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Thread Statistics | Show CCP posts - 8 post(s) |
LOOKMOM NOHANDS
384
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Posted - 2015.03.28 14:12:00 -
[1] - Quote
Then the combat rifle and smg take over.
It really is great that we continue to reward the people that just glitch hit detection while spraying and praying. |
LOOKMOM NOHANDS
384
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Posted - 2015.03.28 17:43:00 -
[2] - Quote
The Dark Cloud wrote:The damage profile on the scrambler makes it OP as hell vs any shield suit. 42% bonus damage when you have proficency 5 is gamebreaking. If this keeps up then i want a tactical rail rifle that does 150HP damage and fires at 400rounds per minute with a 25 round clip.
Where are you getting 42% from?
Profile = +20% Prof V = +15%
For the record I agree that the profile is a bit too high. I do not think that any weapon should have more than +10 / -10 base. |
LOOKMOM NOHANDS
388
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Posted - 2015.03.29 01:32:00 -
[3] - Quote
CCP Rattati wrote:Simply what happened was that the Scrambler was OP, but few were using it so either it was hard to use or only paying off for a few to use.
Now, what is happening is that since I said that, a flood of player have migrated to the arguably best weapon, without it diminishing the K/S, even to the point that the K/S is going up.
That tells me that its not that hard to use, OP and needs a tweak.
I would welcome players going to TAC AR and the grand design goal is to get these rifles to the point that you will have a preferrred a weapon but switch to other weapons to accommodate tactical situations.
The weapon should not be a "forced" choice, because it is much better than the others, so using them is a handicap.
Thank you for this.
I was actually kind of mad at your statement before but your explanation here has cleared that up to a point that I can at least agree that it is being properly handled. |
LOOKMOM NOHANDS
414
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Posted - 2015.03.31 14:43:00 -
[4] - Quote
CCP Rattati wrote:The weapon obviously works too well in CQC.
I see three ways
Increase heat cost, so that you have less followup shots to spam increase hip fire kick, with compounding so the 3rd shot in succession is way off Increase charge shot multiplier, decrease normal damage = preserve dps, rewarding accuracy
The ScR is already near useless to newbies and anyone else that only has level 1 in the gun and no Amarr assault.
Why is is that the ScR / Amarr assault is the only combo in the game that is required to even make the weapon viable to a player that is not highly experienced with said weapon. I really do not care if you nerf the freaking thing into the ground which is obviously what is coming just make it more friendly to new users.
Lets just make it overheat when you even touch the trigger to send it into the ground so we can watch the entire kill feed turn to combat rifles and explosives.
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LOOKMOM NOHANDS
419
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Posted - 2015.03.31 21:55:00 -
[5] - Quote
Himiko Kuronaga wrote:CCP Rattati wrote:Fizzer XCIV wrote:Hotfix Gulf will have to include some renaming at this rate...
Tactical AR > AR AR > Assault AR
ScR > Tactical ScR Assault ScR > ScR
...I feel like the variants will be completely outdoing the base models, is what I'm saying.
Not EVERYTHING can be balanced via usage rates, Ratatti. I get the strong feeling that you aren't taking skill:power into account, or at least not as much as you should...
High skill weapons should be used less but more efficiently, and vice versa for low skill weapons. I know it can often be hard to assign a value to skill, but its would be better to at least try to rather than get equal usage rates across the board.
Doing it they way you are stifles any room for player improvement. "Why get better at the game if the low skill weapon will do just as well as the high skill ones?" feelings and shoulds don't make good balance Neither do charts. There is much you've yet to learn.
Funny how real world situations fail to translate to a spreadsheet of massive amounts of data dropped from a server.
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