|
Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Templar XIII
121
|
Posted - 2015.03.31 16:12:00 -
[1] - 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
A and C make the most sense, if one is to be chosen with mine favorite weapon. A to lay more weight on weapon plus suit specialization to make this weapon shine. C to pronounce its use as a form of art, one that not everyone should be able to master.
So, make it difficult but rewarding if mastered, such is the Amarrian way.
Chose A or C or a combination of both, but never B. B should not be even thought of because, as someone posted before: recoil is evil.
What bothers me though is, that the CR is still too easy to use yet too efficient. Mean: AR has recoil, range and spread, RR has recoil/kick with massive damage over range as a reward. Scr has heat and will be 'adjusted' further, but CR has almost no characteristics or weaknesses. I do not have anything specific in mind with this weapon, but if you could make it a bit less easy and noskill to use to differentiate it from the others and give it character...? This would be nice. |
Templar XIII
121
|
Posted - 2015.03.31 16:13:00 -
[2] - Quote
. |
Templar XIII
123
|
Posted - 2015.03.31 19:58:00 -
[3] - Quote
Aeon Amadi wrote:Fizzer XCIV wrote: Flaming...
Even more flaming... Please, if you want to discuss this, use numbers be civil with each other:
PRO Tac AR 1752 Damage per Clip 14016 Damage per Magazine 730 Damage per Second 57 accuracy
PRO ScR 2145 Damage per Clip 15015 Damage per Mag 715 Damage per Sec 57,45 accuracy
PURE SPAMMING DAMAGE: 1573 Damage until overheat (22 shot, weapon and Amarr assault suit skill 5) 1215,5 Damage until overheat (17 shots, unskilled)
VS.
CHARGE SHOT: GåÆ 60%heat for x3.5 damage: 250,25 damage, GåÆ allowing for 40% leftover heat spam, additional: 629,2 Damage (8.8 shots, skill 5) 486.2 Damage (6.8 shots, unskilled) amounting to
879.45 Damage until overheat (skill 5) 716.45 Damage until overheat (unskilled)
GåÆ Amarr weapon and suit skilling allows for better heat management to avoid overheat, but heat management in general comes at the cost of applied damage per second GåÆ where TacAR has recoil/kick as a limiting factor and gallente assault suit bonus for recoil reduction (up to 25% weapon dispersion and kick reduction) as a pendant. GåÆ both TacAR and Scr demand aim keeping at target while spamming.
[22 shots skilled and 17 unskilled until overheat are approximates from my live testings and do not take turbo controllers into account.]
The situation and this discussion looks as if the realistically applicable percentage of ScR's theoretical maximum available damage in ScR clip and magazine are still more than the TacAr can do to an enemy clone, which leads me to the following conclusions: GåÆ heat is less restricting and its management is easier and more beneficial than managing recoil / kick. GåÆ the RR discussions of the past further underline the evil nature of recoil / kick GåÆ these rules seem to hold true for non-Amarr-specialized suits as well. GåÆ I said: "this seems", as Rattati's comment on the ScR had an additional landslide impact towards ScR use as a result and this unfortunately blurs general view on the weapon and leads to exaggerated perception. GåÆ I could not test the kick reduction on a gallente assault suit yet to see its place in the equation GåÆ the first statements do still hold true, I believe, but to a lesser extend than is widely perceived. GåÆ I love the ScR and use it most of the time and will stick to it no matter what, but a few tweaks seem to be necessary.
Something is odd though: GåÆ since the TacAr is not a full-auto weapon, continuous spamming is necessary, which should leave escalating kick/recoil over time at a minimum if not nonexistent. GåÆ so how come ScR is then still perceived as more damaging? GåÆ is ScR superiority over TacAr range and dispersion the real issue here and not recoil/kick?
Please discuss... |
Templar XIII
124
|
Posted - 2015.03.31 20:52:00 -
[4] - Quote
Georgia Xavier wrote:Adipem Nothi wrote:Georgia Xavier wrote:^ no matter how broken a long-range rifle is in CQC I have a feeling someone will say "it's fine" and that's what grinds my gears FTFY Well it's true we never agree on anything. But I do agree with ScR being too good for CQC. It's why I have aim assist off because it prevents me from using it as such
I believe "too good for CQC" is maybe too vague and generalist a term. Too easy to use and master yet still overly rewarding might be more fitting.
Where the laz0r rifle is not a CQC weapon at all, the ScR should stay the Amarrian CQC and overall goto guy. But as with all things amarrian, it should be an art to use and be more bound to its corresponding suit to justify its range variability. Great reward, yes...at a great price, if you will.
I just put out the numbers and my concerns to allow for a more pluralistic and productive and less dogmatic discussion as it unfortunately happens all too often. |
|
|
|