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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.29 04:55:00 -
[1] - Quote
The Assault Scrambler might be a bit, because it was buffed when it didn't need one. Rattati even said it was fine before.
Rattati wrote:...The ASCR I have been playing with to understand its flaws, and I don't get why its not used, it destroys calscouts with hipfire, it has no recoil, the best scope, the most ammo and clipsize, and heat is not really a problem. But until players start using it, we need to make it incrementally better.
Though, he states exactly why it was buffed. The ASCR was not competitive enough to be used by players regularly. Compared to the ACR and ARR, it was still too tied to the Amarr Assault to be viable on the other Amarr classes. Keeping this in mind, the ASCR should not be nerfed.
People still consider it an OP weapon along with the Scrambler Rifle. The biggest pockets of people that are dissatisfied are the Caldari Assault's because they get destroyed by the Scrambler Rifle if they even try to get anywhere close to them, and Gallente Assaults because the ASCR is basically on par with the AR and actually has a tighter hipfire spread, lower recoil and faster reload.
The Caldari Assault's simply need a better bonus. A lot of people agree that shields are simply worse than armor, though many forget that Scrambler are to Shields what Rail Rifles, HMG's and every single explosive weapon is to armor. Maybe Shields do need a buff, but we won't know how much until the Caldari Assault's get a better bonus.
Better reloading is definitely the worst bonus out of all the Assaults. All the Commandos already get better reloading. There just isn't a reason to run Caldari Assault over Caldari Commando. Here's the solution:
-change reloading to 10% less spool time on every all hybrid rail weapons
It's the perfect bonus for Caldari Assaults and will help push them closer to the action.
The Caldari Assault's actually have a decent bonus. Less recoil and dispersion are extremely useful because it makes hipfire while moving extremely accurate. Getting head shots at thirty meters with an AR and level five Gallente Assault and level V sharpshooter is very practical.
Though the AR is just very mediocre. The AR is suppose to be the best rifle for point blank firefights, but is just not. At best it's tied with every other rifle in CQC. That's not fair because every other rifle has better range than the AR's. To be fair the BAR, TAR abd BrAR are good they are just pale imitations of the ARR, Scrambler Rifle and CR. Ultimately none of the variants fulfill the role of being the best rifle in CQC which is fine because that's the job of the standard AR.
Proposed Solution: add more damage in CQC:
-0-5m: increase damage by 20%
-5-10m: increase damage by 15%
-10-15m: increase damage by 10%
-15-20m: increase damage by 5%
Some might find these values ridiculous, but the AR needs to be the scariest rifle in close quarters and currently that is far from being the case. And within 20m I don't think these values are that outrageous.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Silver Strike44
737
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Posted - 2015.07.29 06:17:00 -
[2] - Quote
Theres really something about a damage buff in a certain range that just seems very wrong to me. I believe there is some way that the stats of all the guns can be arranged so that they each shine in different situations and dont overlap or overpower each other.
As for the caldari assault bonus, I would have to get used to the slower reload, but the bonus does need to be changed. The spool time decrease bonus is not comparable to the clip size increase of the minmatar assault or the heat buildup decrease bonus of the amarr assault. It is simply not as good, much like the current bonus is not as good. Perhaps a 20% decrease per level resulting in a total removal of the spool up time would be adequate or the 10% percent reduction along with a reload speed increase or kick reduction. The spool time shouldnt affect the charge sniper as not to break the weapon or making it far better on the caldari assault than it is otherwise.
I disagree that the gallente bonus is fine. Ive never even noticed a difference. Maybe it does help, but if it isnt even noticeable, then whats the point? It has been said that the bonus doesnt even work, if this is true, then maybe that fix is all that needs.
As for the first part of the title, both scrambler rifle variants are definitely too powerful and need a nerf. The assault variant is way to high on the damage range curve for having such a miniscule drawback. You dont overheat in a single clip with the amarr assault and its still very easy to avoid on other suits. The power of the charge shot on the regular variant along with its ability to be spammed or abused with a modded controller makes that weapon simply broken.
My YouTube Channel
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Deadly Goliath
WASTELAND JUNK REMOVAL RUST415
106
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Posted - 2015.07.29 08:26:00 -
[3] - Quote
DeadlyAztec11 wrote:The Assault Scrambler might be a bit, because it was buffed when it didn't need one. Rattati even said it was fine before. Rattati wrote:...The ASCR I have been playing with to understand its flaws, and I don't get why its not used, it destroys calscouts with hipfire, it has no recoil, the best scope, the most ammo and clipsize, and heat is not really a problem. But until players start using it, we need to make it incrementally better. Though, he states exactly why it was buffed. The ASCR was not competitive enough to be used by players regularly. Compared to the ACR and ARR, it was still too tied to the Amarr Assault to be viable on the other Amarr classes. Keeping this in mind, the ASCR should not be nerfed. People still consider it an OP weapon along with the Scrambler Rifle. The biggest pockets of people that are dissatisfied are the Caldari Assault's because they get destroyed by the Scrambler Rifle if they even try to get anywhere close to them, and Gallente Assaults because the ASCR is basically on par with the AR and actually has a tighter hipfire spread, lower recoil and faster reload.
The Caldari Assault's simply need a better bonus. A lot of people agree that shields are simply worse than armor, though many forget that Scrambler are to Shields what Rail Rifles, HMG's and every single explosive weapon is to armor. Maybe Shields do need a buff, but we won't know how much until the Caldari Assault's get a better bonus. Better reloading is definitely the worst bonus out of all the Assaults. All the Commandos already get better reloading. There just isn't a reason to run Caldari Assault over Caldari Commando. Here's the solution: -change reloading to 10% less spool time on every all hybrid rail weapons It's the perfect bonus for Caldari Assaults and will help push them closer to the action.
The Caldari Assault's actually have a decent bonus. Less recoil and dispersion are extremely useful because it makes hipfire while moving extremely accurate. Getting head shots at thirty meters with an AR and level five Gallente Assault and level V sharpshooter is very practical. Though the AR is just very mediocre. The AR is suppose to be the best rifle for point blank firefights, but is just not. At best it's tied with every other rifle in CQC. That's not fair because every other rifle has better range than the AR's. To be fair the BAR, TAR abd BrAR are good they are just pale imitations of the ARR, Scrambler Rifle and CR. Ultimately none of the variants fulfill the role of being the best rifle in CQC which is fine because that's the job of the standard AR. Proposed Solution: add more damage in CQC: -0-5m: increase damage by 20% -5-10m: increase damage by 15% -10-15m: increase damage by 10% -15-20m: increase damage by 5% Some might find these values ridiculous, but the AR needs to be the scariest rifle in close quarters and currently that is far from being the case. And within 20m I don't think these values are that outrageous.
I am a proto cal assault and I can say that bonus is a bit too op, maybe 10% faster charge up time only on Light weapons, because if it is all rail weapons then just imagine the bolt pistol with double the firerate.
I'll whip ya head boy
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Mobius Kaethis
Molon Labe. RUST415
2
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Posted - 2015.07.29 08:37:00 -
[4] - Quote
Deadly Goliath wrote:DeadlyAztec11 wrote:The Assault Scrambler might be a bit, because it was buffed when it didn't need one. Rattati even said it was fine before. Rattati wrote:...The ASCR I have been playing with to understand its flaws, and I don't get why its not used, it destroys calscouts with hipfire, it has no recoil, the best scope, the most ammo and clipsize, and heat is not really a problem. But until players start using it, we need to make it incrementally better. Though, he states exactly why it was buffed. The ASCR was not competitive enough to be used by players regularly. Compared to the ACR and ARR, it was still too tied to the Amarr Assault to be viable on the other Amarr classes. Keeping this in mind, the ASCR should not be nerfed. People still consider it an OP weapon along with the Scrambler Rifle. The biggest pockets of people that are dissatisfied are the Caldari Assault's because they get destroyed by the Scrambler Rifle if they even try to get anywhere close to them, and Gallente Assaults because the ASCR is basically on par with the AR and actually has a tighter hipfire spread, lower recoil and faster reload.
The Caldari Assault's simply need a better bonus. A lot of people agree that shields are simply worse than armor, though many forget that Scrambler are to Shields what Rail Rifles, HMG's and every single explosive weapon is to armor. Maybe Shields do need a buff, but we won't know how much until the Caldari Assault's get a better bonus. Better reloading is definitely the worst bonus out of all the Assaults. All the Commandos already get better reloading. There just isn't a reason to run Caldari Assault over Caldari Commando. Here's the solution: -change reloading to 10% less spool time on every all hybrid rail weapons It's the perfect bonus for Caldari Assaults and will help push them closer to the action.
The Caldari Assault's actually have a decent bonus. Less recoil and dispersion are extremely useful because it makes hipfire while moving extremely accurate. Getting head shots at thirty meters with an AR and level five Gallente Assault and level V sharpshooter is very practical. Though the AR is just very mediocre. The AR is suppose to be the best rifle for point blank firefights, but is just not. At best it's tied with every other rifle in CQC. That's not fair because every other rifle has better range than the AR's. To be fair the BAR, TAR abd BrAR are good they are just pale imitations of the ARR, Scrambler Rifle and CR. Ultimately none of the variants fulfill the role of being the best rifle in CQC which is fine because that's the job of the standard AR. Proposed Solution: add more damage in CQC: -0-5m: increase damage by 20% -5-10m: increase damage by 15% -10-15m: increase damage by 10% -15-20m: increase damage by 5% Some might find these values ridiculous, but the AR needs to be the scariest rifle in close quarters and currently that is far from being the case. And within 20m I don't think these values are that outrageous. I am a proto cal assault and I can say that bonus is a bit too op, maybe 10% faster charge up time only on Light weapons, because if it is all rail weapons then just imagine the bolt pistol with double the firerate.
Ick that would be horrible. We already had the bolt pistol balanced and nerfed to get it where it is. Buffing it again would create chaos.
Now with more evil.
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Sequal's Back
Dead Man's Game
770
|
Posted - 2015.07.29 08:46:00 -
[5] - Quote
Deadly Goliath wrote:DeadlyAztec11 wrote:The Assault Scrambler might be a bit, because it was buffed when it didn't need one. Rattati even said it was fine before. Rattati wrote:...The ASCR I have been playing with to understand its flaws, and I don't get why its not used, it destroys calscouts with hipfire, it has no recoil, the best scope, the most ammo and clipsize, and heat is not really a problem. But until players start using it, we need to make it incrementally better. Though, he states exactly why it was buffed. The ASCR was not competitive enough to be used by players regularly. Compared to the ACR and ARR, it was still too tied to the Amarr Assault to be viable on the other Amarr classes. Keeping this in mind, the ASCR should not be nerfed. People still consider it an OP weapon along with the Scrambler Rifle. The biggest pockets of people that are dissatisfied are the Caldari Assault's because they get destroyed by the Scrambler Rifle if they even try to get anywhere close to them, and Gallente Assaults because the ASCR is basically on par with the AR and actually has a tighter hipfire spread, lower recoil and faster reload.
The Caldari Assault's simply need a better bonus. A lot of people agree that shields are simply worse than armor, though many forget that Scrambler are to Shields what Rail Rifles, HMG's and every single explosive weapon is to armor. Maybe Shields do need a buff, but we won't know how much until the Caldari Assault's get a better bonus. Better reloading is definitely the worst bonus out of all the Assaults. All the Commandos already get better reloading. There just isn't a reason to run Caldari Assault over Caldari Commando. Here's the solution: -change reloading to 10% less spool time on every all hybrid rail weapons It's the perfect bonus for Caldari Assaults and will help push them closer to the action.
The Caldari Assault's actually have a decent bonus. Less recoil and dispersion are extremely useful because it makes hipfire while moving extremely accurate. Getting head shots at thirty meters with an AR and level five Gallente Assault and level V sharpshooter is very practical. Though the AR is just very mediocre. The AR is suppose to be the best rifle for point blank firefights, but is just not. At best it's tied with every other rifle in CQC. That's not fair because every other rifle has better range than the AR's. To be fair the BAR, TAR abd BrAR are good they are just pale imitations of the ARR, Scrambler Rifle and CR. Ultimately none of the variants fulfill the role of being the best rifle in CQC which is fine because that's the job of the standard AR. Proposed Solution: add more damage in CQC: -0-5m: increase damage by 20% -5-10m: increase damage by 15% -10-15m: increase damage by 10% -15-20m: increase damage by 5% Some might find these values ridiculous, but the AR needs to be the scariest rifle in close quarters and currently that is far from being the case. And within 20m I don't think these values are that outrageous. I am a proto cal assault and I can say that bonus is a bit too op, maybe 10% faster charge up time only on Light weapons, because if it is all rail weapons then just imagine the bolt pistol with double the firerate. I don't think it would be OP. The goal of a bonus is to buff something so of course it'll get better. But look at the minmatar and the amarr bonus, it directly impact the DPS.
This would also increase the DPS of the rail weapons by shooting earlier. Which is a nice bonus for Caldari Assaults IMO.
I also think that shields need a buff no matter what bonus is given to the cal assault. There are many threads on the forums that explains why ^^
WON'T YOU PLEASE TAKE ME HOME !
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DeadlyAztec11
Defenders of the Helghast Dream
8
|
Posted - 2015.07.29 15:27:00 -
[6] - Quote
Sequal's Back wrote:Deadly Goliath wrote:DeadlyAztec11 wrote:The Assault Scrambler might be a bit, because it was buffed when it didn't need one. Rattati even said it was fine before. Rattati wrote:...The ASCR I have been playing with to understand its flaws, and I don't get why its not used, it destroys calscouts with hipfire, it has no recoil, the best scope, the most ammo and clipsize, and heat is not really a problem. But until players start using it, we need to make it incrementally better. Though, he states exactly why it was buffed. The ASCR was not competitive enough to be used by players regularly. Compared to the ACR and ARR, it was still too tied to the Amarr Assault to be viable on the other Amarr classes. Keeping this in mind, the ASCR should not be nerfed. People still consider it an OP weapon along with the Scrambler Rifle. The biggest pockets of people that are dissatisfied are the Caldari Assault's because they get destroyed by the Scrambler Rifle if they even try to get anywhere close to them, and Gallente Assaults because the ASCR is basically on par with the AR and actually has a tighter hipfire spread, lower recoil and faster reload.
The Caldari Assault's simply need a better bonus. A lot of people agree that shields are simply worse than armor, though many forget that Scrambler are to Shields what Rail Rifles, HMG's and every single explosive weapon is to armor. Maybe Shields do need a buff, but we won't know how much until the Caldari Assault's get a better bonus. Better reloading is definitely the worst bonus out of all the Assaults. All the Commandos already get better reloading. There just isn't a reason to run Caldari Assault over Caldari Commando. Here's the solution: -change reloading to 10% less spool time on every all hybrid rail weapons It's the perfect bonus for Caldari Assaults and will help push them closer to the action.
The Caldari Assault's actually have a decent bonus. Less recoil and dispersion are extremely useful because it makes hipfire while moving extremely accurate. Getting head shots at thirty meters with an AR and level five Gallente Assault and level V sharpshooter is very practical. Though the AR is just very mediocre. The AR is suppose to be the best rifle for point blank firefights, but is just not. At best it's tied with every other rifle in CQC. That's not fair because every other rifle has better range than the AR's. To be fair the BAR, TAR abd BrAR are good they are just pale imitations of the ARR, Scrambler Rifle and CR. Ultimately none of the variants fulfill the role of being the best rifle in CQC which is fine because that's the job of the standard AR. Proposed Solution: add more damage in CQC: -0-5m: increase damage by 20% -5-10m: increase damage by 15% -10-15m: increase damage by 10% -15-20m: increase damage by 5% Some might find these values ridiculous, but the AR needs to be the scariest rifle in close quarters and currently that is far from being the case. And within 20m I don't think these values are that outrageous. I am a proto cal assault and I can say that bonus is a bit too op, maybe 10% faster charge up time only on Light weapons, because if it is all rail weapons then just imagine the bolt pistol with double the firerate. I don't think it would be OP. The goal of a bonus is to buff something so of course it'll get better. But look at the minmatar and the amarr bonus, it directly impact the DPS. This would also increase the DPS of the rail weapons by shooting earlier. Which is a nice bonus for Caldari Assaults IMO. I also think that shields need a buff no matter what bonus is given to the cal assault. There are many threads on the forums that explains why ^^ I'm not sure that shields would actually need a buff after DPS of all rail based weaponry were increased.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
|
BARAGAMOS
Kinsho Swords Caldari State
141
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Posted - 2015.07.29 15:35:00 -
[7] - Quote
Simple answer....
JUST NERF THE ******* THING....
The only people who still whine about it not being OP are using it. It takes less than one second to completely melt almost all suits shield or armor based. Numerous post show the DPS is way out of line and the accuracy is ridicules. Right now more than half the noobs in every game are packing scrambler weapons... that's for a reason. Buffing the shield without nerfing the Scramblers creates even more incentive to run them as you will need to melt shields more. I can tell you that it takes most scrams 3-4 shots to melt a 789 shield suit off of me in less time than I can even turn around at full sensitivity settings. If takes far more shots from an ARR to knock that much armor off. So its obvious the gun is out of line. Stop being a fan boy and advocate for positive change to game where there are balanced choices please. |
John Demonsbane
Amarr Templars Amarr Empire
5
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Posted - 2015.07.29 15:38:00 -
[8] - Quote
Holy crap. Am I in bizarro world? I leave for a few months and the ASCR is OP all of a sudden? Figures, the guns I love all finally got buffed after I left...
(The godfather of tactical logisticsGäó)
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Sir Dukey
G0DS AM0NG MEN The Empire of New Eden
2
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Posted - 2015.07.29 15:45:00 -
[9] - Quote
DeadlyAztec11 wrote:
Proposed Solution: add more damage in CQC:
-0-5m: increase damage by 20%
-5-10m: increase damage by 15%
-10-15m: increase damage by 10%
-15-20m: increase damage by 5%
Some might find these values ridiculous, but the AR needs to be the scariest rifle in close quarters and currently that is far from being the case. And within 20m I don't think these values are that outrageous.
OK AR needs to be scary CQC, then give my RR same bonus but with increasing range
65-60m: 20% increase 60-50m- 15% 50-40-10% 40-35- 5%
troll.
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Sir Dukey
G0DS AM0NG MEN The Empire of New Eden
2
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Posted - 2015.07.29 15:47:00 -
[10] - Quote
DeadlyAztec11 wrote:The Assault Scrambler might be a bit, because it was buffed when it didn't need one. Rattati even said it was fine before. Rattati wrote:...The ASCR I have been playing with to understand its flaws, and I don't get why its not used, it destroys calscouts with hipfire, it has no recoil, the best scope, the most ammo and clipsize, and heat is not really a problem. But until players start using it, we need to make it incrementally better. Though, he states exactly why it was buffed. The ASCR was not competitive enough to be used by players regularly. Compared to the ACR and ARR, it was still too tied to the Amarr Assault to be viable on the other Amarr classes. Keeping this in mind, the ASCR should not be nerfed. People still consider it an OP weapon along with the Scrambler Rifle. The biggest pockets of people that are dissatisfied are the Caldari Assault's because they get destroyed by the Scrambler Rifle if they even try to get anywhere close to them, and Gallente Assaults because the ASCR is basically on par with the AR and actually has a tighter hipfire spread, lower recoil and faster reload.
The Caldari Assault's simply need a better bonus. A lot of people agree that shields are simply worse than armor, though many forget that Scrambler are to Shields what Rail Rifles, HMG's and every single explosive weapon is to armor. Maybe Shields do need a buff, but we won't know how much until the Caldari Assault's get a better bonus. Better reloading is definitely the worst bonus out of all the Assaults. All the Commandos already get better reloading. There just isn't a reason to run Caldari Assault over Caldari Commando. Here's the solution: -change reloading to 10% less spool time on every all hybrid rail weapons It's the perfect bonus for Caldari Assaults and will help push them closer to the action.
The Caldari Assault's actually have a decent bonus. Less recoil and dispersion are extremely useful because it makes hipfire while moving extremely accurate. Getting head shots at thirty meters with an AR and level five Gallente Assault and level V sharpshooter is very practical. Though the AR is just very mediocre. The AR is suppose to be the best rifle for point blank firefights, but is just not. At best it's tied with every other rifle in CQC. That's not fair because every other rifle has better range than the AR's. To be fair the BAR, TAR abd BrAR are good they are just pale imitations of the ARR, Scrambler Rifle and CR. Ultimately none of the variants fulfill the role of being the best rifle in CQC which is fine because that's the job of the standard AR. Proposed Solution: add more damage in CQC: -0-5m: increase damage by 20% -5-10m: increase damage by 15% -10-15m: increase damage by 10% -15-20m: increase damage by 5% Some might find these values ridiculous, but the AR needs to be the scariest rifle in close quarters and currently that is far from being the case. And within 20m I don't think these values are that outrageous.
BTW: ScR is not to shields as MD, HMG ect. is to Armor.
ScR can kill shield faster than anything in this game can kill armor and from like 50+ m out. At proficiency 5, a ScR has 138% bonus to shields. That literally makes it so every ScR shot does over 100 damage to shields. Man would I love a weapon with 500+ RoF doing 100+ dmg to armor every shot.
troll.
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