rebuff of DMG mods which should have stood as they were.
Moving the dmg mod to low slots hurt the Gallente since they rep tank, and reinforce the Caldari dual tank(which is probably the best way to run the suit because it's the current meta)
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1931
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Posted - 2015.03.16 20:33:00 -
[11] - Quote
Lightning35 Delta514 wrote:Well, ranges range from this order Rail rifles- mid to long range- 5 Scrambler rifles- mid to long range- 2.50 - 4.5 Combat rifles- "mid" mid to "mid" long range- 1.25 - 4 Assault rifles- short to mid range 1-3.5
5- longest range 4- mid-long range 3- mid range 2- short-mid range 1- short range
Now, the scrambler is pretty good at 2. I do think it should be a bit harder to use at closer ranges, but in a way it makes sense that they are somewhat accurate. Like, who has heard of an inaccurate laser? I think it's good how it is with its low mag size and over heat.
Do you have any clue how hard the ScR is to use at range, DPS is like 300 at Range, the DPS can only show in CQC.
Acquire Currency, Disregard Female Canis lupus familiaris
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
199
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Posted - 2015.03.16 21:16:00 -
[12] - Quote
True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both.
That's stupid.
48th Special Operations Force.
Twitter- @48SOF
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
199
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Posted - 2015.03.16 21:18:00 -
[13] - Quote
Sir Dukey wrote:Lightning35 Delta514 wrote:Well, ranges range from this order Rail rifles- mid to long range- 5 Scrambler rifles- mid to long range- 2.50 - 4.5 Combat rifles- "mid" mid to "mid" long range- 1.25 - 4 Assault rifles- short to mid range 1-3.5
5- longest range 4- mid-long range 3- mid range 2- short-mid range 1- short range
Now, the scrambler is pretty good at 2. I do think it should be a bit harder to use at closer ranges, but in a way it makes sense that they are somewhat accurate. Like, who has heard of an inaccurate laser? I think it's good how it is with its low mag size and over heat. Do you have any clue how hard the ScR is to use at range, DPS is like 300 at Range, the DPS can only show in CQC.
It's easy because I've used it. Heck I have every freakin weapon at proto exept magsec and swarms(both adv)
48th Special Operations Force.
Twitter- @48SOF
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WeapondigitX V7
The Exemplars
282
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Posted - 2015.03.16 21:50:00 -
[14] - Quote
The overheat function and lower damage per overheat compared to other weapons combined with higher fitting cost and larger dispersion while moving compared to the combat rifle, assault rifle and breach assault rifle, makes the SCR need other advantages like slightly more range, higher DPS, etc.
The dispersion makes it much better at hipfiring at 7m ranges compared to the combat rifle because it is harder to throw off the aim compared to the burst CR at that 7m range. its much easier to throw off the aim of the burst CR at 7m ranges because it is too accurate.
however at close ranges of 15m-28m, the burst combat rifle starts the shine at hipfire compared to the SCR, the SCR starts to become a gamble when trying to use hipfire to land body shots. The SCR then needs to aim down sights to have a chance at killing its opponent, but that reduces the speed of the player using the SCR.
All weapons have sweet spots where the hipfire dispersion shines.
RR 5m SCR 6m-14m ASCR 10m- 20m BCR 15m-28m ARR 10m-20m AR 6m-20m BrAR 15m-30m TAR 7m-14m ACR 6m-18m BrstAR 12m- 23m
these are roughly guidelines
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17696
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Posted - 2015.03.16 21:54:00 -
[15] - Quote
Lightning35 Delta514 wrote:True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. That's stupid.
How do you justify your position.
I'm sitting here offering you a means to knock some of the wind out of the Armour > All Meta by incentivising the use of damage modules on Armour Dropsuits as an option that compromises their primary tank using existing working paradigms from the New Eden universe and the best that you can offer me is and intellectually indefinate "That's stupid".
Grow up.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2723
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Posted - 2015.03.16 22:17:00 -
[16] - Quote
True Adamance wrote:Lightning35 Delta514 wrote:True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. That's stupid. How do you justify your position. I'm sitting here offering you a means to knock some of the wind out of the Armour > All Meta by incentivising the use of damage modules on Armour Dropsuits as an option that compromises their primary tank using existing working paradigms from the New Eden universe and the best that you can offer me is and intellectually indefinate "That's stupid". Grow up.
The issue is that it would be horrendously broken if the module just... switched slots... without anything else happening. A number of low slot modules would have to move to highs,and vice versa. Many modules would probably have to be tampered with...
I think at some point you guys are just going to have to accept that the game can't just be switched over to EVE-like balancing and " just everything works out". It won't work.
The game has already been balanced around the rules that have been emplaced. Switching the rules around would result in balancing loopholes and chaos.
Home at Last <3
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Forced Death
Corrosive Synergy
157
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Posted - 2015.03.16 22:33:00 -
[17] - Quote
True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. And then the dreaded slayer Cal Scout grows stronger
TritusX
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7640
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Posted - 2015.03.16 22:44:00 -
[18] - Quote
the wider the dispersion, the easier it is to hit the target in CQC, if the laser was laser-accurate, then it'd perform more poorly at point blank vs. fast-moving targets.
AV
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2723
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Posted - 2015.03.16 22:46:00 -
[19] - Quote
Breakin Stuff wrote:the wider the dispersion, the easier it is to hit the target in CQC, if the laser was laser-accurate, then it'd perform more poorly at point blank vs. fast-moving targets. And better at long range. I'd be up for this. The ScR doesn't perform as good at range as it should, IMO.
Home at Last <3
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Vesta Opalus
T.H.I.R.D R.O.C.K
521
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Posted - 2015.03.16 23:26:00 -
[20] - Quote
Bradric Banewolf wrote:I stopped waiting for CCP to look at the ScR. I just got amarr assault w/ScR. That's what they really want to happen. Just get the stinking combo, and obliterate everything. Next I'll have to get minMando or assault cuz reasons.
Minmando is dramatically overrated, the 10% damage bonus doesnt help as much as everyone seems to think (the reload bonus sure does though) |
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Vesta Opalus
T.H.I.R.D R.O.C.K
521
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Posted - 2015.03.16 23:27:00 -
[21] - Quote
Forced Death wrote:True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. And then the dreaded slayer Cal Scout grows stronger
With no kincats and no dampeners? I think we have a different definition of strong |
Imp Smash
molon labe. General Tso's Alliance
745
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Posted - 2015.03.16 23:50:00 -
[22] - Quote
True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both.
But then shield tankers would be able to equip gank and tank simultaneously. That logic works both ways.
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1646
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Posted - 2015.03.17 00:11:00 -
[23] - Quote
ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Anyone running the ak.0 with over 650 armor is ******** and should be dealt with appropriately.
Mace yourself, blame someone else itGÇÖs okay, no one will believe you
AIV member.
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Leadfoot10
molon labe. General Tso's Alliance
3536
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Posted - 2015.03.17 00:27:00 -
[24] - Quote
Cody Sietz wrote:So I ask, why is the ScR allowed to be good at CQC range?
Single shot mechanic and heat build up are balancing factors.
I don't think they go far enough, but the barrier of the above limits their use (if not their effectiveness in skilled hands), and thus the gun hasn't really been hit with the nerf bat.
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WeapondigitX V7
The Exemplars
283
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Posted - 2015.03.17 00:28:00 -
[25] - Quote
A all in one slayer needs at least 1 dampener and precision mod and reactive plate/rep nanohive, if reactive plates were used, you might want a PRO active proximity scanner. You need at least 1 jump mod to still be able to have certain retreat options such as jumping over a railing, you need at least 1 PRO red bottle to still be slightly fast. etc.
Going to extremes in hp only make you the ultimate assault slayer in firefights with no cover near objectives with your team mates, without team mates you will be flanked and killed by my stealth adv amarr sentinel (scan profile 27 and 36 scan precision) or some other player with half a brain. You will only kill 1 player, the rest that you kill didn't retreat when they should have, so that they could flank you, or throw cooked grenades, since you would be slow.
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Tectonic Fusion
2350
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Posted - 2015.03.17 00:30:00 -
[26] - Quote
Forced Death wrote:True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. And then the dreaded slayer Cal Scout grows stronger But they need 2 complex damps scrub. I don't think they would change...
(GIF)
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KEROSIINI-TERO
The Rainbow Effect
1864
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Posted - 2015.03.17 00:39:00 -
[27] - Quote
TooMany Names AlreadyTaken wrote:Honestly, I suck with it at CQC. It takes God-like reflexes to stay on target, not to mention multitasking, tapping the trigger as fast as possible and aiming at the same time.
You mouse+keyboard user?
Looking at both sides of the coin.
Even Aurum one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17703
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Posted - 2015.03.17 00:46:00 -
[28] - Quote
Fizzer XCIV wrote:True Adamance wrote:Lightning35 Delta514 wrote:True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. That's stupid. How do you justify your position. I'm sitting here offering you a means to knock some of the wind out of the Armour > All Meta by incentivising the use of damage modules on Armour Dropsuits as an option that compromises their primary tank using existing working paradigms from the New Eden universe and the best that you can offer me is and intellectually indefinate "That's stupid". Grow up. The issue is that it would be horrendously broken if the module just... switched slots... without anything else happening. A number of low slot modules would have to move to highs,and vice versa. Many modules would probably have to be tampered with... I think at some point you guys are just going to have to accept that the game can't just be switched over to EVE-like balancing and " just everything works out". It won't work. The game has already been balanced around the rules that have been emplaced. Switching the rules around would result in balancing loopholes and chaos.
This is certainly recognise. Dust's modules allocations to some degree make very little sense and while I accept that we cannot simply follow the existing EVE module allocations to the letter I believe a fundamental continuity between the two games will be a positive thing for the game as a whole.
Specifically regarding the damage modules..... I honestly cannot believe this has not be brought up before for change. Prior to Uprising 1.7 I believe we even had examples of damage modules existing in low slots in the old passive vehicle damage modules which arguably were a better represention of damage modules from a continuity sense.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17703
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Posted - 2015.03.17 01:12:00 -
[29] - Quote
Imp Smash wrote:True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. But then shield tankers would be able to equip gank and tank simultaneously. That logic works both ways.
However their tank is comparatively lower and less durable than that of armour being their first line of defence as opposed to ours being a second line of defence, moreover from a Dustside perspective its a solution that serves to limit the number of damage modules that can be stacked on suits.
If we can establish them as a low slot item that competes both with desirable armour and shield module options I believe that we could see a reduction to the number of them used on suits, especially armour. I'm also hoping that it would serve to deter dual tanking.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Doc DDD
TeamPlayers Negative-Feedback
412
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Posted - 2015.03.17 01:45:00 -
[30] - Quote
Imp Smash wrote:True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. But then shield tankers would be able to equip gank and tank simultaneously. That logic works both ways.
SHIELD TANK ????? LOL u must be trolling |
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