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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.21 20:28:00 -
[1] - Quote
Everyone is complaining about scrambler rifles, and a nerf is likely coming anyway, so I have a proposal on the subject that I think is both fair and effective.
The scrambler rifle's regular fire has lower DPS than the tactical AR and has only like 5 meters of more range, but when you combine a charge shot's high alpha damage with a quick succession of regular shots, you can take down an enemy extremely fast (arguably too quickly). If the charge shot is the source of the problem, then reducing the damage of the charge shot makes sense as a solution.
Last I heard, the charge function multiplies the damage of the scrambler rifle by 3.5. A Viziam scrambler rifle has 71.5 base damage, and that means a fully charged shot will do 250.25 damage, which can then be followed up with a handful of regular shots before overheating. Obviously, that will add up to a lot of damage. If the charge multiplier was 2.5 instead, then the charge shot would do 178.75 damage -- significantly less damage than before, and will mean a scrambler rifle won't kill as quickly, but still enough to be useful.
Additionally, having the charge shot use up more ammo than a regular shot wold also help in lessening the brutal efficiency of the weapon.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Joel II X
Bacon with a bottle of Quafe
7
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Posted - 2015.05.21 20:59:00 -
[2] - Quote
I thought it was 2.5?
Either way, 3.5 for 3.5x the heat is "iight". It's just that, because it has a massive alpha, it doesn't matter much of it does a little less to armor (especially with damage mods). |
nelo kazuma
Ecce Initio RLC. RUST415
203
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Posted - 2015.05.21 21:31:00 -
[3] - Quote
Op doesnt even begin to describe this weapon. Has extremly high fire rate charge shot insta kills most suits with headshots its armor dmg trumps the cr and rr even though its supposed to be a shield based weapon. Range does more dmg cuz of dmg per bullet. The list goes on honestly what it needs is reg scr needs a nerf in fire rate big time makes using the ascr useless for so many reasons. Next nerf in armor damg when it trumps both armor weapons in dmg its ridiculous.
FOR THE STATE ^(-_-) Cal Loyalist For Life
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.21 21:47:00 -
[4] - Quote
nelo kazuma wrote:Op doesnt even begin to describe this weapon. Has extremly high fire rate charge shot insta kills most suits with headshots its armor dmg trumps the cr and rr even though its supposed to be a shield based weapon. Range does more dmg cuz of dmg per bullet. The list goes on honestly what it needs is reg scr needs a nerf in fire rate big time makes using the ascr useless for so many reasons. Next nerf in armor damg when it trumps both armor weapons in dmg its ridiculous.
It's rate of fire is the third highest of all equivalent rifle variations (excluding the assault classes and including the burst and tactical AR's) and also is the third highest in terms of Assault variations as well.
The only anti armour standard variation of rifle the ScR does more damage on with equivalent numbers of damage modules (or none at all) is the Rail Rifle which admittedly I can see really doesn't have enough differences in terms of range or power to justify such a huge disparity.
The Boundless CR trumps the Viziam by roughly 145.02 DPS vs armoured targets (2x Damage modules).
Now not saying it doesn't need a nerf. Only that the hyperbole is strong in you.
"Crush all who complain!"
- Arkena Wyrnspire
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.05.21 22:16:00 -
[5] - Quote
But the charged shot isn't the problem. It is the ability to put several high damage shots within very few pixels near instantaneously.
The charge itself is pretty okay, according to empirical study, it's better damage-wise to use tap shots. Charge is good for very weak suits which can be instagibbed tho, but if there's a risk that bogey would survive that 1+3 then it's not.
Looking at both sides of the coin.
Even Aurum one.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.21 22:33:00 -
[6] - Quote
KEROSIINI-TERO wrote:But the charged shot isn't the problem. It is the ability to put several high damage shots within very few pixels near instantaneously.
The charge itself is pretty okay, according to empirical study, it's better damage-wise to use tap shots. Charge is good for very weak suits which can be instagibbed tho, but if there's a risk that bogey would survive that 1+3 then it's not. Charge shot on its own is not really an issue, but when its quickly followed up by a sprinkle of regular shots, that adds up to a lot of damage in very little time. Without the charge shot, the SCR's ability to do a lot of damage very quickly isn't that different from the Tac AR's.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.21 23:05:00 -
[7] - Quote
KAGEHOSHI Horned Wolf wrote:KEROSIINI-TERO wrote:But the charged shot isn't the problem. It is the ability to put several high damage shots within very few pixels near instantaneously.
The charge itself is pretty okay, according to empirical study, it's better damage-wise to use tap shots. Charge is good for very weak suits which can be instagibbed tho, but if there's a risk that bogey would survive that 1+3 then it's not. Charge shot on its own is not really an issue, but when its quickly followed up by a sprinkle of regular shots, that adds up to a lot of damage in very little time. Without the charge shot, the SCR's ability to do a lot of damage very quickly isn't that different from the Tac AR's.
You made a very solid suggestion the other day which was to have brief over heat animation (not the full 6 seconds) but something akin to the Ion Pistol where your mercenary shakes the rifle to disperse built up heat for a second or two.
This allows the charged shot itself to remain in tact as a viable choice but not be followed up immediately by high DPS volleys. That way an affected player has time to react.
"Crush all who complain!"
- Arkena Wyrnspire
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.22 01:59:00 -
[8] - Quote
True Adamance wrote:KAGEHOSHI Horned Wolf wrote:KEROSIINI-TERO wrote:But the charged shot isn't the problem. It is the ability to put several high damage shots within very few pixels near instantaneously.
The charge itself is pretty okay, according to empirical study, it's better damage-wise to use tap shots. Charge is good for very weak suits which can be instagibbed tho, but if there's a risk that bogey would survive that 1+3 then it's not. Charge shot on its own is not really an issue, but when its quickly followed up by a sprinkle of regular shots, that adds up to a lot of damage in very little time. Without the charge shot, the SCR's ability to do a lot of damage very quickly isn't that different from the Tac AR's. You made a very solid suggestion the other day which was to have brief over heat animation (not the full 6 seconds) but something akin to the Ion Pistol where your mercenary shakes the rifle to disperse built up heat for a second or two. This allows the charged shot itself to remain in tact as a viable choice but not be followed up immediately by high DPS volleys. That way an affected player has time to react. I don't think I suggested that, was probably someone else in the group chat, but I will gladly take credit for it because I like it.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.22 02:03:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote:True Adamance wrote:KAGEHOSHI Horned Wolf wrote:KEROSIINI-TERO wrote:But the charged shot isn't the problem. It is the ability to put several high damage shots within very few pixels near instantaneously.
The charge itself is pretty okay, according to empirical study, it's better damage-wise to use tap shots. Charge is good for very weak suits which can be instagibbed tho, but if there's a risk that bogey would survive that 1+3 then it's not. Charge shot on its own is not really an issue, but when its quickly followed up by a sprinkle of regular shots, that adds up to a lot of damage in very little time. Without the charge shot, the SCR's ability to do a lot of damage very quickly isn't that different from the Tac AR's. You made a very solid suggestion the other day which was to have brief over heat animation (not the full 6 seconds) but something akin to the Ion Pistol where your mercenary shakes the rifle to disperse built up heat for a second or two. This allows the charged shot itself to remain in tact as a viable choice but not be followed up immediately by high DPS volleys. That way an affected player has time to react. I don't think I suggested that, was probably someone else in the group chat, but I will gladly take credit for it because I like it.
Pretty sure it was you......or me ..... I don't even know. But I have been using the Ion Pistol a bit more recently and I quite enjoy how it functions. You can fire your charged round, duck back into cover, then return guns blazing.
I tend to think of it as an elegant solution that addressed the core problems you stated while preserving a fantastic and unique property of the weapon itself.
Firing charged bolts of lighting in disciplined volleys is just one of the draws of the weapon.
"Crush all who complain!"
- Arkena Wyrnspire
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.05.22 16:05:00 -
[10] - Quote
I think the ability to continuously hold a charge forever until you have the perfect shot is the problem.
I propose having your heat slowly build up while you hold a charge. Less time to get perfect shots, less heat to work with, more skill required for the highest DpS light weapon.
!--CCP, let's push for the license of Dust on both current Gen consoles--!
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.22 18:41:00 -
[11] - Quote
I vote for the small overheat after charge shots.
Whirly gun make much thunder! - Victor
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Adipem Nothi
Nos Nothi
9
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Posted - 2015.05.22 22:18:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:EDIT: an alternative brought up by True Adamance is having a very brief overheat like the ion pistol (1-2 seconds) after every charge shot [PREFERRED SOLUTION ]
True Adamance wrote:... to have brief over heat animation (not the full 6 seconds) but something akin to the Ion Pistol where your mercenary shakes the rifle to disperse built up heat for a second or two. This allows the charged shot itself to remain in tact as a viable choice but not be followed up immediately by high DPS volleys.
Alena Ventrallis wrote:I vote for the small overheat after charge shots. Agreed. Really good idea.
Shoot scout with yes.
- Ripley Riley (for CPM2)
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Templar XIII
Vherokior Combat Logistics
183
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Posted - 2015.05.22 23:05:00 -
[13] - Quote
I don't like this idea at all, but it sounds fair. I hate fair... |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.26 21:38:00 -
[14] - Quote
More suggestions welcomed
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Greasepalms
Ahrendee Mercenaries
774
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Posted - 2015.05.27 00:14:00 -
[15] - Quote
give all variants the Darth's ADS zoom slightly tone down recoil increase hipfire dispersion
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 00:33:00 -
[16] - Quote
Greasepalms wrote:give all variants the Darth's ADS zoom slightly tone down recoil increase hipfire dispersion
Reasoning:
Most of the times I feel more comfortable going into close range and hipfiring with the ScR as opposed to keeping it at medium range.
I really wish the scr were more like the TAR of old, back when it had the camera scope .. now that weapon was the true marksman's dream.
EWWWWW NOOOOOOOO!
Darth's zoom level is so ******* jacked up it practically breaks the weapon.
"Crush all who complain!"
- Arkena Wyrnspire
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KalOfTheRathi
Nec Tributis
1
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Posted - 2015.05.27 00:53:00 -
[17] - Quote
KAGEHOSHI Horned Wolf wrote: Hi, Kagehoshi Note that He Who Makes Changes has a different take on a proper fix.
Search CCP Rattati's latest posts.
My favorite tank is a Lightning. Just sayin.
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nelo kazuma
Ecce Initio RLC. RUST415
227
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Posted - 2015.05.27 02:20:00 -
[18] - Quote
True Adamance wrote:nelo kazuma wrote:Op doesnt even begin to describe this weapon. Has extremly high fire rate charge shot insta kills most suits with headshots its armor dmg trumps the cr and rr even though its supposed to be a shield based weapon. Range does more dmg cuz of dmg per bullet. The list goes on honestly what it needs is reg scr needs a nerf in fire rate big time makes using the ascr useless for so many reasons. Next nerf in armor damg when it trumps both armor weapons in dmg its ridiculous.
It's rate of fire is the third highest of all equivalent rifle variations (excluding the assault classes and including the burst and tactical AR's) and also is the third highest in terms of Assault variations as well. The only anti armour standard variation of rifle the ScR does more damage on with equivalent numbers of damage modules (or none at all) is the Rail Rifle which admittedly I can see really doesn't have enough differences in terms of range or power to justify such a huge disparity. The Boundless CR trumps the Viziam by roughly 145.02 DPS vs armoured targets (2x Damage modules). Now not saying it doesn't need a nerf. Only that the hyperbole is strong in you. As someone pointed out to me
"the human capability of pressing the trigger is about half the actual weapons rate of fire n he continued saying why if people are unable to even reach that fire rate normally why is it that high. It only invites the use of modded controllers."
Now I say this only because ( I dnt have issue with the weapon btw) this will be the next weapon people will run to once scr does recieve its nerf people always will abuse what they can in a game. Believe when I say I take cr over scr any day lol but watch n see for yourself n think back to this post
FOR THE STATE ^(-_-) Cal Loyalist For Life
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.27 02:27:00 -
[19] - Quote
KalOfTheRathi wrote:KAGEHOSHI Horned Wolf wrote: Hi, Kagehoshi Note that He Who Makes Changes has a different take on a proper fix. Search CCP Rattati's latest posts. Already read it, and I think it's the wrong direction.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.27 02:37:00 -
[20] - Quote
nelo kazuma wrote:True Adamance wrote:nelo kazuma wrote:Op doesnt even begin to describe this weapon. Has extremly high fire rate charge shot insta kills most suits with headshots its armor dmg trumps the cr and rr even though its supposed to be a shield based weapon. Range does more dmg cuz of dmg per bullet. The list goes on honestly what it needs is reg scr needs a nerf in fire rate big time makes using the ascr useless for so many reasons. Next nerf in armor damg when it trumps both armor weapons in dmg its ridiculous.
It's rate of fire is the third highest of all equivalent rifle variations (excluding the assault classes and including the burst and tactical AR's) and also is the third highest in terms of Assault variations as well. The only anti armour standard variation of rifle the ScR does more damage on with equivalent numbers of damage modules (or none at all) is the Rail Rifle which admittedly I can see really doesn't have enough differences in terms of range or power to justify such a huge disparity. The Boundless CR trumps the Viziam by roughly 145.02 DPS vs armoured targets (2x Damage modules). Now not saying it doesn't need a nerf. Only that the hyperbole is strong in you. As someone pointed out to me "the human capability of pressing the trigger is about half the actual weapons rate of fire n he continued saying why if people are unable to even reach that fire rate normally why is it that high. It only invites the use of modded controllers." Now I say this only because ( I dnt have issue with the weapon btw) this will be the next weapon people will run to once scr does recieve its nerf people always will abuse what they can in a game. Believe when I say I take cr over scr any day lol but watch n see for yourself n think back to this post
The purpose of this post was to point out that you statement held no value whatsoever and you were resorting hyperbole rather than using examples from within the game to back up your statements.
That being said I cannot do anything to dissuade Rattati from doing what he sees fit with the ScR. However I will defend the weapon itself where it is deserving of defence.
Sadly both Amarrian general purpose rifles are up for nerf this time and in this armour-centric meta all I can do is caution CCP Rattati and ask him to take a slow and incremental approach to the weapon alterations so that he does not literally kill an entire racial playstyle.
What I feel people are wrongly doing is picking on the ScR's maximum attainable DPS against shields of 1164 and comparing that to other rifle types. However the Tactical Assault Rifle is equally capable of dishing out similar on paper DPS, only trailing at this point by a negligible 74 DPS, while being 100 DPS superior against armour.
"Crush all who complain!"
- Arkena Wyrnspire
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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
109
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Posted - 2015.05.27 04:02:00 -
[21] - Quote
Good day,
The Scrambler Rifle's do not need a nerf, the Amarr Assault does not need a nerf.
It's the combination that seems to be the problem.
I don't think I've ever seen a 17-1 Scrambler Rifle user in a Gallente or Caldari Assault. But I've seen several Scrambler Rifle or Laser Rifle users in Amarr Assault or Commando suits (a lot less often in Commando suits), with this kind of Kill Ratio.
Now the Amarr Assault always for one (basic), two(adv), or three (proto) high slots and 3-4-5 low slots. This allows Amarr to stack up on weapon upgrades and Armor. And because of heat reduction of the Amarr Assault's and Commando they can use "Laser" Based weapons to great advantage.
Gallente and Assault Rifles get a bonus when hip firing regarding the kick. It's just not as useful in real gameplay as the Amarr bonus is.
Caldari get reload speed bumped up for railguns. Again, very useful, but less so in a head to head meeting.
Minmatar get a larger clip / magazine size, again, useful, but less so in a head to head to head meeting. But more useful than Caldari, because they have to reload less.
The Frontline Assaults tend to be more effective than the regular or advanced combat loadouts, because they get the racial bonuses, in addition to the assault shield and armor bonus.
-
An Amarr Assault with just one weapon upgrade can do more damage per shot than anything but a Tactical AR, which they are almost equal to, but the Scrambler has higher accuracy and the charge feature, change to Assault Scrmbler and it's far more accurate, a couple of points or more for comparable level of AR.
-
What they should consider doing is give a half or quarter point of accuracy per level to AR, CR, RR racial bonuses Assault / Commando wise.
Thanks for reading this.
--- Edit
I was just in a battle with a Proto Amarr Assault running a Viktor's Laser who went 35-1. You have to have three or four guys shooting at him with armor based weapons all at once or else he's able to switch and kill everyone in order. They can do so much more damage than any other combination.
If the person knows what to do and is in a squad against non-squad players, this is what happens.
The combination is OP, for certain folks. In General is it OP, I don't know.
In other words can I give a newbie a proto amarr assault and a proto scrambler or proto laser and have them dominate?? I'm not sure. |
P14GU3
UNIVERSAL C.A.R.N.A.G.E
1
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Posted - 2015.05.28 01:16:00 -
[22] - Quote
The only issue with the charge shot in my mind, is the ability to hold it. You can actually put out more DPS by normal fire in the time it takes to fully charge the scrambler. I think the best solution for a Nerf (we know its coming) is to make it so the charge cannot be held. Sure, people will do the AFG trick of continually charging to almost full, while waiting for someone to come into view, but it still adds a new element of skill (timing) to the mix, instead of just hold and spam.
While I agree that putting a small overheat after the charge is a better solution than a str8 damage Nerf, I think that it will make the charge shot mostly useless (I rarely use it now.) Also, I am not a fan of putting a gallente mechanic on an amarrian weapon.
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Masshole in every sense of the word.
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
632
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Posted - 2015.05.28 09:50:00 -
[23] - Quote
Honestly, I don't feel the scrambler rifle is much of a problem. Maybe it could use a little tweek, but nothing too major. The assault variant, on the other hand, has a problem. Even Amarr frontline suits can tear through my armour faster than my AR can theirs in CQC.
We want cake and tea.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.08 19:10:00 -
[24] - Quote
Pew pew
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Vesta Opalus
Ostrakon Agency Gallente Federation
862
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Posted - 2015.07.08 19:30:00 -
[25] - Quote
KAGEHOSHI Horned Wolf wrote:Everyone is complaining about scrambler rifles, and a nerf is likely coming anyway (Rattati even complained about the SCR), so I have a proposal on the subject that I think is both fair and effective.
The scrambler rifle's regular fire has lower DPS than the tactical AR and has only like 5 meters of more range, but when you combine a charge shot's high alpha damage with a quick succession of regular shots, you can take down an enemy extremely fast (arguably too quickly). If the charge shot is the source of the problem, then reducing the damage of the charge shot makes sense as a solution.
You should keep in mind that the tac AR might be OP as well when you make a post like this. |
Georgia Xavier
Incorruptibles
820
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Posted - 2015.07.08 20:08:00 -
[26] - Quote
True Adamance wrote:Sadly both Amarrian general purpose rifles are up for nerf this time and in this armour-centric meta all I can do is caution CCP Rattati and ask him to take a slow and incremental approach to the weapon alterations so that he does not literally kill an entire racial playstyle. Even the laser rifle? Why though?
CLICK ME!!
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Jenni Welsh
Reincarnation Incorporated
24
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Posted - 2015.07.11 05:15:00 -
[27] - Quote
KAGEHOSHI Horned Wolf wrote:Everyone is complaining about scrambler rifles, and a nerf is likely coming anyway (Rattati even complained about the SCR), so I have a proposal on the subject that I think is both fair and effective. The scrambler rifle's regular fire has lower DPS than the tactical AR and has only like 5 meters of more range, but when you combine a charge shot's high alpha damage with a quick succession of regular shots, you can take down an enemy extremely fast (arguably too quickly). If the charge shot is the source of the problem, then reducing the damage of the charge shot makes sense as a solution. Last I heard, the charge function multiplies the damage of the scrambler rifle by 3.5. A Viziam scrambler rifle has 71.5 base damage, and that means a fully charged shot will do 250.25 damage, which can then be followed up with a handful of regular shots before overheating. Obviously, that will add up to a lot of damage. If the charge multiplier was 2.5 instead, then the charge shot would do 178.75 damage -- significantly less damage than before, and will mean a scrambler rifle won't kill as quickly, but still enough to be useful. Additionally, having the charge shot use up more ammo than a regular shot wold also help in lessening the brutal efficiency of the weapon. I also would like to point out that changes like higher kick or dispersion would be ill-fitting solutions that not only miss the problem, but also would unnecessarily ruin the feel of the weapon. EDIT: an alternative brought up by True Adamance is having a very brief overheat like the ion pistol (1-2 seconds) after every charge shot [PREFERRED SOLUTION ] EDIT: Another proposed solution. Talos Vagheitan wrote:I think the ability to continuously hold a charge forever until you have the perfect shot is the problem.
I propose having your heat slowly build up while you hold a charge. Less time to get perfect shots, less heat to work with, more skill required [...]
I think we are forgetting a few things...
#1. I have used the scrambler rifles for more than 2 years and I gotta say I have switched over almost completely to the assault version, why?... because players are getting more and more skilled at choosing their defensive points and evading (and the new higher jumps I feel still have the community reeling to compensate)... that having been said if you miss there is no way you are going to be able to do enough damage to still get the kill (unless the opponent is being stupid and walking straight into the shots... seen this happen a lot), and in the meantime leaves you very open to counter attack (especially if you end up firing too many times and overheating in which case you can't run, jump, switch weapons, or melee... that is a huge downside)... That being said it's a GAMBLE for EXPERIENCED PLAYERS, and bottom-line if you have the skill you should get the kill.
#2 Most weapons, except for the assault rifles which need a big buff, are brutally lethal by the time you get to running proto gear (and having it be more of a help than a hindrance) and by the time you have put in that much SP and ISK you deserve to have a weapon (and hopefully you have chosen a complimentary suit as well, which adds even more cost) that can kill very effectively. Simply put, if you changed this you might as well change the whole premise and basis for this game (something they have already started doing with the latest no slot increases movement... I like it, but I have to say it further decreases the point of playing a game that's main appeal is it's RPG like leveling system... and there have been other ways in the past this has also been harmed that I won't get into here).
#3. Currently I have seen tons more destruction coming from the rail and combat rifles on the battlefield (these are the true OP weapons currently, especially the rail rifle - my favorite weapon complete with damage mods and a kickass Caldari commando I get like 30-1 most matches). The scrambler rifle exists for pretty much one reason when compared to these weapons... TO TAKE SHIELD HEAVY RAILGUN LOVING MASS MURDERERS LIKE ME OUT BEFORE THEY OVERTAKE THE ENTIRE ENEMY TEAM!!!!! Face it, without this weapon to threaten me I could easily get something more like 40 or even 50 to 1 per Domination... and speaking as someone harmed by this statement, THAT WOULD FREAKIN' SUCK!!!!!!!!
So long story short, stop asking to have guns nerfed that don't deserve it and focus on the ones that do (personally I think that the scrambler rifle is exactly where it aught to be... I just think that the rail and combat rifles need to be taken down to it's level, and the assault rifles need to be taken up to it's level). Oh yeah, and really... It's Scotty's fault anyway, if Scotty wasn't so incompetent as a matchmaker you would be getting paired with teams and against teams that were closer to your skill and/or SP levels... AND THEN you wouldn't be bitching and moaning about so much "miss-matched" SH*T!!!!!!!! |
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