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Thread Statistics | Show CCP posts - 8 post(s) |
Starlight Burner
ROGUE RELICS
187
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Posted - 2015.03.31 03:29:00 -
[181] - Quote
Alena Ventrallis wrote: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
I would suggest A personally. The ScR should be very powerful. But, that power comes at a price. Rather than decrease it's power, I would rather increase the price. However, when increasing the price, do so incrementally. Don't increase it to where it cannot be used at all. No to increasing the price because Combat Rifle to Armor.
CCP Rattati, stop buffing things based on use!
Rogue Relics is my home away from home.
Thank you CCP for DUST 514!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17880
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Posted - 2015.03.31 03:32:00 -
[182] - Quote
CeeJ Mantis wrote: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
Will a kick increase be punishing to those who take well aimed shots? Perhaps a kick that scales with fire rate so when you hammer down with hipfire it's bad, but when you slow it down, it's managable. Or give it more dispersion like the tac AR. That gun is definitely less relyable very close up.
I'll disagree Ceej you say me using the it the other week....and between you and me I love AR's. Like the ScR I just tap away and usually kill what's in front of me.
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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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1864
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Posted - 2015.03.31 03:32:00 -
[183] - 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 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
Make my Scrambler Pink!
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Archduke Ferd1nand
Nos Nothi
332
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Posted - 2015.03.31 03:33:00 -
[184] - Quote
Kalante Schiffer wrote:I just love how all of the scrambler rifle brigade is here defending their weapon yet again after countless times now giving their ideas to rattati how to fix it on a way that does not hinder their ridiculous damage output against shields and armor. That weapon is broken end extremely unfair against shields at long ranges, medium, and close range it always has been. End of story. Just nerf that thing like yall did to the ar's. Nobody seemed to care about that weapon when it got nerfed because everyone migrated to even more op weapons. I:E CR, RR, AcR.
But wait the CR variants and RR variants already got nerfed except the viziam. That weapon has been eluding a nerf since its inception because of the scrambler rifle brigade always telling the same old tired story to the devs "it overheats" "it takes skill to charge shot" "does bad against armor" No it freaking doesn't. Ive used this weapon maxed out to pro 5 with three damage mods on my ak.0 and that thing destroys any other rifle at any given range. It doesnt care if i shoot shields nor armor either. The fact that this thing can out DPS an AR wielding gallente a "close range intended fit" in a CQC fight is ridiculous. Not even that it also out DPS's any other armor suit wielding at long range. Better yet why hasnt anyone made a video using the Viziam SCR destroying every single shield and armor suit at any range. Do i have to make one or what?
I dont mean to sound like i am being biased but i am tired of this overpowered weapon always being defended by certain players that use it but never telling the full story of how they can destroy shield suits in an instant. A shield suit is basically a free kill because they run little armor after their shields are destroyed. And guess what? the viziam doesnt care if it has 200 armor, 300 armor, 400 armor, 500 armor, 600 armor, 700 armor. It will eat that armor like if they were shields. The thing that makes the scrambler ridiculous is the insane DPS, combined with charge shot, combined with hit detection, combined with perfect handling (little to no recoil, kick, or dispersion).
BRB, looking for socks
Asslut Rifles OP, anal now
I shit shotgun shells and piss Remote Explosives
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17880
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Posted - 2015.03.31 03:34:00 -
[185] - Quote
Ah I read Rattati's post as Range not Damage. Hmmm I guess I do like C option a bit more now.
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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Macchi00
LORD-BRITISH
133
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Posted - 2015.03.31 04:05:00 -
[186] - 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
B
But SCR hip fire accuracy is too high. It is also good to reduce.
I love ForgeGun.
I made ForgeGun montage in YouTube.
https://www.youtube.com/watch?v=SIhuGxfbjSQ
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Adipem Nothi
Nos Nothi
8408
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Posted - 2015.03.31 04:19:00 -
[187] - 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
Prefer B over A and C. Planning on CQC engagments? Run AScR. Planning on ranged engagements? Run ScR.
Close-to-Mid Range: AR, BrAR, ARR, AScR, ACR
Mid-to-Long Range: ScR, TAR, RR, CR, BAR
Shoot scout with yes.
- Ripley Riley
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2895
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Posted - 2015.03.31 04:53:00 -
[188] - Quote
Darth brings up some good points. I would change my opinion to C.
For reference, reduce damage to 67.5 and increase charge multiplier to 3.75.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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Protected Void
Nos Nothi
401
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Posted - 2015.03.31 06:57:00 -
[189] - Quote
Darth-Carbonite GIO wrote: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
I agree wholeheartedly with this. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
1019
|
Posted - 2015.03.31 07:06:00 -
[190] - 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
I'd say if you go A - the scrambler will become unusable in all other suits except Amarr. Even today, I'm sure if you extract the data, a huge proportion of those running scramblers are Amarr and very few other suits can run it effectively. I think it's after 10 shots you overheat, which isn't excessive in my opinion. The regular semi-automatic fire on the weapon isn't it's main advantage.
B) yes, this is a good compromise, but it would have to be akin to the TAC AR.
C) I don't understand this one. You want to increase the charged shot damage multiplier? Interesting idea.... but this would buff it. In a scrambler engagement, if you miss you charged shot, your follow up shots aren't going to do much anyway (because of the weapon's damage profile). If this was implemented, people would savvy up quickly and engagements would work as follows:
a) charged shot hits - don't bother with follow up shots due to weak damage, just switch to bolt pistol or SMG for finish. b) charged shot misses - don't engage further, charge shot and try again...
Currently engagements work as follows:
a) charged shot hits - follow up with regular scrambler fire. If they all hit, and target isn't a heavy or heavily armor tanked, target dies. Finish off with SMG as necessary.
b) charged shot misses - spam regular fire until limit (watch your heat!), then switch to SMG to finish. Messy, but it works.
It would add a higher element of skill than is actually present, but it could work, so implement c) with a portion of b) might do it. My inclination would to be to try c) first... then see how the numbers add up for a patch cycle. If they're still too high, add b). If you implement b) and c) together, it might gimp the weapon too much.
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sils 11
COAT-CORPORATION
0
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Posted - 2015.03.31 07:46:00 -
[191] - 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
B
Because it is stronger in the long distance even at close range. |
Georgia Xavier
Y.A.M.A.H
178
|
Posted - 2015.03.31 08:00:00 -
[192] - Quote
I am in favour of C the most and a little of B. Being rewarded for accuracy is what this weapon is all about and not CQC therefore lower normal shot damage is key
Scr nerf approaches.We shall see who truly knows how to wield God's wrath and heathens who wish to mimic the Amarr......
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7768
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Posted - 2015.03.31 09:55:00 -
[193] - Quote
option C seems the least obnoxious.
A means mounting scramblers on anything but an amarr assault is idiocy. The amarr commando already sufders serious damafe application issues gingiven the one slot for dsdamage mods and the heat buildup balancwd to key off one suit in the game.
B is... immersion breaking. Laser.
honestly removing rhe dispersion and leaving the hipfire reticle as is would result in the same hilarity of the HMG in uprising 1.0 where it performed poorly In CQC but at it's max optimal was utterly hilarious and destructive.
Actually since the draw for the scrambler is apparently the aiming being rewarded, let's do a little bit of C and make them actually laser accurate.
I'll be starting a betting pool on how many amarr players scream and respec
AV
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Thaddeus Reynolds
Facepunch Security
240
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Posted - 2015.03.31 09:59:00 -
[194] - Quote
Breakin Stuff wrote:option C seems the least obnoxious.
A means mounting scramblers on anything but an amarr assault is idiocy. The amarr commando already sufders serious damafe application issues gingiven the one slot for dsdamage mods and the heat buildup balancwd to key off one suit in the game.
B is... immersion breaking. Laser.
honestly removing rhe dispersion and leaving the hipfire reticle as is would result in the same hilarity of the HMG in uprising 1.0 where it performed poorly In CQC but at it's max optimal was utterly hilarious and destructive.
Actually since the draw for the scrambler is apparently the aiming being rewarded, let's do a little bit of C and make them actually laser accurate.
I'll be starting a betting pool on how many amarr players scream and respec
I loved the bullet laser pointer that was the old HMG...I think I could deal with a pulse-laser laser laser pointer XD
(Finally, a chance to use laser 3 times in a row!)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Flattop Rahmen
MAFIA.SAN
0
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Posted - 2015.03.31 10:19:00 -
[195] - 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
I vote C. For every situation decreasing normal damage can lower frontal attack firepoper of it on any suits. |
Aeon Amadi
Ahrendee Inc. Negative-Feedback
9373
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Posted - 2015.03.31 10:38:00 -
[196] - Quote
Darth-Carbonite GIO wrote:Aeon Amadi wrote:Watch toward the latter mid-point where I don't use charge at all on three of those dudes. It tears through them like butter, something I'm hard pressed to get my Tactical Assault Rifle to do. This is the point I've been trying to make. At long range you're using the charge shot, and that's good. At close range you are forced to either spam, or use the high risk/high reward charge shot followed by short bursts technique. Since we are endeavoring to reduce spam and incentivize proper positioning, it makes perfect sense to lower single shot damage and raise the charge shot effectiveness accordingly. Instead of going in with trigger spam, this would encourage a carefully placed high damage charge shot, followed by a short burst of low damage shots to finish the engagement. Heat management would be more important, positioning would be key, and TTK may even go up from the increase in overheating that more charge shooting will bring. Aeon Amadi wrote:it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. I would ask that you use the Scrambler again against a suit comparable to the one you were using, and inform me if you have the same results. Maybe you will, but my experience tells me that armor suits (gallante tank+rep fit in particular) are the things that cause you the most trouble with a Scrambler. And I'll just say it again: saying that the Scrambler is just as effective against Armor as it is Shields is factually incorrect. No attempt at an argument here, simply looking at how the game works. Aeon Amadi wrote:I don't like it because I'm a CQC brawler. And that's a perfectly acceptable and rational reason to not enjoy using it. It makes perfect sense that a long range weapon would not feel comfortable in the hands of a close range specialist. Alena Ventrallis wrote:And they are militia suits. I can chew through them with a Duvolle just as easily. This is an extremely important point to keep in mind when you are making an argument. (By you I mean everyone) If we consider a Prototype weapon quickly dispatching Militia suits to be a problem in and of itself, then we must take a step back and think about what impact any changes will make on how that weapon works against Prototype suits and gear. This just one reason that balancing off of information gathered in Public Matches isn't always a good idea. Pubs are great indicators, but they don't always tell the whole story. That however, is a different topic, and I won't jump down that rabbit hole any farther. For what it's worth, I still enjoyed your video.
Go ask Tidus what-ever-the-hell from OH (I think) about what its like punching through Amarr Sentinels with a Scrambler Rifle. Dude has been doing it since they came out and never seemed to have an issue with it in PC. Guy is a monster with the thing and was the exact reason I started saying the Scrambler needed to be nerfed back in 1.6/1.7 - course everyone did the exact same thing and came running in saying that I just wanted my AR to be OP or whatever.
Arguing that we should dismiss results with Militia Suits is total BS, by the way - if the thing is one-shotting suits or two shotting suits, even at a Militia level, without a headshot, it's kinda ridiculous. I don't think Sniper Rifles can even pull that off, in fact, the only weapons I can think of that that -CAN- do that are Forge Guns and Plasma Cannons.
But, you know, there's some major flaws in this argument as well because the Ion Pistol is effectively the same in functionality but no-one seems to be clamoring for reform at the fact that it overheats after a single charged shot that 9/10 will miss because it's hit detection is completely screwy - made worse by the fact that it's range is total **** and otherwise is just a useless weapon except in extreme niche cases. It's also -extremely- limited by it's range.
Scrambler Rifle is unique in it's ability. It's rewarding, sure, but it might be a bit too rewarding because it works well in almost all situations. Do you see the Tactical Assault Rifle excelling in those same situations? Hardly - it has no long range capability because of a terrible optimal range, it's close range application is limited by magazine size and fire-rate, and it's damage output isn't nearly the same as the Scrambler Rifle.
If you want the Scrambler Rifle to be balanced, quit screwing around with theories that changing the single-shot damage is going to work and make it more like the Tactical Assault Rifle. Nerf the ever living hellfire out of the magazine size, kill the charge-up, and knock off a few dozen meters off the optimal range.
Because clearly the Tactical Assault Rifle is a balanced weapon, so why shouldn't that work for the Scrambler Rifle?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9373
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Posted - 2015.03.31 10:48:00 -
[197] - 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
1) Heat Cost.
You increase Heat Cost you effectively eliminate that weapon from being used by anyone but the Amarr Assault.
If we're going that route - make the Assault Rifle do next to no damage on anything but a Gallente Assault - Combat Rifle have next to nothing in the magazine on anything but a Minmatar Assault - Rail Rifle have next to nothing in optimal range on anything but the Caldari Assault.
2) Hip fire kick
Didn't really stop anyone from using the RR in CQC and they can still kill with it once they're used to how the recoil works. Just takes a little time to adjust to and doesn't really solve much.
3) Charge Shot Multiplier and Decrease Normal Damage
Might work. That or just really irritate the ever living hell out of anyone who's on the receiving end of it as entire chunks of HP as taken away from a single shot - not unlike a sniper rifle. Kinda hard to counter that functionality whenever you're using something that has a set DPS and that's it. Why use an Assault Rifle with an un-changeable TTK when I can just use a Scrambler with a charge-shot and follow up with a few single shots?
My proposal:
Kill the magazine size, give it actual muzzle climb (it and the ASCR are the only weapons that are exempt from this), give it greater hipfire dispersion.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Georgia Xavier
Y.A.M.A.H
178
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Posted - 2015.03.31 11:04:00 -
[198] - Quote
Aeon Amadi wrote: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
1) Heat Cost. You increase Heat Cost you effectively eliminate that weapon from being used by anyone but the Amarr Assault. If we're going that route - make the Assault Rifle do next to no damage on anything but a Gallente Assault - Combat Rifle have next to nothing in the magazine on anything but a Minmatar Assault - Rail Rifle have next to nothing in optimal range on anything but the Caldari Assault. 2) Hip fire kick Didn't really stop anyone from using the RR in CQC and they can still kill with it once they're used to how the recoil works. Just takes a little time to adjust to and doesn't really solve much. 3) Charge Shot Multiplier and Decrease Normal Damage Might work. That or just really irritate the ever living hell out of anyone who's on the receiving end of it as entire chunks of HP as taken away from a single shot - not unlike a sniper rifle. Kinda hard to counter that functionality whenever you're using something that has a set DPS and that's it. Why use an Assault Rifle with an un-changeable TTK when I can just use a Scrambler with a charge-shot and follow up with a few single shots? My proposal: Kill the magazine size, give it actual muzzle climb (it and the ASCR are the only weapons that are exempt from this), give it greater hipfire dispersion. EDIT: Make it so that you have to actually aim instead of just spamming the trigger and staying on target in CQC. -Force- it to ADS and micromanage between heat and magazine capacity. I don't mind these changes gameplay wise because I always use ads anyway but lore wise it won't make sense. How can lasers produce so much recoil?
Scr nerf approaches.We shall see who truly knows how to wield God's wrath and heathens who wish to mimic the Amarr......
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CUSE TOWN333
KILL-EM-QUICK Rise Of Legion.
2342
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Posted - 2015.03.31 11:12:00 -
[199] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd. why does it seem odd? because every player in the game right now knows the Tac Ar is the better choice then the scrambler. no amount of data mineing could leave you that blind to balance.
CBM. KEQ diplomat. lolceasefire
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9373
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Posted - 2015.03.31 11:16:00 -
[200] - Quote
Georgia Xavier wrote:Aeon Amadi wrote: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
1) Heat Cost. You increase Heat Cost you effectively eliminate that weapon from being used by anyone but the Amarr Assault. If we're going that route - make the Assault Rifle do next to no damage on anything but a Gallente Assault - Combat Rifle have next to nothing in the magazine on anything but a Minmatar Assault - Rail Rifle have next to nothing in optimal range on anything but the Caldari Assault. 2) Hip fire kick Didn't really stop anyone from using the RR in CQC and they can still kill with it once they're used to how the recoil works. Just takes a little time to adjust to and doesn't really solve much. 3) Charge Shot Multiplier and Decrease Normal Damage Might work. That or just really irritate the ever living hell out of anyone who's on the receiving end of it as entire chunks of HP as taken away from a single shot - not unlike a sniper rifle. Kinda hard to counter that functionality whenever you're using something that has a set DPS and that's it. Why use an Assault Rifle with an un-changeable TTK when I can just use a Scrambler with a charge-shot and follow up with a few single shots? My proposal: Kill the magazine size, give it actual muzzle climb (it and the ASCR are the only weapons that are exempt from this), give it greater hipfire dispersion. EDIT: Make it so that you have to actually aim instead of just spamming the trigger and staying on target in CQC. -Force- it to ADS and micromanage between heat and magazine capacity. I don't mind these changes gameplay wise because I always use ads anyway but lore wise it won't make sense. How can lasers produce so much recoil?
Why are rail-tech sniper rifles limited to a 400m range?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2860
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Posted - 2015.03.31 11:51:00 -
[201] - Quote
Aeon Amadi wrote: Why are rail-tech sniper rifles limited to a 400m range?
Because space magic. Why do warp capable spaceships fly like submarines?
Home at Last <3
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7770
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Posted - 2015.03.31 11:57:00 -
[202] - Quote
CUSE TOWN333 wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd. why does it seem odd? because every player in the game right now knows the Tac Ar is the better choice then the scrambler. no amount of data mineing could leave you that blind to balance. Considering I haven'tbeen killed by a tac ar in months I have to consider that statement as suspect.
AV
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3037
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Posted - 2015.03.31 12:01:00 -
[203] - Quote
Aeon Amadi wrote:Georgia Xavier wrote:Aeon Amadi wrote: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
1) Heat Cost. You increase Heat Cost you effectively eliminate that weapon from being used by anyone but the Amarr Assault. If we're going that route - make the Assault Rifle do next to no damage on anything but a Gallente Assault - Combat Rifle have next to nothing in the magazine on anything but a Minmatar Assault - Rail Rifle have next to nothing in optimal range on anything but the Caldari Assault. 2) Hip fire kick Didn't really stop anyone from using the RR in CQC and they can still kill with it once they're used to how the recoil works. Just takes a little time to adjust to and doesn't really solve much. 3) Charge Shot Multiplier and Decrease Normal Damage Might work. That or just really irritate the ever living hell out of anyone who's on the receiving end of it as entire chunks of HP as taken away from a single shot - not unlike a sniper rifle. Kinda hard to counter that functionality whenever you're using something that has a set DPS and that's it. Why use an Assault Rifle with an un-changeable TTK when I can just use a Scrambler with a charge-shot and follow up with a few single shots? My proposal: Kill the magazine size, give it actual muzzle climb (it and the ASCR are the only weapons that are exempt from this), give it greater hipfire dispersion. EDIT: Make it so that you have to actually aim instead of just spamming the trigger and staying on target in CQC. -Force- it to ADS and micromanage between heat and magazine capacity. I don't mind these changes gameplay wise because I always use ads anyway but lore wise it won't make sense. How can lasers produce so much recoil? Why are rail-tech sniper rifles limited to a 400m range?
Because there's no bullet falloff. A projectile starts falling at some range (depending on many factors), lasers don't.
Anyway, balance > realism in a videogame, otherwise we'd be spamming mass drivers and grenades with 30+ mt splash radius, shotguns would have more than 70 mt range, dropships would never run outrun swarms etc.
Gameplay-wise, I think the typical scheme of weapons is:
1) short range, high damage, medium rof, unprecise 2) medium range, medium damage, medium rof, precise with recoil 3) long range, high damage, very low rof, precise
With this in mind, the Scrambler Rifle is mostly in the second case, but it also allow you to use it as a closer-range charge sniper rifle. Now, it would be enough to add 2-3 seconds of charge, so the full charge should take 4-5 seconds total (but also a damage multiplier buff). You'd still be able to charge your first shot, but this would also expose you to 5 seconds of enemy fire and/or 5 seconds of inactivity.
Guinea Dust Bunnies are watching you, CCP Rouge.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2860
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Posted - 2015.03.31 12:04:00 -
[204] - Quote
Breakin Stuff wrote:CUSE TOWN333 wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd. why does it seem odd? because every player in the game right now knows the Tac Ar is the better choice then the scrambler. no amount of data mineing could leave you that blind to balance. Considering I haven'tbeen killed by a tac ar in months I have to consider that statement as suspect.
Doesn't mean it isn't better than the ScR.
The only advantage that ScR has over TacAR is charge shot, a more predictable recoil pattern, and a few more meters of range.
Literally everything is better on TacARs... Everything. Damage/DPS. Damage per Mag. Fitting Costs. Better hipfire accuracy. No heat. Less Recoil. Better Damage profile. Doesn't need Amassault to be competitive.
Home at Last <3
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Adipem Nothi
Nos Nothi
8411
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Posted - 2015.03.31 12:18:00 -
[205] - Quote
Fizzer XCIV wrote:Breakin Stuff wrote:CUSE TOWN333 wrote: ... because every player in the game right now knows the Tac Ar is the better choice then the scrambler.
Considering I haven't been killed by a tac ar in months I have to consider that statement as suspect. Doesn't mean it isn't better than the ScR. What does it mean then?
Shoot scout with yes.
- Ripley Riley
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ReGnYuM
Kameira Lodge Amarr Empire
3613
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Posted - 2015.03.31 13:31:00 -
[206] - Quote
Fizzer XCIV wrote:Breakin Stuff wrote:CUSE TOWN333 wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd. why does it seem odd? because every player in the game right now knows the Tac Ar is the better choice then the scrambler. no amount of data mineing could leave you that blind to balance. Considering I haven'tbeen killed by a tac ar in months I have to consider that statement as suspect. Doesn't mean it isn't better than the ScR. The only advantage that ScR has over TacAR is charge shot, a more predictable recoil pattern, and a few more meters of range. Literally everything is better on TacARs... Everything. Damage/DPS. Damage per Mag. Fitting Costs. Better hipfire accuracy. No heat. Less Recoil. Better Damage profile. Doesn't need Amassault to be competitive. Your Kidding me right?
The ScR is way superior to the TAR in CQC combat. The TAR and ScR are literally night and day in CQC performance.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2861
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Posted - 2015.03.31 13:40:00 -
[207] - Quote
ReGnYuM wrote:Fizzer XCIV wrote:
Doesn't mean it isn't better than the ScR.
The only advantage that ScR has over TacAR is charge shot, a more predictable recoil pattern, and a few more meters of range.
Literally everything is better on TacARs... Everything. Damage/DPS. Damage per Mag. Fitting Costs. Better hipfire accuracy. No heat. Less Recoil. Better Damage profile. Doesn't need Amassault to be competitive.
Your Kidding me right? The ScR is way superior to the TAR in CQC combat. The TAR and ScR are literally night and day in CQC performance.
How so? The Tac has a tighter hipfire, more damage per shot, and effectively more rounds in the mag. They both have identical RoF... Stick to shooting, ReG.
Home at Last <3
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Cavani1EE7
Isuuaya Tactical
965
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Posted - 2015.03.31 13:48:00 -
[208] - Quote
I called for it, BIATCHES. Enjoy.
10100111001
Shield tanking is hard mode /period.
10100111001
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Ghost Steps
G0DS AM0NG MEN General Tso's Alliance
6
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Posted - 2015.03.31 14:21:00 -
[209] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later.
Is it possible to get the std version of those two?, i love playing std stuff.
Caldari scout bonus sucks but i like to honor my name.
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Indianna Pwns
Circle of Huskarl Minmatar Republic
57
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Posted - 2015.03.31 14:35:00 -
[210] - Quote
Make it overheat in one shot like the Ion pistol. Maybe buff the charge damage slightly to compensate for this change.
That way the charge would be great for finishing of wounded targets, but you cant charge it up going into QCQ and follow it up with regular shots.
Leave regular damage as is. |
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