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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.02 23:36:00 -
[1] - Quote
Few random thoughts/proposals/ideas I want to throw out there.
Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design.
Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact.
Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing.
Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range.
Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart
Feel free to discuss.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.07.02 23:41:00 -
[2] - Quote
We need the other rifle types for each race to properly balance. Without this first step everything else is pretty pointless.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Magnus Belmont
Kameira Lodge Amarr Empire
102
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Posted - 2015.07.02 23:48:00 -
[3] - Quote
Now these are my opinions but...
Rail rifles are fine, you should be penalized for holding down the fire button like a noob. The guns kick is fine if you stop firing intermittently, spray and pray should result in poor aim.
Honestly all the AR's seem to work just fine and kill just fine. Regular - Close range, Breach - Medium, Tactical - long. Burst fits as a nice over all.
Yeah, the combat rifle glitch eats at my soul D:
For modded controllers, there needs to be a built in fire rate cap. Also, people need to get some real gun game and stop using them, your all cheating little bastards and in my opinion, your kills don't count :/ Or, and I know this is well beyond CCP's capabilities, have a monitoring process for the button that's pressed to fire. If it's a constant and consistent rate of fire that persists for a long time, your controls should shut off for the remainder of the game until you re-log.
I can understand using a modded controller if your hand is f'd up, but having it set so friggin' high should be punishable.
The Assault scrambler is finally where it needs to be in my opinion, you see it often enough, rather then NEVER like it was before. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1
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Posted - 2015.07.02 23:55:00 -
[4] - Quote
One thing to note:
NO guns in this game have their ranges based around actual engagement distances.
ALL guns in this game have their ranges based around arbitrary theoretical distances.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
763
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Posted - 2015.07.03 00:02:00 -
[5] - Quote
Assault rifles are my favorite and most used. I'll shred you any time just ask. Anyways, it needs a bit more damage and a bit mor range but with reduced effectiveness at further ranges. This will make it fierce at CQC and still be able to tickle dropsuits with rails and scramblers.
CEO of 48th Special Operations Force
Twitter-@48SOF
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Georgia Xavier
Y.A.M.A.H No Context
783
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Posted - 2015.07.03 00:50:00 -
[6] - Quote
I'm scared yet curious on how rat man will tweak the scrambler rifle. Had that weapon since the day it came. But I shall endure it if it means balance
On a commando the TacAR+ScR combo is heavenly
Click me
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
181
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Posted - 2015.07.03 00:59:00 -
[7] - Quote
Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss.
Couple of problem's here, RR doesn't need it's recoil reduced generally, it need's its recoil reduced racially, with the caldari suit, which has already been done, if anything the skill for the RR need's to be increased, the effectivity of it on other caldari weapon needs to be taken into account and need's to be increased upto 8% instead of 5%.
Breach AR, really hate it since I'm a caldari, however regardless of that, if the weapon range emulates the RR, it should have much reduced damage. It's not a bad weapon, but the AR deserves a little bit more weight in order to go up against the power house's
Never used CR that much, but why would you jump WHILE aiming down sight?
All modded controller user's should be punished, not all of them have bad hand's, some of them are lazy and use FOTM to win fire fight's.
Assault Scrambler Rifle, is the reason I want the caldari recoil reduction skill to increase it's effect's on the RR's as well as all the other hybrid railgun weapon's, since they have horrid kick (magsec mostly, but it'd be nice).
Assault Rifle, just need's better range and damage, thats all...
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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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.03 01:05:00 -
[8] - Quote
Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss. Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.03 01:07:00 -
[9] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss. Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
Sounds good. I'm kinda hoping the initial viability decrease of the AR's settles, what with the strafe speeds being so new and all. This works.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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Scheneighnay McBob
Penumbra or something
7
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Posted - 2015.07.03 01:27:00 -
[10] - Quote
I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS
The anti-tunnel snake taskforce has assembled
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
181
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Posted - 2015.07.03 01:33:00 -
[11] - Quote
Scheneighnay McBob wrote:I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS
Well, not everything worked out as intended before, label's get moderately changed, so simply put thing's change. Beside's the Breach AR has way more range than the AR because of it's DPS anyway.
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
11
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Posted - 2015.07.03 01:38:00 -
[12] - Quote
Scheneighnay McBob wrote:I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS
If we're going by legacy design, than the Breach Assault Rifle is to emulate the Rail Rifle. Back then the Assault Rifle variants were placeholders to provide variety while the other racial rifles were being designed - as such, the variants were as such:
Assault Rifle (obvious) Burst Assault Rifle - Combat Rifle Tactical Assault Rifle - Scrambler Rifle Breach Assault Rifle - Rail Rifle
This is why anything with 'Assault' in front of it, as far as rifles, usually retain similarities to the Gallente Assault Rifle. Likewise, the variants closely match their racial emulations.
The problem with the Breach Assault Rifle is that it is trying to blend high damage (Gallente Assault Rifle) with long range (Caldari Rail Rifle), which is why it has been so hard to balance. Current design philosophy would state that the higher the damage, the lower the range or some kind of sacrifice to give it that high of damage. IMO, best way to retain those signature traits of both rifles would be to make it more like a Rail Rifle, but with lower range and higher damage. Give it a scope, add a bunch of hipfire recoil/dispersion so you're pointing at the sky if you hold down the trigger, and it'll be a good emulator, imo.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.03 01:39:00 -
[13] - Quote
Scheneighnay McBob wrote:I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS
quite agree. id increase dps by 33.3% and lower range by 33.3%
you'd get a real show stopper in cqc, but not much use anywhere else. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.03 01:39:00 -
[14] - Quote
Zan Azikuchi wrote:Scheneighnay McBob wrote:I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS Well, not everything worked out as intended before, label's get moderately changed, so simply put thing's change. Beside's the Breach AR has way more range than the AR because of it's DPS anyway.
For the record, according to Protofits (which may or may not be up to date) the Breach AR has about the same DPS as a Duvolle and the optimal range is set at 39m.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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Sergeant Sazu
Mantodea MC
628
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Posted - 2015.07.03 02:06:00 -
[15] - Quote
I dearly miss my old Breach AR.
The super tight hip-fire, the low but manageable DPS... Above all, I loved the ammo-efficiency. I wasn't forced into carrying Nanohives. It allowed me to be that Assault carrying a proto needle keeping the frontlines strong. It was my favorite weapon throughout all of Uprising. And the best part, I could be a hipster about it since it was so unpopular.
I'm not sure why Sir Rattati wanted the normalize the rifles, but it really ruined the variety. I then picked up the ACR. I honestly prefer using anti-shield weapons, but the ACR handled nicely, and that's all that matters to me. I'm not worried about a weapon's performance, I just need to enjoy it. More recently I switched to the burst CR because the ACR's iron sight was hard to work with at medium range. Dabbled in the ScR; it's an incredibly fun weapon, but eventually I dropped it because I disliked the need to restrain myself to avoid overheating.
Anyways, that's my sob story. I have differing ideas than the OP on how the rifles should be. But I'm a very unique player, my opinions are usually in the minority, and that's okay.
[63.2m SP - Next skill: Forge Gun Op. 5]
Sazu the Swagmaster Logi
-Title bestowed by Thal Vadam after I revived him
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
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Posted - 2015.07.03 02:47:00 -
[16] - Quote
While i appreciate the discussion starter on this perpetual topic I have to say that it seems like many of the discussion points are treating symptoms and not root issues. Basically...i think we (and CCP Rattati) are making this too hard.
My view is that the differences in rifle performance is simply too broad. The range differences are over the top which drives 2nd and 3rd order reactions in the form of dmg, ROF, recoil, heat, and spool time.
I will be transparent about the fact that I absolutely detest the spool time mechanic for the Caldari weapon line. It absolutely feels like a clunky mechanic that was invented solely for the purpose of trying to make the weapon different but ultimately not adding to the quality of play. I think they should have gone with a mechanic near identical to the heat build up in the Amarr weapon line but call it "capacitor". When you run out of "capacitor" (i.e. hits the current overheat mark on a SCR/ASCR) your weapon simply goes out of commission until the "charge" builds back up.
The AR could, and should, be an optimal choice for relatively close in fights but having it utterly gimped against all other LWs due to it's range shortfall is pretty ridiculous. The options I've seen some folks floating around would make it more lethal than an HMG in a short range brawl and that just confounds me as to why some folks thinks that makes since.
The CR and SCR families are in pretty solid places. The could certainly be tweaked, however, one of the reasons they are preforming solid is that that they don't really come up short in any critical combat performance categories.
Overall...i just feel we should bring the weapons closer together in actual performance (more towards the CR/SCR zone) and homogenize the drawback mechanics of the SCR / RR systems for pure simplicity. This will allow meaningful adjustments and balancing the Light Weapon Class as a whole in comparison to the other weapon classes.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Starlight Burner
Arrary of Clusters
318
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Posted - 2015.07.03 10:55:00 -
[17] - Quote
Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no.
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.03 11:54:00 -
[18] - Quote
CCP Rattati wrote: Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
is there a good method of submitting proposals for things like this with spreadsheet spam to illustrate suggestions?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Kinky Fat Bastard
OMFGZOMBIESRUN
32
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Posted - 2015.07.03 12:24:00 -
[19] - Quote
Looking at the assault rifles in PS2 on the PS4 I was surprised to find that if you fire a single shot in semi auto mode you have no recoil but spam the trigger and you have as much recoil as firing in full auto mode. |
Kinky Fat Bastard
OMFGZOMBIESRUN
32
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Posted - 2015.07.03 12:25:00 -
[20] - Quote
Starlight Burner wrote:Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no.
Learn not to spray and pray.
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Starlight Burner
Arrary of Clusters
320
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Posted - 2015.07.03 13:01:00 -
[21] - Quote
Kinky Fat Bastard wrote:Starlight Burner wrote:Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no. Learn not to spray and pray. How the **** does spray and pray have anything to do with recoil? Are you even reading these posts?
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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Kinky Fat Bastard
OMFGZOMBIESRUN
32
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Posted - 2015.07.03 13:22:00 -
[22] - Quote
Starlight Burner wrote:Kinky Fat Bastard wrote:Starlight Burner wrote:Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no. Learn not to spray and pray. How the **** does spray and pray have anything to do with recoil? Are you even reading these posts?
Are you stupid?
If you control you fire by firing in short bursts then you should not be affected by 'massive recoil'
If you just hold the fire button down until your weapon is empty (pray and spray) then you should end up pointing at the sky.
Spamming the trigger on a single shot weapon or using a modded controller should give a recoil penalty. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.03 14:07:00 -
[23] - Quote
Building recoil might be an interesting solution. More your spam the trigger the higher the recoil. Maybe a multiplier.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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demonkiller 12
TERRA R1SING New Eden's Heros
834
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Posted - 2015.07.03 14:07:00 -
[24] - Quote
rail rifles too much recoil yep combat rifle feels fine though i think ive encountered that bug before breach ar, damage seems fine THE AIM ASSIST is ******* crazy though, like its literally auto aim assault rifle range is fine if anything needs a buff, we're in the bloody future yet most weapons are useless past 50m scramblers are meh, probably should remove charge shot as i can still take all someones shields at 130m lasers seems fine its a skill weapon and hardly anyone uses them, even less are good with them so thats fine
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.03 14:49:00 -
[25] - Quote
Breakin Stuff wrote:CCP Rattati wrote: Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
is there a good method of submitting proposals for things like this with spreadsheet spam to illustrate suggestions? [email protected]
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.03 15:08:00 -
[26] - Quote
CCP Rattati wrote:Breakin Stuff wrote:CCP Rattati wrote: Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
is there a good method of submitting proposals for things like this with spreadsheet spam to illustrate suggestions? [email protected]
Roger. About to dropkick two your way. Feedback and critique is the most valuable to me so I can improve future submissions
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Jack McReady
DUST University Ivy League
2
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Posted - 2015.07.03 15:27:00 -
[27] - Quote
Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
the TAR already has alot of kick and recoil, firing at max RPM will hit everything... except your target.
only the SCR is accurate while firing with max RPM. |
DRT 99
RAT PATROL INC.
400
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Posted - 2015.07.03 15:30:00 -
[28] - Quote
how times change. players giving CCP spreadsheets? what is this! |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
182
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Posted - 2015.07.03 16:36:00 -
[29] - Quote
Jaysyn Larrisen wrote:While i appreciate the discussion starter on this perpetual topic I have to say that it seems like many of the discussion points are treating symptoms and not root issues. Basically...i think we (and CCP Rattati) are making this too hard.
My view is that the differences in rifle performance is simply too broad. The range differences are over the top which drives 2nd and 3rd order reactions in the form of dmg, ROF, recoil, heat, and spool time.
I will be transparent about the fact that I absolutely detest the spool time mechanic for the Caldari weapon line. It absolutely feels like a clunky mechanic that was invented solely for the purpose of trying to make the weapon different but ultimately not adding to the quality of play. I think they should have gone with a mechanic near identical to the heat build up in the Amarr weapon line but call it "capacitor". When you run out of "capacitor" (i.e. hits the current overheat mark on a SCR/ASCR) your weapon simply goes out of commission until the "charge" builds back up.
The AR could, and should, be an optimal choice for relatively close in fights but having it utterly gimped against all other LWs due to it's range shortfall is pretty ridiculous. The options I've seen some folks floating around would make it more lethal than an HMG in a short range brawl and that just confounds me as to why some folks thinks that makes since.
The CR and SCR families are in pretty solid places. The could certainly be tweaked, however, one of the reasons they are preforming solid is that that they don't really come up short in any critical combat performance categories.
Overall...i just feel we should bring the weapons closer together in actual performance (more towards the CR/SCR zone) which would emphasize damage profile differences and homogenize the drawback mechanics of the SCR / RR systems for pure simplicity. This will allow meaningful adjustments and balancing the Light Weapon Class as a whole in comparison to the other weapon classes.
Well I figured you could make the caldari line weapon's fire similarly to the Bolt Pistol, having to charge up each shot before firing the round. Obviously you'd have to change spool time's so that the spool control's the ROF and not the actual ROF.
But I certainly didn't even think of having a Battery, that could actually make feathering the RR line weapon's possible and may even better balance it, but if the batteries too low, the RR may be useless, if it's too high, nothing may really change, other than the fact you can't hold it down forever, in which case the caldari racial skill may end up changing again just to aid that 1 particular mechanic.
The Battery would be a very simple mechanic to apply to Cal weapon'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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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.03 17:06:00 -
[30] - Quote
the AR needs other mechanics to be adjusted for it work properly.
you need to get in close range for the weapon to work, so the suit stats need to reflect that the use be able to do so. gal suits need NATIVE dampening and sprint speed increase.
when i run the gal assault with a complex damp and kincat, the short range isnt an issue. i can run up to almost anyone i want and hose 2 or 3 of them before they know im there. and the speed helps me get in and out.
or we can add multiple suit bonuses and give the gal bonuses to damps and kincats. either way, they need the damps and speed same way gal scouts need damps and speed to use their shotguns. |
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
182
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Posted - 2015.07.03 17:16:00 -
[31] - Quote
DeathwindRising wrote:the AR needs other mechanics to be adjusted for it work properly.
you need to get in close range for the weapon to work, so the suit stats need to reflect that the use be able to do so. gal suits need NATIVE dampening and sprint speed increase.
when i run the gal assault with a complex damp and kincat, the short range isnt an issue. i can run up to almost anyone i want and hose 2 or 3 of them before they know im there. and the speed helps me get in and out.
or we can add multiple suit bonuses and give the gal bonuses to damps and kincats. either way, they need the damps and speed same way gal scouts need damps and speed to use their shotguns.
That would be much more preferred, giving all the skill's multiple bonus' suit wise at least, that could help better balance the racial suit's, (at least between player's who know what their doing).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.07.03 17:25:00 -
[32] - Quote
Sent.
For anyone who cares, my Rifle balance thing can be found Here if you're wondering what kind of thing I am being cryptic about.
some people have commented, some have not.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Kinky Fat Bastard
OMFGZOMBIESRUN
33
|
Posted - 2015.07.03 18:21:00 -
[33] - Quote
Aeon Amadi wrote:Building recoil might be an interesting solution. More your spam the trigger the higher the recoil. Maybe a multiplier.
It should also have a cool down so that you can fire off repeated shots without recoil if they are spaced apart |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.03 18:31:00 -
[34] - Quote
Kinky Fat Bastard wrote:Starlight Burner wrote:Kinky Fat Bastard wrote:Starlight Burner wrote:Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no. Learn not to spray and pray. How the **** does spray and pray have anything to do with recoil? Are you even reading these posts? Are you stupid? If you control you fire by firing in short bursts then you should not be affected by 'massive recoil' If you just hold the fire button down until your weapon is empty (pray and spray) then you should end up pointing at the sky. Spamming the trigger on a single shot weapon or using a modded controller should give a recoil penalty.
youre an idiot. ScR isnt pray and spray. you cant hold down the fire button to shoot. and rapid follow up shots should be possible.
if you mean that hip fire is too strong then ok. but you didnt say that |
Kinky Fat Bastard
OMFGZOMBIESRUN
33
|
Posted - 2015.07.03 18:45:00 -
[35] - Quote
Even if you completely removed aim assist it wouldn't change the fact that trigger spam and modded controller use are spray and pray. |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.03 18:47:00 -
[36] - Quote
Breakin Stuff wrote:Sent. For anyone who cares, my Rifle balance thing can be found Here if you're wondering what kind of thing I am being cryptic about. some people have commented, some have not.
yea idk man. you only balanced the weapons. you never took into account that those weapons have respective suits theyre supposed to be used on.
an AR on a gal assault at 40m vs a RR on a cal assault at 60m. 20m isnt worth a ~200dps difference. more when you factor in that the gal is packing damage mods.
this is why shield tankers keep getting shafted. no one is balancing the actual suit builds against each other. itll be another two years before anyone starts realizing that a gal with a RR is better than a cal with a RR |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
184
|
Posted - 2015.07.03 18:52:00 -
[37] - Quote
DeathwindRising wrote:Breakin Stuff wrote:Sent. For anyone who cares, my Rifle balance thing can be found Here if you're wondering what kind of thing I am being cryptic about. some people have commented, some have not. yea idk man. you only balanced the weapons. you never took into account that those weapons have respective suits theyre supposed to be used on. an AR on a gal assault at 40m vs a RR on a cal assault at 60m. 20m isnt worth a ~200dps difference. more when you factor in that the gal is packing damage mods. this is why shield tankers keep getting shafted. no one is balancing the actual suit builds against each other. itll be another two years before anyone starts realizing that a gal with a RR is better than a cal with a RR
Unless they increased RR recoil significantly to the extent that only the Cal suit's can wield RR's, at least properly anyway.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.03 19:01:00 -
[38] - Quote
Zan Azikuchi wrote:DeathwindRising wrote:Breakin Stuff wrote:Sent. For anyone who cares, my Rifle balance thing can be found Here if you're wondering what kind of thing I am being cryptic about. some people have commented, some have not. yea idk man. you only balanced the weapons. you never took into account that those weapons have respective suits theyre supposed to be used on. an AR on a gal assault at 40m vs a RR on a cal assault at 60m. 20m isnt worth a ~200dps difference. more when you factor in that the gal is packing damage mods. this is why shield tankers keep getting shafted. no one is balancing the actual suit builds against each other. itll be another two years before anyone starts realizing that a gal with a RR is better than a cal with a RR Unless they increased RR recoil significantly to the extent that only the Cal suit's can wield RR's, at least properly anyway.
yea but you also cant effectively lock weapons to suits either. any race should be able to pick up any weapon and use it without it feeling gimped. there are some niche siuations where a cal would NOT want to use a RR, such as when fighting other cals you would want a ScR or AR.
but when gal assaults are raping cal assaults with RR's.... no. thats not what should be happening. |
Mr.Pepe Le Pew
Art.of.Death
194
|
Posted - 2015.07.03 23:05:00 -
[39] - Quote
Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss.
I think we're overthinking the rebalance of weapons. As it stands right now, most weapons in the game are balanced properly. The exceptions are: Standard HMG, AR/all variants, ScR, assault smg.
The one that needs the most love is the AR. Let's not overthink it. -Breach AR needs a longer clip. Simple. Tac, same thing. Simple.
-Standard AR needs a DMG buff, big time, and I actually agree with Deathwind Rising. Reduce range, increase DMG proportionately. 33% seems a bit high for my like, but I'd be willing to visit 20%. Make it cqc king.
-ScR needs to be nerfed. It should act similar to the Ion pistol. One charge shot, that's all you get. Then you have a cool off time and you can decide to rapid fire or not. Range should be nerfed similar to the combat R.
-If the scrambler rifle doesn't get a nerf, then give every other variant a charge option...don't like the idea? exactly. Nerf the ScR as proposed.
-Standard HMG is garbage now. increase DMG, decrease Range. You want range on your heavy suit? yield a bolt pistol. Simple.
-SMG: all variants work nice with the exception of the assault variant. It used to be the best side arm. Now, you never an M209 kill or an ishukone smg kill. Why? cause the stats are ridonkulous. Bring it back to what it used to be. If anything, reduce the dmg slightly than what it used to be. Simple.
CEO / Art.of.Death
|
Mr.Pepe Le Pew
Art.of.Death
194
|
Posted - 2015.07.03 23:08:00 -
[40] - Quote
Mr.Pepe Le Pew wrote:Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss. I think we're overthinking the rebalance of weapons. As it stands right now, most weapons in the game are balanced properly. The exceptions are: Standard HMG, AR/all variants, ScR, assault smg. The one that needs the most love is the AR. Let's not overthink it. -Breach AR needs a longer clip. Simple. Tac, same thing. Simple. -Standard AR needs a DMG buff, big time, and I actually agree with Deathwind Rising. Reduce range, increase DMG proportionately. 33% seems a bit high for my like, but I'd be willing to visit 20%. Make it cqc king. -ScR needs to be nerfed. It should act similar to the Ion pistol. One charge shot, that's all you get. Then you have a cool off time and you can decide to rapid fire or not. Range should be nerfed similar to the combat R. -If the scrambler rifle doesn't get a nerf, then give every other variant a charge option...don't like the idea? exactly. Nerf the ScR as proposed. -Standard HMG is garbage now. increase DMG, decrease Range. You want range on your heavy suit? yield a bolt pistol. Simple. -SMG: all variants work nice with the exception of the assault variant. It used to be the best side arm. Now, you never see an M209 kill or an ishukone smg kill. Why? cause the stats are ridonkulous. Bring it back to what it used to be. If anything, reduce the dmg slightly than what it used to be. Simple.
CEO / Art.of.Death
|
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
186
|
Posted - 2015.07.04 01:55:00 -
[41] - Quote
DeathwindRising wrote:Zan Azikuchi wrote:DeathwindRising wrote:Breakin Stuff wrote:Sent. For anyone who cares, my Rifle balance thing can be found Here if you're wondering what kind of thing I am being cryptic about. some people have commented, some have not. yea idk man. you only balanced the weapons. you never took into account that those weapons have respective suits theyre supposed to be used on. an AR on a gal assault at 40m vs a RR on a cal assault at 60m. 20m isnt worth a ~200dps difference. more when you factor in that the gal is packing damage mods. this is why shield tankers keep getting shafted. no one is balancing the actual suit builds against each other. itll be another two years before anyone starts realizing that a gal with a RR is better than a cal with a RR Unless they increased RR recoil significantly to the extent that only the Cal suit's can wield RR's, at least properly anyway. yea but you also cant effectively lock weapons to suits either. any race should be able to pick up any weapon and use it without it feeling gimped. there are some niche siuations where a cal would NOT want to use a RR, such as when fighting other cals you would want a ScR or AR. but when gal assaults are raping cal assaults with RR's.... no. thats not what should be happening.
But that already happen's with Amarr suit's and the scrambler rifle's, when you technically look at it, you can't spam the SCR on any other suit, other than the Amarr assault. With that said, it would be fair if the other suit's were just like that in their own unique way.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
All Gucci
T.H.I.R.D R.O.C.K
279
|
Posted - 2015.07.04 02:26:00 -
[42] - Quote
Mr.Pepe Le Pew wrote:Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss. I think we're overthinking the rebalance of weapons. As it stands right now, most weapons in the game are balanced properly. The exceptions are: Standard HMG, AR/all variants, ScR, assault smg. The one that needs the most love is the AR. Let's not overthink it. -Breach AR needs a longer clip. Simple. Tac, same thing. Simple. -Standard AR needs a DMG buff, big time, and I actually agree with Deathwind Rising. Reduce range, increase DMG proportionately. 33% seems a bit high for my like, but I'd be willing to visit 20%. Make it cqc king. -ScR needs to be nerfed. It should act similar to the Ion pistol. One charge shot, that's all you get. Then you have a cool off time and you can decide to rapid fire or not. Range should be nerfed similar to the combat R. -If the scrambler rifle doesn't get a nerf, then give every other variant a charge option...don't like the idea? exactly. Nerf the ScR as proposed. -Standard HMG is garbage now. increase DMG, decrease Range. You want range on your heavy suit? yield a bolt pistol. Simple. -SMG: all variants work nice with the exception of the assault variant. It used to be the best side arm. Now, you never see an M209 kill or an ishukone smg kill. Why? cause the stats are ridonkulous. Bring it back to what it used to be. If anything, reduce the dmg slightly than what it used to be. Simple.
no to everything you have said and everything you will say for the rest of your existence.
Director / Slayer / Emperor
|
BARAGAMOS
Kinsho Swords Caldari State
44
|
Posted - 2015.07.04 04:17:00 -
[43] - Quote
Magnus Belmont wrote:Now these are my opinions but...
Rail rifles are fine, you should be penalized for holding down the fire button like a noob. The guns kick is fine if you stop firing intermittently, spray and pray should result in poor aim.
Honestly all the AR's seem to work just fine and kill just fine. Regular - Close range, Breach - Medium, Tactical - long. Burst fits as a nice over all.
Yeah, the combat rifle glitch eats at my soul D:
For modded controllers, there needs to be a built in fire rate cap. Also, people need to get some real gun game and stop using them, your all cheating little bastards and in my opinion, your kills don't count :/ Or, and I know this is well beyond CCP's capabilities, have a monitoring process for the button that's pressed to fire. If it's a constant and consistent rate of fire that persists for a long time, your controls should shut off for the remainder of the game until you re-log.
I can understand using a modded controller if your hand is f'd up, but having it set so friggin' high should be punishable.
The Assault scrambler is finally where it needs to be in my opinion, you see it often enough, rather then NEVER like it was before.
REALLY, the Assault scrambler is where it needs to be....lol
The whole scrambler family is broken right now. Why are there even assault versions of most guns let alone this one? The assault scrambler is everywhere in every game I play. Its the current FTM rifle. It now acounts for 80-90 present of my deaths. Look at my post where I keep track of it. Takes 3 shots to melt a 489/189. All the while the armored up guy loses 1/3 life. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
187
|
Posted - 2015.07.04 04:31:00 -
[44] - Quote
BARAGAMOS wrote:Magnus Belmont wrote:Now these are my opinions but...
Rail rifles are fine, you should be penalized for holding down the fire button like a noob. The guns kick is fine if you stop firing intermittently, spray and pray should result in poor aim.
Honestly all the AR's seem to work just fine and kill just fine. Regular - Close range, Breach - Medium, Tactical - long. Burst fits as a nice over all.
Yeah, the combat rifle glitch eats at my soul D:
For modded controllers, there needs to be a built in fire rate cap. Also, people need to get some real gun game and stop using them, your all cheating little bastards and in my opinion, your kills don't count :/ Or, and I know this is well beyond CCP's capabilities, have a monitoring process for the button that's pressed to fire. If it's a constant and consistent rate of fire that persists for a long time, your controls should shut off for the remainder of the game until you re-log.
I can understand using a modded controller if your hand is f'd up, but having it set so friggin' high should be punishable.
The Assault scrambler is finally where it needs to be in my opinion, you see it often enough, rather then NEVER like it was before. REALLY, the Assault scrambler is where it needs to be....lol The whole scrambler family is broken right now. Why are there even assault versions of most guns let alone this one? The assault scrambler is everywhere in every game I play. Its the current FTM rifle. It now acounts for 80-90 present of my deaths. Look at my post where I keep track of it. Takes 3 shots to melt a 489/189. All the while the armored up guy loses 1/3 life. Got to agree with you on the modded controllers.
When you consider it's balance with other rifle's it's "where it need's to be", if there weren't other rifle's around, then it'd be OP.... Double standards... Vs armor suit's, it's balanced, vs shield suit's it's OP, when you put shield vs "anything", "anything" is OP against shield.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.07.04 07:57:00 -
[45] - Quote
You absolutely CAN use suit bonusing to make synergy with a specific suit the clear winner.
In fact to a very large extent, this is desirable.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Demandred Moores
Operation Save a Blueberry
66
|
Posted - 2015.07.04 16:09:00 -
[46] - Quote
Mr.Pepe Le Pew wrote:Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss. I think we're overthinking the rebalance of weapons. As it stands right now, most weapons in the game are balanced properly. The exceptions are: Standard HMG, AR/all variants, ScR, assault smg. The one that needs the most love is the AR. Let's not overthink it. -Breach AR needs a longer clip. Simple. Tac, same thing. Simple. -Standard AR needs a DMG buff, big time, and I actually agree with Deathwind Rising. Reduce range, increase DMG proportionately. 33% seems a bit high for my like, but I'd be willing to visit 20%. Make it cqc king. -ScR needs to be nerfed. It should act similar to the Ion pistol. One charge shot, that's all you get. Then you have a cool off time and you can decide to rapid fire or not. Range should be nerfed similar to the combat R. -If the scrambler rifle doesn't get a nerf, then give every other variant a charge option...don't like the idea? exactly. Nerf the ScR as proposed. -Standard HMG is garbage now. increase DMG, decrease Range. You want range on your heavy suit? yield a bolt pistol. Simple. -SMG: all variants work nice with the exception of the assault variant. It used to be the best side arm. Now, you never see an M209 kill or an ishukone smg kill. Why? cause the stats are ridonkulous. Bring it back to what it used to be. If anything, reduce the dmg slightly than what it used to be. Simple. I was interested until you started telling about the scr. I find one charge shot very unforgiving, especially when it doesn't even address the real issue with it. The problem is that I can go into a hallway take my right hand off of the controller and spam r1. No turbo controller needed. There was a post a couple of days ago I saw where ratatti said something about buffing the charge shot and nerfing the rof. If you must nerf yet another gun instead of bringing the others closer I would only be okay with this but you f should buff the others first then tweak the scr if necessary. I like the idea of increased dps and decreased optimal for the AR if it does the same dps at 40m as now or near and more at 30. Can someone tell me where they got the idea the cbr should have the characteristics of a smg and be a mid range king and the AR be made exclusively for cqc? Naturally the cbr outperforms it in cqc also. Though the basic fundamentals of the two I wouldn't want to swap I just find it amusing. |
Demandred Moores
Operation Save a Blueberry
66
|
Posted - 2015.07.04 16:22:00 -
[47] - Quote
Modded controllers largely hold me back -_- I can fire just as fast without them, they feel ckunky so I don't aim as well, the occasional need to turn the turbo on or off. You can literally for just as fast on a normal controller all I hear is "I don't know how to r1 everyone that kills me with the spambler rifle used modded controllers. Oh know they're spamming the spambler rifle!"
Just because the ascr is what kills you most doesn't mean it's the most used. I see more variety and balance on the field than ever before. Mass drivers, lasers, rr, cbr, scr, shotty, I see all of them almost every match and I use all of them. The AR needs some love then see how the rest v gal in line. On gun at a time please. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
187
|
Posted - 2015.07.04 21:50:00 -
[48] - Quote
Demandred Moores wrote:Modded controllers largely hold me back -_- I can fire just as fast without them, they feel ckunky so I don't aim as well, the occasional need to turn the turbo on or off. You can literally for just as fast on a normal controller all I hear is "I don't know how to r1 everyone that kills me with the spambler rifle used modded controllers. Oh know they're spamming the spambler rifle!"
Just because the ascr is what kills you most doesn't mean it's the most used. I see more variety and balance on the field than ever before. Mass drivers, lasers, rr, cbr, scr, shotty, I see all of them almost every match and I use all of them. The AR needs some love then see how the rest v gal in line. On gun at a time please.
That's why I suggested to bring it back from chromosome, the ASCR does 38 basic, 40 adv, and 42 proto, so shouldn't the AR logically do 36-38-40 basic-advance-prototype? Especially since it's such a short range, the ASCR has more range than the AR which would easily balance the gun, since the ARR does the same as ASCR.
Doesn't make sense that all the other weapon's in assault variation can do more damage while having more range, which generally off-set's balance anyhow.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Nirwanda Vaughns
1
|
Posted - 2015.07.04 23:02:00 -
[49] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss. Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
wasn't the Breach supposed to be shortest range and highest dps? its a nice gun and its been messed around with so many times not even the devs seems to know where its placed now. it was my understanding that each of the 4 races would eventually get the 4 types of rifle with each race having a speciality. so each race would have a Breach, Burst, TAC and Automatic/Assault version. then each races weapons profile fit into the range/dps and their rifle is made according. so the Gallente will always be shortest range but highest damage with Breach as shortest, TAC longest with busrt and assaults being mid ranges, then Caldari 'Breach' is the Rail Rifle, a DMR style single shot rifle thats got great range but lower than a sniper. we have the assault rail rifle now as well.
the whole Range vs DPS seems completely screwed and it seems to be that they're sleepwalking into the AR being outclassed by everything again because the forum warriors whine that their shields get thrashed by a BAR... thats what theyre supposed to do!! versions need to be put in place so we can have a nice balance. few changes to performance and skill bonus to enhance players to use racial weapons to appropriate suits as well would also help balance things. to cut down on every suit using a rail rifle/ARR make the caldari assault get the scoped kick reduction so for every other suit its not as high DPS, the minmatar bonus is nice but if a fully boosted conbat rifle underperforms on the suit its built for by another rifle then obviously something is a little wrong. the skill bonus of a suit/item is supposed to favor using that over the other weapons and ensure that if you have full racial wepaons and suits together they outperform mixed suit/rifle use
Please fix my C-II hitpoints!!
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Squagga
Fatal Absolution Negative-Feedback
854
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Posted - 2015.07.05 01:30:00 -
[50] - Quote
The only thing I had a problem with, was the installations. Constantly getting shot in the back, as AV or as a vehicle, taking them down. The rest of it was a cakewalk
Shields, the silent killer.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
187
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Posted - 2015.07.05 01:34:00 -
[51] - Quote
Squagga wrote:The only thing I had a problem with, was the installations. Constantly getting shot in the back, as AV or as a vehicle, taking them down. The rest of it was a cakewalk
This made no sense to me... A bit off topic Squagga.
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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