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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.06.07 00:43:00 -
[1] - Quote
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.
Whirly gun make much thunder! - Victor
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Georgia Xavier
Y.A.M.A.H No Context
636
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Posted - 2015.06.07 01:31:00 -
[2] - Quote
Makes sense. A long range weapon with too much recoil makes no sense, recoil can be controlled by burst firing but that's impossible with this silly pea shooter. A bit of dispersion and dps nerf on the ScR, ROF buff on AR and tweaks on the TAR then we will have rifle balance.
Click me
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
64
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Posted - 2015.06.07 09:03:00 -
[3] - Quote
I just want my suit to handle RR better than all the others.
G.R.A.V.E - Dead men tell no tale...
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1
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Posted - 2015.06.07 18:39:00 -
[4] - Quote
Factoring reload/charge up/other factors into a DPS number is actually a very very poor way of proving your point.
DPS should be a weapon agnostic measurement of the amount of hurt the gun can do. If you want to talk about the actual applied damage over time mention that it's supposed to be sustained DPS.
Sure it's a good way to make your argument look nice on paper but it really just makes you look like a jackass to anyone who actually knows the intricacies of each weapon and how to leverage it in your advantage.
The enemies of God stand broken before us. The light of the Reclaiming shines over them!
12/13/14 Never forget
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Vesta Opalus
Ostrakon Agency Gallente Federation
791
|
Posted - 2015.06.07 18:49:00 -
[5] - 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) |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
65
|
Posted - 2015.06.08 21:45:00 -
[6] - Quote
Been on my mind lately, why not use shield energy as a buffer to the RR? My stat proposal below.
RR DMG: 30 Base, for every 5 shield point's, add +5 base damage to RR (at a max of +30) for the base damage at max shield capable would be 60 at the cost of 30 shield per shot
ARR:15 base, same as above, both have a max of +30 base damage at the cost of 30 shields per shot, what do you guys think? (this is a suggestion and subject to change).
So yeah, that's my 2 isk, just an idea I had for a long time.
G.R.A.V.E - Dead men tell no tale...
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Imp Smash
Molon Labe. RUST415
863
|
Posted - 2015.06.08 23:33:00 -
[7] - Quote
I think the RR is just how it should be in general. DPS is fine considering the range on it. It hurts armor making it good for killing people scrambling for cover.
The chargeup time doesn't need to be lower. The kick doesn't need to be lower. That is just a return to the days OP rail rifles.
Instead, make the kick on ADS lower. Then it is good at long range killing like it should be, but not advantageous elsewhere. |
Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.06.09 01:28:00 -
[8] - Quote
Imp Smash wrote:I think the RR is just how it should be in general. DPS is fine considering the range on it. It hurts armor making it good for killing people scrambling for cover.
The chargeup time doesn't need to be lower. The kick doesn't need to be lower. That is just a return to the days OP rail rifles.
Instead, make the kick on ADS lower. Then it is good at long range killing like it should be, but not advantageous elsewhere. You didn't read what i wrote, did you?
Whirly gun make much thunder! - Victor
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.09 01:50:00 -
[9] - Quote
Idea!
Caldari Assault racial bonus: -X% kick while ADS (Rail Weaponry)
Would be awesome for Rail Rifles, Assault Rail Rifles, Sniper Rifles, Tactical Sniper Rifles and MagSecs.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.06.09 04:00:00 -
[10] - Quote
Adipem Nothi wrote:Idea!
Caldari Assault racial bonus: -X% kick while ADS (Rail Weaponry)
Would be awesome for Rail Rifles, Assault Rail Rifles, Sniper Rifles, Tactical Sniper Rifles and MagSecs. This has been suggested before, but I think we should also adjust the rifle itself.
Whirly gun make much thunder! - Victor
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Francois Sanchez
Prima Gallicus
485
|
Posted - 2015.06.09 10:22:00 -
[11] - Quote
Personally I find the RR fine, the problem is that stupid broken ScR that destroys it at 80 meters easily. However I'd really like the Cal ass bonus to be changed to kick reduction |
Tesfa Alem
Death by Disassociation
1
|
Posted - 2015.06.09 10:25:00 -
[12] - Quote
The rail rifle is already the king of long range rifles. 79m is its optimal range. An simple exercise is to get on protofits.when you browse the weapons to fit on each suit there is an adjustable slider, so you can see how much damage a given weapon will do at a specific range.
So far the only ones that can even challenge a RR at 79 is a viziam scrambler, a laser rifle or a sniper. The gun itself needs no assitance in the long range department.
My sympathies only extend to caldari fighters at medium to close range. RR drawbacks are easily overcome with high rep, high hp gal assaults.
So if you want to tie reduced charge time to the calendar assault bonus i'm with you. Otherwise it's an unecessary over all buff to an OP weapon easily abused on the "wrong" suit.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
|
Posted - 2015.06.09 14:18:00 -
[13] - Quote
Nobody read my earlier post huh?
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.06.09 14:25:00 -
[14] - Quote
Tesfa Alem wrote:The rail rifle is already the king of long range rifles. 79m is its optimal range. An simple exercise is to get on protofits.when you browse the weapons to fit on each suit there is an adjustable slider, so you can see how much damage a given weapon will do at a specific range.
So far the only ones that can even challenge a RR at 79 is a viziam scrambler, a laser rifle or a sniper. The gun itself needs no assitance in the long range department.
My sympathies only extend to caldari fighters at medium to close range. RR drawbacks are easily overcome with high rep, high hp gal assaults.
So if you want to tie reduced charge time to the calendar assault bonus i'm with you. Otherwise it's an unecessary over all buff to an OP weapon easily abused on the "wrong" suit. 1. Optimal on the rail rifle is 74. It is outranged by all the other long range rifles.
2. It has the lowest DPS of those rifles, bar the sniper which is a specialty weapon. Both the laser rifle and scrambler rifle do more DPS, especially if the laser rifle has time to heat up. So not only is it outranged, it is outDPSed too.
3. Not only does it have the lowest range and the lowest DPS, but it has the most ADS kick of the rifles, again barring the sniper which is a specialty weapon. So both the scrambler and the laser rifles have greater range, do more damage, AND they can apply that damage far more easily.
4. The other long range rifles do not have a charge time, meaning they can apply their damage instantly. Even Rattati himself said he struggled to kill things because of the charge.
I have no idea where you got the idea that the rail rifle is king of long range. More to the point, my changes greatly help it at long range, and only slightly aid it in CQC, where all the other rifles will still outDPS it as well as not have insane kick in hipfire.
Whirly gun make much thunder! - Victor
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
|
Posted - 2015.06.09 14:30:00 -
[15] - Quote
Alena Ventrallis wrote:Tesfa Alem wrote:The rail rifle is already the king of long range rifles. 79m is its optimal range. An simple exercise is to get on protofits.when you browse the weapons to fit on each suit there is an adjustable slider, so you can see how much damage a given weapon will do at a specific range.
So far the only ones that can even challenge a RR at 79 is a viziam scrambler, a laser rifle or a sniper. The gun itself needs no assitance in the long range department.
My sympathies only extend to caldari fighters at medium to close range. RR drawbacks are easily overcome with high rep, high hp gal assaults.
So if you want to tie reduced charge time to the calendar assault bonus i'm with you. Otherwise it's an unecessary over all buff to an OP weapon easily abused on the "wrong" suit. 1. Optimal on the rail rifle is 64. It is outranged by all the other long range rifles. 2. It has the lowest DPS of those rifles, bar the sniper which is a specialty weapon. Both the laser rifle and scrambler rifle do more DPS, especially if the laser rifle has time to heat up. So not only is it outranged, it is outDPSed too. 3. Not only does it have the lowest range and the lowest DPS, but it has the most ADS kick of the rifles, again barring the sniper which is a specialty weapon. So both the scrambler and the laser rifles have greater range, do more damage, AND they can apply that damage far more easily. 4. The other long range rifles do not have a charge time, meaning they can apply their damage instantly. Even Rattati himself said he struggled to kill things because of the charge. I have no idea where you got the idea that the rail rifle is king of long range. More to the point, my changes greatly help it at long range, and only slightly aid it in CQC, where all the other rifles will still outDPS it as well as not have insane kick in hipfire.
At best, the RR is a medium range weapon, cause if I stand still to try and shoot someone at 40-50+ meter's, I can easily die in a commando suit of 500 shield and 312 ar, and that's against a normal AR mind you (At this time and engagement I had a sniper rifle, but still case and point). All the other weapon's rely on high ROF to have their DPS, that ROF means it'll be out damaged at all ranges, the more bullets you put down range, the greater the chance you'll kill the enemy, maybe a simple change to the RR's ROF is all it really needs?
600 on the RR and 720 on the ARR?
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.06.09 14:32:00 -
[16] - Quote
Zan Azikuchi wrote:Alena Ventrallis wrote:Tesfa Alem wrote:The rail rifle is already the king of long range rifles. 79m is its optimal range. An simple exercise is to get on protofits.when you browse the weapons to fit on each suit there is an adjustable slider, so you can see how much damage a given weapon will do at a specific range.
So far the only ones that can even challenge a RR at 79 is a viziam scrambler, a laser rifle or a sniper. The gun itself needs no assitance in the long range department.
My sympathies only extend to caldari fighters at medium to close range. RR drawbacks are easily overcome with high rep, high hp gal assaults.
So if you want to tie reduced charge time to the calendar assault bonus i'm with you. Otherwise it's an unecessary over all buff to an OP weapon easily abused on the "wrong" suit. 1. Optimal on the rail rifle is 64. It is outranged by all the other long range rifles. 2. It has the lowest DPS of those rifles, bar the sniper which is a specialty weapon. Both the laser rifle and scrambler rifle do more DPS, especially if the laser rifle has time to heat up. So not only is it outranged, it is outDPSed too. 3. Not only does it have the lowest range and the lowest DPS, but it has the most ADS kick of the rifles, again barring the sniper which is a specialty weapon. So both the scrambler and the laser rifles have greater range, do more damage, AND they can apply that damage far more easily. 4. The other long range rifles do not have a charge time, meaning they can apply their damage instantly. Even Rattati himself said he struggled to kill things because of the charge. I have no idea where you got the idea that the rail rifle is king of long range. More to the point, my changes greatly help it at long range, and only slightly aid it in CQC, where all the other rifles will still outDPS it as well as not have insane kick in hipfire. At best, the RR is a medium range weapon, cause if I stand still to try and shoot someone at 40-50+ meter's, I can easily die in a commando suit of 500 shield and 312 ar, and that's against a normal AR mind you (At this time and engagement I had a sniper rifle, but still case and point). All the other weapon's rely on high ROF to have their DPS, that ROF means it'll be out damaged at all ranges, the more bullets you put down range, the greater the chance you'll kill the enemy, maybe a simple change to the RR's ROF is all it really needs? 600 on the RR and 720 on the ARR? 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.
Whirly gun make much thunder! - Victor
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Vesta Opalus
Ostrakon Agency Gallente Federation
791
|
Posted - 2015.06.09 16:36:00 -
[17] - 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 |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
|
Posted - 2015.06.09 16:43:00 -
[18] - Quote
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
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.06.09 16:51:00 -
[19] - Quote
Zan Azikuchi wrote:
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
1. Balance > Realism.
2. The reason its so distorted is because the actual recoil is too high.
3. I did not say remove the charge. I said make it charge faster.
Whirly gun make much thunder! - Victor
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Vesta Opalus
Ostrakon Agency Gallente Federation
791
|
Posted - 2015.06.09 16:53:00 -
[20] - 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. |
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
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Posted - 2015.06.09 17:11:00 -
[21] - Quote
So... How does that make sense? To have a breach rail rifle? Would there also be a burst combat rifle? (Y'see that's kinda dumb logic there dude) I think there simply needs to be a tactical variant if thats the case, no gun should have anymore than it's base and 2 additional variants, that way, the weapon's have a fair bit of uniqueness to them. But seriously the assault (Ion) rifle, has burst and tactical and breach (it can do without the breach), theres a standard, assault combat, and needs to be a breach, combat rifle, scrambler rifle would/should have a burst variant. But we're not talking about other variants we're talkin' bout' 1 single gun.
If the proposed ROF fixes don't work (because most of you players hate caldari tech), a simple fix/bandaid is to remove all visual recoils from the RR's, and no, the ARR doesn't necessarily need help, but its dumb to have a militia variant have 0.01 charge time and the other variants dont, even if its suppose to be a "joke" it's still aggravating to know that it can do that, and also outperform the basic assault rail rifle heavily because of that 1 fact.
Also reality kind of matters as, if we take that into account, certain weapons in this game (cough laser and flaylock pistol) wouldn't have as much range, while others (cough projectiles) would be hitting you 150+ meters away on a assault rifle variant, with that in mind, it can actually be quite easy to make and form balances between the 2 which is what they SHOULD be doing, instead of trying to balance every 1 gun with all the others, they should take 2 weapons with the same profile damage setting and balance those 2 weapons out and vice versa, balance between ALL weapons leads to imbalance of functionality, balancing between 2 weapons leads to both projectile and energy being good at alot more than just destroying 1 set of defense type.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Sardonk Eternia
Tiny Universe
332
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Posted - 2015.06.09 21:03:00 -
[22] - Quote
Vesta Opalus wrote: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.
Really good feedback. I never proto'd the RR but I thought about it to help me destroy amarr sentinels. I run amarr assault and commando mostly and the rail rifle kicks my ass. But at super long ranges my SCR with the charge shot fucks the RR. Mostly because it's being used by shield suits I suspect. Easy for me to duck out of cover and back in before the RR can do much. I'd like to see the caldari assault affect charge time on rail weapons rather than going directly at the weapon itself first. See how that goes and then go from there.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
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Posted - 2015.06.09 21:10:00 -
[23] - Quote
Sardonk Eternia wrote:Vesta Opalus wrote: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. Really good feedback. I never proto'd the RR but I thought about it to help me destroy amarr sentinels. I run amarr assault and commando mostly and the rail rifle kicks my ass. But at super long ranges my SCR with the charge shot fucks the RR. Mostly because it's being used by shield suits I suspect. Easy for me to duck out of cover and back in before the RR can do much. I'd like to see the caldari assault affect charge time on rail weapons rather than going directly at the weapon itself first. See how that goes and then go from there.
If that be the case, it'd have to be on par with the amarr and minmatar's level of effectivity, god forbid an amarr does NOT do better with a scrambler and a min assault not have insane walls of ammo sitting in the magazine's. My proposal, -0.30 (with the sniper rifle and standard rail rifle being the exception, but all other weapons, bolt pistol, ARR, magsec would obtain this skill's ability).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.09 21:16:00 -
[24] - Quote
Not to derail but comparing the Rail Rifle [aka the original breach rifle] with the Scrambler Rifle [the original tactical rifle] and attempting to balance using one variation type against another is pointless.
I get the feeling you should be focusing on balancing the Rail Rifle with the Breach Assault Rifle with the mind to make suggestions for Amarr and Minmatar Breach Weapons with corresponding DPS values and other such characteristics.
"Crush all who complain!"
- Arkena Wyrnspire
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
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Posted - 2015.06.09 21:19:00 -
[25] - Quote
True Adamance wrote:Not to derail but comparing the Rail Rifle [aka the original breach rifle] with the Scrambler Rifle [the original tactical rifle] and attempting to balance using one variation type against another is pointless.
I get the feeling you should be focusing on balancing the Rail Rifle with the Breach Assault Rifle with the mind to make suggestions for Amarr and Minmatar Breach Weapons with corresponding DPS values and other such characteristics.
Actually, I ment balance them between the RR and the CR, and the AR to the SCR, make them opposite's of each other there, since they are most in common. Balance out what 2 guns have in common, projectile to rail projectile (kinetic) , and plasma to laser (energy). Don't balance 2 different weapons out based upon what race their suppose to go against.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Imp Smash
Molon Labe. RUST415
864
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Posted - 2015.06.09 23:53:00 -
[26] - Quote
Alena Ventrallis wrote:Imp Smash wrote:I think the RR is just how it should be in general. DPS is fine considering the range on it. It hurts armor making it good for killing people scrambling for cover.
The chargeup time doesn't need to be lower. The kick doesn't need to be lower. That is just a return to the days OP rail rifles.
Instead, make the kick on ADS lower. Then it is good at long range killing like it should be, but not advantageous elsewhere. You didn't read what i wrote, did you?
I most certainly did read what you wrote seeing as it is a scant 2 posts above mine.
Have you never seen a post by someone supporting your original post? One that specifies what I agree with and what I do not (I really don't think chargeup time needs a change - you are undervaluing range + effectiveness to armor).
I even put in my response to what people always respond to these arguments with (that being, "RR kick in general is too high!")
Is it so rare that people agree even in part with you lately? |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
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Posted - 2015.06.10 00:25:00 -
[27] - Quote
Imp Smash wrote:Alena Ventrallis wrote:Imp Smash wrote:I think the RR is just how it should be in general. DPS is fine considering the range on it. It hurts armor making it good for killing people scrambling for cover.
The chargeup time doesn't need to be lower. The kick doesn't need to be lower. That is just a return to the days OP rail rifles.
Instead, make the kick on ADS lower. Then it is good at long range killing like it should be, but not advantageous elsewhere. You didn't read what i wrote, did you? I most certainly did read what you wrote seeing as it is a scant 2 posts above mine. Have you never seen a post by someone supporting your original post? One that specifies what I agree with and what I do not (I really don't think chargeup time needs a change - you are undervaluing range + effectiveness to armor). I even put in my response to what people always respond to these arguments with (that being, "RR kick in general is too high!") Is it so rare that people agree even in part with you lately?
Sorry that was a reply to a comment on page 1 I believe. Range and armor effectiveness goes out the window if you can't hit the opponent, which is what most people do, and the fact that people do the unbelievably high wiggle dance, with that into play, the RR could use room for improvements.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.10 00:45:00 -
[28] - Quote
Zan Azikuchi wrote:True Adamance wrote:Not to derail but comparing the Rail Rifle [aka the original breach rifle] with the Scrambler Rifle [the original tactical rifle] and attempting to balance using one variation type against another is pointless.
I get the feeling you should be focusing on balancing the Rail Rifle with the Breach Assault Rifle with the mind to make suggestions for Amarr and Minmatar Breach Weapons with corresponding DPS values and other such characteristics. Actually, I ment balance them between the RR and the CR, and the AR to the SCR, make them opposite's of each other there, since they are most in common. Balance out what 2 guns have in common, projectile to rail projectile (kinetic) , and plasma to laser (energy). Don't balance 2 different weapons out based upon what race their suppose to go against.
Actually there are four damage types
kinetic, thermal, EM, and explosive...but thats beside the point. What I mean is do not compare the ScR to the ACR or the AR nor balance them against one another in that manner.
Balance the AScR against those variations and instead discuss an homogenisation of rifle damage profiles.
"Crush all who complain!"
- Arkena Wyrnspire
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
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Posted - 2015.06.10 14:39:00 -
[29] - Quote
True Adamance wrote:Zan Azikuchi wrote:True Adamance wrote:Not to derail but comparing the Rail Rifle [aka the original breach rifle] with the Scrambler Rifle [the original tactical rifle] and attempting to balance using one variation type against another is pointless.
I get the feeling you should be focusing on balancing the Rail Rifle with the Breach Assault Rifle with the mind to make suggestions for Amarr and Minmatar Breach Weapons with corresponding DPS values and other such characteristics. Actually, I ment balance them between the RR and the CR, and the AR to the SCR, make them opposite's of each other there, since they are most in common. Balance out what 2 guns have in common, projectile to rail projectile (kinetic) , and plasma to laser (energy). Don't balance 2 different weapons out based upon what race their suppose to go against. Actually there are four damage types kinetic, thermal, EM, and explosive...but thats beside the point. What I mean is do not compare the ScR to the ACR or the AR nor balance them against one another in that manner. Balance the AScR against those variations and instead discuss an homogenisation of rifle damage profiles.
Somehow, I still think your missing the point, how can you balance 2 weapons of completely 2 types? energy and projectile, don't go hand in hand together, when I say balance out the said 2 weapon's I was only talking about those 2 types and am quite aware of the multiple damage types, you can't balance out thermal energy and kinetic energy weapon's, their too different, it's like trying to balance magic with physical force, it can't be done, either magic is more powerful than force or force is more powerful than magic, in more ways than one, but you can balance out everything within those categories, balancing out magic with other magic, and balancing out force with other force, I.E: thunder to fire (magic) and sword to bow (force).
That's what i'm trying to get at, 2 weapons that have close to the same profile (for the sake of the thread it's the RR), the combat rifle has high ROF and high magazine but low damage, make the RR the complete opposite, low ROF (which it already has) low magazine (needs to be tweaked lower) but high damage (needs to be higher if the magazine is reduced). That's what need's to be done for these weapons (also it doesn't make sense that the Magsec and RR's have so much ammo anyhow and so little damage magsec wise).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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XxGhazbaranxX
Eternal Beings
1
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Posted - 2015.06.11 05:41:00 -
[30] - Quote
This actually exists??? Please tell me its a troll post
Plasma Cannon Advocate
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Blueprint For Murder
Storm Wind Strikeforce Caldari State
466
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Posted - 2015.06.11 06:05:00 -
[31] - Quote
The rifles the way they are I like the AR much more than I did in the past to and am proto gal ass/AR. While I don't feel the AR is weak It isn't viable in all situations like the RR or ARR so I will be respecing RR soon. I will miss the AR and more so the ion pistol, but I am trying to min max my skill points and the AR alone just won't work.
I currently have adv cal ass/ARR and use it more often then I use my gal suit.
PS: the thought of faster reload for my bolt pistol sounds amazing.
Fast 6/1 - 6/30 Life$
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
67
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Posted - 2015.06.11 14:42:00 -
[32] - Quote
Blueprint For Murder wrote:The rifles the way they are I like the AR much more than I did in the past to and am proto gal ass/AR. While I don't feel the AR is weak It isn't viable in all situations like the RR or ARR so I will be respecing RR soon. I will miss the AR and more so the ion pistol, but I am trying to min max my skill points and the AR alone just won't work.
I currently have adv cal ass/ARR and use it more often then I use my gal suit.
PS: the thought of faster reload for my bolt pistol sounds amazing.
The AR is getting a buff soon, so you might not want to.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
102
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Posted - 2015.06.20 19:17:00 -
[33] - Quote
BUMP
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.20 19:49:00 -
[34] - Quote
I'm not so fond of the reduced charge-time because I think it is unnecessary considering what the RR is for. At longer ranges, you can just hold your fire until the enemy has left cover and is too far away from it before you open fire.
I will definitely agree though that the kick in ADS is much too high for it to be an effective long-range weapon and welcome the concept of reduced recoil with open arms.
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
102
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Posted - 2015.06.20 21:07:00 -
[35] - Quote
As a skill for the caldari suit? Or are you talking in general? Also remember the ARR doesn't actually have recoil, it's all visual recoil, if the visual recoil was removed for 1 day, everyone would be using it, as for an actual racial skill, I say, simply decrease it's necessary charge spool that way all the race's have something deadly attached to their suit's.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Devadander
Woodgrain Atari
303
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Posted - 2015.06.20 21:48:00 -
[36] - Quote
Zan Azikuchi wrote:... that way all the race's have something deadly attached to their suit's.
So much this.
My thing is, after watching some youtube and seeing how long the laser can burn on a pro amarr. I maxed the suit, and all the light weaponry. (I had indeed tried the LR on my calass and was fully unimpressed.)
Night and day.
Upon level V in both suit and laser, it evolved into a sizzling lance of doom. Hmm...
Had two toons with about 5m each to spare, so up went Gal and Min as well as the signature weapon.
I was thoroughly unimpressed with Gal bonus. (But the AR still wrecks so at V galass the suit made the man) ((and yes my AR has been maxed since beta))
The minmatar however... The low damage is negated completely by the insane amount of ballistics you can toss at their gel. This paired with the extreme wiggly-ness of the suit.
Night and day.
So I mix it up and skill CR out on Dev and slap it on a calscout. (thanks ccp for that background btw xD) And what do you know? (see night and day)
A lil off track on that last one, but still.
Skilling the other races makes you more godlike with signature weaponry, skilling cal just means less unallocated. I loved my reload bonus till I tasted the forbidden fruit.
TL;DR - Changing the rifle means cake for everyone, changing calass bonus means we might actually be scary. I think this should be suggested as potential bonus replacement.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
103
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Posted - 2015.06.20 22:43:00 -
[37] - Quote
Devadander wrote:Zan Azikuchi wrote:... that way all the race's have something deadly attached to their suit's. So much this. My thing is, after watching some youtube and seeing how long the laser can burn on a pro amarr. I maxed the suit, and all the light weaponry. (I had indeed tried the LR on my calass and was fully unimpressed.) Night and day. Upon level V in both suit and laser, it evolved into a sizzling lance of doom. Hmm... Had two toons with about 5m each to spare, so up went Gal and Min as well as the signature weapon. I was thoroughly unimpressed with Gal bonus. (But the AR still wrecks so at V galass the suit made the man) ((and yes my AR has been maxed since beta)) The minmatar however... The low damage is negated completely by the insane amount of ballistics you can toss at their gel. This paired with the extreme wiggly-ness of the suit. Night and day. So I mix it up and skill CR out on Dev and slap it on a calscout. (thanks ccp for that background btw xD) And what do you know? (see night and day) A lil off track on that last one, but still. Skilling the other races makes you more godlike with signature weaponry, skilling cal just means less unallocated. I loved my reload bonus till I tasted the forbidden fruit. TL;DR - Changing the rifle means cake for everyone, changing calass bonus means we might actually be scary. I think this should be suggested as potential bonus replacement.
Racial fitting's need to be emphasized, nothing around said weapon's need to be changed, but the suit's themselves need's to improve a lot of variable thing's, not weakly, but not strongly either, simple and moderate change's to a weapon's behavior should be emphasized when using racial suit/module/equipment and weapon's, and only a few of them are good when all of them should effect a weapon's behavior (I.E. amarr's laser heat reduction, minmatar's magazine capacity increase, and gallente's super accurate AR accuracy).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
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Posted - 2015.06.21 02:30:00 -
[38] - Quote
I think you guys are starting to hit the nail on the head... focus on the suits more than the weapons.
In all honesty, I think you should get a moderate baseline perk / bonus for your racial weapon so it is always incentivized to run racially harmonized gear. Then you increase or adjust the bonus according to suit role.
Example: Caldari Light, Medium (Assault & Logi), and Commando suits all get a per level racial decrease to charge time of hybrid-rail weapons. - Scout and Logi suits get no further perks for hybrid rail weapons. - Cal Assaults get the spool time decrease AND per level decrease to Recoil and reload. - Cal Commando gets the spool time and Damage bonus.
*note: I'm not necessarily advocating those should be the exact assault and commando bonus for Caldari...just using this as a concept example*
Before anyone's head explodes at scouts and logi's getting weapon bonuses my premise is that racially synch'd fits should be emphasized to some degree across all racial applications and not purely for the assault class.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
106
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Posted - 2015.06.21 07:52:00 -
[39] - Quote
Jaysyn Larrisen wrote:I think you guys are starting to hit the nail on the head... focus on the suits more than the weapons.
In all honesty, I think you should get a moderate baseline perk / bonus for your racial weapon so it is always incentivized to run racially harmonized gear. Then you increase or adjust the bonus according to suit role.
Example: Caldari Light, Medium (Assault & Logi), and Commando suits all get a per level racial decrease to charge time of hybrid-rail weapons. - Scout and Logi suits get no further perks for hybrid rail weapons. - Cal Assaults get the spool time decrease AND per level decrease to Recoil and reload. - Cal Commando gets the spool time and Damage bonus.
*note: I'm not necessarily advocating those should be the exact assault and commando bonus for Caldari...just using this as a concept example*
Before anyone's head explodes at scouts and logi's getting weapon bonuses my premise is that racially synch'd fits should be emphasized to some degree across all racial applications and not purely for the assault class.
In that case you could make the basic dropsuit command skills said bonuses, give assaults more defensive/survivability bonuses (I understand that their called assaults suits, but a great defense is a great offense) logi's keep their own bonuses and commando's get better with better somewhat, commando's need AV bonuses to differentiate themselves more.
Scout's, it would be fair since we're getting less strafe speed again, it'll make up for weaknesses that all suits probably shouldn't have. Again, the weapon bonuses are attached to the basic dropsuit command skills, so they should tie in to the role specific versions of the suit, as well as lessen if only slightly the disparity between rook's and vet's, (if only slightly, it should give rook's something worth skilling into at least).
Edit: To simplify, basic gallente dropsuit command would give weapon bonus(es) and then tie into both gal logi's and gal assault, said case would also be given towards all gallente dropsuit command skills, so even scout and commando/heavy would get any set of weapon bonuses (these bonuses should be generic for that particular race to avoid any specific suit OPness).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
210
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Posted - 2015.06.21 12:01:00 -
[40] - Quote
I use a sentinel suit & i mostly get killed by Rail Rifles, if RR users can kill me in my APEX Amarr Sentinel Suit then their's nothing wrong with the gun, it can take chunks of my Armour off my suit from 1124hp in 5secs to 0, it puts the Minmatar Combat Rifle to shame... |
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
108
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Posted - 2015.06.22 20:34:00 -
[41] - Quote
ThePlayerkyle13 wrote:I use a sentinel suit & i mostly get killed by Rail Rifles, if RR users can kill me in my APEX Amarr Sentinel Suit then their's nothing wrong with the gun, it can take chunks of my Armour off my suit from 1124hp in 5secs to 0, it puts the Minmatar Combat Rifle to shame...
Except that apex suit's in general are free prefitted suit's, that, in some case's, can only fit basic gear and maybe a few enhanced/proto modules, never seen an blueprint proto suit with a advanced or proto weapon, not without having low EHP first, in other word's their obsolete for any counter balance's that you might try to be hinting toward's.
Secondly, 5 second's? Either you were standing still like a sheep being caught by the wolf and letting your opponent's get free head shot's off you, or you got ganked HARD by multiple enemies and someone with an RR doing the finishing touch's, no RR is gonna effectively take out all opponent's unless your;
A. Caught out in the open with no cover.
B. Getting super ganked by 3-4 people.
Or my favorite C. Someone (more than likely me) opened up with a couple of core locus grenade's before unloading into your sorry gold and green backside (inb4 creepy troll face on a cal suit and a heavy in tear's, with the cal suit directly behind the heavy and the heavy on all four's).
And the combat rifle does far more damage to armor than the RR does, once a CR get's through shield, it's like a heated knife going through "I CAN'T BELIEVE IT'S NOT BUTTER!", seriously dude CR does crazy damage to heavies, as they are a close quarters weapon and as such are extremely effective (I dare say MORE effective than the AR). If you aren't getting 1 clipped or 3-4 bursted, your probably outside it's decent range.
(If you haven't watched Rabtoon's, just imagine the heavy suit being the hunter in this situation while you re-reading C, if you do that is).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
213
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Posted - 2015.06.22 21:42:00 -
[42] - Quote
Zan Azikuchi wrote:ThePlayerkyle13 wrote:I use a sentinel suit & i mostly get killed by Rail Rifles, if RR users can kill me in my APEX Amarr Sentinel Suit then their's nothing wrong with the gun, it can take chunks of my Armour off my suit from 1124hp in 5secs to 0, it puts the Minmatar Combat Rifle to shame... Except that apex suit's in general are free prefitted suit's, that, in some case's, can only fit basic gear and maybe a few enhanced/proto modules, never seen an blueprint proto suit with a advanced or proto weapon, not without having low EHP first, in other word's their obsolete for any counter balance's that you might try to be hinting toward's. Secondly, 5 second's? Either you were standing still like a sheep being caught by the wolf and letting your opponent's get free head shot's off you, or you got ganked HARD by multiple enemies and someone with an RR doing the finishing touch's, no RR is gonna effectively take out all opponent's unless your; A. Caught out in the open with no cover. B. Getting super ganked by 3-4 people. Or my favorite C. Someone (more than likely me) opened up with a couple of core locus grenade's before unloading into your sorry gold and green backside (inb4 creepy troll face on a cal suit and a heavy in tear's, with the cal suit directly behind the heavy and the heavy on all four's). And the combat rifle does far more damage to armor than the RR does, once a CR get's through shield, it's like a heated knife going through "I CAN'T BELIEVE IT'S NOT BUTTER!", seriously dude CR does crazy damage to heavies, as they are a close quarters weapon and as such are extremely effective (I dare say MORE effective than the AR). If you aren't getting 1 clipped or 3-4 bursted, your probably outside it's decent range. (If you haven't watched Rabtoon's, just imagine the heavy suit being the hunter in this situation while you re-reading C, if you do that is).
TL;DR But seriously have you even get hit by a RR at range? They're bloody annoying, I always try to move cover to cover just so i can get close to kill them with my HMG, its like trying to dodge artillery barrages, but since I'm a Fat Amarr i'm slow as f*ck & that ain't helping things, sometimes in certain situations i'll be focused on suppressing a group of people until i get shot from the side by a RR user & (my eHP is full btw), then i retreat to cover but unfortunately i was killed, sometimes i switch back & fourth from Sentinel to Commando in different situations, for example Commando Mid - Long Ranges & Sentinel for Close - Mid Ranges.
& for my alt character which is a Caldari, I've tried the RR & to me it's a good balanced gun, the Kick is purposely their but manageable once used everytime, its like a Rapid Sniper Rifle i can sit in Redline or camp on top of a building if i wanted (depending on the map) & kill people at range with the RR because its that good & people complain about the ScR for being OP, not like i'm saying RR is but its extremely effective at range, but understandable lore wise to try to keep the Gallente at bay & no where closer to them as they're CQC Brawlers & Caldari are ineffective at CQC...
Ive tried the Combat Rifle on my Minmatar alt character & when facing armoured opponents it's ineffective at times even in CQC, i could kill someone allot faster with a Assault Rifle in CQC than a Combat Rifle, & at range the RoF gives like an illusion that you're killing someone effectively but when really it isn't. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
109
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Posted - 2015.06.22 22:39:00 -
[43] - Quote
ThePlayerkyle13 wrote:Zan Azikuchi wrote:ThePlayerkyle13 wrote:I use a sentinel suit & i mostly get killed by Rail Rifles, if RR users can kill me in my APEX Amarr Sentinel Suit then their's nothing wrong with the gun, it can take chunks of my Armour off my suit from 1124hp in 5secs to 0, it puts the Minmatar Combat Rifle to shame... Except that apex suit's in general are free prefitted suit's, that, in some case's, can only fit basic gear and maybe a few enhanced/proto modules, never seen an blueprint proto suit with a advanced or proto weapon, not without having low EHP first, in other word's their obsolete for any counter balance's that you might try to be hinting toward's. Secondly, 5 second's? Either you were standing still like a sheep being caught by the wolf and letting your opponent's get free head shot's off you, or you got ganked HARD by multiple enemies and someone with an RR doing the finishing touch's, no RR is gonna effectively take out all opponent's unless your; A. Caught out in the open with no cover. B. Getting super ganked by 3-4 people. Or my favorite C. Someone (more than likely me) opened up with a couple of core locus grenade's before unloading into your sorry gold and green backside (inb4 creepy troll face on a cal suit and a heavy in tear's, with the cal suit directly behind the heavy and the heavy on all four's). And the combat rifle does far more damage to armor than the RR does, once a CR get's through shield, it's like a heated knife going through "I CAN'T BELIEVE IT'S NOT BUTTER!", seriously dude CR does crazy damage to heavies, as they are a close quarters weapon and as such are extremely effective (I dare say MORE effective than the AR). If you aren't getting 1 clipped or 3-4 bursted, your probably outside it's decent range. (If you haven't watched Rabtoon's, just imagine the heavy suit being the hunter in this situation while you re-reading C, if you do that is). TL;DR But seriously have you even get hit by a RR at range? They're bloody annoying, I always try to move cover to cover just so i can get close to kill them with my HMG, its like trying to dodge artillery barrages, but since I'm a Fat Amarr i'm slow as f*ck & that ain't helping things, sometimes in certain situations i'll be focused on suppressing a group of people until i get shot from the side by a RR user & (my eHP is full btw), then i retreat to cover but unfortunately i was killed, sometimes i switch back & fourth from Sentinel to Commando in different situations, for example Commando Mid - Long Ranges & Sentinel for Close - Mid Ranges. & for my alt character which is a Caldari, I've tried the RR & to me it's a good balanced gun, the Kick is purposely their but manageable once used everytime, its like a Rapid Sniper Rifle i can sit in Redline or camp on top of a building if i wanted (depending on the map) & kill people at range with the RR because its that good & people complain about the ScR for being OP, not like i'm saying RR is but its extremely effective at range, but understandable lore wise to try to keep the Gallente at bay & no where closer to them as they're CQC Brawlers & Caldari are ineffective at CQC... Ive tried the Combat Rifle on my Minmatar alt character & when facing armoured opponents it's ineffective at times even in CQC, i could kill someone allot faster with a Assault Rifle in CQC than a Combat Rifle, & at range the RoF gives like an illusion that you're killing someone effectively but when really it isn't.
Okay so let me start off with, why not sit around a corner like someone with ACTUAL COMMON SENSE?! And yes I understand you got killed, but was it around the corner? alongside allies like you SHOULD have been, instead of trying to be GOD and bringing down MEOW MEOW like Thor?! Also by no mean's is it really a rapid sniper rifle, it's like a freakin breach AR just longer range and more ammo.
Sit in the redline?! ARE YOU %#&^ING KIDDING ME?! Oh my god, are you a scrub? If your not in the front line with any close-medium range rifle then your being completely useless, (SCR sure it's OP but it's no mean's a reason to sit in the redline and cower like courage the cowardly dog!). Lore doesn't matter if the game balance's are zero to negative thirty, if someone doesn't have that chance to fire back (unless it's a stealthy ambush, in which case it's allowed) then there's no point to play as that particular race, or play with that particular suit.
In example: If the Krogan didn't have their melee bonus', alot more player's wouldn't bother with them in the first place, they'd all be N7 classes or Asari, or for me, always Turian.
The AR has -10 S and 10 A, CR is -15 S and 15 A, AR has 15 S+ with prof, and CR has 15 A+ prof, CR's gonna do plenty more damage to armor than it does to shield, seriously, your not using it like the other player's do.
Furthermore, do you see min's complaining about their bonus, or the Amarr? Only Gallente and Caldari are complaining about their bonus' (well caldari more so than gallente). Each race need's something that ACTUALLY improve's their capabilities with their racial weapon's and not just for 1 particular suit. New, and replaced suit bonus' are the way to go, we're no longer thinking to change it's base stat's for every suit, just using the suit to increase the weapon's capabilities.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Jenni Welsh
Reincarnation Incorporated
2
|
Posted - 2015.06.22 23:52:00 -
[44] - Quote
This is a bull post... almost all my kills come from medium to far range and I often get 10-20 kills per match with the rail rifle... IT'S FINE THE WAY IT IS (maybe even a little OP at times). Just get a commando, equip a sniper rifle, and switch between them as needed... now if you wanna talk about reducing the sway of the sniper rifle to help make it more effective while moving then that I would support for a long range weapon discussion, but this wasn't thought through much. |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
218
|
Posted - 2015.06.23 00:20:00 -
[45] - Quote
Zan Azikuchi wrote: Okay so let me start off with, why not sit around a corner like someone with ACTUAL COMMON SENSE?! And yes I understand you got killed, but was it around the corner? alongside allies like you SHOULD have been, instead of trying to be GOD and bringing down MEOW MEOW like Thor?! Also by no mean's is it really a rapid sniper rifle, it's like a freakin breach AR just longer range and more ammo.
Sit in the redline?! ARE YOU %#&^ING KIDDING ME?! Oh my god, are you a scrub? If your not in the front line with any close-medium range rifle then your being completely useless, (SCR sure it's OP but it's no mean's a reason to sit in the redline and cower like courage the cowardly dog!). Lore doesn't matter if the game balance's are zero to negative thirty, if someone doesn't have that chance to fire back (unless it's a stealthy ambush, in which case it's allowed) then there's no point to play as that particular race, or play with that particular suit.
In example: If the Krogan didn't have their melee bonus', alot more player's wouldn't bother with them in the first place, they'd all be N7 classes or Asari, or for me, always Turian.
The AR has -10 S and 10 A, CR is -15 S and 15 A, AR has 15 S+ with prof, and CR has 15 A+ prof, CR's gonna do plenty more damage to armor than it does to shield, seriously, your not using it like the other player's do.
Furthermore, do you see min's complaining about their bonus, or the Amarr? Only Gallente and Caldari are complaining about their bonus' (well caldari more so than gallente). Each race need's something that ACTUALLY improve's their capabilities with their racial weapon's and not just for 1 particular suit. New, and replaced suit bonus' are the way to go, we're no longer thinking to change it's base stat's for every suit, just using the suit to increase the weapon's capabilities.
LoL you're taking this way to seriously as if to think I did some of the stuff, when I just gave examples like the Redline with the RR. Plus you took some of my words out of context like:
"And yes I understand you got killed, but was it around the corner? alongside allies like you SHOULD have been, instead of trying to be GOD and bringing down MEOW MEOW like Thor?!"
Are you suggesting that because I was a Sentinel I thought to myself "Oh I'm unstoppable"? no I didn't. All I said was "but since I'm a Fat Amarr i'm slow as f*ck & that ain't helping things, sometimes in certain situation i'll be focused on suppressing a group of people until i get shot from the side by a RR user & (my eHP is full btw), then i retreat to cover but unfortunately i was killed"
Oh btw what i stated was an open field battle not in any urban area so there was barely any cover except mountains or bumps in the terrain if you can get there quick which i didnt manage to, oh and getting shot from the side isn't "around the corner" if it was I would've put that in because "descriptive writing" plus most of what you said is just going out of subject and meddling on what annoys you rather than clarifying my points which you decided to use insults instead, very professional.
Plus "Lore doesn't matter"? You do realise that the lore makes each faction unique to what they are & proficient at, but to you oh "doesn't matter", by that logic Gallente aren't CQC Brawlers, Amarr aren't Armor Tanks, Caldari aren't Shield Tanks, Minmatar aren't a guerrila group using guerrilla tactics against it's oppressors & their skills have nothing to do with their factions background.
Anyway, like I stated the RR is okay as it is, it doesn't need a buff or nerf otherwise it would add more complaint complications that this game already suffers "if it ain't broken, don't fix it"...
"Okay so let me start off with, why not sit around a corner like someone with ACTUAL COMMON SENSE?!" Oh "Common Sense" ehh, like you sure have it... |
Imp Smash
Molon Labe. RUST415
868
|
Posted - 2015.06.23 06:27:00 -
[46] - Quote
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 |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
110
|
Posted - 2015.06.23 14:54:00 -
[47] - Quote
ThePlayerkyle13 wrote:Zan Azikuchi wrote: Okay so let me start off with, why not sit around a corner like someone with ACTUAL COMMON SENSE?! And yes I understand you got killed, but was it around the corner? alongside allies like you SHOULD have been, instead of trying to be GOD and bringing down MEOW MEOW like Thor?! Also by no mean's is it really a rapid sniper rifle, it's like a freakin breach AR just longer range and more ammo.
Sit in the redline?! ARE YOU %#&^ING KIDDING ME?! Oh my god, are you a scrub? If your not in the front line with any close-medium range rifle then your being completely useless, (SCR sure it's OP but it's no mean's a reason to sit in the redline and cower like courage the cowardly dog!). Lore doesn't matter if the game balance's are zero to negative thirty, if someone doesn't have that chance to fire back (unless it's a stealthy ambush, in which case it's allowed) then there's no point to play as that particular race, or play with that particular suit.
In example: If the Krogan didn't have their melee bonus', alot more player's wouldn't bother with them in the first place, they'd all be N7 classes or Asari, or for me, always Turian.
The AR has -10 S and 10 A, CR is -15 S and 15 A, AR has 15 S+ with prof, and CR has 15 A+ prof, CR's gonna do plenty more damage to armor than it does to shield, seriously, your not using it like the other player's do.
Furthermore, do you see min's complaining about their bonus, or the Amarr? Only Gallente and Caldari are complaining about their bonus' (well caldari more so than gallente). Each race need's something that ACTUALLY improve's their capabilities with their racial weapon's and not just for 1 particular suit. New, and replaced suit bonus' are the way to go, we're no longer thinking to change it's base stat's for every suit, just using the suit to increase the weapon's capabilities.
LoL you're taking this way to seriously as if to think I did some of the stuff, when I just gave examples like the Redline with the RR. Plus you took some of my words out of context like: "And yes I understand you got killed, but was it around the corner? alongside allies like you SHOULD have been, instead of trying to be GOD and bringing down MEOW MEOW like Thor?!" Are you suggesting that because I was a Sentinel I thought to myself "Oh I'm unstoppable"? no I didn't. All I said was "but since I'm a Fat Amarr i'm slow as f*ck & that ain't helping things, sometimes in certain situation i'll be focused on suppressing a group of people until i get shot from the side by a RR user & (my eHP is full btw), then i retreat to cover but unfortunately i was killed" Oh btw what i stated was an open field battle not in any urban area so there was barely any cover except mountains or bumps in the terrain if you can get there quick which i didnt manage to, oh and getting shot from the side isn't "around the corner" if it was I would've put that in because "descriptive writing" plus most of what you said is just going out of subject and meddling on what annoys you rather than clarifying my points which you decided to use insults instead, very professional. Plus "Lore doesn't matter"? You do realise that the lore makes each faction unique to what they are & proficient at, but to you oh "doesn't matter", by that logic Gallente aren't CQC Brawlers, Amarr aren't Armor Tanks, Caldari aren't Shield Tanks, Minmatar aren't a guerrila group using guerrilla tactics against it's oppressors & their skills have nothing to do with their factions background. Anyway, like I stated the RR is okay as it is, it doesn't need a buff or nerf otherwise it would add more complaint & complications that this game already suffers "if it ain't broken, don't fix it"... "Okay so let me start off with, why not sit around a corner like someone with ACTUAL COMMON SENSE?!" Oh "Common Sense" ehh, like you sure have it...
You're right.... On my professionalism-But Amarr and Min's still get their useful bonus' and ONCE MORE we're not talking about changing the base stat's, we're talking about bonus' for the suit that can aid the weapon, unless you think we should change (and this is derailing the thread a bit) the bonus' on the Amarr and Min's for thing's less useful, like changing amarr to have 5%+ hipfire and min's 5% reload speed, we're through talking about changing it's base stat's and now pinning the tail on the donkey by trying to think up an improved version of a useful bonus similar to the minmatar and amarr.
Stop glossing over it and saying it's OP or borderline a general good weapon, we know this, this isn't about ALL the suit's using the RR just the caldari suit's uniqueness to the usage of the weapon, just the amarr get's less heat with their weapon's and the minmatar get more ammo with their weapon's and the gallente, more accuracy, and cal's get reload speed? How does that seem right to you? Now with this, I'm done arguing with you, cause otherwise we'll get no where.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
219
|
Posted - 2015.06.23 15:19:00 -
[48] - Quote
Zan Azikuchi wrote:ThePlayerkyle13 wrote:Zan Azikuchi wrote: Okay so let me start off with, why not sit around a corner like someone with ACTUAL COMMON SENSE?! And yes I understand you got killed, but was it around the corner? alongside allies like you SHOULD have been, instead of trying to be GOD and bringing down MEOW MEOW like Thor?! Also by no mean's is it really a rapid sniper rifle, it's like a freakin breach AR just longer range and more ammo.
Sit in the redline?! ARE YOU %#&^ING KIDDING ME?! Oh my god, are you a scrub? If your not in the front line with any close-medium range rifle then your being completely useless, (SCR sure it's OP but it's no mean's a reason to sit in the redline and cower like courage the cowardly dog!). Lore doesn't matter if the game balance's are zero to negative thirty, if someone doesn't have that chance to fire back (unless it's a stealthy ambush, in which case it's allowed) then there's no point to play as that particular race, or play with that particular suit.
In example: If the Krogan didn't have their melee bonus', alot more player's wouldn't bother with them in the first place, they'd all be N7 classes or Asari, or for me, always Turian.
The AR has -10 S and 10 A, CR is -15 S and 15 A, AR has 15 S+ with prof, and CR has 15 A+ prof, CR's gonna do plenty more damage to armor than it does to shield, seriously, your not using it like the other player's do.
Furthermore, do you see min's complaining about their bonus, or the Amarr? Only Gallente and Caldari are complaining about their bonus' (well caldari more so than gallente). Each race need's something that ACTUALLY improve's their capabilities with their racial weapon's and not just for 1 particular suit. New, and replaced suit bonus' are the way to go, we're no longer thinking to change it's base stat's for every suit, just using the suit to increase the weapon's capabilities.
LoL you're taking this way to seriously as if to think I did some of the stuff, when I just gave examples like the Redline with the RR. Plus you took some of my words out of context like: "And yes I understand you got killed, but was it around the corner? alongside allies like you SHOULD have been, instead of trying to be GOD and bringing down MEOW MEOW like Thor?!" Are you suggesting that because I was a Sentinel I thought to myself "Oh I'm unstoppable"? no I didn't. All I said was "but since I'm a Fat Amarr i'm slow as f*ck & that ain't helping things, sometimes in certain situation i'll be focused on suppressing a group of people until i get shot from the side by a RR user & (my eHP is full btw), then i retreat to cover but unfortunately i was killed" Oh btw what i stated was an open field battle not in any urban area so there was barely any cover except mountains or bumps in the terrain if you can get there quick which i didnt manage to, oh and getting shot from the side isn't "around the corner" if it was I would've put that in because "descriptive writing" plus most of what you said is just going out of subject and meddling on what annoys you rather than clarifying my points which you decided to use insults instead, very professional. Plus "Lore doesn't matter"? You do realise that the lore makes each faction unique to what they are & proficient at, but to you oh "doesn't matter", by that logic Gallente aren't CQC Brawlers, Amarr aren't Armor Tanks, Caldari aren't Shield Tanks, Minmatar aren't a guerrila group using guerrilla tactics against it's oppressors & their skills have nothing to do with their factions background. Anyway, like I stated the RR is okay as it is, it doesn't need a buff or nerf otherwise it would add more complaint & complications that this game already suffers "if it ain't broken, don't fix it"... "Okay so let me start off with, why not sit around a corner like someone with ACTUAL COMMON SENSE?!" Oh "Common Sense" ehh, like you sure have it... You're right.... On my professionalism-But Amarr and Min's still get their useful bonus' and ONCE MORE we're not talking about changing the base stat's, we're talking about bonus' for the suit that can aid the weapon, unless you think we should change (and this is derailing the thread a bit) the bonus' on the Amarr and Min's for thing's less useful, like changing amarr to have 5%+ hipfire and min's 5% reload speed, we're through talking about changing it's base stat's and now pinning the tail on the donkey by trying to think up an improved version of a useful bonus similar to the minmatar and amarr. Stop glossing over it and saying it's OP or borderline a general good weapon, we know this, this isn't about ALL the suit's using the RR just the caldari suit's uniqueness to the usage of the weapon, just the amarr get's less heat with their weapon's and the minmatar get more ammo with their weapon's and the gallente, more accuracy, and cal's get reload speed? How does that seem right to you? Now with this, I'm done arguing with you, cause otherwise we'll get no where.
What do you want for the Caldari? A Kick Reduction? A Shield Extender passive buff? Do you think Reload Speed is at least okay? The Quicker you reload your gun the more time you could spend shoot at your opponent's & RR is an efficient gun so i don't see the problem other than Shields need some love, which they do tbh. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
110
|
Posted - 2015.06.23 15:22:00 -
[49] - Quote
Except that you can glitch reload the weapon just by running at a specific point, negating the usefulness of the reload speed, the reload speed can be used for ALL gun's, so unless there's a phantom fix for that, the reload speed is worthless.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Devadander
Woodgrain Atari
306
|
Posted - 2015.06.23 15:42:00 -
[50] - Quote
Yeah, changing class bonus is the only way to go. Changing rifle just means fotm.
If this is too much for the rest of you. Then we need to look into a role bonus nerf for min/amarr.
Maybe if they hated their bonus as much as we do they will understand.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
219
|
Posted - 2015.06.23 16:03:00 -
[51] - Quote
Zan Azikuchi wrote:Except that you can glitch reload the weapon just by running at a specific point, negating the usefulness of the reload speed, the reload speed can be used for ALL gun's, so unless there's a phantom fix for that, the reload speed is worthless.
You never said what you want to change the Caldari Bonus to, after all this complain you've been going on towards me you keep jumping the boat on the subjects here, i gave you examples but you just carried on meddling from one thing to another, do you want to change the Rifle or the Suit bonuses?
It's not a hard question, considering you're the only one mostly complaining about this problem & how are the developers suppose to take feedback on this kind of situation when you keep jumping to different subjects? |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
110
|
Posted - 2015.06.23 16:27:00 -
[52] - Quote
ThePlayerkyle13 wrote:Zan Azikuchi wrote:Except that you can glitch reload the weapon just by running at a specific point, negating the usefulness of the reload speed, the reload speed can be used for ALL gun's, so unless there's a phantom fix for that, the reload speed is worthless. You never said what you want to change the Caldari Bonus to, after all this complain you've been going on towards me you keep jumping the boat on the subjects here, i gave you examples but you just carried on meddling from one thing to another, do you want to change the Rifle or the Suit bonuses? It's not a hard question, considering you're the only one mostly complaining about this problem & how are the developers suppose to take feedback on this kind of situation when you keep jumping to different subjects?
I've been making suggestion's to help the RR and giving idea's, nothing finalized, if you've actually read my comment's, yes I jump from one thing to another, but has it ever been anything other than suggestion's and idea's for the RR? (Not excusing the other insight's)
However with the way this current thread is going, we all seem to be leaning toward's actual suit bonus' to improve all the weapon's, and Jaysyn Larrisen made a very interesting feedback that I myself am actually hoping that, that, becomes a thing. Furthermore along the road we did start talking more about the suit's improving the weapon's, instead of a flat buff to the weapon itself, which only a select few seem to be thinking this way (Yes in the earlier post I suggested increase rate of fire but my opinion changed). Are you done knit picking at 1 man? Cause at some point you just start to become a troll...
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
225
|
Posted - 2015.06.23 16:39:00 -
[53] - Quote
Zan Azikuchi wrote:ThePlayerkyle13 wrote:Zan Azikuchi wrote:Except that you can glitch reload the weapon just by running at a specific point, negating the usefulness of the reload speed, the reload speed can be used for ALL gun's, so unless there's a phantom fix for that, the reload speed is worthless. You never said what you want to change the Caldari Bonus to, after all this complain you've been going on towards me you keep jumping the boat on the subjects here, i gave you examples but you just carried on meddling from one thing to another, do you want to change the Rifle or the Suit bonuses? It's not a hard question, considering you're the only one mostly complaining about this problem & how are the developers suppose to take feedback on this kind of situation when you keep jumping to different subjects? I've been making suggestion's to help the RR and giving idea's, nothing finalized, if you've actually read my comment's, yes I jump from one thing to another, but has it ever been anything other than suggestion's and idea's for the RR? (Not excusing the other insight's) However with the way this current thread is going, we all seem to be leaning toward's actual suit bonus' to improve all the weapon's, and Jaysyn Larrisen made a very interesting feedback that I myself am actually hoping that, that, becomes a thing. Furthermore along the road we did start talking more about the suit's improving the weapon's, instead of a flat buff to the weapon itself, which only a select few seem to be thinking this way (Yes in the earlier post I suggested increase rate of fire but my opinion changed). Are you done knit picking at 1 man? Cause at some point you just start to become a troll...
A troll? Haha yeah I'm a Troll great insight *sarcasm* Plus i'm not the one knit-picking here, you're the one knit-picking everything that's wrong with the Caldari, which to me i don't see any problems other than the Shields needs help to make them viable against their armour counterparts (Gallente)... |
Sardonk Eternia
Tiny Universe
332
|
Posted - 2015.06.23 22:43:00 -
[54] - Quote
ThePlayerkyle13 wrote:Zan Azikuchi wrote:ThePlayerkyle13 wrote:Zan Azikuchi wrote:Except that you can glitch reload the weapon just by running at a specific point, negating the usefulness of the reload speed, the reload speed can be used for ALL gun's, so unless there's a phantom fix for that, the reload speed is worthless. You never said what you want to change the Caldari Bonus to, after all this complain you've been going on towards me you keep jumping the boat on the subjects here, i gave you examples but you just carried on meddling from one thing to another, do you want to change the Rifle or the Suit bonuses? It's not a hard question, considering you're the only one mostly complaining about this problem & how are the developers suppose to take feedback on this kind of situation when you keep jumping to different subjects? I've been making suggestion's to help the RR and giving idea's, nothing finalized, if you've actually read my comment's, yes I jump from one thing to another, but has it ever been anything other than suggestion's and idea's for the RR? (Not excusing the other insight's) However with the way this current thread is going, we all seem to be leaning toward's actual suit bonus' to improve all the weapon's, and Jaysyn Larrisen made a very interesting feedback that I myself am actually hoping that, that, becomes a thing. Furthermore along the road we did start talking more about the suit's improving the weapon's, instead of a flat buff to the weapon itself, which only a select few seem to be thinking this way (Yes in the earlier post I suggested increase rate of fire but my opinion changed). Are you done knit picking at 1 man? Cause at some point you just start to become a troll... A troll? Haha yeah I'm a Troll great insight *sarcasm* Plus i'm not the one knit-picking here, you're the one knit-picking everything that's wrong with the Caldari, which to me i don't see any problems other than the Shields needs help to make them viable against their armour counterparts (Gallente)...
Guys it's nit picking. Nothing to do with knitting.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
110
|
Posted - 2015.06.24 00:32:00 -
[55] - Quote
Sardonk Eternia wrote:ThePlayerkyle13 wrote:Zan Azikuchi wrote:ThePlayerkyle13 wrote:Zan Azikuchi wrote:Except that you can glitch reload the weapon just by running at a specific point, negating the usefulness of the reload speed, the reload speed can be used for ALL gun's, so unless there's a phantom fix for that, the reload speed is worthless. You never said what you want to change the Caldari Bonus to, after all this complain you've been going on towards me you keep jumping the boat on the subjects here, i gave you examples but you just carried on meddling from one thing to another, do you want to change the Rifle or the Suit bonuses? It's not a hard question, considering you're the only one mostly complaining about this problem & how are the developers suppose to take feedback on this kind of situation when you keep jumping to different subjects? I've been making suggestion's to help the RR and giving idea's, nothing finalized, if you've actually read my comment's, yes I jump from one thing to another, but has it ever been anything other than suggestion's and idea's for the RR? (Not excusing the other insight's) However with the way this current thread is going, we all seem to be leaning toward's actual suit bonus' to improve all the weapon's, and Jaysyn Larrisen made a very interesting feedback that I myself am actually hoping that, that, becomes a thing. Furthermore along the road we did start talking more about the suit's improving the weapon's, instead of a flat buff to the weapon itself, which only a select few seem to be thinking this way (Yes in the earlier post I suggested increase rate of fire but my opinion changed). Are you done knit picking at 1 man? Cause at some point you just start to become a troll... A troll? Haha yeah I'm a Troll great insight *sarcasm* Plus i'm not the one knit-picking here, you're the one knit-picking everything that's wrong with the Caldari, which to me i don't see any problems other than the Shields needs help to make them viable against their armour counterparts (Gallente)... Guys it's nit picking. Nothing to do with knitting.
Lol sorry, nit picking, got it, thanks for the spelling check (no sarcasm, for once, someone is actually sincere in saying this). Yeah so we're clearly on suit bonus to "help" the rail rifle, it'd be appreciative if the CPM and DEV could give us a "TM. Soon", that'd be great!
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
225
|
Posted - 2015.06.24 02:31:00 -
[56] - Quote
Zan Azikuchi wrote:[ Lol sorry, nit picking, got it, thanks for the spelling check (no sarcasm, for once, someone is actually sincere in saying this). Yeah so we're clearly on suit bonus to "help" the rail rifle, it'd be appreciative if the CPM and DEV could give us a "TM. Soon", that'd be great!
You do realise that if Mr Rat himself doesn't see any odd changes in the statistics (with the RR) then they wont change anything, as far i know, the last patch they did was for the ScR to balance it out with the other weapons, after that their shouldn't be any problems generally, as all weapons are balanced out & like i said the RR is still a viable weapon against anyone, at the moment the Devs are tweaking strafing & movement. After that i don't think they'll be touching or tweaking any weapons just because one or many people had a bad day with it... To you the Reload bonus "sucks" because the reload glitch is still there and exploitable, but what if CCP patched it & your suit bonus changed & now your reload speed slow, yeah, you done f*cked up. Basically I'm saying don't wish for something you'll regret later... |
Vesta Opalus
Ostrakon Agency Gallente Federation
809
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Posted - 2015.06.24 04:48:00 -
[57] - 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. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.24 07:14:00 -
[58] - Quote
Did I mention that I'm totes down for reduced recoil in ADS?
I'm down for reduced recoil in ADS.
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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KGB Sleep
Inner.Hell
1
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Posted - 2015.06.24 10:01:00 -
[59] - Quote
Aeon Amadi wrote:Did I mention that I'm totes down for reduced recoil in ADS?
I'm down for reduced recoil in ADS.
This is an excellent solution as it it keeps the recoil that was meant to thwart the RR's hipfire power in CQC. That was the main gripe anyway.
Because beer, that's why.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
111
|
Posted - 2015.06.24 18:16:00 -
[60] - Quote
Yeah, I'm down for reduced recoil...
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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