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Vesta Opalus
Ostrakon Agency Gallente Federation
791
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Posted - 2015.06.07 18:49:00 -
[1] - Quote
Alena Ventrallis wrote:tl;dr at bottom with spreadsheet.
The Rail Rifle is supposed to be a long range weapon. Cool, I'm fine with that. The excessive kick makes it difficult to use in CQC, but it is not ubearable. I can and do get kills with it, even against Amarr Assaults with a pinch of luck. But I feel like the RR is overshadowed by nearly all the other rifles in what is supposed to be the RR's niche: long range warfare. Now I believe a major overhaul of the RR function is the best, however I will lay out a different approach in this thread.
The major problem I see with the RR is the excessive kick while in ADS. Not only is it difficult to keep it on target at range, where the RR is supposed to shine, but it also forces me to stop firing, requiring far too long to charge up and continue firing (more on that later) So Therefore, I would ask for a reduction to ADS kick, in order to let me get those long range kills I'm supposed to be going after with the RR.
Next, the charge time. I seem to remember Rattati even saying he couldn't figure out the increased charge time. 0.6 seconds is far too long, especially if the enemy is bobbing and weaving in and out of cover. By the time I am spooled up, he's back safe behind cover, which frustrates me to no end. Therefore, I propose reducing the charge time to 0.4 seconds. This is still a longer charge time than the pre-nerf RR (0.3s)
Some math to assuage people who are going to complain that a reduction in charge time will make the RR OP again. Assuming you have to stop shooting every 15 shots (go grab an RR and try keeping it on target for 15 shots in hipfire) And Knowing the RR ROF of 461.54, that means we can get 461 shots off in 1 minute of time. Now factoring in a charge time of 0.4 seconds every 15 shots, we would have to stop firing and charge again about 30 times within those 461 shots (461/15 is about 30). This means that we would spend 12 seconds of that minute charging our rifle and doing no damage (30x0.4s + 12s) So of that minute, only 48 seconds of it would be time we are actually dealing damage. Percentage wise, 20% of our minute is spent dealing no damage while charging. Factoring this in, that means we only get ~368 shots in that minute (461x80% is 368.8) now my multiplying that number by 51.7 (base damage of a proto RR) and dividing it by 60 seconds in a minute, we get a DPS value of 317. For comparison a proto RR DPS values are for the given conditions, assuming you charge after every 15 shots:
No charge time: 397 DPS Current charge time (0.6s): 274 DPS My proposed charge time (0.4s): 317 DPS Duvolle AR (pre-buff): 453 DPS
As you can see, buffing the charge time still has the AR over 100 DPS more than the RR. That is plenty. The shorter spool time helps hit targets at range before they get into cover, and barely aids in CQC combat, only buffing my potential DPS with the given conditions by a measly 43 DPS. These changes allow the RR to be good at it's intended niche: long range dominance.
tl;dr reduce RR ADS kick, reduce spool time to 0.4s from 0.6s.
Any help for this weapon is welcome, it really is hands down the worst rifle in the game right now (though as you say its not utterly unusable) |
Vesta Opalus
Ostrakon Agency Gallente Federation
791
|
Posted - 2015.06.09 16:36:00 -
[2] - Quote
Alena Ventrallis wrote:That buffs it in CQC more than range, and makes the ARR outDPS the AR, which should never happen. The problem isn't damage, its damage application. That's all that needs fixing.
This.
Alena has a really good handle on why the rail rifle sucks butt. The problem isnt the DPS or the range (though if the scrambler rifle remains this dominant the range will need to be upped), the problem is that when you fire the weapon there are 3 mechanics that prevent you from actually landing bullets on target.
1. recoil becomes unmanagable VERY quickly in hipfire and pretty bad even in ADS about 15 shots in
2. it jiggles while firing even without recoil, while not a big deal in itself it makes it difficult to hit moving targets and when combined with #1 becomes very disruptive
3. Charge mechanic prevents dropping the recoil and adds even more time onto actually making the weapon work |
Vesta Opalus
Ostrakon Agency Gallente Federation
791
|
Posted - 2015.06.09 16:53:00 -
[3] - Quote
Zan Azikuchi wrote:Vesta Opalus wrote:Alena Ventrallis wrote:That buffs it in CQC more than range, and makes the ARR outDPS the AR, which should never happen. The problem isn't damage, its damage application. That's all that needs fixing. This. Alena has a really good handle on why the rail rifle sucks butt. The problem isnt the DPS or the range (though if the scrambler rifle remains this dominant the range will need to be upped), the problem is that when you fire the weapon there are 3 mechanics that prevent you from actually landing bullets on target. 1. recoil becomes unmanagable VERY quickly in hipfire and pretty bad even in ADS about 15 shots in 2. it jiggles while firing even without recoil, while not a big deal in itself it makes it difficult to hit moving targets and when combined with #1 becomes very disruptive 3. Charge mechanic prevents dropping the recoil and adds even more time onto actually making the weapon work 1. recoil on a railgun is actually very unrealistic to how it would possibly be real world (sound wise, you'd hear the bastard shooting miles away apparently, as reported by several town's hearing the sound of the railgun being fired off of a navy vessel or vessal or whatever its spelled) 2. that's not ACTUAL recoil, thats visual recoil that becomes distorted after dispensing more than 30+ rounds (remove visual recoils from the RR and only make it go upward from the supposed recoil) 3. charging mechanic makes it unique, but the ARR needs to become more like it's militia variant, so that it becomes a TRUE assault weapon, something that can at least help the variant be on par with other weapons
I dont care about reality when talking about gun balance, I know its visual recoil but it still contributes to inability to stay on target, especially if the target is moving and as recoil ramps up, I understand the charge mechanic makes it unique but its gone overboard.
Not sure the ARR needs any help right now, except maybe I would FIX THE SIGHT CCP PLEASE JESUS CHRIST WHY IS IT OBSCURING HALF MY TARGET STILL DONT YOU KNOW HOW GUNS WORK... *cough*
The gun we're discussing here is the breach rail rifle. It sucks and it needs a bit of help. |
Vesta Opalus
Ostrakon Agency Gallente Federation
809
|
Posted - 2015.06.24 04:48:00 -
[4] - Quote
Imp Smash wrote:RRs are pretty good. Exceptional range, damage bonus to armor which is where the majority of the HP in this game is tied up, and do about the same DPS as other rifles. /thread
Only one of these claims is correct, see if you can guess which one. |
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