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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
|
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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Georgia Xavier
Y.A.M.A.H
94
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Posted - 2015.03.17 02:19:00 -
[31] - Quote
its isn't good for CQC if you have aim assist off. I learnt that the brutally hard way
How many amarr does it take to change a light bulb? none. The minmatar do it for them
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Imp Smash
molon labe. General Tso's Alliance
746
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Posted - 2015.03.17 02:33:00 -
[32] - Quote
True Adamance wrote: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.
Durability is both arguable and situational. My Cal Sent, in fact, completely disagrees as he can often take a Gal Sent or Amarr Sent head to head. When the Shield tanker runs out of shield they take cover. They regen. Even a few seconds of not taking fire is a huge health boost to the shield tanker that the armor tanker doesn't get.
It is misleading to say that Armor is more durable than shields because half the time shields are more durable than armor hp for hp. Battlefield situation heavily affects this.
That aside -- you did not address the point though. Neither the statement above nor the statement below:
True Adamance wrote: moreover from a Dustside perspective its a solution that serves to limit the number of damage modules that can be stacked on suits.
actually address the idea that moving Dam Mods to lows is fair because it makes armor tanks choose between HP and Damage but somehow that doesn't apply to shield tankers. (Who currently make that choice between HP and Damage.)
Furthermore -- there are significantly more modules for low slots than high slots already. Most notably (which the exception of the literally just-last-week-addition of myofibs) mobility mods. Which, as scouts and certain assault suits have proven, speed equates to eHP in Dust.
If you moved damage mods to lows you do the exact opposite as what you claim to want -- and encourage dual tanking. Armor tankers will have nothing else to put up there except shield extenders if they are not trying to stealth.
I could go on about this -- but my post is already touching on (in response to what you touched on) too many unrelated points. Main point is -- argument is flawed. Can you argue that shield tankers have it tough because they have less HP and less damage than armor tankers? Yes, yes you can. That is not this.
TL;DR: The suggestion of moving Damage mods to lows is about the same as the armor tankers suggesting moving Armor Reps, Shield Regulators and KinCats to highs
EDIT: Make Aim Assist weaker for scramblers and they won't be OP in CQC. |
Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22851
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Posted - 2015.03.17 07:12:00 -
[33] - 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.
So there are a few problems with this.
Firstly, your justification of having to make a 'conscious decision to equip gank over tank not have both' applies equally well both ways. If you put damage mods in the lows, you can have a bunch of shield extenders and damage mods at the same time.
Secondly, that would almost completely remove even the little variety we have now in high slots. With this you would have the choice between going for a Super Mario fit, or dual tanking. In the low slots you have the choice of over a dozen modules.
Thirdly, the Amarr assault is an exceptionally strong suit, damage mods or not. The bonus pretty much removes overheat as a concern from the SCR, and the SCR is a very strong weapon anyway. That immediately catapults the Ak.0 + SCR combo to the top tiers in terms of effectiveness.
Finally, I know you like EVE balancing, but it really shouldn't be shoehorned into DUST. "Because it's like this in EVE" is not a reason in DUST.
Gallente Guide
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2738
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Posted - 2015.03.17 07:38:00 -
[34] - Quote
If the ScR is really this cheap pwnsauce noob-slayer, why isn't it being used by everyone? Why is it not even in the top 10 weapon/suit combination in PC? Why are over 90% of the suits it is used on AmAssault?
The ScR is useful in CQC, because frankly ALL the rifles should be useful in CQC. The RR crazy kick needs to be removed. CQC ability should be determined by range and DPS. The RR didn;t pay enough DPS for its range, and was considered OP for it.
If it really was so easy to use, more people would be using it. As it stands, only a dedicated few use it, because the great power it has over the other rifles is mitigated by it's overheat, and only a few are willing to learn how to deal with that overheat.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Ralden Caster
KILL-EM-QUICK
153
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Posted - 2015.03.17 10:34:00 -
[35] - Quote
What I don't get is why don't they just give the long range weapons a reverse damage falloff so that its damage ramps up at range. Then we wouldn't have this whole issue of ranged weapons outclassing the cqc weapons in their own turf.
"Death by Carbonation"
-Quafe weapons
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2725
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Posted - 2015.03.17 10:45:00 -
[36] - Quote
Ralden Caster wrote:What I don't get is why don't they just give the long range weapons a reverse damage falloff so that its damage ramps up at range. Then we wouldn't have this whole issue of ranged weapons outclassing the cqc weapons in their own turf.
Because it is so unintuitive, and generally a mechanic that should be used sparingly. The fact that we even have 1 weapon that does this is enough. Something like that shouldn't be a common thing.
Also, that's what the decreased DPS on longer ranged weapons is for. The closer range weapons are the best in closer ranges...
Home at Last <3
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
201
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Posted - 2015.03.17 11:13:00 -
[37] - Quote
WeapondigitX V7 wrote: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.
I believe its not like that. I believe it's more like "and you'll get 40 something kills and like 15 assists by running solo, with only like 15 deaths max, going against a protostomping team" at least that's how I've gone lol
48th Special Operations Force.
Twitter- @48SOF
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