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 third option has my vote, no surprise there.
True Adamance wrote:I'm not sure how the third option results in rewarding accuracy...
Here's my take. As it is, Scramblers do just about as good in close quarters as they do at range. If we reduce the effectiveness of the single fire spamming, and buff the charge multiplier, people will naturally begin using the weapon in the ranges it was meant for, rather than up close and personal where it will be less viable.
You will still be able to defend yourself when things go wrong, but you won't seek out those kinds of fights like you might with the current structure as you won't be doing nearly as much damage. My two cents.
CCP Rattati wrote:Increase heat cost, so that you have less followup shots to spam
Not necessarily a bad idea, but if the heat increase applies to Charge shot like it does now, increasing it will hurt those using the weapon properly just as those who are spamming.
Currently, Charge shots take a lot of heat, and you cannot fire more than 3 back-to-back. (somebody correct me if I'm wrong, can't remember exactly for some reason
) Increasing heat cost across the board would only make that number go down, and give players little reason to use the Scrambler where it should be.
Conversely, increasing heat buildup only for the single shots probably would reduce spam, as you would simply be unable to fire as many rounds. My concern is that if taken to far, this heat increase would render the Scrambler unusable in self-defense ranges, much like what the Rail Rifle suffers from currently.
Again, with care, this option could work. It's just not my first choice.
CCP Rattati wrote:increase hip fire kick, with compounding so the 3rd shot in succession is way off
I'm not going to mince words on this one. No! One thousand times no!
My reasoning is simple. Kick is not an enjoyable game mechanic. At all. Rather than bring balance, I believe it just creates frustration. I think our friends over at Biomassed have shared this opinion if I recall correctly.
We could talk about the lore of laser weapons and how recoil makes no sense for them, but I think that's a roundabout way of getting to the real point. Recoil is not fun, and we can balance better.
TLDR:
Option 3 > Option 2
Recoil is evil