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Thread Statistics | Show CCP posts - 2 post(s) |
DeathwindRising
ROGUE RELICS
1015
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Posted - 2015.05.01 15:24:00 -
[1] - Quote
CCP Rattati wrote:It stands a buff, what do you want. I was playing around with it just yesterday, it feels right, I like the dispersion, kick is reasonable. ADS is fine to finish off weakened fleeing targets.
Smart ideas?
what. the. ****.
when you will address the excessive kick on the rail rifle? |
DeathwindRising
ROGUE RELICS
1015
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Posted - 2015.05.02 07:50:00 -
[2] - Quote
Breakin Stuff wrote:CCP Rattati wrote:It stands a buff, what do you want. I was playing around with it just yesterday, it feels right, I like the dispersion, kick is reasonable. ADS is fine to finish off weakened fleeing targets.
Smart ideas? I have a few. But it's mostly a rough idea based on bringing similar classes of weapon closer together performance-wise. IE breach weapons perform similarly, assaults perform similarly, bursts, et al. What buffs would you consider unreasonable? Honestly I personally would like to see ranges pushed outward 10-20m optimal on most battle rifles given the framerate improvements. Generally where the gallente rifles fail is purely reach. They can get chopped too easily by distant opponents.
a gallente weapon should always perform best on a gallente suit.
if range is a problem then gallente need a way to get into range better.
my suggestion isnt to do anything to the AR but to look at the gallente suits in general and how they fail at providing a viable platform for their own weapons.
adjust gallente mobility:
increase sprint speed and decrease stamina regen.
end result: gallente end up able to close distance rapidly, but cannot sprint frquently. this means they can get into or out of a fight quickly, but they cant run around the map forever like minmatar can, nor run as long as amarr can without stopping for stamina regen.
why do this? it actually is a racial characteristic of gallente in eve that they balance both speed and armor. we've covered this in the past when we tried getting kincats moved to high slots. this would be an alternative |
DeathwindRising
ROGUE RELICS
1017
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Posted - 2015.05.02 11:31:00 -
[3] - Quote
Demandred Moores wrote:
I don't see how the gal assault fails to do this. Maybe sqd up and I'll show you how it's done. Try using 2 feroscales one reactive and two reps. You will be mobile enough to fire and get closer through the fight by otr repping them and moving from cover to cover to get in range and keep dps on then so they can't keep up with your reps. Play like a gallente and it will perform like you wouldn't believe.
not really. gallente mobility is the same as caldari. i cant close distant in my cal assault without using kincats. partly because of the range im fighting at, and partly because caldari are slow. So i know that gallente are even worse off.
what youre suggesting only works when cover is present. this isnt where gallente suffer. gallente suffer when there is a lack of cover and must travel great distance, such as when fighting caldari at long range. if you use ferro plates, you wont have enough hp to get into range.
Tweaksz wrote: Reminds me of how MWDs go hand in hand with gallente blaster dps fits in EVE.
exactly.
Aeon Amadi wrote: Right right. S'why I feel that having range-enhancing modules might be the better way to go. Shake up the meta a little bit while not actually doing anything to the rifle itself.
that wouldnt do anything except make the problem potentially worse. imagine range enhancing mods on rail rifles... |
DeathwindRising
ROGUE RELICS
1018
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Posted - 2015.05.03 09:57:00 -
[4] - Quote
Aeon Amadi wrote:Daddrobit wrote:Aeon Amadi wrote:DeathwindRising wrote:Aeon Amadi wrote: Right right. S'why I feel that having range-enhancing modules might be the better way to go. Shake up the meta a little bit while not actually doing anything to the rifle itself.
that wouldnt do anything except make the problem potentially worse. imagine range enhancing mods on rail rifles... If you increase range on the rifle it's going to cause problems. If you offer up a module that not everyone would use, then it'd help the people that need it. You have a rail rifle and you have the option to go with Damage or Range... You already have good range, so what's the point in adding more? Long-range combat. You have an assault rifle and you have the option to go with Damage or Range... You already have good damage, so what's the point in adding more? High damage CQC fighting. It's appealing to the rifle's design in a more fluent way but offering both a way out and bridge into other areas if need-be. The Rail Rifle can already fit damage mods, so it sacrifices nothing. The Assault Rifle doesn't have that same opportunity. Doesn't matter how many damage mods you add onto it you will only ever be good at CQC fighting. But it is a module everyone would use, people use the modules that benefit them the most, and it's a module that would benefit the long range weapons far more than it would the AR. Even if a complex only added 20%, that's only 8 meters optimal for an AR, but an ARR gets an extra 14 out of the same module. And suddenly the optimals are now even more extreme from 40 vs 72 to 48 vs 86. And it gets even worse vs the RR and ScR It would be like back in beta where the sharpshooter skills actually gave extra range. It got taken out because everyone had it and if you didn't, you were almost guaranteed a dead man and CCP didn't like that. Clean and simple, it needs something to boost its overall DPS, having a DPS advantage of 6.6% does not give it enough of an advantage over a weapon that can hit out for its full damage at nearly double the range while the AR flounders. Eh, I suppose you're right... But even still, my point still stands with the Damage Amplifier conundrum. The AR needs to have a DPS high enough to warrant it's locked, low range because it cannot (I'll stress this) it -cannot- exceed it's range by any means whereas other weapons can at least keep their longer range and make up the DPS gap. Thing is, I don't think anyone wants to see the AR's damage or RoF increased. So, what can we honestly do apart from 'feel good' differences like a different sight or handling?
think of the AR as the shotgun of rifles.... and then think about why no one but scouts and min assault run shotguns effectively. because if what you say is true about the AR being out ranged, then the same is true for other short range weapons, except i dont hear any threads saying the shotgun doesnt have enough range.
i tell you man, the gallente suits need an increase in sprint speed. if you buff the AR then your buffing it for everyone. if you buff gal suits then the gals would be better with it. |
DeathwindRising
ROGUE RELICS
1018
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Posted - 2015.05.03 10:07:00 -
[5] - Quote
Sleepy Shadow wrote:DeathwindRising wrote:a gallente weapon should always perform best on a gallente suit.
if range is a problem then gallente need a way to get into range better.
my suggestion isnt to do anything to the AR but to look at the gallente suits in general and how they fail at providing a viable platform for their own weapons.
adjust gallente mobility:
increase sprint speed and decrease stamina regen.
end result: gallente end up able to close distance rapidly, but cannot sprint frquently. this means they can get into or out of a fight quickly, but they cant run around the map forever like minmatar can, nor run as long as amarr can without stopping for stamina regen.
why do this? it actually is a racial characteristic of gallente in eve that they balance both speed and armor. we've covered this in the past when we tried getting kincats moved to high slots. this would be an alternative While this should be the case with Gallente it does nothing to help the AR. It does me no good to get in range if my weapon is still outperformed by the other rifles. Why should I madly dash towards my inevitable doom? Speed works with the shotgun as it has high alpha and can 1-2 shot most suits, it is also supported by scouts low profile so your chances of getting in range is increased. The AR on the other hand doesnGÇÖt have anything going for it. AR should be king of the rifles within 40 metres. Increase damage and/or ROF but dramatically drop damage beyond 40 metres. It should be a beast in CQC but clearly less effective outside its intended range. If that doesnGÇÖt sit well with people then all the other rifles need to be toned down in CQC. I should feel confident holding my AR if I have closed the distance and IGÇÖm fighting someone with a Rail Rifle.
ive suggested this before in the past and no one liked it because said something that sounded very close to "AR gets less range" people went nuts.
yet the idea is supported even in eve.
if we want to go with that option. id say increase the AR's dps to 500 and reduce effective range to 50m
it gives the AR superior DPS application while creating a safety buffer zone for long range weapons. |
DeathwindRising
ROGUE RELICS
1022
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Posted - 2015.05.05 13:47:00 -
[6] - Quote
Breakin Stuff wrote:The gallente rifles suffer from one single major problem. and one minor problem.
the minor problem is scrams out-DPS them.
The major problem is every weapon in the game except for the HMG and shotgun outrange them.
it's pretty much that simple.
None of the rifles will ever be balanced, because all of the rifles use different balancing metrics. Until the balancing metrics are streamlined (and hard rules applied) then the AR will never get balanced against the other rifles simply because it has no range.
lets stop BSing each other here....
just increase the damage already.
if it turns out to be too good, then we either tone the damage down again or make its effective range 40m to 50m or 60m, instead of 70m
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