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Sicerly Yaw
Quantum times
166
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Posted - 2015.05.16 23:34:00 -
[31] - 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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Dreis Shadowweaver
0uter.Heaven Back and Forth
4080
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Posted - 2015.05.16 23:41:00 -
[32] - Quote
Sicerly Yaw wrote: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 I would say that the kick is more of a barrier for new players than the spool-up time. I think that the spool-up time is manageable and isn't too hard for new players to figure out. The kick, though, is much more difficult to work with, and, for newer players, makes the RR/ARR almost unusable.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Day 30/30 exclusively Minja
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
118
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Posted - 2015.05.17 00:39:00 -
[33] - Quote
No. Keep your damn charge. |
Operative 1174 Uuali
Y.A.M.A.H
705
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Posted - 2015.05.17 01:32:00 -
[34] - Quote
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.
Death is a serious businessGǪ So is running a shoddy, half-baked game company.
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Cat Merc
Negative-Feedback. Negative-Feedback
16822
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Posted - 2015.05.17 01:37:00 -
[35] - Quote
Sicerly Yaw wrote: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 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.
"Breakin, PS3's and PS4's can't mate. They're incompatible. Unlike Apache's and Cappuccino machines." - Cat wisdom
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Dreis ShadowWeaver
0uter.Heaven Back and Forth
4093
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Posted - 2015.05.17 01:39:00 -
[36] - Quote
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.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Day 30/30 exclusively Minja
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Sgt Kirk
Fatal Absolution Negative-Feedback
10798
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Posted - 2015.05.17 01:41:00 -
[37] - Quote
Cat Merc wrote:Sicerly Yaw wrote: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 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. The feeling I'm getting in this thread is that some of these people don't know what they are talking about.
Should I waste my time here is the question?
Previous response to Logical post say no.
Sgt Kirk's Gallente Propaganda Youtube Channel
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Dreis ShadowWeaver
0uter.Heaven Back and Forth
4093
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Posted - 2015.05.17 01:43:00 -
[38] - Quote
Sgt Kirk wrote:Cat Merc wrote:Sicerly Yaw wrote: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 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. The feeling I'm getting in this thread is that some of these people don't know what they are talking about. Should I waste my time here is the question? Previous response to Logical post say no. Very sly, Cat, using your own alt to support your argument.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Day 30/30 exclusively Minja
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Sicerly Yaw
Quantum times
166
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Posted - 2015.05.17 01:57:00 -
[39] - 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 |
Sicerly Yaw
Quantum times
166
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Posted - 2015.05.17 02:07:00 -
[40] - 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. |
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Sicerly Yaw
Quantum times
166
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Posted - 2015.05.17 02:11:00 -
[41] - 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 |
WeapondigitX V7
The Exemplars
395
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Posted - 2015.05.17 03:22:00 -
[42] - Quote
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 has damage fall off
The SCR can charge shot, but less DPS.
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Scheneighnay McBob
And the ButtPirates
6622
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Posted - 2015.05.17 04:27:00 -
[43] - Quote
That's the point. It's intended to gimp caldari in CQC, because caldari are supposed to be the worst at CQC.
Some details can be ignored
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