Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
LOOKMOM NOHANDS
404
|
Posted - 2015.03.29 22:34:00 -
[1] - Quote
This is not a thread to try to stop the ScR from getting nerfed as I felt it a bit OP before and your reasoning explained in another thread really clarified what was happening even better.
I would just like to point out that your stats are being skewed by a couple of facts that could really hurt things if the ScR is over nerfed.
The ScR is really the only high alpha primary weapon. This matters because it is the counter to the players of this game make a habit out of glitching hit detection. You referenced walking around with it charged up which is exactly what is going on but that is because most other weapons just tick a bit of those guys shields off before they separate them self from their hit box.
The ScR stats are also being messed with by the popularity of the newly released myofibs. People are running shield suits with no tank on them. These suits are already low on armor so when the alpha damage digs very deep into that armor because of no tank it makes for a very easy kill after that.
I propose that you consider the following adjustments to the ScR.
Shift the damage profile to +15/-15
Damage changed to 60 / 61.25 / 66.5 from 65 / 66.25 / 71.5 (got the numbers from the wiki so sorry if they are off)
Reduce heat build up by roughly 10%
I feel like this would make the weapon more inline with the rest of the weapons while also making it more friendly to new players as they progress up to proto of the weapon and possibly the Amarr assault. Only once a player has reached level V proficiency in the weapon does it become slightly OP again. |
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2844
|
Posted - 2015.03.29 23:21:00 -
[2] - Quote
This is a fairly reasoned response.
I've always been in favor of splitting laser profile into +20/-20 and +15/-15. Lasers and Scramblers aren't really the same thing, and the game could reflect this.
The hit to damage is perfectly acceptable so long as the rifle can also shoot more rounds before overheat as well. The "Damage per Mag" as it were, should not change. Or have as little change as possible.
Home at Last <3
|
LUGMOS
Corrosive Synergy Rise Of Legion.
3110
|
Posted - 2015.03.29 23:27:00 -
[3] - Quote
+1 for good reasoning.
Plasma Cannon :3
Anti-FoTM Prof. V
Forum Scavenger Prof. V
|
Genral69 death
Random Gunz Rise Of Legion.
134
|
Posted - 2015.03.30 00:13:00 -
[4] - Quote
LOOKMOM NOHANDS wrote:This is not a thread to try to stop the ScR from getting nerfed as I felt it a bit OP before and your reasoning explained in another thread really clarified what was happening even better.
I would just like to point out that your stats are being skewed by a couple of facts that could really hurt things if the ScR is over nerfed.
The ScR is really the only high alpha primary weapon. This matters because it is the counter to the players of this game make a habit out of glitching hit detection. You referenced walking around with it charged up which is exactly what is going on but that is because most other weapons just tick a bit of those guys shields off before they separate them self from their hit box.
The ScR stats are also being messed with by the popularity of the newly released myofibs. People are running shield suits with no tank on them. These suits are already low on armor so when the alpha damage digs very deep into that armor because of no tank it makes for a very easy kill after that.
I propose that you consider the following adjustments to the ScR.
Shift the damage profile to +15/-15
Damage changed to 60 / 61.25 / 66.5 from 65 / 66.25 / 71.5 (got the numbers from the wiki so sorry if they are off)
Reduce heat build up by roughly 10%
I feel like this would make the weapon more inline with the rest of the weapons while also making it more friendly to new players as they progress up to proto of the weapon and possibly the Amarr assault. Only once a player has reached level V proficiency in the weapon does it become slightly OP again. Stop your bitching. Your more likely to be killed in battle by a combat rifle, core made, hmg, tank or ads before some one even considers a scrambler. Seriously in battle look at how many people pick Amar assault. I see way to may min/cal assaults, min mandos and a veraity of scouts
General limited: warming failure to pay, may lead to death,massive amount of pain or even lose of family. Since 1995
|
LOOKMOM NOHANDS
408
|
Posted - 2015.03.30 00:24:00 -
[5] - Quote
Genral69 death wrote: Stop your bitching. Your more likely to be killed in battle by a combat rifle, core made, hmg, tank or ads before some one even considers a scrambler. Seriously in battle look at how many people pick Amar assault. I see way to may min/cal assaults, min mandos and a veraity of scouts
Lol you are way behind man. Ratatti already said the ScR is taking a nerf soon so how about playing defender all day you look at the real situation and try to give some input. |
Happy Violentime
OMFGZOMBIESRUN
964
|
Posted - 2015.03.30 01:31:00 -
[6] - Quote
TBH though, currently a proto scr will pretty much 2 shot a proto Cal assault with full shield tank unless they fully dual tank :(
And a proto ascr will easily solo an Amar sentinel at optimal. |
WeapondigitX V7
The Exemplars
315
|
Posted - 2015.03.30 01:43:00 -
[7] - Quote
Happy Violentime wrote:TBH though, currently a proto scr will pretty much 2 shot a proto Cal assault with full shield tank unless they fully dual tank :(
And a proto ascr will easily solo an Amar sentinel at optimal.
PRO any light weapon, besides the sniper, can solo a sentinel with a PRO HMG at 40m.
PRO SCR has less dps using 2 charge shot compared to full auto shooting. (assuming the SCR guy is not already fully charged)
charging makes you glow around corners and makes noise, you can be avoided sometimes. (if your enemy is smart enough to ambush you from behind instead of attacking something head on that mathematically will always kill them in frontal assaults)
|
Joel II X
Bacon with a bottle of Quafe
6854
|
Posted - 2015.03.30 01:43:00 -
[8] - Quote
Happy Violentime wrote:TBH though, currently a proto scr will pretty much 2 shot a proto Cal assault with full shield tank unless they fully dual tank :(
And a proto ascr will easily solo an Amar sentinel at optimal. Caldari always put a plate on. I've yet to fight one that doesn't dual tank. |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1981
|
Posted - 2015.03.30 01:46:00 -
[9] - Quote
LOOKMOM NOHANDS wrote:This is not a thread to try to stop the ScR from getting nerfed as I felt it a bit OP before and your reasoning explained in another thread really clarified what was happening even better.
I would just like to point out that your stats are being skewed by a couple of facts that could really hurt things if the ScR is over nerfed.
The ScR is really the only high alpha primary weapon. This matters because it is the counter to the players of this game make a habit out of glitching hit detection. You referenced walking around with it charged up which is exactly what is going on but that is because most other weapons just tick a bit of those guys shields off before they separate them self from their hit box.
The ScR stats are also being messed with by the popularity of the newly released myofibs. People are running shield suits with no tank on them. These suits are already low on armor so when the alpha damage digs very deep into that armor because of no tank it makes for a very easy kill after that.
I propose that you consider the following adjustments to the ScR.
Shift the damage profile to +15/-15
Damage changed to 60 / 61.25 / 66.5 from 65 / 66.25 / 71.5 (got the numbers from the wiki so sorry if they are off)
Reduce heat build up by roughly 10%
I feel like this would make the weapon more inline with the rest of the weapons while also making it more friendly to new players as they progress up to proto of the weapon and possibly the Amarr assault. Only once a player has reached level V proficiency in the weapon does it become slightly OP again.
I disagree with changing the heat build up therefore I disagree with damage nerf.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
|
LOOKMOM NOHANDS
408
|
Posted - 2015.03.30 01:54:00 -
[10] - Quote
Sir Dukey wrote:LOOKMOM NOHANDS wrote:This is not a thread to try to stop the ScR from getting nerfed as I felt it a bit OP before and your reasoning explained in another thread really clarified what was happening even better.
I would just like to point out that your stats are being skewed by a couple of facts that could really hurt things if the ScR is over nerfed.
The ScR is really the only high alpha primary weapon. This matters because it is the counter to the players of this game make a habit out of glitching hit detection. You referenced walking around with it charged up which is exactly what is going on but that is because most other weapons just tick a bit of those guys shields off before they separate them self from their hit box.
The ScR stats are also being messed with by the popularity of the newly released myofibs. People are running shield suits with no tank on them. These suits are already low on armor so when the alpha damage digs very deep into that armor because of no tank it makes for a very easy kill after that.
I propose that you consider the following adjustments to the ScR.
Shift the damage profile to +15/-15
Damage changed to 60 / 61.25 / 66.5 from 65 / 66.25 / 71.5 (got the numbers from the wiki so sorry if they are off)
Reduce heat build up by roughly 10%
I feel like this would make the weapon more inline with the rest of the weapons while also making it more friendly to new players as they progress up to proto of the weapon and possibly the Amarr assault. Only once a player has reached level V proficiency in the weapon does it become slightly OP again. I disagree with changing the heat build up therefore I disagree with damage nerf.
Basically the Assault suit is suppose to give a bonus to a weapon not make it viable. It is only at pro V and after a lot of practice that someone can use a ScR even decently on any suit besides the Amarr assault.
This weapon is totally unfriendly to even new players with a ton of gun game. What other weapon in the game is near impossible for a new player to experience without over a million SP investment? |
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |