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Thread Statistics | Show CCP posts - 8 post(s) |
Vesta Opalus
T.H.I.R.D R.O.C.K
559
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Posted - 2015.03.26 17:16:00 -
[1] - Quote
Any data mining/graphs/etc on how the ASCR is doing devs/cpm? Or is it still underperforming as I suspect (because damage was never really its problem)? |
WeapondigitX V7
The Exemplars
312
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Posted - 2015.03.28 11:31:00 -
[2] - Quote
It is ok.
I still wish its visual recoil while aiming down sights was turned off (recoil that does not represent where to bullets are firing, fake recoil). It throws my aim off enemies way too easily. |
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CCP Rattati
C C P C C P Alliance
19060
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Posted - 2015.03.28 11:38:00 -
[3] - Quote
quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
23047
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Posted - 2015.03.28 12:10:00 -
[4] - Quote
o_O
Buff TAR and nerf SCR? Really? That seems pretty odd.
Gallente Guide
"More like a ban farm amirite" - CCP Frame
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2829
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Posted - 2015.03.28 12:36:00 -
[5] - Quote
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.
Home at Last <3
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3027
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Posted - 2015.03.28 13:40:00 -
[6] - Quote
Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd.
Definitely odd. "Nerf" is way too much. "Rebalance" might be better.
Guinea Dust Bunnies are watching you, CCP Rouge.
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Vyzion Eyri
warravens
2689
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Posted - 2015.03.28 13:42:00 -
[7] - Quote
Fizzer XCIV wrote:
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.
You use this as a rebuttal but aren't you re-affirming his point?
You respond to Rattati's post on buffing TAR and nerfing ScR negatively.
You assume he uses usage rates (which could be wrong, but lets go with it) to balance weaponry. Which means the ScR is being used TOO MUCH so it needs to be nerfed and the TAR is used TOO LITTLE so it needs a buff.
You say this is wrong, because high skill weapons are used less but more efficiently and vice versa. But this statement implies the TAR is currently a high skill weapon getting a buff, and the ScR is a low skill weapon getting a nerf.
On the face of it, that seems wrong, and you're right in rejecting Rattati's proposal. But we both know the ScR requires more skill to use than the TAR, so what is wrong here?
In fact, usage rates DO indicate a weapon is simply overpowered, and people are, as usual, FOTM chasers.
This is simply how I see it at first glance, feel free to point out any mistakes in my logic.
> Quis custodiet ipsos custodes?
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CCP Rattati
C C P C C P Alliance
19063
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Posted - 2015.03.28 13:45:00 -
[8] - Quote
scrambler is high skill?
keep charged and spam at short range, give me a break
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
19063
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Posted - 2015.03.28 13:48:00 -
[9] - Quote
Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd.
why does it seem odd?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
19065
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Posted - 2015.03.28 13:50:00 -
[10] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Harpyja
2361
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Posted - 2015.03.28 13:51:00 -
[11] - Quote
CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead.
So yes, high skill = high accuracy.
"By His light, and His will"- The Scriptures, 12:32
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Nocturnal Soul
Primordial Threat
6080
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Posted - 2015.03.28 13:54:00 -
[12] - Quote
Nerf how is a better question? I'll hold my tounge before I speak my mind.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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CCP Rattati
C C P C C P Alliance
19072
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Posted - 2015.03.28 14:06:00 -
[13] - Quote
Harpyja wrote:CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead. So yes, high skill = high accuracy.
everybody must be pretty high skilled then, with all these scrambler kills and high K/S
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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LOOKMOM NOHANDS
384
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Posted - 2015.03.28 14:12:00 -
[14] - 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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7732
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Posted - 2015.03.28 14:23:00 -
[15] - Quote
Funny how rattati's metric of average kills per spawn actually equals "usage based nerfs"
Please feel free to read the above in a tone of cataclysmically snide sarcasm.
AV
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
23049
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Posted - 2015.03.28 14:27:00 -
[16] - 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 the TAR is better than the SCR unless you're using an Amarr assault.
I'm curious. What do your stats say about the SCR when it's not on an Amarr assault?
Gallente Guide
"More like a ban farm amirite" - CCP Frame
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SalvadorSlX7
Storm Wind Strikeforce Caldari State
4
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Posted - 2015.03.28 15:12:00 -
[17] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later.
I hope you make this game great sorry about my childish tantrum |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1977
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Posted - 2015.03.28 15:18:00 -
[18] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd. why does it seem odd?
Stop buffing stuff the doesn't need a buff. Some people just prefer assault variants more. Also ScR seems fine, just needs it's +20/-20 to be changed to +15/-15 shield/armor.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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emm kay
Direct Action Resources
293
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Posted - 2015.03.28 15:19:00 -
[19] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later. except the mlt AScR. that thing seems a little better than my CRD-9.
There is a reason you never see me in battle.
it's because I see you first.
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Starlight Burner
ROGUE RELICS
185
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Posted - 2015.03.28 15:27:00 -
[20] - Quote
CCP Rattati wrote:Harpyja wrote:CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead. So yes, high skill = high accuracy. everybody must be pretty high skilled then, with all these scrambler kills and high K/S What are you going to nerf on the ScR?
The ScR has received multiple nerfs already. Also, the ScR is now in line of Racial suit preference. (How all guns should be in my opinion.)
Nerf the damage and it now becomes even more useless and a grind on armor. I will just switch to the TactAR.
Nerf the range? It's a laser weapon.... Follows EvE.
Hold charge and spam up close? That's what your supposed to do?... I mean, we're using the gun correctly. Hold the charge wait for someone to take me on. You don't just walk up to a ScR user or attack them without caution. I certainly do not walk around and engage CR's without having some advantage. The CR does what the SR does but to Armor.
If you're going to 'adjust' the ScR, only viable change would be making shooting from the side less accurate.
Seriously, these 'Kills' to justify adjusting rifles needs to stop. Literally just creating FoTM.
The ScR and TactAR are specialist rifles. I don't use 'easy hold the trigger no skill rifles' for a reason.
Thank god for CCP Rattati!
Rogue Relics is my home away from home.
Thank you CCP for getting DUST 514 back on track!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2839
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Posted - 2015.03.28 15:39:00 -
[21] - Quote
If the ScR is so efficient, why aren't more people using it? The data you showed us from PC didn't even put the ScR in the top 10. And of all the kills it has, 90% of them are on Amarr Assault. Less than 400 kills with it were made on a non-AmAssault suit.
If any tweak needs to happen, my idea to reduce its effectiveness on shield while keeping its effectiveness on armor would be the way to go, a tweak that many in the community thought was a good idea. Link to thread incoming.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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HOLY PERFECTION
molon labe. General Tso's Alliance
90
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Posted - 2015.03.28 15:44:00 -
[22] - Quote
CCP Rattati wrote:Harpyja wrote:CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead. So yes, high skill = high accuracy. everybody must be pretty high skilled then, with all these scrambler kills and high K/S NO a scram has no skill at all. Due to hit detection, the single shot rifles are EXTREMELY effective. Not to mention no handling drawbacks ( besides the lousy overheat ). Plus the 75 - 90 damage a shot with mods.
I WILL WIN... DESTINY
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7733
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Posted - 2015.03.28 15:47:00 -
[23] - Quote
HOLY PERFECTION wrote:CCP Rattati wrote:Harpyja wrote:CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead. So yes, high skill = high accuracy. everybody must be pretty high skilled then, with all these scrambler kills and high K/S NO a scram has no skill at all. Due to hit detection, the single shot rifles are EXTREMELY effective. Not to mention no handling drawbacks ( besides the lousy overheat ). Plus the 75 - 90 damage a shot with mods. Viziam scram only does around 106 damage per shot to a calsent after resists. It's not TOO bad.
Yes I did the math. Yes the final damage was over 100.
AV
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2592
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Posted - 2015.03.28 15:50:00 -
[24] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later. Music to my alt's ears. When Regnum starts calling my investment of sp in BuAR stupid it makes me feel like a bad person.
PSN: RationalSpark
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2841
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Posted - 2015.03.28 16:02:00 -
[25] - Quote
Thread found. Edited my previous comment.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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kaizuka sniper
Carne Con Papas
13
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Posted - 2015.03.28 16:30:00 -
[26] - Quote
is it really weapon balance problem? i dont think so. no skill bournus with SCR is OP? as well A-commando skill (damage10%crease)w/ SCR is OP? i guess. will not resolve the problem nerf SCR. that will become a weapon, A-assault suits only can use A-assault heat build skill become too strong SCR and Raiser rifle. its need to change. after change. you should consider nerf or no IDK can understand my bad English |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9475
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Posted - 2015.03.28 16:30:00 -
[27] - Quote
I always disliked balancing by use because it fails to take into consideration that something might just be cooler and thus more popular. Imagine if there was a laser rifle that shot rainbows but did 5% less damage. It is factually worse than the regular laser rifle, but it would certainly get a heck of a lot of kills.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Vesta Opalus
T.H.I.R.D R.O.C.K
566
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Posted - 2015.03.28 16:42:00 -
[28] - Quote
Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd.
The TAR has alot of kick compared to the SCR and suffers from alot of damage falloff due to its range which makes it perform badly as a long range tactical gun, compared to the scrambler its ****. And everyone who's read any of my posts knows what I think about the tac scrambler. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7734
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Posted - 2015.03.28 16:44:00 -
[29] - Quote
kaizuka sniper wrote: as well A-commando skill (damage10%crease)w/ SCR is OP?
an amarr commando is worse at using amarr weapons than anyone else in about every possible way.
AV
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kaizuka sniper
Carne Con Papas
13
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Posted - 2015.03.28 16:46:00 -
[30] - Quote
and should decrease armor type players before buff a lot of armor type suits in field make TAR be a not usefull wepon shield extender need 3types like a plates. |
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1832
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Posted - 2015.03.28 17:15:00 -
[31] - Quote
Quote:there is nothing wrong with the scrambler rifle right now, it is one of the most efficient rifles, even a tad OP. The reason I don't intend to nerf them is that they are specialty weapons and not the cause of the majority of kills. The ASCR I have been playing with to understand its flaws, and I don't get why its not used, it destroys calscouts with hipfire, it has no recoil, the best scope, the most ammo and clipsize, and heat is not really a problem. But until players start using it, we need to make it incrementally better.
Alena Ventrallis wrote:In what way has the bolded sentence changed? Is it now higher? Has its usage in PC shot up?
I would quite like to know the answer to this as well. What in the world happened to make you change your mind in such a short time?
Make my Scrambler Pink!
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2832
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Posted - 2015.03.28 17:28:00 -
[32] - Quote
CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break
Sounds like the risk vs reward and higher skill requirement is working as intended. That tactic only really works on Amassaults, much like the entire weapon. On any other suit you are better off just using a TacAR, even on an Amando.
But I'll admit, by nature of it being a hitscan rifle, the ScR isn't exactly a high skill weapon, more of an intermediate skilled weapon than a truly high skill weapon.
But it always has and still does require the most out of the players amongst the racial rifles. Trying to argue against that would be silly... None of the other rifles even come close to requiring the mental juggling that a ScR does, even if it is only juggling two pins.
But whatever. I honestly don't really care anymore. At this point I'm just arguing balance to argue balance. Call me crazy, but I enjoy arguing game balance a little bit, and this is one of the only forums that you can do it directly with a dev. But I just can't bring myself to actually care about the game that this has become.
Home at Last <3
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The Dark Cloud
Negative-Feedback.
4206
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Posted - 2015.03.28 17:38:00 -
[33] - Quote
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.
I make the scrubs scream and the vets cry.
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LOOKMOM NOHANDS
384
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Posted - 2015.03.28 17:43:00 -
[34] - 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. |
The Dark Cloud
Negative-Feedback.
4206
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Posted - 2015.03.28 17:48:00 -
[35] - Quote
LOOKMOM NOHANDS wrote: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. The hell do i know? Thats what i see in game when i aim at my team or the enemy and their shields are up. I start to think that the scrambler is not working as intended. If i find a guineapig i would make a screenshot with my phone and upload it.
I make the scrubs scream and the vets cry.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2843
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Posted - 2015.03.28 17:54:00 -
[36] - Quote
The Dark Cloud wrote:LOOKMOM NOHANDS wrote: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. The hell do i know? Thats what i see in game when i aim at my team or the enemy and their shields are up. I start to think that the scrambler is not working as intended. If i find a guineapig i would make a screenshot with my phone and upload it. Are you including the warbarge damage buff?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Grimmiers
825
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Posted - 2015.03.28 17:54:00 -
[37] - Quote
When I meet a scrambler rifle at close range I get the same feeling as when I approach a heavy where I have to stay on my toes to avoid being alpha'd to death. A scrambler with an smg is the deadliest assault combo imo since you never overheat if you're plan is to strip shields and spray down the armor.
Anychance the ion, Assualt rifle, and shotgun can get a look into for their close range effectiveness?
The shotgun optimal is too low and the damage too high making it powerful on gank and spank suits and useless on others.
The ion pistol has the low range, overheating, crazy initial spread, bad iron sight with more zoom than an ar. The high rpm is completely pointless when you only can fire 8 fast shots before overheating. Operation skill should lower heat per shot and the heat amount per shot should be fixed instead of the hold r1 for too long and you're sizzing bs.
The assault rifle is alright, but it having short range and the same damage as most high range weapons, even with it being easier to manage, makes it a bit lacking in it's optimal. Lower clip size back to 60 and add 5% more damage?
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CeeJ Mantis
Mantodea MC
156
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Posted - 2015.03.28 18:01:00 -
[38] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later. I welcome a TAC AR buff, because it currently feels like the diet version of the SCR. I only use the TACAR over it on my galmandos out of principle. Can we get the fabled basic tier varient as well? It is the one thing that my roden commando is missing to make it feel awesome.
Also, the SCR is mechanically speaking the best rifle in the game. It hits harder than an HMG, has the range of a RR, the hipfire spread of a combat rifle, essentially zero recoil, the best ammo efficiency (I've only ran out of ammo maybe 5 times in 3 years), and the ability to charge it for high alpha. It's only drawback of heat buildup is easily midigated by practice. The ASCR is also really powerful as it has impressive range, an optic, and hits 10% harder than any other fully automatic weapon.
While i think that the overheat feedback damage is fine as a detriment, I think anothher issue here is the Amarr Assault, and the fact that it takes weapons that are disproportionately powerful because of this one drawback, and negates it, or makes it trivial. You just have a suite with really powerful guns and no side effects, and often 3 damage mods. Ideally, I want to see all of these guns feel useful and powerful on all other suits, but not feel overpowered on the assault. (this includes the laser rifle too)
Longest plasma cannon kill: 236.45m
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Juno Tristan
Obscure Reference
483
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Posted - 2015.03.28 18:32:00 -
[39] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later.
if so, can we get a fitting reduction on the scrambler to bring it in line with the other rifles
ADS Ramming Revenge!
Plasma Cannon Rampage
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Radec fett
49
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Posted - 2015.03.28 18:44:00 -
[40] - Quote
Rattati don't listen to the community, this is CCP's game, don't succumb to the cries of despair! Make the changes u think will balance the game, btw a friendly advice Rattati, heard awhile ago that you don't test the stuff u nerf/buff, maybe u can create a private server for u and the rest of the crew to test the weapons using different scenarios.
Freedom is a right! I would give my life to free the minmatar. For The Republic!!
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1675
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Posted - 2015.03.28 19:08:00 -
[41] - Quote
I really don't understand why you guys think the TacAR is worse than the ScR. Gallente Assault V and that thing has perfect hipfire spread. Same RoF, better damage, no overheat, a sharpshooter skill, better fitting, arguably better damage profile.
The only thing it lacks is the charge shot and range which both go hand in hand. If you nerf the scrambler rifle, you'll just see people switch to a Gallente Assault and TacAR, which is already superior if you ask me.
Mace yourself, blame someone else itGÇÖs okay, no one will believe you
AIV member.
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Cheydinhal Guard
ScReWeD uP InC Smart Deploy
540
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Posted - 2015.03.28 19:10:00 -
[42] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later. Buff the Tac? It's been buffed enough, IMO. The Tac is perfect where it is right now. Buffing/Nerfing based off of usage isn't the wisest method for many weapons. Some just aren't as popular as others.
Be the mercenary of tomorrow, today. Go beyond with Aurum!
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Killer's Coys
Prima Gallicus
261
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Posted - 2015.03.28 19:41:00 -
[43] - Quote
CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break
I agree, the Scrambler needs a nerf. But not necessarily by the charged & spam.
The biggest problem about the scrambler :
- The Mod controllers. I've got the Scrambler, but I can say that I can't spam as fast as many players in the game. Must fix it. - The profil. +20/-20 is so big and destroys shield so easily. Should be +15/-15
So for me there must have 2 things to change : - Profil : from +20/-20 to +15/-15 - RoF : from 600 to 450 or 500.
Players who don't use a mod controller can't make use of the 600rpm. Only mod controller users can. So Fix it by nerfing the RoF
I'm sorry for my bad English writting and comprehension.
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Thaddeus Reynolds
Facepunch Security
226
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Posted - 2015.03.28 20:10:00 -
[44] - Quote
CCP Rattati wrote:Harpyja wrote:CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead. So yes, high skill = high accuracy. everybody must be pretty high skilled then, with all these scrambler kills and high K/S
Any chance you could look into changing heat buildup to a per-shot basis instead of a per second basis? Could help with balancing around spaming shots, and change it into a truly precision weapon
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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DeathwindRising
ROGUE RELICS
946
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Posted - 2015.03.28 20:24:00 -
[45] - Quote
CCP Rattati wrote:Harpyja wrote:CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead. So yes, high skill = high accuracy. everybody must be pretty high skilled then, with all these scrambler kills and high K/S
Wait wait wait, where'd did these numbers come from? You've been telling us for months that despite us telling you the scr was was op as ****, no one used it. And that it was fine.
Now my issue is this, if you buffed it and didn't tell anyone and that's why people started using it then ok. But if you didn't touch and people started using it despite some past nerfs to it, what does that mean? Did you break all the the other weapons? Was the scr op all along and you simply ignored it?
Tell us how a weapon starts getting used despite a heat nerf and everyone starts doing well with it. Because last I heard about the scr, a lot of people were confused and upset that you're telling us the scr was fine because your data whispered it in your ear. At some points even you said it was op but you left it alone.
Again, this was a case of nothing being done about something until it became an issue. A balanced weapon is balanced, no matter how many or few use it. No matter the skill level of the user. The scr has never been that way. You claimed it was a skill weapon a couple months ago, and now look at you. Total 180
There's stuff in this game that doesn't get fixed because we have to wait for data appear like a magic unicorn supporting it. Not cool |
Georgia Xavier
Y.A.M.A.H
158
|
Posted - 2015.03.28 21:06:00 -
[46] - Quote
Nerfing ScR to the ground will not stop me from using it. I've been using that thing from the first time it came out and I am not about to change that. If I perform just as good with it post nerf then all you're doing is stroking my ego
There are a few weapons I have yet to master; mass driver, nova knives,ion pistol,flay lock pistol and the magsec
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Georgia Xavier
Y.A.M.A.H
158
|
Posted - 2015.03.28 21:10:00 -
[47] - Quote
THUNDERGROOVE wrote:I really don't understand why you guys think the TacAR is worse than the ScR. Gallente Assault V and that thing has perfect hipfire spread. Same RoF, better damage, no overheat, a sharpshooter skill, better fitting, arguably better damage profile.
The only thing it lacks is the charge shot and range which both go hand in hand. If you nerf the scrambler rifle, you'll just see people switch to a Gallente Assault and TacAR, which is already superior if you ask me. ScR has charge, tacAr doesn't so they thinks it's better when in reality they're two different sides of the same coin
There are a few weapons I have yet to master; mass driver, nova knives,ion pistol,flay lock pistol and the magsec
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1834
|
Posted - 2015.03.28 21:47:00 -
[48] - Quote
Again, this feels like it's coming out of nowhere.
The Scrambler has been adjusted quite a bit during the new development cycle. Reduced damage, reduced RoF, reduced clip size. What next?
But more importantly than what you intend to do is why you intend to do it. As most of us in this thread have expressed confusion over this rapid shift in mentality, I think it'd be great if you could share more of your thought process, Rattati.
I know I'm at least a little biased on this subject. It would be hard not to be influenced by the weapon I have dedicated so much time to, but I hope you'll believe me when I say that all I want is the chance to provide constructive feedback and thoughts from my perspective. No rage or rants, just a dialogue.
Make my Scrambler Pink!
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Georgia Xavier
Y.A.M.A.H
159
|
Posted - 2015.03.28 21:54:00 -
[49] - Quote
Darth-Carbonite GIO wrote:Again, this feels like it's coming out of nowhere.
The Scrambler has been adjusted quite a bit during the new development cycle. Reduced damage, reduced RoF, reduced clip size. What next?
But more importantly than what you intend to do is why you intend to do it. As most of us in this thread have expressed confusion over this rapid shift in mentality, I think it'd be great if you could share more of your thought process, Rattati.
I know I'm at least a little biased on this subject. It would be hard not to be influenced by the weapon I have dedicated so much time to, but I hope you'll believe me when I say that all I want is the chance to provide constructive feedback and thoughts from my perspective. No rage or rants, just a dialogue. Probably going to increase spread. He expressed annoyance with it being used in CQC so this might be a logical solution. It's been nerfed so many times and getting another nerf so I'm a bit miffed here due to using it for so long now.......
There are a few weapons I have yet to master; mass driver, nova knives,ion pistol,flay lock pistol and the magsec
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Kalante Schiffer
Ancient Exiles.
1041
|
Posted - 2015.03.28 23:57:00 -
[50] - Quote
THUNDERGROOVE wrote:I really don't understand why you guys think the TacAR is worse than the ScR. Gallente Assault V and that thing has perfect hipfire spread. Same RoF, better damage, no overheat, a sharpshooter skill, better fitting, arguably better damage profile.
The only thing it lacks is the charge shot and range which both go hand in hand. If you nerf the scrambler rifle, you'll just see people switch to a Gallente Assault and TacAR, which is already superior if you ask me. oh really? then tell me how many tac AR's you see in pubs or pc?
Here their eyes stare at a void as i pass by them, like as if i am not even there.
AE
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Zeke Dunevent
S T E R E 0
52
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Posted - 2015.03.29 01:00:00 -
[51] - Quote
Harpyja wrote:CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead. So yes, high skill = high accuracy.
Yeah, but it is laser accurate, it has no kick whatsoever! If you miss the charge shot it is because you are bad not because the gun takes high skill.
I think I know a lot.
I can run just about anything.
S T E R E 0
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korrah silain
True Illuminate
16
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Posted - 2015.03.29 01:02:00 -
[52] - Quote
ERM while we are talking weapon balance if I may make a request: release basic tier tars, I love semi auto weapons like that but hate the scrs overheat mechanic, and haven't skilled adequately into ars to even see the tacticle variant (really all variants should be available at basic to allow people to try them out without having to halfway specialize into them... Imho) |
WeapondigitX V7
The Exemplars
314
|
Posted - 2015.03.29 01:08:00 -
[53] - Quote
If you change the scrambler, consider what the problem/cause of a problem is before you change the weapon. Otherwise you don't solve a problem because you haven't defined it well.
changing the damage per bullet probably is not a good idea unless you decrease the heat build up. (otherwise you change 2 things, DPS and damage per overheat)
the std scr costs less isk compared to the adv tacAR which is a big reason for why the SCR is used more than the TacAR.
Creating a std variant of burst and tac ARs would increase there usage a bit.
the SCR has higher fitting costs which should increase its value on the battlefield otherwise you are making the weapon have another disadvantage which impacts a dropsuit overall.
you could increase the cooldown time of the SCR when it does not overheat. that would make dropsuits vulnerable for longer periods after a fight, making it far easier to ambush the dropsuits with SCRs after they have fired many bullets. |
Zeke Dunevent
S T E R E 0
52
|
Posted - 2015.03.29 01:09:00 -
[54] - Quote
On another note, I would like to say that Kaizuka is brilliant. It took me a couple seconds and multiple rereads of his posts before I could make sense of them, but when I did I completely agree with him.
I think I know a lot.
I can run just about anything.
S T E R E 0
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2833
|
Posted - 2015.03.29 01:22:00 -
[55] - Quote
Zeke Dunevent wrote:On another note, I would like to say that Kaizuka is brilliant. It took me a couple seconds and multiple rereads of his posts before I could make sense of them, but when I did I completely agree with him. Care to provide a better articulated translation? I'm having a hard time stringing together their thoughts into something coherent.
Home at Last <3
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CCP Rattati
C C P C C P Alliance
19182
|
Posted - 2015.03.29 01:29:00 -
[56] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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LOOKMOM NOHANDS
388
|
Posted - 2015.03.29 01:32:00 -
[57] - 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. |
DeathwindRising
ROGUE RELICS
947
|
Posted - 2015.03.29 01:39:00 -
[58] - 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 sir for this explanation! Please continue towards your grand design. Time has shown that I needed only to place more faith in you lol. |
The Eristic
Dust 90210
843
|
Posted - 2015.03.29 01:41:00 -
[59] - Quote
korrah silain wrote:ERM while we are talking weapon balance if I may make a request: release basic tier tars, I love semi auto weapons like that but hate the scrs overheat mechanic, and haven't skilled adequately into ars to even see the tacticle variant (really all variants should be available at basic to allow people to try them out without having to halfway specialize into them... Imho)
Absolutely. Many variants are likely underused merely because many people have no real way of trying them out when they're finding their feet in the game, and so never bother using them at the higher, more expensive (SP and ISK-wise) tiers.
Regarding a Scrambler "nerf", I can't think of one that won't make the non-Pro tiers unusable. The standard is already a real challenge vs suits with any kind of armor.
Reality is the original Rorschach.
Verily! So much for all that.
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Ydubbs81 RND
Ahrendee Inc. Negative-Feedback
3835
|
Posted - 2015.03.29 01:43:00 -
[60] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later.
How about buffing anything that does damage to armor? Why the laser focus on shields?
Combat rifle isn't really bad..only complaint is the hip fire dispersion but I can live with it. But the rail rifle definitely needs some looking at. Dispersion and recoil is too much....you can't really burst much because there is a spool up time and that second can cost you.
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Inc. Negative-Feedback
3836
|
Posted - 2015.03.29 01:45:00 -
[61] - 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.
People don't use them much because people aren't using shields as much because shields (when compared to armor) doesn't hold up.
Shield tanking is hard mode /period.
> Check RND out here
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duster 35000
Algintal Core Gallente Federation
439
|
Posted - 2015.03.29 02:05:00 -
[62] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later. Uh, my ASCR does more dps than the SCR...nerf its shield damage instead.
Molestia approved
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Thaddeus Reynolds
Facepunch Security
227
|
Posted - 2015.03.29 02:09:00 -
[63] - 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.
Agreed that a False Choice is no choice at all (See why you added base armor regen to suits and HAVs). I would personally like to see the SCR (and by extention the TacAR) changed to be true precision weapons. The best way to do this to the SCR in my opinion would be through the heat buildup mechanic and Hipfire Dispersion. Simply put, since heat buildup is on a per-second basis instead of a per-shot basis, it actually encourages rapid spamming of the trigger, rather than controlled, measured fire you'd expect from the flagship semi-automatic weapon. The best way to address this limiting factor, in my opinion ofc, is to change the heat buildup mechanic to be on a per-shot basis if possible, and changing the heat buildup to encourage tactical usage. It may also (See: Will Probably) be necessary to have the SCR and TacAR to have their hipfire dispersion meet somewhere in the middle of the two existing weapons (with the TacAR being next to useless in hipfire, and the SCR being deadly in it).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
64
|
Posted - 2015.03.29 02:20:00 -
[64] - Quote
The thing that I've found interesting, again though it's only annecdotal, is that the AScR on the Amarr starter fit is absolutely wrecking against all the other starter fits, i.e mine.
...... I know I know git gud. (I'm trying honest) |
Talos Vagheitan
Ancient Exiles.
1114
|
Posted - 2015.03.29 02:30:00 -
[65] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later.
The nerf/buff ballet goes on
Who cares what some sniper has to say.
**--CCP, let's push for the license of Dust/Legion on both current Gen consoles-
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Varoth Drac
Dead Man's Game RUST415
704
|
Posted - 2015.03.29 03:20:00 -
[66] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later. Whilst I don't doubt your data, should we be thinking about balance priorities?
How's the balance for other weapons? I don't hear much complaining about rifle balance, it feels pretty good to me. How about other weapons? Anything greatly underperforming? Breach shotguns come to mind, that the community have frequently mentioned as being poor.
How about racial balance within suit type? For example, are all four assault suits performing roughly equally?
Maybe I'm unfairly assuming you are focussing too much on rifles. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1507
|
Posted - 2015.03.29 03:36:00 -
[67] - 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.
Reference the bold part of your statement, unless weapons are addressed holistically you will continue to have bow waves of FOTM like events as people cycle from weapon to weapon.
A few other general comments:
1. Arkena is quite right; how a weapon feels, i.e. subjectively performs does matter quite a bit to most players. It is hard to reconcile with hard numbers but it's not to be discounted either. For example: you commented that you played with the RR to see what the frustration from RR players was during the last nerf cycle...i think you said something to the effect that you just couldn't get the handle of it due to the excessive spool time.
2. Reference the ASCR - you (as noted by Alena) have well spotted the fact that statistically it now outclasses every weapon in class in every measurable stat or at least is a close second yet it's usage just is where you want to see it. When you were first looking into the weapon you had quite a bit of feedback that the actual weapon handling was the bigger detractor and not the stats yet you choose to go with a massive buff to damage.
I can tell you this...running a shield tanked set up was a bit dicey prior to this and after having my Cal Sentinel pretty much shredded by Carthums and popping my Cal Logi like a balloon it's time to put those on the shelf.
3. I do like that you mentioned the BuAR needing some additional love. I use it fairly often since the RRs are pretty much a non-starter for my play style and the ARR is average at best. The best thing going for it is the scope in ADS mode...this harkens back to my comments about perhaps no zoom / minimal zoom scopes variants for most weapons.
4. SCR needing a nerf? Maybe...not convinced. I do know those things are flat out deadly to my Cal suits.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3027
|
Posted - 2015.03.29 03:36:00 -
[68] - Quote
Whetever you do, please do not nerf damage and range. It might be a little bit more complicated than the simple "nerf dat damage" but:
- change the heat buildup to a "per shot" basis
/ nullify most of the benefits of a turbo controller/mouse, making it more "fair" for people who "properly" use the scrambler rifle as a marksman weapon and avoiding the "spam" of random shots
- increase hip fire dispersion
/ force scrambler users to actually aim the weapon from a certain distance
- decrease recoil when aiming
/ encourage people to use it as a marksman weapon
- increase base heat buildup
/ people won't spam shots, but will always try to land every single shot
- increase range
/ obviously, it will need more range if it become a marksman-only weapon
- change laser damage profile to +15% / -15%
/ it actually deals way too much damage on shields while against armor it's simply not enough. Also, shields are less HP-efficient compared to Armor and the huge Alpha damage of the Scrambler rifle makes it a serious problem.
On a personal note, I would love a zoom increase just like the Officer Scrambler Rifle.
Guinea Dust Bunnies are watching you, CCP Rouge.
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1675
|
Posted - 2015.03.29 03:51:00 -
[69] - Quote
Kalante Schiffer wrote:THUNDERGROOVE wrote:I really don't understand why you guys think the TacAR is worse than the ScR. Gallente Assault V and that thing has perfect hipfire spread. Same RoF, better damage, no overheat, a sharpshooter skill, better fitting, arguably better damage profile.
The only thing it lacks is the charge shot and range which both go hand in hand. If you nerf the scrambler rifle, you'll just see people switch to a Gallente Assault and TacAR, which is already superior if you ask me. oh really? then tell me how many tac AR's you see in pubs or pc? As for pubs. Scrambler Rifle usage, in my opinion is an aftereffect of people trying to bandwagon onto what some specifically good players use. They saw players like Darth, myself, and others put up good scores using weapons we've been using for a long time and they skill into it. Some players are good with it and some aren't.
In PC, few people use semi-automatic weapons. You know as well as I do how awful the frame rates are. Some can pull it off but it generally requires you be in a stationary place because moving from point to point will ruin your frame rate.
The scrambler and tacAR are two of the best 1v1 weapons in the game and I think that's where most of the hate for the scrambler is coming from. Especially from the poor squids who get BOOMHEADSHOT right off the field.
Mace yourself, blame someone else itGÇÖs okay, no one will believe you
AIV member.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2849
|
Posted - 2015.03.29 04:18:00 -
[70] - 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 the feedback. Your previous comment had some of us worried. The reason the ScR is used more than the TAR is because the ScR does the TARs job better. The TAR is supposed to be better in CQC than the ScR. It pays for this in lower range.
Now look at the ScR and the Tac, side by side. I recommend putting one of each on a commando to test this. Shoot the ScR as fast as you can. See how much you can do before seize. Now notice how much hipfire kick there is. Now switch to your TAR. Fire it hipfire as fast as you can. You can get all 30 out without worry of overheat. Notice the hipfire kick. It is much greater than the ScR. Now, repeat this test. Except this time, go ADS and spam shots as fast as you can. Notice how the ScR has far less kick in both instances than the TAR.
Here is why the ScR is preferred, despite the overheat. Simple ease-of-use. The reason it is used more than the TAR is because the ScR does the job better, both in CQC and at range. Now, here is what I believe should be done: the TAR is Gallente tech. Gallente are supposed to be masters of CQC with high DPS short range blasters, right? So, reduce kick on the TAR. I will make a thread with greater detail shortly.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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nelo kazuma
Da Short Buss Driving School
59
|
Posted - 2015.03.29 06:09:00 -
[71] - Quote
Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd. Dont see y not Tac assault rifle pitiful range and fire rate and scr .... well if I have to say anything about it u must be abusing it like half the community |
THUNDERGROOVE
Fatal Absolution Negative-Feedback
1677
|
Posted - 2015.03.29 06:15:00 -
[72] - Quote
[quote=nelo kazuma Dont see y not Tac assault rifle pitiful range and fire rate/quote] It has the same RoF as the ScR. At least do some research before you decide it's time to spew garbage out of your mouth.
Mace yourself, blame someone else itGÇÖs okay, no one will believe you
AIV member.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2850
|
Posted - 2015.03.29 06:17:00 -
[73] - Quote
nelo kazuma wrote:Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd. Dont see y not Tac assault rifle pitiful range and fire rate and scr .... well if I have to say anything about it u must be abusing it like half the community You do know they have the exact same fire rate, right?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Georgia Xavier
Y.A.M.A.H
161
|
Posted - 2015.03.29 06:21:00 -
[74] - Quote
nelo kazuma wrote:Arkena Wyrnspire wrote:o_O
Buff TAR and nerf SCR? Really? That seems pretty odd. Dont see y not Tac assault rifle pitiful range and fire rate and scr .... well if I have to say anything about it u must be abusing it like half the community TacAR range is somewhere around 60 meters while ScR has 75 meters. I say TacAR has decent range. I regret giving you the link to this thread if you will bullshit like this
There are a few weapons I have yet to master; mass driver, nova knives,ion pistol,flay lock pistol and the magsec
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Cypher Nil
Fireteam Tempest
155
|
Posted - 2015.03.29 06:28:00 -
[75] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later.
Keep up the contact. we all love it
n++pâçGòÉS+Ç +22 Million SP Merc n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
Of course we won, now when do I get paid?
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2850
|
Posted - 2015.03.29 06:30:00 -
[76] - Quote
Rattati, I will record video hopefully Tuesday comparing the TAR and the ScR side by side on a Calmanndo to eliminate any suit bonus bias.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Georgia Xavier
Y.A.M.A.H
161
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Posted - 2015.03.29 06:34:00 -
[77] - Quote
Alena Ventrallis wrote:Rattati, I will record video hopefully Tuesday comparing the TAR and the ScR side by side on a Calmanndo to eliminate any suit bonus bias. ^ this is why everyone likes you
There are a few weapons I have yet to master; mass driver, nova knives,ion pistol,flay lock pistol and the magsec
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Pseudogenesis
Nos Nothi
2426
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Posted - 2015.03.29 06:37:00 -
[78] - Quote
Woah woah woah slow down, ScR needs toning down but the TAR is perfectly fine. It's balanced, people just haven't started using it again yet. I've been using it for a long while to great success.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Georgia Xavier
Y.A.M.A.H
161
|
Posted - 2015.03.29 06:42:00 -
[79] - Quote
Pseudogenesis wrote:Woah woah woah slow down, ScR needs toning down but the TAR is perfectly fine. It's balanced, people just haven't started using it again yet. I've been using it for a long while to great success. Watch it become the next FOTM within one hotfix
There are a few weapons I have yet to master; mass driver, nova knives,ion pistol,flay lock pistol and the magsec
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5513
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Posted - 2015.03.29 08:30:00 -
[80] - 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.
Buffing the TAC AR while nerfing the SCR is the same as a double nerf. That's how you end up with useless weapons.
Do one or the other, not both.
Personally I think all the SCR needs is a damage increase on the charge shot and a much lower RoF. The TAC can probably just be left alone. It's pretty good on a gal assault, all things considered.
Usually banned for being too awesome.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2835
|
Posted - 2015.03.29 09:14:00 -
[81] - Quote
I demand evidence and comparisons to all the other rifles. I want to see K/S, usage, market data, ect. Also I want to see what suit the ScR is most equipped to. Not that I need the evidence to know that it is the Amassault by a landslide, but confirmation would be nice. Also, I'd like to see how its K/S fares when it is used on an Amassault vs all other suits.
I refuse to believe that the K/S and usage rates have both gone up after multiple direct nerfs, alongside buffs to the direct competition.
Bullshit.
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2835
|
Posted - 2015.03.29 09:33:00 -
[82] - Quote
And the whole "its a low skill weapon" from R is complete and utter garbage. And he knows it.
He should be ashamed. Part of his job is to analyze data. But yet he can't make the connection between skill level and usage rates? Get real.
Balancing 101. Skill:Power is core, and yet he is downright ignoring it. No wonder the ScP and IoP are shite. He isn't taking skill into account at all.
If the ScR was a real low skill weapon, and actually OP, its usage rates wouldn't be so low. And what is the ideal K/S ratio for rifles? Should it be the same as the others? No. It should very much so be higher than the other rifles.
And if we are really going to balance based on K/S and usage rates, shouldn't Snipers and HAVs also be nerfed? I know their K/S is even higher than the ScR, and their usage rate is probably about the same!
How about HMGs? Their K/S is probably through the roof, and their have rate is still one of the highest! On top of being a real low skill weapon.
Real Balance ----> Through Window Fake Hard Balance ----> Here to stay, apparently.
I've slowly gotten sick of all the casual scrub BS you've been implementing, R.
>Pistols Nerfed, and SMGs buffed in same update. >Bolt Pistol is decent. Nerfed. >PLCs made easier with almost flat trajectory. >Assault-type rifles buffed left and right, with the AScR getting the biggest over buff I've seen since 1.0 TacARs. >Myoscrubrils added for easy getaways and casualmode players. >Last bastion of skilled marksmen, the ScR, soon to be nerfed.
#CoDcasualRatatti514 I'm so sick of this game. Its been a slow decent to **** since 1.8
Home at Last <3
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1978
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Posted - 2015.03.29 13:46:00 -
[83] - Quote
CCP Rattati wrote:Harpyja wrote:CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break Miss the charge shot and you're dead. So yes, high skill = high accuracy. everybody must be pretty high skilled then, with all these scrambler kills and high K/S
That's because people that don't have skill don't use it. Same with Assault Dropship. Only the best can use it, the rest rather sit in tanks or play infantry.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Protected Void
Nos Nothi
397
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Posted - 2015.03.29 13:50:00 -
[84] - Quote
Right, here we go. From all the complaining about the ScR lately, I guessed a nerf was incoming, so I'm already skilled well into the TAC. Which I already find far easier to get good performance out of than the ScR, despite having used it on 95% of my spawn-ins since it was released. So go right ahead, buff it :-D
As for the ScR being skill-less: which weapons, precisely, require more skill to use? I can think of exactly one; the plasma cannon. And possibly the ion pistol, but that's mainly due to the glitch that produces unintentional overheats if you fire it quickly. Other than that, every other weapon is vastly easier to use.
The assault CR, for instance, gives so much power for such easy usage that I feel downright dirty using it. It feels like cheating. And no, the limited total ammo doesn't make up for it.
According to me, the only warranted changes related to the ScR are one of the following: a nerf to the Amarr assault bonus OR the damage profile going to 15/15. Or possibly a slight dispersion increase for hipfiring. |
HOLY PERFECTION
U.N.I.T.Y
90
|
Posted - 2015.03.29 13:50:00 -
[85] - Quote
Fizzer XCIV wrote:And the whole "its a low skill weapon" from R is complete and utter garbage. And he knows it.
He should be ashamed. Part of his job is to analyze data. But yet he can't make the connection between skill level and usage rates? Get real.
Balancing 101. Skill:Power is core, and yet he is downright ignoring it. No wonder the ScP and IoP are shite. He isn't taking skill into account at all.
If the ScR was a real low skill weapon, and actually OP, its usage rates wouldn't be so low. And what is the ideal K/S ratio for rifles? Should it be the same as the others? No. It should very much so be higher than the other rifles.
And if we are really going to balance based on K/S and usage rates, shouldn't Snipers and HAVs also be nerfed? I know their K/S is even higher than the ScR, and their usage rate is probably about the same!
How about HMGs? Their K/S is probably through the roof, and their have rate is still one of the highest! On top of being a real low skill weapon.
Real Balance ----> Through Window Fake Hard Balance ----> Here to stay, apparently.
I've slowly gotten sick of all the casual scrub BS you've been implementing, R.
>Pistols Nerfed, and SMGs buffed in same update. >Bolt Pistol is decent. Nerfed. >PLCs made easier with almost flat trajectory. >Assault-type rifles buffed left and right, with the AScR getting the biggest over buff I've seen since 1.0 TacARs. >Myoscrubrils added for easy getaways and casualmode players. >Last bastion of skilled marksmen, the ScR, soon to be nerfed.
#CoDcasualRatatti514 I'm so sick of this game. Its been a slow decent to **** since 1.8 no WHAT you mean is you dont want your OP rifle to get nerfed. I see what your doing here. I WILL WIN... DESTINY
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1978
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Posted - 2015.03.29 13:53:00 -
[86] - 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.
I don't know where you are getting these numbers but seeing a ScR is as rare as BuAR, TAR, LR.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Georgia Xavier
Y.A.M.A.H
164
|
Posted - 2015.03.29 14:04:00 -
[87] - Quote
HOLY PERFECTION wrote:Fizzer XCIV wrote:And the whole "its a low skill weapon" from R is complete and utter garbage. And he knows it.
He should be ashamed. Part of his job is to analyze data. But yet he can't make the connection between skill level and usage rates? Get real.
Balancing 101. Skill:Power is core, and yet he is downright ignoring it. No wonder the ScP and IoP are shite. He isn't taking skill into account at all.
If the ScR was a real low skill weapon, and actually OP, its usage rates wouldn't be so low. And what is the ideal K/S ratio for rifles? Should it be the same as the others? No. It should very much so be higher than the other rifles.
And if we are really going to balance based on K/S and usage rates, shouldn't Snipers and HAVs also be nerfed? I know their K/S is even higher than the ScR, and their usage rate is probably about the same!
How about HMGs? Their K/S is probably through the roof, and their have rate is still one of the highest! On top of being a real low skill weapon.
Real Balance ----> Through Window Fake Hard Balance ----> Here to stay, apparently.
I've slowly gotten sick of all the casual scrub BS you've been implementing, R.
>Pistols Nerfed, and SMGs buffed in same update. >Bolt Pistol is decent. Nerfed. >PLCs made easier with almost flat trajectory. >Assault-type rifles buffed left and right, with the AScR getting the biggest over buff I've seen since 1.0 TacARs. >Myoscrubrils added for easy getaways and casualmode players. >Last bastion of skilled marksmen, the ScR, soon to be nerfed.
#CoDcasualRatatti514 I'm so sick of this game. Its been a slow decent to **** since 1.8 no WHAT you mean is you dont want your OP rifle to get nerfed. I see what your doing here. 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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HOLY PERFECTION
U.N.I.T.Y
90
|
Posted - 2015.03.29 14:06:00 -
[88] - Quote
Georgia Xavier wrote:HOLY PERFECTION wrote:Fizzer XCIV wrote:And the whole "its a low skill weapon" from R is complete and utter garbage. And he knows it.
He should be ashamed. Part of his job is to analyze data. But yet he can't make the connection between skill level and usage rates? Get real.
Balancing 101. Skill:Power is core, and yet he is downright ignoring it. No wonder the ScP and IoP are shite. He isn't taking skill into account at all.
If the ScR was a real low skill weapon, and actually OP, its usage rates wouldn't be so low. And what is the ideal K/S ratio for rifles? Should it be the same as the others? No. It should very much so be higher than the other rifles.
And if we are really going to balance based on K/S and usage rates, shouldn't Snipers and HAVs also be nerfed? I know their K/S is even higher than the ScR, and their usage rate is probably about the same!
How about HMGs? Their K/S is probably through the roof, and their have rate is still one of the highest! On top of being a real low skill weapon.
Real Balance ----> Through Window Fake Hard Balance ----> Here to stay, apparently.
I've slowly gotten sick of all the casual scrub BS you've been implementing, R.
>Pistols Nerfed, and SMGs buffed in same update. >Bolt Pistol is decent. Nerfed. >PLCs made easier with almost flat trajectory. >Assault-type rifles buffed left and right, with the AScR getting the biggest over buff I've seen since 1.0 TacARs. >Myoscrubrils added for easy getaways and casualmode players. >Last bastion of skilled marksmen, the ScR, soon to be nerfed.
#CoDcasualRatatti514 I'm so sick of this game. Its been a slow decent to **** since 1.8 no WHAT you mean is you dont want your OP rifle to get nerfed. I see what your doing here. I WILL WIN... DESTINY
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Georgia Xavier
Y.A.M.A.H
164
|
Posted - 2015.03.29 14:17:00 -
[89] - Quote
HOLY PERFECTION wrote:Georgia Xavier wrote:HOLY PERFECTION wrote:Fizzer XCIV wrote:And the whole "its a low skill weapon" from R is complete and utter garbage. And he knows it.
He should be ashamed. Part of his job is to analyze data. But yet he can't make the connection between skill level and usage rates? Get real.
Balancing 101. Skill:Power is core, and yet he is downright ignoring it. No wonder the ScP and IoP are shite. He isn't taking skill into account at all.
If the ScR was a real low skill weapon, and actually OP, its usage rates wouldn't be so low. And what is the ideal K/S ratio for rifles? Should it be the same as the others? No. It should very much so be higher than the other rifles.
And if we are really going to balance based on K/S and usage rates, shouldn't Snipers and HAVs also be nerfed? I know their K/S is even higher than the ScR, and their usage rate is probably about the same!
How about HMGs? Their K/S is probably through the roof, and their have rate is still one of the highest! On top of being a real low skill weapon.
Real Balance ----> Through Window Fake Hard Balance ----> Here to stay, apparently.
I've slowly gotten sick of all the casual scrub BS you've been implementing, R.
>Pistols Nerfed, and SMGs buffed in same update. >Bolt Pistol is decent. Nerfed. >PLCs made easier with almost flat trajectory. >Assault-type rifles buffed left and right, with the AScR getting the biggest over buff I've seen since 1.0 TacARs. >Myoscrubrils added for easy getaways and casualmode players. >Last bastion of skilled marksmen, the ScR, soon to be nerfed.
#CoDcasualRatatti514 I'm so sick of this game. Its been a slow decent to **** since 1.8 no WHAT you mean is you dont want your OP rifle to get nerfed. I see what your doing here. 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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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2856
|
Posted - 2015.03.29 15:18:00 -
[90] - Quote
I need info on how to upload video from a phone to YouTube or some other video website. I'm recording an ScR and TAC AR performance.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1835
|
Posted - 2015.03.29 16:44:00 -
[91] - 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 continuing the dialogue. Do you have any thoughts or data about why people may have moved to it? The scrambler itself received no buffs during that time period. Perhaps it was due to a nerf to some other popular weapon?
I want the scrambler in a good place, so I truly hope that we as a community can continue to provide constructive feedback. Also, while I think this thread contains by and large rational people, please ignore the trolls, Rattati o7
Make my Scrambler Pink!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2858
|
Posted - 2015.03.29 16:57:00 -
[92] - Quote
Darth-Carbonite GIO wrote: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 continuing the dialogue. Do you have any thoughts or data about why people may have moved to it? The scrambler itself received no buffs during that time period. Perhaps it was due to a nerf to some other popular weapon? I want the scrambler in a good place, so I truly hope that we as a community can continue to provide constructive feedback. Also, while I think this thread contains by and large rational people, please ignore the trolls, Rattati o7 Quite honestly, it seems like people read his comment about how efficient it was, said "Oh, I want in on that!" and migrated to it. Honestly, I believe the problem is less about the ScR being OP and more about it's direct competition, the TAR, being UP for so long.
What we need to do is analyze how the TAR behaves compared to the ScR and then proceed to buff the TAR. The ScR hasn't changed in basic function save for several nerfs in months. I doubt it magically became OP when all it's had since Rattati came along is nerfs. So what we need to do is buff the TAR, which has been needing love for some time now.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vesta Opalus
T.H.I.R.D R.O.C.K
570
|
Posted - 2015.03.29 18:45:00 -
[93] - Quote
Alena Ventrallis wrote:Darth-Carbonite GIO wrote: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 continuing the dialogue. Do you have any thoughts or data about why people may have moved to it? The scrambler itself received no buffs during that time period. Perhaps it was due to a nerf to some other popular weapon? I want the scrambler in a good place, so I truly hope that we as a community can continue to provide constructive feedback. Also, while I think this thread contains by and large rational people, please ignore the trolls, Rattati o7 Quite honestly, it seems like people read his comment about how efficient it was, said "Oh, I want in on that!" and migrated to it. Honestly, I believe the problem is less about the ScR being OP and more about it's direct competition, the TAR, being UP for so long. What we need to do is analyze how the TAR behaves compared to the ScR and then proceed to buff the TAR. The ScR hasn't changed in basic function save for several nerfs in months. I doubt it magically became OP when all it's had since Rattati came along is nerfs. So what we need to do is buff the TAR, which has been needing love for some time now.
Well personally the scrambler was my favorite weapon for a while, but I eventually started using other guns. When I read Rattati's comments I started using the scrambler rifle again just to pump up the gun's usage data and efficiency data to force action.
The thing is overpowered, and it has nothing to do with the TAR's performance. Scrambler absolutely devastates sheild or low hp tanked suits and its performance over time or against armor tanked suits isnt bad enough to justify its dominant killing power. It needs to be rebalanced to bring it into line with other rifle's performance (which for me generally means making it slow enough in terms of TTK that someone can actually react to being hit by it before losing 80% of their health). |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2860
|
Posted - 2015.03.29 18:53:00 -
[94] - Quote
If anyhting, I'd just do away with the charge shot. That seems to be what Rattati doesn't like: charge shot to kill or severely wound, then a few shots to finish the job.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vesta Opalus
T.H.I.R.D R.O.C.K
570
|
Posted - 2015.03.29 18:58:00 -
[95] - Quote
Alena Ventrallis wrote:If anyhting, I'd just do away with the charge shot. That seems to be what Rattati doesn't like: charge shot to kill or severely wound, then a few shots to finish the job.
Maybe... profile might also be an issue, its odd that we have the highest damage profile available in the game being used against the lowest EHP form of tanking, just screams for abuse.
Anything would help though. |
Vesta Opalus
T.H.I.R.D R.O.C.K
570
|
Posted - 2015.03.29 19:03:00 -
[96] - Quote
Varoth Drac wrote:CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later. Whilst I don't doubt your data, should we be thinking about balance priorities? How's the balance for other weapons? I don't hear much complaining about rifle balance, it feels pretty good to me. How about other weapons? Anything greatly underperforming? Breach shotguns come to mind, that the community have frequently mentioned as being poor. How about racial balance within suit type? For example, are all four assault suits performing roughly equally? Maybe I'm unfairly assuming you are focussing too much on rifles.
Breach Shotguns, MagSec SMG, non-breach scrambler pistols, all this stuff needs to be looked at, but they shouldnt take priority over fixing stuff that is overpowered.
Underpowered weapons are a choice you can make while you are screwing around or experimenting with stuff, and you can unmake that choice any time and use one of the better weapons. Meanwhile the scrambler rifle is overpowered, which means if someone chooses to abuse it, they can inflict the imbalance on lots of other people. In terms of priority I think overpowered weapons (i.e. the tac scrambler) should definitely #1.
However, overall the absolute worst imbalance in the game right now is invincible rep/hardener madrugers, so I'd be 100% fine with rebalancing the scrambler later if it means getting that **** fixed sooner, but thats another thread. |
korrah silain
True Illuminate
17
|
Posted - 2015.03.29 19:35:00 -
[97] - Quote
Vesta Opalus wrote:Varoth Drac wrote:CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later. Whilst I don't doubt your data, should we be thinking about balance priorities? How's the balance for other weapons? I don't hear much complaining about rifle balance, it feels pretty good to me. How about other weapons? Anything greatly underperforming? Breach shotguns come to mind, that the community have frequently mentioned as being poor. How about racial balance within suit type? For example, are all four assault suits performing roughly equally? Maybe I'm unfairly assuming you are focussing too much on rifles. Breach Shotguns, MagSec SMG, non-breach scrambler pistols, all this stuff needs to be looked at, but they shouldnt take priority over fixing stuff that is overpowered. Underpowered weapons are a choice you can make while you are screwing around or experimenting with stuff, and you can unmake that choice any time and use one of the better weapons. Meanwhile the scrambler rifle is overpowered, which means if someone chooses to abuse it, they can inflict the imbalance on lots of other people. In terms of priority I think overpowered weapons (i.e. the tac scrambler) should definitely be #1. However, overall the absolute worst imbalance in the game right now is invincible rep/hardener madrugers, so I'd be 100% fine with rebalancing the scrambler later if it means getting that **** fixed sooner, but thats another thread. This. All my this. A single Maddy in a game is just ruining it, it makes it impossible for the opposing team to do ANYTHING unless they have a dedicated vehicle user on their team
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2860
|
Posted - 2015.03.29 19:37:00 -
[98] - Quote
Vesta Opalus wrote:Alena Ventrallis wrote:If anyhting, I'd just do away with the charge shot. That seems to be what Rattati doesn't like: charge shot to kill or severely wound, then a few shots to finish the job. Maybe... profile might also be an issue, its odd that we have the highest damage profile available in the game being used against the lowest EHP form of tanking, just screams for abuse. Anything would help though. Here's the thing though; ScR has a heat mechanic that severely limits its ability to engage anything reasonably tanked. If we are going to talk about ehp, the shotgun does a much more efficient job of destroying low ehp suits. Consider that shotguns hold the no. 2 spot for PC kills while ScR isn't even in the top 10. There is much more going on here than is seen. If the ScR was truly this OP, wouldn't more people be using it?
And also, the ScR hasn't been touched except for nerfs in the last several months. It's seen a ROF reduction, a mag size reduction, and a max carried reduction. In light of this, somehow it became OP despite receiving no buffs? That makes no sense. This is why I asked Rattati to share the data on it and the other rifles in order for us to determine what is really going on.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Vesta Opalus
T.H.I.R.D R.O.C.K
571
|
Posted - 2015.03.29 19:43:00 -
[99] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Alena Ventrallis wrote:If anyhting, I'd just do away with the charge shot. That seems to be what Rattati doesn't like: charge shot to kill or severely wound, then a few shots to finish the job. Maybe... profile might also be an issue, its odd that we have the highest damage profile available in the game being used against the lowest EHP form of tanking, just screams for abuse. Anything would help though. Here's the thing though; ScR has a heat mechanic that severely limits its ability to engage anything reasonably tanked. If we are going to talk about ehp, the shotgun does a much more efficient job of destroying low ehp suits. Consider that shotguns hold the no. 2 spot for PC kills while ScR isn't even in the top 10. There is much more going on here than is seen. If the ScR was truly this OP, wouldn't more people be using it? And also, the ScR hasn't been touched except for nerfs in the last several months. It's seen a ROF reduction, a mag size reduction, and a max carried reduction. In light of this, somehow it became OP despite receiving no buffs? That makes no sense. This is why I asked Rattati to share the data on it and the other rifles in order for us to determine what is really going on.
Yes but the shotgun does its job at 5-10 meters and has very limited and clunky fire rate. The scrambler has something like 80 meter range (I dont recall the exact ranges, wish those showed up somewhere in game!) where its still 100% effective.
And in terms of danger for say, a shotgunner vs. a scrambler user, even at close range... the scrambler user doesnt need to worry about their relative speed and can tank for HP, since their weapon has much better range. On the other hand a shotgunner is required to either run multiple kincats or run a scout suit, so their EHP will be very low in comparison, in addition they MUST close distance, where a scrambler rifle user has the luxury of engaging at any effective rifle range (in other words - they will have decisive, crippling, shotgun-like damage regardless of range unless fighting against a laser rifle or sniper rifle or forge gunner at very long ranges).
Edit: In addition its worth noting that the scrambler rifle is the second best rifle in PC even though PC framerate lag dramatically favors full auto assault/hmg weapons or big chunky hard hitters like the shotgun. If the framerate issues were fixed, you have to wonder what the situation would be in terms of rifle effectiveness when the tac scrambler is already one of only 4 of the rifles (and the ONLY non full auto rifle) that can really compete in that environment. |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2862
|
Posted - 2015.03.29 20:03:00 -
[100] - Quote
Vesta Opalus wrote: Yes but the shotgun does its job at 5-10 meters and has very limited and clunky fire rate. The scrambler has something like 80 meter range (I dont recall the exact ranges, wish those showed up somewhere in game!) where its still 100% effective.
And in terms of danger for say, a shotgunner vs. a scrambler user, even at close range... the scrambler user doesnt need to worry about their relative speed and can tank for HP, since their weapon has much better range. On the other hand a shotgunner is required to either run multiple kincats or run a scout suit, so their EHP will be very low in comparison, in addition they MUST close distance, where a scrambler rifle user has the luxury of engaging at any effective rifle range (in other words - they will have decisive, crippling, shotgun-like damage regardless of range unless fighting against a laser rifle or sniper rifle or forge gunner at very long ranges).
Edit: In addition its worth noting that the scrambler rifle is the second best rifle in PC even though PC framerate lag dramatically favors full auto assault/hmg weapons or big chunky hard hitters like the shotgun. If the framerate issues were fixed, you have to wonder what the situation would be in terms of rifle effectiveness when the tac scrambler is already one of only 4 of the rifles (and the ONLY non full auto rifle) that can really compete in that environment.
If the shotgun is so clunky, why does it have such an incredibly larger presence in PC? Despite these disadvantages like range, it is clearly the far more popular choice. Look at what suits the ScR is used on. Now ignore it being used on AmAssault. There are less than 400 kills with the ScR on a non AmAssault suit. That is telling. Meanwhile, the best rifle beats it out by a solid 6 places with 14349 kills vs ScR at 5184 kills. That's nearly 3x more kills. Is the ACR incredibly OP? Should we nerf it hard?
The point is we don't have all the data we need to back up these claims. We have Rattati's word, and that's it. I would like to see the data and have him help me understand why he's interpreting it the way he is. Because again, the ScR hasn't gotten better in several months. If anything, it has had several nerfs. So why is it now a problem? Why wasn't it a problem then? What changed? We need more data than what we have right now to find a solid answer. I don't want the ScR to become useless like the flaylock was, or like the TAR was. We need to get all the cards on the table so we can figure out a decent solution.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vesta Opalus
T.H.I.R.D R.O.C.K
571
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Posted - 2015.03.29 20:11:00 -
[101] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote: Yes but the shotgun does its job at 5-10 meters and has very limited and clunky fire rate. The scrambler has something like 80 meter range (I dont recall the exact ranges, wish those showed up somewhere in game!) where its still 100% effective.
And in terms of danger for say, a shotgunner vs. a scrambler user, even at close range... the scrambler user doesnt need to worry about their relative speed and can tank for HP, since their weapon has much better range. On the other hand a shotgunner is required to either run multiple kincats or run a scout suit, so their EHP will be very low in comparison, in addition they MUST close distance, where a scrambler rifle user has the luxury of engaging at any effective rifle range (in other words - they will have decisive, crippling, shotgun-like damage regardless of range unless fighting against a laser rifle or sniper rifle or forge gunner at very long ranges).
Edit: In addition its worth noting that the scrambler rifle is the second best rifle in PC even though PC framerate lag dramatically favors full auto assault/hmg weapons or big chunky hard hitters like the shotgun. If the framerate issues were fixed, you have to wonder what the situation would be in terms of rifle effectiveness when the tac scrambler is already one of only 4 of the rifles (and the ONLY non full auto rifle) that can really compete in that environment.
If the shotgun is so clunky, why does it have such an incredibly larger presence in PC? Despite these disadvantages like range, it is clearly the far more popular choice. Look at what suits the ScR is used on. Now ignore it being used on AmAssault. There are less than 400 kills with the ScR on a non AmAssault suit. That is telling. Meanwhile, the best rifle beats it out by a solid 6 places with 14349 kills vs ScR at 5184 kills. That's nearly 3x more kills. Is the ACR incredibly OP? Should we nerf it hard? The point is we don't have all the data we need to back up these claims. We have Rattati's word, and that's it. I would like to see the data and have him help me understand why he's interpreting it the way he is. Because again, the ScR hasn't gotten better in several months. If anything, it has had several nerfs. So why is it now a problem? Why wasn't it a problem then? What changed? We need more data than what we have right now to find a solid answer. I don't want the ScR to become useless like the flaylock was, or like the TAR was. We need to get all the cards on the table so we can figure out a decent solution.
By clunky I mean when you fire a shot you have to wait a second or so for your second shot. The scrambler does not have this limitation, as far as I can tell when you click the shoot button that thing shoots right up until it overheats.
And again PC strongly favors full auto weaponry (which is why the Assault Combat Rifle is much more effective and much more used in PC than the tac scrambler), but the tac scrambler still beats out the assault rail rifle, assault scrambler, and assault plasma rifle. If the framerate issues in PC were not there it would be a much different story.
Also re: data, those numbers are just kills made in PC and what suit the rifle/kill was made on. It doesnt tell us how good each weapon is in relative terms. So for example: if those 5184 scrambler kills were made by 2000 spawns worth of clones, and the 14349 acr kills were made by 10000 spawns worth of clones, the scrambler would still be the better weapon despite the disparity in raw quantity because per clone the scrambler rifle is performing better. So yeah I agree we would need more data for our plebian general forum discussions to really figure things out, but I dont think Rattati is inclined to just make **** up to randomly nerf something (but I'd still love to see that data ). |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2862
|
Posted - 2015.03.29 20:17:00 -
[102] - Quote
Vesta Opalus wrote:By clunky I mean when you fire a shot you have to wait a second or so for your second shot. The scrambler does not have this limitation, as far as I can tell when you click the shoot button that thing shoots right up until it overheats. And again PC strongly favors full auto weaponry (which is why the Assault Combat Rifle is much more effective and much more used in PC than the tac scrambler), but the tac scrambler still beats out the assault rail rifle, assault scrambler, and assault plasma rifle. If the framerate issues in PC were not there it would be a much different story. Also re: data, those numbers are just kills made in PC and what suit the rifle/kill was made on. It doesnt tell us how good each weapon is in relative terms. So for example: if those 5184 scrambler kills were made by 2000 spawns worth of clones, and the 14349 acr kills were made by 10000 spawns worth of clones, the scrambler would still be the better weapon despite the disparity in raw quantity because per clone the scrambler rifle is performing better. So yeah I agree we would need more data for our plebian general forum discussions to really figure things out, but I dont think Rattati is inclined to just make **** up to randomly nerf something (but I'd still love to see that data ). Which is why I would like to see the data he's looking at. From my play experiences, I see combat rifles far more often than I see scramblers. So why are scramblers a problem? The thing is, no matter how much we go back and forth on why the ScR is fine or not-fine, ultimately we won't be able to make conclusive arguments because we don't have all the info we need to form well-thought-out opinions. We're just spinning our wheels and bickering.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Nothing Certain
Bioshock Rejects
1604
|
Posted - 2015.03.29 20:44:00 -
[103] - Quote
Aero Yassavi wrote:I always disliked balancing by use because it fails to take into consideration that something might just be cooler and thus more popular. Imagine if there was a laser rifle that shot rainbows but did 5% less damage. It is factually worse than the regular laser rifle, but it would certainly get a heck of a lot of kills.
Use AND kills per spawn. So how is something that is used more often and kills more when used not to be considered OP? What metrics, other than "feels" should be used?
Because, that's why.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2840
|
Posted - 2015.03.29 21:30:00 -
[104] - Quote
-stupid internet-
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2840
|
Posted - 2015.03.29 21:31:00 -
[105] - Quote
[quote=Georgia Xavier on fizzer's defence, the ScR has received many nerfs already. It may actually be op but a number of nerfs on a single weapon can annoy people more than one or two proper nerfs [/quote] That is true, but it is beyond just that though. I actually prefer more smaller adjustments because its better for balance.
Its the constant catering to casual bads by CCP. The game is more and more catering to High RoF bullethoses and strafey strafey "gun game" on every update. They are nerfing pkayer skill in favor of hard balance, which is the most hollow and boring kind of balance to have.
Every high-skill weapon I've ever specced into has wither been nerfed to the point of being obsolete compared to the low skill competition, or made easier to appeal to the bads.
The trend has in particular, started after Fanfest 2013. About when Ratatti was handed the reins...
Home at Last <3
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Thaddeus Reynolds
Facepunch Security
234
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Posted - 2015.03.29 21:40:00 -
[106] - Quote
Fizzer XCIV wrote:[quote=Georgia Xavier on fizzer's defence, the ScR has received many nerfs already. It may actually be op but a number of nerfs on a single weapon can annoy people more than one or two proper nerfs
That is true, but it is beyond just that though. I actually prefer more smaller adjustments because its better for balance.
Its the constant catering to casual bads by CCP. The game is more and more catering to High RoF bullethoses and strafey strafey "gun game" on every update. They are nerfing pkayer skill in favor of hard balance, which is the most hollow and boring kind of balance to have.
Every high-skill weapon I've ever specced into has wither been nerfed to the point of being obsolete compared to the low skill competition, or made easier to appeal to the bads.
The trend has in particular, started after Fanfest 2013. About when Ratatti was handed the reins...
[/quote]
Fizzer, how would you feel if the "nerf" came in a change to heat mechanics as I described in my earlier post? (To encourage precision use of the weapon, but still allow for rapid fire, if controlled correctly)?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2867
|
Posted - 2015.03.29 21:50:00 -
[107] - Quote
In lieu of extreme measures, I would like to open a dialogue with Rattati over changing heat from per second to per shot. But the thing is, we have never seen a Dev comment on whether changing heat mechanics is even feasible.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1687
|
Posted - 2015.03.29 23:39:00 -
[108] - Quote
Alena Ventrallis wrote:In lieu of extreme measures, I would like to open a dialogue with Rattati over changing heat from per second to per shot. But the thing is, we have never seen a Dev comment on whether changing heat mechanics is even feasible. It would require a client side update. The heat attributes existing as they are is just an aftereffect of them reusing LR heat for everything else where it makes less sense.
Mace yourself, blame someone else itGÇÖs okay, no one will believe you
AIV member.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2877
|
Posted - 2015.03.30 00:10:00 -
[109] - Quote
THUNDERGROOVE wrote:Alena Ventrallis wrote:In lieu of extreme measures, I would like to open a dialogue with Rattati over changing heat from per second to per shot. But the thing is, we have never seen a Dev comment on whether changing heat mechanics is even feasible. It would require a client side update. The heat attributes existing as they are is just an aftereffect of them reusing LR heat for everything else where it makes less sense. So we're basically stuck with it. Crap. Although we have been getting client side updates with Uprising 1.10 and Warlords. PErhaps we can get this to change in 1.1 or 1.2.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1838
|
Posted - 2015.03.30 03:31:00 -
[110] - Quote
Vesta Opalus wrote:The thing is overpowered, and it has nothing to do with the TAR's performance. Scrambler absolutely devastates sheild or low hp tanked suits
First point: "Scrambler absolutely devastates sheild" I believe in that way it is working as intended. As an Amarr laser weapon, shields are where it is supposed to shine.
Second point: "or low hp tanked suits" It is my opinion that by the very definition of "Low HP" you should expect to have a reduced survive-ability under direct fire.
Vesta Opalus wrote:and its performance over time or against armor tanked suits isnt bad enough to justify its dominant killing power. It needs to be rebalanced to bring it into line with other rifle's performance (which for me generally means making it slow enough in terms of TTK that someone can actually react to being hit by it before losing 80% of their health
To me, it seems like your gripe stems from being dispatched too quickly for your liking. If that is true, my experience would lead me to think that it is the charge shot in particular that could be causing the trouble.
The scrambler is an alpha weapon, dealing high damage in short bursts. If we combine alpha damage with a charge multiplier, then factor in your low HP shield suit, I can fully understand how a scrambler would cause you irritation.
I sympathize. Now, looking at the weapon itself, the charge mechanic (coupled with the heat system) is what makes the scrambler unique. Therefore, I would hate to see the charge option removed entirely as some have proposed. This would result in the scrambler being being much closer to any other rifle rather than having it's own place on the battlefield as all weapons should.
My opinion: lower single shot damage by a reasonable amount, and increase charge shot damage.
Everyone keeps talking about how the scrambler requires skill. I agree, but if what Rattati says is true (and I don't doubt him) then it appears that an increasing amount of presumably less-skilled people are using it to great effect. To rectify this, reduce the effectiveness of the fast firing single shot. Do not do away with it entirely, simply make it less rewarding for those who use the weapon in ranges that it might not be ideally suited for. Scramblers should be able to defend themselves up close, but that's not what the Amarr mentality dictates the weapon should be used for.
By increasing charge shot damage, it would become what most players belive it to be: A long range, high damage weapon that promotes timing and placement above close range trigger fingers.
Vesta Opalus wrote:So I switch to the scrambler rifle because Im ****** if Im going to let these losers win because they want to lean on their little crutch guns. Its just bullshit and it needs to be fixed.
This sadly falls in to ranting territory, and makes me sad
Now:
CCP Rattati wrote:Now to buff Burst AR and TACAR more
Buff the Burst. No arguments there.
The issue that I could see happening lies with the TAC. Many people say it's fine, but again, Rattati thinks differently. Fair play, broken things must be fixed. However, as has already been pointed out, the Scrambler and the TAC are very close in their respective fields. Both high damage, anti-shield weapons.
The difference lies in their profiles, with the Scrambler having the longer range and greater shield damage, and the TAC being Mid to Long ranges with less of a draw-back versus armor.
The point is that because they are so similar, nerfing one while buffing the other could lead to abandonment of one for the other. If that were to happen, we'll simply be having this conversation again as people naturally migrate away from the scrambler.
TLDR:
Skilled Charge Shot>Rapid Single Shot
Don't Over-Nerf or Over-Buff; it'll just cause more problems down the road.
Make my Scrambler Pink!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2882
|
Posted - 2015.03.30 03:43:00 -
[111] - Quote
Darth-Carbonite GIO wrote:Vesta Opalus wrote:The thing is overpowered, and it has nothing to do with the TAR's performance. Scrambler absolutely devastates sheild or low hp tanked suits First point: "Scrambler absolutely devastates sheild" I believe in that way it is working as intended. As an Amarr laser weapon, shields are where it is supposed to shine. Second point: "or low hp tanked suits" It is my opinion that by the very definition of "Low HP" you should expect to have a reduced survive-ability under direct fire. Vesta Opalus wrote:and its performance over time or against armor tanked suits isnt bad enough to justify its dominant killing power. It needs to be rebalanced to bring it into line with other rifle's performance (which for me generally means making it slow enough in terms of TTK that someone can actually react to being hit by it before losing 80% of their health To me, it seems like your gripe stems from being dispatched too quickly for your liking. If that is true, my experience would lead me to think that it is the charge shot in particular that could be causing the trouble. The scrambler is an alpha weapon, dealing high damage in short bursts. If we combine alpha damage with a charge multiplier, then factor in your low HP shield suit, I can fully understand how a scrambler would cause you irritation. I sympathize. Now, looking at the weapon itself, the charge mechanic (coupled with the heat system) is what makes the scrambler unique. Therefore, I would hate to see the charge option removed entirely as some have proposed. This would result in the scrambler being being much closer to any other rifle rather than having it's own place on the battlefield as all weapons should. My opinion: lower single shot damage by a reasonable amount, and increase charge shot damage. Everyone keeps talking about how the scrambler requires skill. I agree, but if what Rattati says is true (and I don't doubt him ) then it appears that an increasing amount of presumably less-skilled people are using it to great effect. To rectify this, reduce the effectiveness of the fast firing single shot. Do not do away with it entirely, simply make it less rewarding for those who use the weapon in ranges that it might not be ideally suited for. Scramblers should be able to defend themselves up close, but that's not what the Amarr mentality dictates the weapon should be used for. By increasing charge shot damage, it would become what most players belive it to be: A long range, high damage weapon that promotes timing and placement above close range trigger fingers. Vesta Opalus wrote:So I switch to the scrambler rifle because Im ****** if Im going to let these losers win because they want to lean on their little crutch guns. Its just bullshit and it needs to be fixed. This sadly falls in to ranting territory, and makes me sad Now: CCP Rattati wrote:Now to buff Burst AR and TACAR more Buff the Burst. No arguments there. The issue that I could see happening lies with the TAC. Many people say it's fine, but again, Rattati thinks differently. Fair play, broken things must be fixed. However, as has already been pointed out, the Scrambler and the TAC are very close in their respective fields. Both high damage, anti-shield weapons. The difference lies in their profiles, with the Scrambler having the longer range and greater shield damage, and the TAC being Mid to Long ranges with less of a draw-back versus armor. The point is that because they are so similar, nerfing one while buffing the other could lead to abandonment of one for the other. If that were to happen, we'll simply be having this conversation again as people naturally migrate away from the scrambler. TLDR: Skilled Charge Shot>Rapid Single Shot Don't Over-Nerf or Over-Buff; it'll just cause more problems down the road. An excellent thought process.
I want this to be done in small intervals so that we don't overshoot the sweet spot. So how about reducing damage to 67.5 and increasing charge shot multiplier to 3.75. This gives the same charge shot damage with lower regular shot damage. DPS will be 675 down from 715 with this change assuming you can hit 600 RPM.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17866
|
Posted - 2015.03.30 03:53:00 -
[112] - Quote
Alena Ventrallis wrote: An excellent thought process.
I want this to be done in small intervals so that we don't overshoot the sweet spot. So how about reducing damage to 67.5 and increasing charge shot multiplier to 3.75. This gives the same charge shot damage with lower regular shot damage. DPS will be 675 down from 715 with this change assuming you can hit 600 RPM.
This is kind of the thinking we need when applying changes to this weapon. Adjustments in small increments so as not to overshot a competitive value
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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Vesta Opalus
T.H.I.R.D R.O.C.K
573
|
Posted - 2015.03.30 03:58:00 -
[113] - Quote
Darth-Carbonite GIO wrote:First point: "Scrambler absolutely devastates sheild" I believe in that way it is working as intended. As an Amarr laser weapon, shields are where it is supposed to shine. Second point: "or low hp tanked suits" It is my opinion that by the very definition of "Low HP" you should expect to have a reduced survive-ability under direct fire. Vesta Opalus wrote:and its performance over time or against armor tanked suits isnt bad enough to justify its dominant killing power. It needs to be rebalanced to bring it into line with other rifle's performance (which for me generally means making it slow enough in terms of TTK that someone can actually react to being hit by it before losing 80% of their health To me, it seems like your gripe stems from being dispatched too quickly for your liking. If that is true, my experience would lead me to think that it is the charge shot in particular that could be causing the trouble.
Shield tanking is already bad enough without having a weapon that can burst down any amount of shields in under a second, low HP suits, sure I dont expect to live very long under fire, so whatever. I dunno, maybe you're right, maybe the scrambler is fine, but everything I've seen and done with the weapon disagrees with you, and apparently so does the data Rattati is looking at.
Darth-Carbonite GIO wrote:Now, looking at the weapon itself, the charge mechanic (coupled with the heat system) is what makes the scrambler unique.
For the record I dont think the charge shot is the problem. I think its the weapon handling + large damage per shot combined that makes this thing way too deadly. Its super accurate with very little kick, hits like a truck, and has the (I think?) second longest range in the game, its only very slightly outranged by the breach rail rifle, which has much slower delivery, lower dps, has worse fire characteristics (kick/recoil/etc) in both hipfire and ADS, and is much harder to keep on target in general.
Darth-Carbonite GIO wrote:Everyone keeps talking about how the scrambler requires skill.
I don't think it takes much more skill than any other rifle, if any.
Darth-Carbonite GIO wrote:This sadly falls in to ranting territory, and makes me sad
Well thats just like, your opinion man. That story is just there to give you an idea of why I think this weapon is a big outlier, its in a league of its own, capable of spitting out shotgun alpha damage and then be followed up with pinpoint rifle-style shots at high ranges. Hipfire or ADS, it doesnt matter, the thing nails whatever you point it at.
Other rifles and other non-rifles arent like this, each of them has serious drawbacks, either range, dispersion, low rate of fire, etc, that limits it and makes it situational. The scrambler isnt like that, its just too good and it should be nerfed a bit to bring it in line with other rifles. |
Thaddeus Reynolds
Facepunch Security
236
|
Posted - 2015.03.30 04:44:00 -
[114] - Quote
Alena Ventrallis wrote:
I want this to be done in small intervals so that we don't overshoot the sweet spot. So how about reducing damage to 67.5 and increasing charge shot multiplier to 3.75. This gives the same charge shot damage with lower regular shot damage. DPS will be 675 down from 715 with this change assuming you can hit 600 RPM.
+1 from me if Heat Mechanics couldn't be changed (or until heat mechanics could be changed)...something like that...maybe take down damage a bit more and up the headshot multiplier?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2886
|
Posted - 2015.03.30 04:58:00 -
[115] - Quote
Thaddeus Reynolds wrote:Alena Ventrallis wrote:
I want this to be done in small intervals so that we don't overshoot the sweet spot. So how about reducing damage to 67.5 and increasing charge shot multiplier to 3.75. This gives the same charge shot damage with lower regular shot damage. DPS will be 675 down from 715 with this change assuming you can hit 600 RPM.
+1 from me if Heat Mechanics couldn't be changed (or until heat mechanics could be changed)...something like that...maybe take down damage a bit more and up the headshot multiplier? I don't want to see the damage drop any lower than my proposal without running metrics. We need to take this slowly. If more needs to be done after this change has settled, then we can return to your idea, but too much changed at once is what leads weapons to becoming useless and unused, a la the flaylock and TAR of old.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Thaddeus Reynolds
Facepunch Security
237
|
Posted - 2015.03.30 05:01:00 -
[116] - Quote
Alena Ventrallis wrote:Thaddeus Reynolds wrote:Alena Ventrallis wrote:
I want this to be done in small intervals so that we don't overshoot the sweet spot. So how about reducing damage to 67.5 and increasing charge shot multiplier to 3.75. This gives the same charge shot damage with lower regular shot damage. DPS will be 675 down from 715 with this change assuming you can hit 600 RPM.
+1 from me if Heat Mechanics couldn't be changed (or until heat mechanics could be changed)...something like that...maybe take down damage a bit more and up the headshot multiplier? I don't want to see the damage drop any lower than my proposal without running metrics. We need to take this slowly. If more needs to be done after this change has settled, then we can return to your idea, but too much changed at once is what leads weapons to becoming useless and unused, a la the flaylock and TAR of old.
Agreed that too much changing at once is a bad thing...just suggesting something based on the Scrambler Pistol XD
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1839
|
Posted - 2015.03.30 05:42:00 -
[117] - Quote
Alena Ventrallis wrote:An excellent thought process.
I want this to be done in small intervals so that we don't overshoot the sweet spot. So how about reducing damage to 67.5 and increasing charge shot multiplier to 3.75. This gives the same charge shot damage with lower regular shot damage. DPS will be 675 down from 715 with this change assuming you can hit 600 RPM.
Thank you, and agreed wholeheartedly.
I like those numbers, but I'm sure Rattati has something in mind already, or at the very least will get his hamsters to work on crunching them when he can. As for me, I will do some more soul searching myself, and see if I stumble on any revelations.
Make my Scrambler Pink!
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cray cray FISH
Caught Me With My Pants Down
46
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Posted - 2015.03.30 05:47:00 -
[118] - Quote
I love the scrambler, but i do think it is too good. The problem i see with it, i can hip fire that thing way too effectively. My general play style is charge shot, 3 shot, charge shot 3 shot, however if the need arises i can spam that **** and rarely miss. I think this is the biggest difference between the TAC and the SCR, the ability to convert damage, not statistical differences.
I actually think Darth's suggestion of reduced standard shot, but improved charge could go a way to alleviating some issues with CQC spam effectiveness.
.#Stormtrooper4life
Team BD's Resident Fish
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1840
|
Posted - 2015.03.30 05:50:00 -
[119] - Quote
cray cray FISH wrote:I love the scrambler, but i do think it is too good. The problem i see with it, i can hip fire that thing way too effectively. My general play style is charge shot, 3 shot, charge shot 3 shot, however if the need arises i can spam that **** and rarely miss. I think this is the biggest difference between the TAC and the SCR, the ability to convert damage, not statistical differences.
I actually think Darth's suggestion of reduced standard shot, but improved charge could go a way to alleviating some issues with CQC spam effectiveness.
So saith the Fishiest Fish to ever Fish for Fishes. o7
Make my Scrambler Pink!
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Georgia Xavier
Y.A.M.A.H
170
|
Posted - 2015.03.30 06:17:00 -
[120] - Quote
Alena Ventrallis wrote: I want this to be done in small intervals so that we don't overshoot the sweet spot. So how about reducing damage to 67.5 and increasing charge shot multiplier to 3.75. This gives the same charge shot damage with lower regular shot damage. DPS will be 675 down from 715 with this change assuming you can hit 600 RPM.
Rewarding skill! I like it
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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Kalante Schiffer
Ancient Exiles.
1044
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Posted - 2015.03.30 09:06:00 -
[121] - Quote
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.
AE
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CCP Rattati
C C P C C P Alliance
19291
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Posted - 2015.03.30 09:45:00 -
[122] - 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.
please make that video, as it's pretty easy to demonstrate
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Stefan Stahl
Seituoda Taskforce Command
1094
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Posted - 2015.03.30 09:51:00 -
[123] - Quote
I've always thought it weird that the best way of operating the Amarr rifle is spamming uncharged shots at close to medium range. I think the charged shot should be more relevant while the RoF should be reduced. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2603
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Posted - 2015.03.30 09:52:00 -
[124] - 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. I agree. That Scr has been op for a hella long time. I can jump up my alt's kdr just by switching to Scr - it's like flipping a switch.
That's pretty much the definition of OP.
PSN: RationalSpark
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Francois Sanchez
Prima Gallicus
352
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Posted - 2015.03.30 10:26:00 -
[125] - Quote
Of course it's OP. I'm performing better with the stupid MKII Amarr frontline suit (no SP invested in Amarr stuff) than with my max skilled ADV Min Ass with maxed ACR whereas that combo is already working great. ScR has more DPS than HMG but is super accurate, shoots easily at 70+ m, has a charged shot and no recoil/kick. All those advantages because the overheat prevents you from killing three guys in a row, lol at anybody thinking that gun is balanced. |
Ripley Riley
Incorruptibles
8781
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Posted - 2015.03.30 10:29:00 -
[126] - Quote
ITT we see ACR MinAssaults attempting to hamstring one of the few weapons capable of killing them.
4 out of 5 dentists agree that orange is not a sound.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9501
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Posted - 2015.03.30 10:51:00 -
[127] - Quote
No point in fighting it now, the nerf is dead set on happening. Just roll up and hope we aren't spending the most CPU and PG on a subpar weapon in the future.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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itssnowingon me
Ahrendee Inc. Negative-Feedback
11
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Posted - 2015.03.30 11:16:00 -
[128] - Quote
I don't really use the Viviam scram much , I really don't seem to ever die by it tho? They miss one or two shots you can kill them .. Wouldn't mind a tiny bit more range on the burst ar and a little faster fire rate for tac but how many peeps do you honestly see wrecking with a scram takes a decent bit of skill to use in game and out of game..I play bush like all day lol |
itssnowingon me
Ahrendee Inc. Negative-Feedback
11
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Posted - 2015.03.30 11:18:00 -
[129] - Quote
Ps hope to see all you amarr assaults out there with my gal assault on! |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7757
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Posted - 2015.03.30 11:46:00 -
[130] - Quote
Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7759
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Posted - 2015.03.30 11:50:00 -
[131] - Quote
Fizzer XCIV wrote:I demand evidence and comparisons to all the other rifles. I want to see K/S, usage, market data, ect. Also I want to see what suit the ScR is most equipped to. Not that I need the evidence to know that it is the Amassault by a landslide, but confirmation would be nice. Also, I'd like to see how its K/S fares when it is used on an Amassault vs all other suits.
I refuse to believe that the K/S and usage rates have both gone up after multiple direct nerfs, alongside buffs to the direct competition.
Bullshit.
I DON'T BELIEVE IT THEREFORE IT IS IMPOSSIBLE! THIS IS AN OUTRAGE! I AM ASSUMING THAT YOU GOING TO NERF MY RIFLE INTO OBLIVION BECAUSE YOU HATE LASERS!
Please compare the quoted text with my deliberately misreprenting text below.
It's chilling how similar they are...
AV
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Ripley Riley
Incorruptibles
8781
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Posted - 2015.03.30 12:11:00 -
[132] - Quote
Wanting evidence that supports the claim that the ScR is overperforming is not a crime, Breakin. I'm also having a hard time believing that a ScR nerf is necessary.
Could it have been stated better? Maybe.
Also, seeing CR performance data would be useful.
4 out of 5 dentists agree that orange is not a sound.
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Georgia Xavier
Y.A.M.A.H
170
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Posted - 2015.03.30 12:13:00 -
[133] - 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. What are you talking about? The ScR has received many nerfs already,headshot multiplier nerf,ROF nerf and Mag size nerf. The weapon isn't broken,shield tanking is. ScR needs tweaking however. You need to do more research before spouting nonsense. Watch Saxxonmish's Video of the officer ScR if you want but Saxxon kills a lot despite the weapon he is using. Also by the way you're completely biased,your post reeks with hate
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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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
1014
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Posted - 2015.03.30 12:53:00 -
[134] - Quote
They could nerf the charged shot slightly by either increasing the charge time or reducing charge damage by 20-30%, but I'm not sure what else could be nerfed. It overheats after about 10 shots if you're not wearing the right suit, and the only suit that can wield it effectively is sloooow.
What boggles my mind is Rattati's statement that there's a huge jump in numbers but all I see nowadays are huge numbers of min assaults with CR or Cal assaults with RR. If my memory serves Ratatti mentioned that CR min assaults numbers were getting out of control too so maybe there'll be a double nerf! :) |
Georgia Xavier
Y.A.M.A.H
171
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Posted - 2015.03.30 12:56:00 -
[135] - Quote
Justicar Karnellia wrote:They could nerf the charged shot slightly by either increasing the charge time or reducing charge damage by 20-30%, but I'm not sure what else could be nerfed. It overheats after about 10 shots if you're not wearing the right suit, and the only suit that can wield it effectively is sloooow.
What boggles my mind is Rattati's statement that there's a huge jump in numbers but all I see nowadays are huge numbers of min assaults with CR or Cal assaults with RR. If my memory serves Ratatti mentioned that CR min assaults numbers were getting out of control too so maybe there'll be a double nerf! :) Nah,They wouldnt like that. Its just the ScR thats Op but not the super strafing Min CR users
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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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
458
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Posted - 2015.03.30 13:30:00 -
[136] - Quote
CCP Rattati wrote:scrambler is high skill?
keep charged and spam at short range, give me a break The cqc spam is where it shines strong ..and realistic ly it should be just as hard to kill with a scr in cqc as a tar ..not as hard as lr but still hard the charge shot is what allows it to dominate in cqc ..I've always said scr was way to dominant in cqc..as for tac ar ..give it slightly more range it really just fails in range for a gun that should be the best long range ar ..tar should compete with cr in range but not with rr or lr
Just try not to muk up scr as a medium range weapon and I'm good
Have yall ever considered nerfing the clip of scr and making the charge shot consume more than 1 round ?? Because that's what ide like to see
mortedeamor ....i'm her slave because Amarrians are the best in the sheets #stamina
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
458
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Posted - 2015.03.30 13:35:00 -
[137] - Quote
Georgia Xavier wrote:Justicar Karnellia wrote:They could nerf the charged shot slightly by either increasing the charge time or reducing charge damage by 20-30%, but I'm not sure what else could be nerfed. It overheats after about 10 shots if you're not wearing the right suit, and the only suit that can wield it effectively is sloooow.
What boggles my mind is Rattati's statement that there's a huge jump in numbers but all I see nowadays are huge numbers of min assaults with CR or Cal assaults with RR. If my memory serves Ratatti mentioned that CR min assaults numbers were getting out of control too so maybe there'll be a double nerf! :) Nah,They wouldnt like that. Its just the ScR thats Op but not the super strafing Min CR users CR has way to strong hipfire accuracy ..when you can walk up in cqc and deal the full dps of a medium /long range gun it's a problem ..ie cr and scr are to strong in cqc
mortedeamor ....i'm her slave because Amarrians are the best in the sheets #stamina
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Georgia Xavier
Y.A.M.A.H
172
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Posted - 2015.03.30 13:37:00 -
[138] - Quote
Maiden selena MORTIMOR wrote:Georgia Xavier wrote:Justicar Karnellia wrote:They could nerf the charged shot slightly by either increasing the charge time or reducing charge damage by 20-30%, but I'm not sure what else could be nerfed. It overheats after about 10 shots if you're not wearing the right suit, and the only suit that can wield it effectively is sloooow.
What boggles my mind is Rattati's statement that there's a huge jump in numbers but all I see nowadays are huge numbers of min assaults with CR or Cal assaults with RR. If my memory serves Ratatti mentioned that CR min assaults numbers were getting out of control too so maybe there'll be a double nerf! :) Nah,They wouldnt like that. Its just the ScR thats Op but not the super strafing Min CR users CR has way to strong hipfire accuracy ..when you can walk up in cqc and deal the full dps of a medium /long range gun it's a problem ..ie cr and scr are to strong in cqc ScR is strong in CQC because of aim assist. Turn it off and watch it become abysmal for CQC
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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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
458
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Posted - 2015.03.30 13:57:00 -
[139] - Quote
Georgia Xavier wrote:Maiden selena MORTIMOR wrote:Georgia Xavier wrote:Justicar Karnellia wrote:They could nerf the charged shot slightly by either increasing the charge time or reducing charge damage by 20-30%, but I'm not sure what else could be nerfed. It overheats after about 10 shots if you're not wearing the right suit, and the only suit that can wield it effectively is sloooow.
What boggles my mind is Rattati's statement that there's a huge jump in numbers but all I see nowadays are huge numbers of min assaults with CR or Cal assaults with RR. If my memory serves Ratatti mentioned that CR min assaults numbers were getting out of control too so maybe there'll be a double nerf! :) Nah,They wouldnt like that. Its just the ScR thats Op but not the super strafing Min CR users CR has way to strong hipfire accuracy ..when you can walk up in cqc and deal the full dps of a medium /long range gun it's a problem ..ie cr and scr are to strong in cqc ScR is strong in CQC because of aim assist. Turn it off and watch it become abysmal for CQC I wouldn't argue with aa being removed and it's still pretty dang awesome I'm cqc without aa
mortedeamor ....i'm her slave because Amarrians are the best in the sheets #stamina
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9366
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Posted - 2015.03.30 14:11:00 -
[140] - Quote
Real talk - I stopped using the Tactical Assault Rifle on my Gallente Assault because the Scrambler was better. Longer range, higher damage, charge-shot, more ammo in the magazine, faster rate of fire.... But, yanno, community still thinks the TAR is OP so, whatever.
By the way, new Evolve characters are out and Torvald is a big ol' barrel of Icelandic **** :D
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2887
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Posted - 2015.03.30 14:48:00 -
[141] - Quote
CCP Rattati wrote: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. please make that video, as it's pretty easy to demonstrate Come tomorrow I shall make a video demonstrating just that. We shall put these claims to the test. I think they won't hold any water.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Ripley Riley
Incorruptibles
8786
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Posted - 2015.03.30 14:51:00 -
[142] - Quote
Alena Ventrallis wrote:Come tomorrow I shall make a video demonstrating just that. We shall put these claims to the test. I think they won't hold any water. You know that even if you provide video proof of the ScR performing on par with other service rifles it would be taken with a grain of salt.
Data. We need data.
Rattati, can you please provide the K/s for the ScR vs. RR vs. CR vs. AR? That would be really interesting to see.
4 out of 5 dentists agree that orange is not a sound.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2887
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Posted - 2015.03.30 14:53:00 -
[143] - Quote
Ripley Riley wrote:Alena Ventrallis wrote:Come tomorrow I shall make a video demonstrating just that. We shall put these claims to the test. I think they won't hold any water. You know that even if you provide video proof of the ScR performing on par with other service rifles it would be taken with a grain of salt. Data. We need data. Rattati, can you please provide the K/s for the ScR vs. RR vs. CR vs. AR? That would be really interesting to see. This as well. But I believe video evidence is also necessary to illustrate performance in game.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7759
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Posted - 2015.03.30 15:39:00 -
[144] - Quote
Ripley Riley wrote:Wanting evidence that supports the claim that the ScR is overperforming is not a crime, Breakin. I'm also having a hard time believing that a ScR nerf is necessary.
Could it have been stated better? Maybe.
Also, seeing CR performance data would be useful. There is also the "I refuse to believe" portion, which is hilarious given that rattati flat said it was overperforming but since hardly anyone used it he wasn't going to touch it.
That sounds like written and engraved invitation for players looking for an edge to start migration to the weapons a dev says are overperforming... but we're not gonna nerf them.
The logical chain of events is there for even a moron to see.
AV
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jade gamester
Agricultural specialists
220
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Posted - 2015.03.30 16:05:00 -
[145] - Quote
So a corp called carne con papas run amar assaults with visiams sometimes ARR and all there kdrs average like 10 plus yeah because that's normal...
exposedsquad
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Georgia Xavier
Y.A.M.A.H
173
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Posted - 2015.03.30 16:14:00 -
[146] - Quote
jade gamester wrote:So a corp called carne con papas run amar assaults with visiams sometimes ARR and all there kdrs average like 10 plus yeah because that's normal... Corps that use pro min assaults and CR have similar kdr, yeah like that's normal
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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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1842
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Posted - 2015.03.30 17:15:00 -
[147] - Quote
Kalante Schiffer wrote:I just love how all of the scrambler rifle brigade is here defending their weapon
Yes, we are, and you are part of the Assault Rifle "Brigade" correct? There's no shame in loving a particular weapon. The shame comes when you belittle others for their love and derail a positive and constructive process.
And here again:
Kalante Schiffer wrote: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.
Properly fitted shield suits will run lots of shields and low armor. The Scrambler is designed to destroy shields. I'm not sure what more can be said except that, in this respect, it's not the Scrambler that's giving you these problems. It's broken shield tanking.
To balance a weapon by judging it against a fitting style that most everybody agrees to be broken would seem to be like putting the cart before the horse. A bad idea.
Kalante Schiffer wrote: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.
First off, the statement that the Scrambler "will eat that armor like if they were shields" is factually incorrect. The Scrambler does less against Armor and more against Shield. Once again, that is what the weapon is designed for.
However, it seems obvious that your issue once again lies with being dispatched too quickly. If that is the case, it continues to reinforce the theory that the single shot is the culprit in your rapid demise.
Again, if the weapon was operating in Mid to Long range as it should, then it would make complete sense that you would get outgunned. An armor tanked suit, slowly moving across a wide open field is just as good of a target as a shield suit it close quarters.
In conclusion then, if you are a shield tanked suit, expect to have a rough time with Amarr weapons. It's how God(CCP) designed them.
If you are having trouble with Scramblers at long range, yet again, you're in the weapon's optimal field of play.
And if you are being tormented by a Scrambler in short, CQC range, then yes; you have a legitimate grievance.
TLDR:
Long Range > CQC
Skill > Spam
Constructive Feedback > Rage
Make my Scrambler Pink!
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Georgia Xavier
Y.A.M.A.H
173
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Posted - 2015.03.30 17:19:00 -
[148] - Quote
Darth-Carbonite GIO wrote:Kalante Schiffer wrote:I just love how all of the scrambler rifle brigade is here defending their weapon Yes, we are, and you are part of the Assault Rifle "Brigade" correct? There's no shame in loving a particular weapon. The shame comes when you belittle others for their love and derail a positive and constructive process. And here again: Kalante Schiffer wrote: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. Properly fitted shield suits will run lots of shields and low armor. The Scrambler is designed to destroy shields. I'm not sure what more can be said except that, in this respect, it's not the Scrambler that's giving you these problems. It's broken shield tanking. To balance a weapon by judging it against a fitting style that most everybody agrees to be broken would seem to be like putting the cart before the horse. A bad idea. Kalante Schiffer wrote: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. First off, the statement that the Scrambler "will eat that armor like if they were shields" is factually incorrect. The Scrambler does less against Armor and more against Shield. Once again, that is what the weapon is designed for. However, it seems obvious that your issue once again lies with being dispatched too quickly. If that is the case, it continues to reinforce the theory that the single shot is the culprit in your rapid demise. Again, if the weapon was operating in Mid to Long range as it should, then it would make complete sense that you would ge outgunned. An armor tanked suit, slowly moving across a wide open field is just as good of a target as a shield suit it close quarters. In conclusion then, if you are a shield tanked suit, expect to have a rough time with Amarr weapons. It's how God(CCP) designed them. If you are having trouble with Scramblers at long range, yet again, you're in the weapon's optimal field of play. And if you are being tormented by a Scrambler in short, CQC range, then yes; you have a legitimate grievance. TLDR:
Long Range > CQC
Skill > Spam
Constructive Feedback > Rage Inform him about the weapon not destroy him
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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Avallo Kantor
582
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Posted - 2015.03.30 18:30:00 -
[149] - Quote
I'm curious as to what steps will be taken to balance the Scrambler Rifle.
It seems Rattati already has enough data to declare that the weapon is in need of balancing, and despite my enjoyment of the weapon, I tend to trust his word. The question then becomes, what part(s) of Scrambler usage are OP?
The SR is unique in the respect that it has effectively 2 modes of fire compared to all other rifle types thanks to the charge type.
The first mode is a full charged shot followed by a number of uncharged shots to finish off the target. The second mode is a series of uncharged shot to fire very much like the Tac AR (which is getting buffed)
If it is only the first mode that is proving too powerful, then there are a number of things that can be done purely to reduce the damage of that firing mode (or reduce it's ability to perform follow up shots)
Namely: 1) Increase Charge up Time. A 1 or 2 second charge up time would not overly impact it's ability to hold a charge and fire at long range as a high-alpha option, but would severely hamper it's ability to crack off full charge shots in close range combat (where from my own experience using it is a bit too easy to perform)
2) Increase Heat of Charged Shot (not regular shots). Basically the heat build up increases with charge at a higher rate, to a higher max than previously done. This would still allow high-alpha shots at range with no follow up, allowing the intended functionality to remain more or less in tact. It would however greatly increase the risk of using it as a higher ranged, highly accurate shotgun in short range, followed by a hail of fire. With this change doing the high powered shot would give even Amarrian suits almost no extra shots before the gun overheats without waiting for the heat to dissipate.
What do others think of the SR? What mode(s) of fire are too powerful over what it should be performing at, and which ranges is it doing this at?
Ideally the SR should be a mid-long range weapon (defining the RR as a long range in this case) with options to either perform a series of shots in succession, or a single high-alpha shot followed up by one or two shots to finish a target (and not like 8).
It also should be the bane of shield suits, but of lowest threat (among rifles) to armor suits. |
Aeon Amadi
Ahrendee Inc. Negative-Feedback
9366
|
Posted - 2015.03.30 18:37:00 -
[150] - Quote
Made a video.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2889
|
Posted - 2015.03.30 18:50:00 -
[151] - Quote
From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that.
In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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David Spd
Caldari State
190
|
Posted - 2015.03.30 19:10:00 -
[152] - Quote
Now if only number crunchers could convince Rattati the Assault Scrambler Rifle buff was a bit too strong that'd be lovely. I shouldn't be getting melted before I can even fight back in my Adv. Gallente suit with 3x Reactive Plates on against an Adv. A. Scrambler.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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Georgia Xavier
Y.A.M.A.H
173
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Posted - 2015.03.30 19:15:00 -
[153] - Quote
David Spd wrote:Now if only number crunchers could convince Rattati the Assault Scrambler Rifle buff was a bit too strong that'd be lovely. I shouldn't be getting melted before I can even fight back in my Adv. Gallente suit with 3x Reactive Plates on against an Adv. A. Scrambler. the buff should have only been 10% at most, you melt sentinels with that thing even before the buff. Except amarr sents
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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David Spd
Caldari State
190
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Posted - 2015.03.30 19:22:00 -
[154] - Quote
Georgia Xavier wrote:David Spd wrote:Now if only number crunchers could convince Rattati the Assault Scrambler Rifle buff was a bit too strong that'd be lovely. I shouldn't be getting melted before I can even fight back in my Adv. Gallente suit with 3x Reactive Plates on against an Adv. A. Scrambler. the buff should have only been 10% at most, you melt sentinels with that thing even before the buff. Except amarr sents
If I were better with numbers I would be proving that. Just hope someone a bit more gifted also sees the problem with them & proves it.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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CeeJ Mantis
Mantodea MC
158
|
Posted - 2015.03.30 19:39:00 -
[155] - Quote
Breakin Stuff wrote:Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share. Viziam Scrambler rifle: 715 dps Boundless HMG: 704 dps
Duvolle Tac AR: 730dps
Longest plasma cannon kill: 236.45m
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zzZaXxx
Capital Acquisitions LLC
725
|
Posted - 2015.03.30 19:43:00 -
[156] - Quote
Rattati are you looking at decreasing RR hipfire recoil at all? Other rifles have caught up to it. It's not OP at all right now and being unusable hipfiring makes it a bit UP. Even if it's range needs to go down a bit, can we make it an actual rifle and not a sniper rifle? |
Francois Sanchez
Prima Gallicus
352
|
Posted - 2015.03.30 19:49:00 -
[157] - Quote
Breakin Stuff wrote:Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share.
Pure math, multiply the damage per shot by the shots per second STD ScR : 650 STD HMG : 640
ADV ScR : 682.5 ADV HMG : 672
PRO ScR : 715 PRO HMG : 704
Learn how to do a multiplication before insulting people next time
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1860
|
Posted - 2015.03.30 20:01:00 -
[158] - Quote
I like it. You highlighted the charge shot, which is something most do not.
You also showed the hit detection issues that plague most weapons, but semi-auto weapons especially. I like how you showed issues that worked both for and against you.
Most of the enemies you faced were in Standard or Militia gear, and it really shows how effective a high alpha weapon is against low-HP suits. Big Damage > Little HP.
I'd like to see this same setup versus a squad of proto suits, just as comparison. Then again, matchmaking always seems to put me against said squads, so maybe I'm a little jealous of the caliber of your opposition
+1
Make my Scrambler Pink!
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Georgia Xavier
Y.A.M.A.H
173
|
Posted - 2015.03.30 20:09:00 -
[159] - Quote
You're deadly with that thing
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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Kalante Schiffer
Ancient Exiles.
1049
|
Posted - 2015.03.30 21:06:00 -
[160] - Quote
Darth-Carbonite-GIO wrote:Yes, we are, and you are part of the Assault Rifle "Brigade" correct? There's no shame in loving a particular weapon. The shame comes when you belittle others for their love and derail a positive and constructive process.
You have it extremely wrong. I am not part of anything i have no preference. I've used each weapon and every single of its variants equally. AR, CR, RR, SCR. I know how to fully use all of them to their full potential not only in public matches and in PC and i have tons of pictures to prove that. You saying that i come here to belittle others for their love of a weapon? LOL. Where were you when they were about to nerf the RR, and CR? or the people who wanted the AR nerfed to the ground? Nobody seemed to care, nobody created a thread such as this size to defend any of those weapons. Where were their long thread of "positive and constructive process" that you so much preach about when it comes to SCR.
Darth-Carbonite-GIO wrote:Properly fitted shield suits will run lots of shields and low armor. The Scrambler is designed to destroy shields. I'm not sure what more can be said except that, in this respect, it's not the Scrambler that's giving you these problems. It's broken shield tanking.
To balance a weapon by judging it against a fitting style that most everybody agrees to be broken would seem to be like putting the cart before the horse. A bad idea.
Again you are extremely wrong. I am not talking about myself this is not a me issue, i am talking in behalf of all the people who run shield suits as an ex player who used to run shields suits since even way before open beta. Why are you trying to make it sound like i run shield suits?
I haven't ran any shield suit extensively since novemeber 2013 during the winter war against Outer.Heaven one of the hardest wars i ever fought and guess why? because of the SCR was new and everyone was spamming it of course. Shield suits practically became impractical and a free kill in PC and in public matches. So again dude, I don't preferably run shield suits since a long time ago and i am not talking about myself.
I switched to my caldari CK.0 again the other month and again same freaking problem. Viziam melting over 600 shields in less than a blink of an eye by then leaving it up for grabs to anyone at 276 armor. Why doesnt the CR or RR does that also against armor? they are armor weapons after all dont they. They definitely do not melt armor like ACR does to shields. Surprisingly the Tactical proto AR gives the Viziam ACR a run for its money at medium to close range but at long range forget about it. So what do you propose? you say shield tanking is broken. You want to buff shields which i think they should have done a long time ago. Or finally a proper drawback to the viziam acr like lets say... a delay after its charge shot? You want to do boatloads of damage then wait a little before you can shoot again. After all, all of you guys claim that you're so skill full with it so why spam it after a charge shot that already did so much damage to shields. Give those shield guys a break lol.
Darth-Carbonite-GIO wrote:First off, the statement that the Scrambler "will eat that armor like if they were shields" is factually incorrect. The Scrambler does less against Armor and more against Shield. Once again, that is what the weapon is designed for.
However, it seems obvious that your issue once again lies with being dispatched too quickly. If that is the case, it continues to reinforce the theory that the single shot is the culprit in your rapid demise.
Again, if the weapon was operating in Mid to Long range as it should, then it would make complete sense that you would get outgunned. An armor tanked suit, slowly moving across a wide open field is just as good of a target as a shield suit in close quarters.
In conclusion then, if you are a shield tanked suit, expect to have a rough time with Amarr weapons. It's how God(CCP) designed them.
If you are having trouble with Scramblers at long range, yet again, you're in the weapon's optimal field of play.
And if you are being tormented by a Scrambler in short, CQC range, then YES; you have a legitimate grievance.
TLDR:
Long Range > CQC
Skill > Spam
Constructive Feedback > Rage
Do not tell me what the scrambler is designed for. I know exactly what is designed for. According to you it is designed to take out everyone with a charge shot but then why spam it after wards?
Again you keep making this a "me" issue rather than looking at the grand scale of things.You talk as if you know me and what i run. The issue does not lie with the charge shot. My gallente assault can take a charge shot very well, so you get me with a charge shot and lower my armor to 500 yay... wathever. It is the spamming after wards that really hurts. C'mon you are a SCR user so why are you leaving out details such as this?
Nope, again you keep talking as if you know what i run. My gallente is anything but slow as it has 728 armor with a movement speed of 5.0. With 70+ reps.
In conclusion to what? all you did was make a fool out of yourself.
Nope. The RR is also a long range weapon. The RR actually has trouble shooting down shields at long ranges before touching armor. Unlike the viziam that has no trouble shooting down armor medium suit and scout suits at any given range.
Tormented? you are talking to a harden PC vet that has been in major wars against TP, FA, OH multiple times. There is nothing that torments me in this game. So you are telling me that a viziam should always beat a gallente with an AR at CQC? do you have any idea how freaking stup*d that sounds? No wonder the poor duvolle, breach, burst are in the state that they are in. And then you claim that i belittle a class when your class of players also imposes their ideas and broken logic to the rest.
AE
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2891
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Posted - 2015.03.30 21:06:00 -
[161] - Quote
zzZaXxx wrote:Rattati are you looking at decreasing RR hipfire recoil at all? Other rifles have caught up to it. It's not OP at all right now and being unusable hipfiring makes it a bit UP. Even if it's range needs to go down a bit, can we make it an actual rifle and not a sniper rifle? Honestly, just reduce the charge time to 0.3 a finds and it'll be fine.
On the ScR, I would like to propose an increase in charge time for the ScR in lieu of more direct nerfs.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9367
|
Posted - 2015.03.30 21:19:00 -
[162] - Quote
Alena Ventrallis wrote:From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that. In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough?
Lol.
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.
No reason the Scrambler Rifle should just be better in all forms, charge shot or not. The charge shot just compounds the issues. Thing has better damage application, much longer range, and it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. This isn't even touching on the ammo conversation which effectively made the nanohives I was carrying absolutely useless. Clip size is another thing - I only ever reload because it gives me something to do while I wait for it to cool down.
The only reason I don't like this thing is because I don't have any skills in Amarr Assault (btw, this was done with a Prototype Gal Assault) which infringes a lot on my playstyle (CQC) because of overheating. This isn't to say that the thing isn't powerful as hell (I've been saying that for months now, just everyone started finally paying attention) just that I don't like it because I'm a CQC brawler.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2891
|
Posted - 2015.03.30 21:28:00 -
[163] - Quote
Aeon Amadi wrote:Alena Ventrallis wrote:From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that. In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough? Lol. 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. No reason the Scrambler Rifle should just be better in all forms, charge shot or not. The charge shot just compounds the issues. Thing has better damage application, much longer range, and it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. This isn't even touching on the ammo conversation which effectively made the nanohives I was carrying absolutely useless. Clip size is another thing - I only ever reload because it gives me something to do while I wait for it to cool down. The only reason I don't like this thing is because I don't have any skills in Amarr Assault (btw, this was done with a Prototype Gal Assault) which infringes a lot on my playstyle (CQC) because of overheating. This isn't to say that the thing isn't powerful as hell (I've been saying that for months now, just everyone started finally paying attention) just that I don't like it because I'm a CQC brawler. And they are .ilitia suits. I can chew through them with a Duvolle just as easily. But you have made the point the ScR users have: the heat buildup means you struggle in CQC since any missed shot cuts deeply into your total possible damage.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9369
|
Posted - 2015.03.30 21:39:00 -
[164] - Quote
Alena Ventrallis wrote:Aeon Amadi wrote:Alena Ventrallis wrote:From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that. In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough? Lol. 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. No reason the Scrambler Rifle should just be better in all forms, charge shot or not. The charge shot just compounds the issues. Thing has better damage application, much longer range, and it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. This isn't even touching on the ammo conversation which effectively made the nanohives I was carrying absolutely useless. Clip size is another thing - I only ever reload because it gives me something to do while I wait for it to cool down. The only reason I don't like this thing is because I don't have any skills in Amarr Assault (btw, this was done with a Prototype Gal Assault) which infringes a lot on my playstyle (CQC) because of overheating. This isn't to say that the thing isn't powerful as hell (I've been saying that for months now, just everyone started finally paying attention) just that I don't like it because I'm a CQC brawler. And they are .ilitia suits. I can chew through them with a Duvolle just as easily. But you have made the point the ScR users have: the heat buildup means you struggle in CQC since any missed shot cuts deeply into your total possible damage.
As a Gallente, sure.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Mexxx Dust-Slayer
Fatal Absolution
478
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Posted - 2015.03.30 21:41:00 -
[165] - Quote
Finally the ScrR is looking at a nerf, I've been spamming it in pubs during the past month or 2 - never giving me a k/dr below 3 - just the adv version too. |
Protected Void
Nos Nothi
397
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Posted - 2015.03.30 21:54:00 -
[166] - Quote
Aeon Amadi wrote:Alena Ventrallis wrote:Aeon Amadi wrote:Alena Ventrallis wrote:From what I see, a proto scrambler eats up starter and militia suits. No problem there, all proto weapons will do that. In addition, you were able to charge the weapon for lots of damage very quickly. So perhaps increasing the charge time would be enough? Lol. 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. No reason the Scrambler Rifle should just be better in all forms, charge shot or not. The charge shot just compounds the issues. Thing has better damage application, much longer range, and it doesn't give a **** about +20/-20 when it's hammering out as much damage as it is. This isn't even touching on the ammo conversation which effectively made the nanohives I was carrying absolutely useless. Clip size is another thing - I only ever reload because it gives me something to do while I wait for it to cool down. The only reason I don't like this thing is because I don't have any skills in Amarr Assault (btw, this was done with a Prototype Gal Assault) which infringes a lot on my playstyle (CQC) because of overheating. This isn't to say that the thing isn't powerful as hell (I've been saying that for months now, just everyone started finally paying attention) just that I don't like it because I'm a CQC brawler. And they are .ilitia suits. I can chew through them with a Duvolle just as easily. But you have made the point the ScR users have: the heat buildup means you struggle in CQC since any missed shot cuts deeply into your total possible damage. As a Gallente, sure.
Which seems to point towards the Amarr assault bonus being the culprit, rather than the actual weapon. I wish Rattati would share the kills per spawn numbers for the ScR on an Amarr assault vs. on other suits, since I don't see a lot of people run it on anything else. |
Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1861
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Posted - 2015.03.30 22:05:00 -
[167] - Quote
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.
Make my Scrambler Pink!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7766
|
Posted - 2015.03.30 22:07:00 -
[168] - Quote
Francois Sanchez wrote:Breakin Stuff wrote:Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share. Pure math, multiply the damage per shot by the shots per second STD ScR : 650 STD HMG : 640 ADV ScR : 682.5 ADV HMG : 672 PRO ScR : 715 PRO HMG : 704 Learn how to do a multiplication before insulting people next time
where's the fun in that?
AV
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KEROSIINI-TERO
The Rainbow Effect
1891
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Posted - 2015.03.30 22:17:00 -
[169] - Quote
Georgia Xavier wrote: ScR is strong in CQC because of aim assist. Turn it off and watch it become abysmal for CQC
^ Here oh here might be the seeds of the hidden truth!
Looking at both sides of the coin.
Even Aurum one.
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Vesta Opalus
T.H.I.R.D R.O.C.K
577
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Posted - 2015.03.30 23:03:00 -
[170] - Quote
jade gamester wrote:So a corp called carne con papas run amar assaults with visiams sometimes ARR and all there kdrs average like 10 plus yeah because that's normal...
It is normal for some people. Ive been running at or around 10 for a while regardless of the weapon Im using running a min assault speed fit. |
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Vesta Opalus
T.H.I.R.D R.O.C.K
577
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Posted - 2015.03.30 23:05:00 -
[171] - Quote
Breakin Stuff wrote:Francois Sanchez wrote:Breakin Stuff wrote:Francois Sanchez wrote:. ScR has more DPS than HMG whatever crack you're smoking has to be awesome. You need to share. Pure math, multiply the damage per shot by the shots per second STD ScR : 650 STD HMG : 640 ADV ScR : 682.5 ADV HMG : 672 PRO ScR : 715 PRO HMG : 704 Learn how to do a multiplication before insulting people next time where's the fun in that?
And thats without damage mods, considering its normal for most armor tank suits to run two or three damage mods in their highs the gap increases significantly over heavies that generally have ~1 or 2 available. |
Vesta Opalus
T.H.I.R.D R.O.C.K
577
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Posted - 2015.03.30 23:14:00 -
[172] - Quote
This video highlights how good the weapon is against militia and frontline suits, but I dont see much to it other than that.
The enemy team was clearly terrible. |
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CCP Rattati
C C P C C P Alliance
19350
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Posted - 2015.03.31 02:18:00 -
[173] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Iron Wolf Saber
Den of Swords
19042
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Posted - 2015.03.31 02:36:00 -
[174] - Quote
I vote A and C
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17876
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Posted - 2015.03.31 02:37:00 -
[175] - 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'm not sure how the third option results in rewarding accuracy...that kind of more of less pushes it into a closer ranged weapon where accuracy is not really so much so required as a quick trigger finger is.
The heat build up could work for you to reduce the number of possible follow up shots and that could serve as a basis to work from.
Second option could also be looked into by bear in mind these are I suppose in some sense service rifles for the races......they ideally would function adequately under all circumstances....limiting the rifle to 2 shots semi accurately in CQC would severely handicap the gun more so than I think would be necessary. I think we can all agree that it is somewhat overly effective in close quarters but is should be able to serve/compete with the other rifles....though to be fair I don't really know what you have in mind for that third shot dispersion.
Logically speaking though in my mind the Amarr weapons would have some of the lowest recoil as they do not fire standard projectiles [it's something like a charged ion followed by and charge of electricity isn't it].
As IWS mentioned above I'd rather see A and C iterated upon more so than B.
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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Thaddeus Reynolds
Facepunch Security
239
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Posted - 2015.03.31 02:37:00 -
[176] - 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. C 2. A 3. B
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9512
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Posted - 2015.03.31 02:54:00 -
[177] - Quote
A or C (keyword "or"). C sounds pretty good honestly. Is rate of fire out of the question? Best way to create a precision weapon is to have a few large impact shots opposed to several lesser impact shots because it inherently make each shot more significant, more meaningful if you miss. That's why I like option C as it is essentially a quasi rate of fire "nerf" without actually reducing the rate of fire, but I don't think that's be bad either.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Stefan Stahl
Seituoda Taskforce Command
1096
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Posted - 2015.03.31 03:06:00 -
[178] - Quote
C is much preferable.
Increasing recoil just pushes the weapon even more into CQC.
We need to get into a siuation where dps achieved by spamming uncharged shots is lower than dps achieved by charged shots. Charged shots require anticipation and should be devastating to a slow target in an open field. A fast target at close range should be difficult to kill, e.g. due to a low rate of fire or very low damage when spamming shots. Typically Amarr stuff. |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2894
|
Posted - 2015.03.31 03:18:00 -
[179] - 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 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.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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CeeJ Mantis
Mantodea MC
158
|
Posted - 2015.03.31 03:25:00 -
[180] - 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
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.
Longest plasma cannon kill: 236.45m
|
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Starlight Burner
ROGUE RELICS
187
|
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
|
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
|
Darth-Carbonite GIO
Random Gunz Rise Of Legion.
1864
|
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
|
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
|
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
|
Macchi00
LORD-BRITISH
133
|
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
|
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
|
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.
|
Protected Void
Nos Nothi
401
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Georgia Xavier
Y.A.M.A.H
178
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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LOOKMOM NOHANDS
414
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Posted - 2015.03.31 14:43:00 -
[211] - 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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zzZaXxx
Capital Acquisitions LLC
728
|
Posted - 2015.03.31 14:47:00 -
[212] - 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. All good on paper but SCR is better. It's more effective in every way down sights. Better range, dispersion, and much better recoil. Hipfiring with Gallente Assault, TAR is better, but you don't use a rangey gun if it's not good down sight. Also the scope is too small and zooms farther than the TAR's range. |
ReGnYuM
Kameira Lodge Amarr Empire
3615
|
Posted - 2015.03.31 14:55:00 -
[213] - Quote
Fizzer XCIV wrote: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.
I have you ever used the TAR in CQC?
It is preposterous that we're actually having this debate.
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Vethosis
Krullefor Organization Minmatar Republic
1010
|
Posted - 2015.03.31 14:57:00 -
[214] - Quote
ReGnYuM wrote:Fizzer XCIV wrote: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. I have you ever used the TAR in CQC? It is preposterous that we're actually having this debate.
yeah I have, dust's auto aim does all the work for me!
for some reason it seems it doesn't work for you
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ReGnYuM
Kameira Lodge Amarr Empire
3615
|
Posted - 2015.03.31 15:03:00 -
[215] - Quote
Anyway, to stay on topic.
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
Quote: increase hip fire kick, with compounding so the 3rd shot in succession is way off
The ScR is clearly a High DPS ranged weapon. It should not be viable in CQC to the point that sacrificing Tank or DPS for a Higher tiered side arm should be a real consideration.
I feel that if I'm able to get into a viable Hipfire range (20m or less), with AR,ACR,CR,and ARR then the terms of engagement are in my favour against any ScR user. |
Mexxx Dust-Slayer
Fatal Absolution
480
|
Posted - 2015.03.31 15:11:00 -
[216] - Quote
I have never had any more success in CQC with any other rifle than the ScR, I can easily drop min and cal heavies with it in a 1v1, amarr and gal if I get the jump on them. Once you get that trigger spam down it's such beast mode. Also, using charge shots can up your damage per clip by about 10% per shot used, very useful to preserve DPS for the next encounter, also has a much optic sights over the TAR. |
Vesta Opalus
T.H.I.R.D R.O.C.K
577
|
Posted - 2015.03.31 15:15:00 -
[217] - Quote
ReGnYuM wrote:Anyway, to stay on topic.
Actually the topic was assault scrambler performance post-buff, but that ship has sailed |
Kalante Schiffer
Ancient Exiles.
1057
|
Posted - 2015.03.31 15:17:00 -
[218] - Quote
These where three quick videos i was able to make yesterday. Two vs Regular basic and advanced players. And another one against more experienced players.
Viziam vs Basic and Adv players #1 Viziam vs Basic and Adv players #2 Viziam vs Proto players
I had another one against proto players but that one had the audio not synced with what was happening. Ill try to re upload it later.
So yeah after trying it out a few matches it does not look pretty. My Tac AR diffidently takes more out of me when i use it.
AE
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Mexxx Dust-Slayer
Fatal Absolution
480
|
Posted - 2015.03.31 15:38:00 -
[219] - Quote
Kalante Schiffer wrote:These where three quick videos i was able to make yesterday. Two vs Regular basic and advanced players. And another one against more experienced players. Viziam vs Basic and Adv players #1Viziam vs Basic and Adv players #2Viziam vs Proto playersI had another one against proto players but that one had the audio not synced with what was happening. Ill try to re upload it later. So yeah after trying it out a few matches it does not look pretty. My Tac AR diffidently takes more out of me when i use it. Everything is in caps, I assume you play on a monitor?
Maybe if there was an anit-armour rifle that deadly then maybe amarr sentinels wouldn't be so popular in PC |
matthew swager
Ghosts of Dawn General Tso's Alliance
16
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Posted - 2015.03.31 15:39:00 -
[220] - Quote
DeathwindRising wrote: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 sir for this explanation! Please continue towards your grand design. Time has shown that I needed only to place more faith in you lol. if i may be so bold to say i have been killed by more cr/acr than a scr rifle so does that mean your nerfing it too. and i am understanding agreeing with some things you have stated, but can we keep your minions brown nosing to a minimum?
I KILL YOU!!!!!!!!
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Georgia Xavier
Y.A.M.A.H
178
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Posted - 2015.03.31 15:43:00 -
[221] - Quote
Mexxx Dust-Slayer wrote:Kalante Schiffer wrote:These where three quick videos i was able to make yesterday. Two vs Regular basic and advanced players. And another one against more experienced players. Viziam vs Basic and Adv players #1Viziam vs Basic and Adv players #2Viziam vs Proto playersI had another one against proto players but that one had the audio not synced with what was happening. Ill try to re upload it later. So yeah after trying it out a few matches it does not look pretty. My Tac AR diffidently takes more out of me when i use it. Everything is in caps, I assume you play on a monitor? Maybe if there was a CR that deadly then maybe amarr sentinels wouldn't be so popular in PC A semi-auto CR? I'd want one
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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ReGnYuM
Kameira Lodge Amarr Empire
3617
|
Posted - 2015.03.31 15:45:00 -
[222] - Quote
Mexxx Dust-Slayer wrote:Kalante Schiffer wrote:These where three quick videos i was able to make yesterday. Two vs Regular basic and advanced players. And another one against more experienced players. Viziam vs Basic and Adv players #1Viziam vs Basic and Adv players #2Viziam vs Proto playersI had another one against proto players but that one had the audio not synced with what was happening. Ill try to re upload it later. So yeah after trying it out a few matches it does not look pretty. My Tac AR diffidently takes more out of me when i use it. Everything is in caps, I assume you play on a monitor? Maybe if there was an anit-armour rifle that deadly then maybe amarr sentinels wouldn't be so popular in PC
I think he is playing on 480p, and yes the CR use to be a great anti-heavy weapon until Amarr sent got their resistance bonus |
Mexxx Dust-Slayer
Fatal Absolution
480
|
Posted - 2015.03.31 15:48:00 -
[223] - Quote
Georgia Xavier wrote:Mexxx Dust-Slayer wrote:Kalante Schiffer wrote:These where three quick videos i was able to make yesterday. Two vs Regular basic and advanced players. And another one against more experienced players. Viziam vs Basic and Adv players #1Viziam vs Basic and Adv players #2Viziam vs Proto playersI had another one against proto players but that one had the audio not synced with what was happening. Ill try to re upload it later. So yeah after trying it out a few matches it does not look pretty. My Tac AR diffidently takes more out of me when i use it. Everything is in caps, I assume you play on a monitor? Maybe if there was a CR that deadly then maybe amarr sentinels wouldn't be so popular in PC A semi-auto CR? I'd want one Yes, a Freedom Tactical combat Rifle, Core Breach Combat Rifle, Wiyrkomi Tactical Rail Rifle, Ishukone Burst Rail Rifle, Carthum Burst Scrambler Rifle, Viziam Breach Scarmbler Rifle, all of them.
SoonGäó supposedly. |
Templar XIII
121
|
Posted - 2015.03.31 16:12:00 -
[224] - 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
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Posted - 2015.03.31 16:13:00 -
[225] - Quote
. |
Aeon Amadi
Ahrendee Inc. Negative-Feedback
9373
|
Posted - 2015.03.31 16:51:00 -
[226] - 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.
Damage 1.5 Damage per shot does not constitute "higher damage". This is the difference between Adv and Standard on some weapons
Damage per Mag Get the **** out of here. Seriously? This isn't even mathematically true and it's grounds for me to dismiss everything you're saying because you're lying to people. Duvolle TAR does 1,752 damage per mag, Viziam Scrambler does 2,145.
Fitting Costs Congrats. 2 CPU and 7 PG. Can we go ahead and nerf the Assault Ak.0 for having 9 more PG than the Assault Mk.0? EDIT: Btw, this also means you get a much greater benefit from Assault role bonus and Proficiency skills. Just figured I'd mention it in case you forgot while spewing out your terrible arguments.
Better Hipfire Accuracy Doubt it. Would need to actually back in the game and look. Fairly certain that's not the case because the hipfire hasn't changed much/at all since I made this video, which clearly demonstrates that the Scrambler Rifle has a much tighter hipfire than the TAR
No Heat And originally you could shoot more rounds with a Scrambler Rifle than the TAR had in it's magazine before overheating on a suit -other- than an Amarr suit. Are you saying that because they buffed the TAR's mag capacity that it's somehow unbalanced?
Less recoil And the Scrambler has absolutely no muzzle climb. Where's your argument fall now?
Better Damage Profile You have a charge. Damage profile doesn't mean jack when you can charge for x3 damage.
Doesn't need AmAssault to be competitive You've got multiple videos showing that this is simply not true. It's competitive, the AmAssault just makes it that much better. It's like saying that a Combat Rifle requires a MinAssault to be competitive.
EDIT: Please stop trying to sound smart if you're just going to blindly defend the Scrambler Rifle with baseless information and incorrect data.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2865
|
Posted - 2015.03.31 17:26:00 -
[227] - Quote
Aeon Amadi 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.
Damage 1.5 Damage per shot does not constitute "higher damage". This is the difference between Adv and Standard on some weapons. OK. I don't want to ever see you complain about AScRs being better than the AR, k?
Damage per Mag Get the **** out of here. Seriously? This isn't even mathematically true and it's grounds for me to dismiss everything you're saying because you're lying to people. Duvolle TAR does 1,752 damage per mag, Viziam Scrambler does 2,145. I said effective Damage per Mag. Ad in factoring in the heat. ScRs overheat before a TacAR has to reload.Fitting Costs Congrats. 2 CPU and 7 PG. Can we go ahead and nerf the Assault Ak.0 for having 9 more PG than the Assault Mk.0? EDIT: Btw, this also means you get a much greater benefit from Assault role bonus and Proficiency skills. Just figured I'd mention it in case you forgot while spewing out your terrible arguments. Ive seen you ***** about ACRs being easier to fit than ARs, and that's by even less than this.
Better Hipfire Accuracy Doubt it. Would need to actually back in the game and look. Fairly certain that's not the case because the hipfire hasn't changed much/at all since I made this video, which clearly demonstrates that the Scrambler Rifle has a much tighter hipfire than the TAR Fun fact: ARs have this magical skill called "Sharpshooter" that tightens hipfire. Also, the Assault bonus further tightens it! No such skill exists for the ScR...No Heat And originally you could shoot more rounds with a Scrambler Rifle than the TAR had in it's magazine before overheating on a suit -other- than an Amarr suit. Are you saying that because they buffed the TAR's mag capacity that it's somehow unbalanced? Yes. 24 round mags without overheat is OP. That is exactly what I am saying. Even with Amassault to V, the ScR still overheats on the 23rd round.
Less recoil And the Scrambler has absolutely no muzzle climb. Where's your argument fall now? The Scrambler rifle most certainly does have muzzle climb. More than the TacAR, actually...Better Damage Profile You have a charge. Damage profile doesn't mean jack when you can charge for x3 damage. Doesn't need AmAssault to be competitive You've got multiple videos showing that this is simply not true. It's competitive, the AmAssault just makes it that much better. It's like saying that a Combat Rifle requires a MinAssault to be competitive. Then why isn't it almost unused in PC on anything but Amassaults?EDIT: Please stop trying to sound smart if you're just going to blindly defend the Scrambler Rifle with baseless information and incorrect data.
STFU. None of my info is ever baseless or knowingly incorrect.
Home at Last <3
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12234
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Posted - 2015.03.31 17:44:00 -
[228] - 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
Could just increase heat cost for just the charge shot if the issue is just followup shots after the charge shot.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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idlerowl
Old-Type
22
|
Posted - 2015.03.31 18:03:00 -
[229] - 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
Hummmmm......
I suggest " change ScR and AScR profile (+20% Shield / -20% armor to +15%shield / -15% armor) " and B I guess that "very small" hip fire kick can scary shots spam . And that profile terrible is scary to shield tunk .
So I suggest that change profile and increase hip fire kick "as plan B " .
thanks.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2898
|
Posted - 2015.03.31 19:42:00 -
[230] - Quote
I would agree on a profile change. Give shield tanks a break.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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Templar XIII
123
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Posted - 2015.03.31 19:58:00 -
[231] - 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... |
Georgia Xavier
Y.A.M.A.H
181
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Posted - 2015.03.31 20:21:00 -
[232] - Quote
^ no matter how detailed and accurate these calculations might be I have a feeling someone will say it's still wrong and that's what grinds my gears
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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Adipem Nothi
Nos Nothi
8422
|
Posted - 2015.03.31 20:26:00 -
[233] - Quote
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
Shoot scout with yes.
- Ripley Riley
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Georgia Xavier
Y.A.M.A.H
181
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Posted - 2015.03.31 20:33:00 -
[234] - Quote
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
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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Templar XIII
124
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Posted - 2015.03.31 20:52:00 -
[235] - 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. |
voidfaction
Nos Nothi
1412
|
Posted - 2015.03.31 21:01:00 -
[236] - 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. I use the Tac AR probably 90% of the time. Works great at the right range while ADS. Just the way I think it should. I would even say it needs a hipfire nerf but only if the ScR gets a hipfire nerf since it has next to no kick or dispersion where as the Tac ar does.
P.S. Please give me a std Tac AR even if it is faction based like the std Burst AR. lol
noi¦Ü+ö+Æßû+(V)Fac¦Üion
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Georgia Xavier
Y.A.M.A.H
181
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Posted - 2015.03.31 21:15:00 -
[237] - Quote
Templar XIII wrote: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. A minmatar that praises amarr tech? Here I thought you wouldnt like it. You're a pleasant surprise
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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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5532
|
Posted - 2015.03.31 21:17:00 -
[238] - Quote
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.
Usually banned for being too awesome.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17894
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Posted - 2015.03.31 21:23:00 -
[239] - Quote
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
I figure it comes down the the simple conclusion that regardless of the statistics those who dedicate themselves to the weapons use will always do well regardless of the circumstances. Add dispersion from hipfire and they'll still kill people in CQC, add in additional heat build up and they'll find ways to kill you in less shots, etc.
I think we can agree some changes are necessary however small incremental changes are preferable to sweeping changes. I mean we saw what 15% did to the AScR in terms of usage and effectiveness on the battlefield. The reverse could be true for the ScR.
I do have to remind people that when assessing the ScR you cannot take the absolute values of it's magazine size and RoF at face value as because of mechanics like overheat you can incur forced reload/weapon seizures before the full magazine/charge is spent [which nets a further reload after the cooldown in most instances] and that many simply cannot achieve the theoretical maximum fire rate.
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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LOOKMOM NOHANDS
419
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Posted - 2015.03.31 21:55:00 -
[240] - 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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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9375
|
Posted - 2015.03.31 22:00:00 -
[241] - Quote
Fizzer XCIV wrote:Aeon Amadi 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.
Damage 1.5 Damage per shot does not constitute "higher damage". This is the difference between Adv and Standard on some weapons. OK. I don't want to ever see you complain about AScRs being better than the AR, k?
Damage per Mag Get the **** out of here. Seriously? This isn't even mathematically true and it's grounds for me to dismiss everything you're saying because you're lying to people. Duvolle TAR does 1,752 damage per mag, Viziam Scrambler does 2,145. I said effective Damage per Mag. Ad in factoring in the heat. ScRs overheat before a TacAR has to reload.Fitting Costs Congrats. 2 CPU and 7 PG. Can we go ahead and nerf the Assault Ak.0 for having 9 more PG than the Assault Mk.0? EDIT: Btw, this also means you get a much greater benefit from Assault role bonus and Proficiency skills. Just figured I'd mention it in case you forgot while spewing out your terrible arguments. Ive seen you ***** about ACRs being easier to fit than ARs, and that's by even less than this.
Better Hipfire Accuracy Doubt it. Would need to actually back in the game and look. Fairly certain that's not the case because the hipfire hasn't changed much/at all since I made this video, which clearly demonstrates that the Scrambler Rifle has a much tighter hipfire than the TAR Fun fact: ARs have this magical skill called "Sharpshooter" that tightens hipfire. Also, the Assault bonus further tightens it! No such skill exists for the ScR...No Heat And originally you could shoot more rounds with a Scrambler Rifle than the TAR had in it's magazine before overheating on a suit -other- than an Amarr suit. Are you saying that because they buffed the TAR's mag capacity that it's somehow unbalanced? Yes. 24 round mags without overheat is OP. That is exactly what I am saying. Even with Amassault to V, the ScR still overheats on the 23rd round. TacARs are basically Amassault V ScRs that can be fit on any suit...
Less recoil And the Scrambler has absolutely no muzzle climb. Where's your argument fall now? The Scrambler rifle most certainly does have muzzle climb. More than the TacAR, actually...Better Damage Profile You have a charge. Damage profile doesn't mean jack when you can charge for x3 damage. Doesn't need AmAssault to be competitive You've got multiple videos showing that this is simply not true. It's competitive, the AmAssault just makes it that much better. It's like saying that a Combat Rifle requires a MinAssault to be competitive. Then why isn't it almost unused in PC on anything but Amassaults?EDIT: Please stop trying to sound smart if you're just going to blindly defend the Scrambler Rifle with baseless information and incorrect data. STFU. None of my info is ever baseless or knowingly incorrect. In fact, do you need me to remind you of yourself and kirks ****** science experiment on Myofibrils? I pointed out the CLEARLY wrong things concerning the control and measurements, and yet you just ignored me... Ass. So don't even try to lecture me on incorrect info.
Yup. Ignored you so hard I went back and did another test with Trigonometry and consulted a Mathematician at LSU to work with me on the testing.
EDIT: Bee Tee Dubs, here's a thread where I actually did some number theory-crafting totally in 100% in favor of the ASCR getting a balance pass shortly before it got a sizable DPS increase, in which I then questioned whether or not I was going to move over to it because it would outperform my AR.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5533
|
Posted - 2015.03.31 22:01:00 -
[242] - Quote
Besides that, over-balance actually kills a game.
Usually banned for being too awesome.
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Cat Merc
Negative-Feedback. Negative-Feedback
15734
|
Posted - 2015.03.31 22:08:00 -
[243] - Quote
http://i2.kym-cdn.com/photos/images/facebook/000/061/664/1275937249093s.jpg
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9375
|
Posted - 2015.03.31 22:14:00 -
[244] - Quote
Templar XIII wrote:
-Trying to be sensible and civil in an open forum discussing a weapon by comparing it to other weapons and expecting people not to be extremely bias in favor or against, let alone finding legitimate joy in questioning the logic of the arguers-
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 (and AR in general?) range (effective and optimal) and dispersion the real issue here and not recoil/kick?
Please discuss...
Anyway, if you want to talk about kick/recoil - address the fact that the Scrambler and the ASCR have no muzzle climb. No amount of recoil is going to matter if the rifle resets back to it's previous firing position. Visual recoil =/= Legitimate muzzle climb/sway/movement.
Its a placebo. Players see recoil, they instantly assume that the rifle is moving, but you can fire that thing until the end of time and its never going to go off target; so for that reason its far more accurate than any other rifle in the game right now. Well, save for the Sniper Rifle, which has the same mechanics - hence why Tac Sniper Rifles were so powerful; could just keep firing with perfect accuracy based only on the rate of fire.
Same thing with the Scrambler Rifle.
As I said previously, you want to balance the Scrambler Rifle? Give it muzzle climb. Lore be damned <--- (this coming from someone who frequently jumps CCP for lore violations)
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Adipem Nothi
Nos Nothi
8427
|
Posted - 2015.03.31 22:15:00 -
[245] - Quote
Templar XIII wrote: I believe "too good for CQC" is maybe too vague and generalist a term ... Where the laz0r rifle is not a CQC weapon at all, the ScR should stay the Amarrian CQC and overall goto guy.
A rifle that dominates down range and from the hip? Sounds like a mighty Fine Rifle.
Shoot scout with yes.
- Ripley Riley
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17894
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Posted - 2015.03.31 22:24:00 -
[246] - Quote
Adipem Nothi wrote:Templar XIII wrote: I believe "too good for CQC" is maybe too vague and generalist a term ... Where the laz0r rifle is not a CQC weapon at all, the ScR should stay the Amarrian CQC and overall goto guy.
A rifle that dominates down range and from the hip? Sounds like a mighty Fine Rifle.
Could give it hip fire inaccuracy coupled with the Sharpshooter skill. But that's really a give and take SP sink.
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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Shiyou Hidiyoshi
Ancient Exiles.
1362
|
Posted - 2015.03.31 22:50:00 -
[247] - Quote
Kalante Schiffer wrote:These where three quick videos i was able to make yesterday. Two vs Regular basic and advanced players. And another one against more experienced players. Viziam vs Basic and Adv players #1Viziam vs Basic and Adv players #2Viziam vs Proto playersI had another one against proto players but that one had the audio not synced with what was happening. Ill try to re upload it later. So yeah after trying it out a few matches it does not look pretty. My Tac AR diffidently takes more out of me when i use it. In that first video, does that min guy lose 100 shields from 1 noncharged shot or is it me?
Shortly after your first death
Never knew it was THAT easy for people to kill my shield suit lol.
"I don't always lock threads but when I do, I vigorously masturbat afterwards." - CCP LockingBro
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Nocturnal Soul
Primordial Threat
6090
|
Posted - 2015.03.31 23:00:00 -
[248] - Quote
True Adamance wrote:Adipem Nothi wrote:Templar XIII wrote: I believe "too good for CQC" is maybe too vague and generalist a term ... Where the laz0r rifle is not a CQC weapon at all, the ScR should stay the Amarrian CQC and overall goto guy.
A rifle that dominates down range and from the hip? Sounds like a mighty Fine Rifle. Could give it hip fire inaccuracy coupled with the Sharpshooter skill. But that's really a give and take SP sink. I'll take it, already have the CR SS skill to 5 and I can hip fire up to 40m
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2900
|
Posted - 2015.03.31 23:33:00 -
[249] - Quote
Shiyou Hidiyoshi wrote:Kalante Schiffer wrote:These where three quick videos i was able to make yesterday. Two vs Regular basic and advanced players. And another one against more experienced players. Viziam vs Basic and Adv players #1Viziam vs Basic and Adv players #2Viziam vs Proto playersI had another one against proto players but that one had the audio not synced with what was happening. Ill try to re upload it later. So yeah after trying it out a few matches it does not look pretty. My Tac AR diffidently takes more out of me when i use it. In that first video, does that min guy lose 100 shields from 1 noncharged shot or is it me? Shortly after your first death Never knew it was THAT easy for people to kill my shield suit lol. I believe assuming max skills and 3 company x damage mods, a single ScR shot is 119 on shield, give or take.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2900
|
Posted - 2015.04.01 00:33:00 -
[250] - Quote
I have video comparing the ScR and TAR side by side. There's almost no real difference. Can someone help me with uploading a video from a phone to YouTube?
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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XxWarlordxX97
BurgezzE.T.F
4416
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Posted - 2015.04.01 02:58:00 -
[251] - Quote
CCP Rattati wrote:quite perfectly actually. Now to buff Burst AR and TACAR more, and nerf scrambler a bit. More numbers later.
HMG?
I don't rage,I get even
Close beta Pro heavy
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yakiri kuna
96ANTS
0
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Posted - 2015.04.01 10:47:00 -
[252] - 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
halow Rattati
I English is not sorry as long as it hard to read the text since it is not a good
I have an opinion on this fix.
It's about the SCR of modification. First of all I wonder SCR modifications necessary SCR has the disadvantage that say overheat Unlike other rifle. Certainly SCR has a high DPS However, in continuation combat, I think SCR is inferior by that there is overheating than other rifle. In addition, Tactical AR if DPS is say that problem is above the SCR. Tactical AR, say common to SCR is the rifle of one-shot type rather than a full auto, but that it's necessary to AIM of while the fire in order to put the firepower Minute treatment is difficult, strong weapon if Tsukaikonasere. It is I'm think SCR.
However, does not reach the desire, I need your help by Plan C as long as it is corrected. Or decrease the number of bullets to overheat, recoil will change come changed how to handle. So is because disappear efforts up to now. |
Jack McReady
DUST University Ivy League
2066
|
Posted - 2015.04.01 14:33:00 -
[253] - Quote
so funny, the pattern is too obvious
first, CCP announces SCR might be a bit OP but they wont touch it because it is not used often, community jumps into SCR to see what the fuzz is about.
and then CCP announced they are gonna nerf it because of rise in usage and efficiency. but they also claim they will buff TacAR because it is not used often... oh well
cant wait to see everyone pay for respecs or grind their heart out to jump into gallente assault with TAC which does everything the SCR+AmAss does but with higher DPS and no overheat, the trade off is not having a charged shot... and then CCP announces the nerf to TACAR month later because of rise in usage and efficiency.
cant you see that CCP wants you to pay for respecs or simply waste your time to play/grind more? just ignore this, use the PLC and simply enjoy the game... less rage = more fun. |
KEROSIINI-TERO
The Rainbow Effect
1905
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Posted - 2015.04.02 15:31:00 -
[254] - Quote
CCP Rattati wrote:
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: C Because currently it is not economical damage/heat -wise to use the charge up. The proposed change would make charge up usable in more situations than just at extreme range or trying to OHK low HP scouts.
2: B Because as scrambler IS a semi-auto weapon, it needs the increased dispersion of rapid firing. That's to take care of autofire buttons ("modded" controllers)
The A in my opinion would result in near-unusable weapon.
Looking at both sides of the coin.
Even Aurum one.
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