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Sicerly Yaw
Quantum times
164
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Posted - 2015.05.16 20:23:00 -
[1] - Quote
the charge up for the rr and even the magsec put these weapons at a disadvantage in almost all situations
shields are already at a disadvantage and making the weapons that are meant to be good against armor a charge up time puts them at further disadvantage, I find myself having more fun with the mlt assault rr then the regular assault rr |
Sicerly Yaw
Quantum times
164
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Posted - 2015.05.16 21:21:00 -
[2] - Quote
Droopy Bawlz wrote:Sicerly Yaw wrote:the charge up for the rr and even the magsec put these weapons at a disadvantage in almost all situations
shields are already at a disadvantage and making the weapons that are meant to be good against armor a charge up time puts them at further disadvantage, I find myself having more fun with the mlt assault rr then the regular assault rr LOL no Shields have nothing to do with the charge on RR. So you take away charge time,,,I just stick the RR on my proto min assault or proto gal assault. NO. I'm all for Cal getting a reduction per level for the charge time though. That would make more sense.
I agree but a lot of players already use it on other suits, its not a bad weapon the problem is usability
its hard for new players to be able to use it especially after learning to use the mlt version
and I only brought up the shields because a lot of the time when you are using a shield suit, that's meant to be used at range, you get killed because any laser weapon has better aim and no charge time
I don't care if other suits get to use it just as well as the caldari do, but I am all for the role bonus, it would have to be added to both assault and commando tho |
Sicerly Yaw
Quantum times
164
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Posted - 2015.05.16 21:23:00 -
[3] - Quote
Cody Sietz wrote:Maybe if they actually made the weapons bad at CQC instead of doing well in those ranges.
this argument is fairly invalid as to how the weapon actually works even if someone manages to get that close to you, most of the time you have the advantage of shooting first due to the charge time
meaning that if you didn't see them coming to begin with you were already at a disadvantage and any weapon used would have most likely killed you |
Sicerly Yaw
Quantum times
164
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Posted - 2015.05.16 21:25:00 -
[4] - Quote
Heimdallr69 wrote:Cody Sietz wrote:Maybe if they actually made the weapons bad at CQC instead of doing well in those ranges. Maybe if it did well in its intended range..oh wait every laser base weapon can beat it and their weapons don't jump all over the place..maybe when the scr can't be used in cqc as well.
removing the charge time or reducing it to the mlt charge would fix this since bursting would become a viable option and not make the gun kick as much as it currently does, it would still take skill but make it better at its intended range imo |
Sicerly Yaw
Quantum times
165
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Posted - 2015.05.16 21:29:00 -
[5] - Quote
Oswald Rehnquist wrote:No, the RR charge exist, its a unique flaw in the weapon. Similar to how overheating is a unique flaw to the ScR.
You can buff other elements if needed or focus on bringing the other weapons down.
this is a dumb argument the major flaw of the rr is its terrible kick
If that was gone I wouldn't even mind the charge up
but considering that the kick will probably remain then the charge should go imo
I'm open to other ways at addressing the issue, but since there is already a weapon that works well (mlt assault rr) then why not just move that aspect to the others |
Sicerly Yaw
Quantum times
165
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Posted - 2015.05.16 21:31:00 -
[6] - Quote
Cat Merc wrote:Golden Day wrote:Cat Merc wrote:Golden Day wrote:If caldari weaponry is suppost to be the ones with the longest range....
why can a scr or ar reach my optimal range when im using a ARR AR deals like 40% of its max damage at the max ARR optimal range (AKA 100% damage). It can "reach", but if you die to that I have a lot of questions for you. Mostly why. Not the regular ar the tac ar Still has less range than the RR.
but it doesn't have terrible kick or charge up like the rr, way easier to control and handle making it more effective in the right hands |
Sicerly Yaw
Quantum times
166
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Posted - 2015.05.16 23:01:00 -
[7] - Quote
Cat Merc wrote: Did you even use it? It's kick forces you to slow down to maybe half fire rate.
It's also horrid in CQC without a Gal Assault. And even then it's borderline.
I have used it, quite extensively
the kick is easily manageable unlike that of the rr which goes all over the place instead of being linear
in CQC you can manage to unload a full click quite easily but its not meant to be used in QCQ so that argument is quite invalid
if the rr worked more like the AR I would not mind the kick at all, the damage would have to be amped up due to the charge up such as that of the bolt pistol but adjusted so that the dps would stay about the same with the charge being taken into consideration |
Sicerly Yaw
Quantum times
166
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Posted - 2015.05.16 23:24:00 -
[8] - Quote
Dreis ShadowWeaver wrote:Keep spool-up time, reduce kick.
Oh, and fix the ADS sights on the ARR: they're a little bit off.
I would actually prefer the kick to be made linear instead of reduced
the spool up time I would like to go away as it is far too inconvenient on shields suits and makes it harder for new players to use
I do not mind the way things currently are but I'd like to make the game easier for new players to get into
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Sicerly Yaw
Quantum times
166
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Posted - 2015.05.16 23:34:00 -
[9] - Quote
Dreis ShadowWeaver wrote:Sicerly Yaw wrote:Dreis ShadowWeaver wrote:Keep spool-up time, reduce kick.
Oh, and fix the ADS sights on the ARR: they're a little bit off. I would actually prefer the kick to be made linear instead of reduced the spool up time I would like to go away as it is far too inconvenient on shields suits and makes it harder for new players to use I do not mind the way things currently are but I'd like to make the game easier for new players to get into Actually, the Militia Assault Rail Rifle (that is on the Frontline Suits that new players use) has a 0.01 second spool-up time. It was made this way to make it easier for new players.
that's exactly what I was referring to, knowing this it makes more sense to move that across the board to the other variants
it would make it easier for new players to get into it, going from .01 to .3 is a huge difference
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Sicerly Yaw
Quantum times
166
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Posted - 2015.05.17 01:57:00 -
[10] - Quote
Dreis ShadowWeaver wrote:ADSing with an ARR is horribly inaccurate; that much I know. I think it's silly that a CR ADSing has better damage application that an ARR at the same range, despite the ARR suposedly being a longer-range rifle than the CR. The reasons why the ARR is bad in ADS are too much unpredictable kick (it should be linear IMO) and the sights being a bit off and awkward. It doesn't shoot exactly where you aim: it's more like it shoots at the base of the sights.
I completely agree |
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Sicerly Yaw
Quantum times
166
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Posted - 2015.05.17 02:07:00 -
[11] - Quote
Cat Merc wrote: The difference between the TAC AR kick and the RR kick is that one applies after each shot, while the other applies after half a clip.
You can manage the TAC AR recoil, but you cannot do that while also tracking people and sustaining full fire rate. I have yet to meet someone who can.
And that argument is completely valid if you compare it to the ARR/RR, since it can actually do work in CQC. It's not perfect, but it's miles better than the TAC.
you are starting to sound like you don't know what you're talking about
the rr has kick that gets progressively worse, if you don't notice it you might want to get your eyesight checked
as far as the tac AR goes not every weapon is made to fire at full fire rate while tracking the target
and even those that do you can expect ever shot to make contact, you might want to keep in mind that I am speaking in terms that do not take aa into consideration since I do not use it
in case of the tac AR I have been capable to stay on target while maintaining constant fire, perhaps not at full rate as my fingers are not godlike and I am by far not the best at using "tricks" to get an advantage I have tried them but they do not fit my play style. I am referring to the wrist fire trick. |
Sicerly Yaw
Quantum times
166
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Posted - 2015.05.17 02:11:00 -
[12] - Quote
Operative 1174 Uuali wrote:Sicerly Yaw wrote:the charge up for the rr and even the magsec put these weapons at a disadvantage in almost all situations
shields are already at a disadvantage and making the weapons that are meant to be good against armor a charge up time puts them at further disadvantage, I find myself having more fun with the mlt assault rr then the regular assault rr Cal weapons are long range (relative term) weapons. So, no. They would become more effective at close range and Gal would be even stronger by using one.
this does not change the damage of the rr and the kick at short range is barely something to consider the gal would barely benefit from this in fact it would be way easier to take them out since they are weak to rail weaponry
other weapons are and will remain better at CQC the only reason gal use them is because they don't want to play CQC and primarily because of the meta |
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