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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.04 16:36:00 -
[1] - Quote
It is way OP versus shields. A maxed out triple damage mod proto scrambler does somewhere around 120 shield damage per round. Depending on how fast it can be shot that takes out a 600 ish shield hp (pro cal assault) in about 0.5 to 0.6 seconds and only uses 1/6 of a clip. Like seriously wtf ccp, are you dumb? How many people have to say this before you do something?
Let's compare to the "cqc king" duvolle assault rifle. A fully maxed our triple damage mod duvolle assault rifle does about 53 shield damage per round. At full dps that's 11-12 rounds to destroy 600 ish shield hp and takes 0.85 to 0.9 seconds. Not to mention the range difference.
I don't wanna hear **** about "but lasers kill shields that's what they are for" because you know damn well scramblers can chew through armor easy enough. Don't make me spit the math at you because we've been over it a million times. A scrambler rifle out dps a assault rifle versus armor by a wide margin even down close to 75% of its max fire rate. Again not to mention range difference which is huge!
Oh now let's add in modded controllers (which I know a good number of people use, including well known vets), as well as a charge shot.
Do something ccp. Wonder why shields are UP? Well this is one huge reason. No buff to shields, that isn't completely ridiculous, could ever hope to overcome this huge disadvantage. |
Count- -Crotchula
Namtar Elite Gallente Federation
221
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Posted - 2015.08.04 16:38:00 -
[2] - Quote
I think another problem which people don't seem to touch on very often is the regeneration time for shield users, not only does the bulk of your HP deplete very quickly against a Viziam doing roughly 114hp to shields (3 damage mods, prof 5, not sure when factoring warbarge bonus) but it also takes them longer to get back in the fight making them less viable for combat. |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.05 15:58:00 -
[3] - Quote
Bump |
Bremen van Equis
Incorruptibles
614
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Posted - 2015.08.05 16:00:00 -
[4] - Quote
OP: Are they ruining your paper-thin melee fit fun?
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
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maybe deadcatz
the nomercs
429
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Posted - 2015.08.05 16:05:00 -
[5] - Quote
Who knows. Scrubs will be scrubs. The scrambler is just there. Overperforming even with that overheat that can kill you.(either seizing and getting shot or somehow having very low health and dying to the damage feedback)
At this point i dont care. Let em run the scramblers. Their tears when they can't track me with AA fast enough or turn quick enough to stop me from knifing or shotgunning them is what lets me enjoy playing dust.
Need a speedy bro scout? Mail me,comes with shotgun and 20 pound bag of catnip for teh clonocide.(teh fak,cannot spell)
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.05 16:09:00 -
[6] - Quote
Bremen van Equis wrote:OP: Are they ruining your paper-thin melee fit fun?
Everything ruins my paper thin melee fit fun. But scramblers ruin all shield fits to the point of rendering them useless in the face of a proto amarr assault. |
Bradric Banewolf
D3ATH CARD RUST415
1
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Posted - 2015.08.05 16:09:00 -
[7] - Quote
The armor dmg is what bothers me! Between that and the CR I'm running g nonstop in my gal assault smh?!
"Anybody order chaos?"
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MrCriminal High Power
Art.of.Death
178
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Posted - 2015.08.05 16:11:00 -
[8] - Quote
In this case NERF the Combat Rifle and Rail Rifle along with it.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ¤.°n+ín+ƒGÿåGùÅ°.LASERS BTCH!!!!!!
Click for free stuff
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Koch Rosenzweig
S.K.I.L.L OF G.O.D
475
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Posted - 2015.08.05 16:18:00 -
[9] - Quote
Here we go again... nerf the whole game so
who need a heineken when you have those yummy tears
Slap in your biotic ass. - SOG's Director & FC
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.05 16:19:00 -
[10] - Quote
MrCriminal High Power wrote:In this case NERF the Combat Rifle and Rail Rifle along with it.
OK let me do some math for you. Let's take an armor suit with 600 armor hp. The six kin assault combat rifle has the highest dps versus armor doing about 715 dps versus armor with a fully maxed out, triple damage mod. This still takes about 0.85 seconds to strip 600 armor. Still far slower than the scr versus shields. The rail is even slower but can do so at more range.
Care to try again? |
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MrCriminal High Power
Art.of.Death
178
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Posted - 2015.08.05 16:22:00 -
[11] - Quote
Boot Booter wrote:MrCriminal High Power wrote:In this case NERF the Combat Rifle and Rail Rifle along with it. OK let me do some math for you. Let's take an armor suit with 600 armor hp. The six kin assault combat rifle has the highest dps versus armor doing about 715 dps versus armor with a fully maxed out, triple damage mod. This still takes about 0.85 seconds to strip 600 armor. Still far slower than the scr versus shields. The rail is even slower but can do so at more range. Care to try again? I give 2 fluxes about your math the RR and CR go through my amor just like the SCR.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ¤.°n+ín+ƒGÿåGùÅ°.LASERS BTCH!!!!!!
Click for free stuff
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.05 16:27:00 -
[12] - Quote
Koch Rosenzweig wrote:Here we go again... nerf the whole game so
who need a heineken when you have those yummy tears
Not tears. Balance.
And Heineken sucks anyway |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.05 16:29:00 -
[13] - Quote
MrCriminal High Power wrote:Boot Booter wrote:MrCriminal High Power wrote:In this case NERF the Combat Rifle and Rail Rifle along with it. OK let me do some math for you. Let's take an armor suit with 600 armor hp. The six kin assault combat rifle has the highest dps versus armor doing about 715 dps versus armor with a fully maxed out, triple damage mod. This still takes about 0.85 seconds to strip 600 armor. Still far slower than the scr versus shields. The rail is even slower but can do so at more range. Care to try again? I give 2 fluxes about your math the RR and CR go through my amor just like the SCR.
Well math cares about you regardless of the this delusion
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Sequal's Back
Dead Man's Game
809
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Posted - 2015.08.05 16:31:00 -
[14] - Quote
Shields are getting rekt by any weapon not only by ScRs so YES, they need a buff.
Now on topic: try to kill more than 2 guys on a row (2 already means that you aimed right) with a ScR. You'll for sure have to stop shooting, get some cover, pick them one by one and be very careful with your overheat. With any other weapon, you could just shoot everything without carrying about any kibd of overheat.
An ScR user has to know its range, its environment and aim right more than any others or he'll get easily killed right after he killed you. That's the whole thing. You may rage because you killed by an ScR user, but if the guy didn't got rekt by your friend right after it's because he knew how to use it.
Can't you destroy everything with a triple damage modded proto RR? It's exactly the same thing with ScR. Except that if the ScR misses, he's screwed, the RR will just adjust and keep shooting.
Now for DMG's sake, te sbundo.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Kierkegaard Soren
Eridani Light Horse Battalion
895
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Posted - 2015.08.05 16:37:00 -
[15] - Quote
Scrambler threads are endemic, and I get it. I use them, and I get it. So I'm just going to post these ideas every time I see a new thread pop up.
1) The scrambler is balanced when given to any suit that isn't the Amarr Assault with 4+ ranks in its skill bar, with the EXPLICIT EXCEPTION of the charged shot, which is the main source of scram QQ.
2) Amarr Assault bonus is too good at dealing with heat buildup. Scrambler Operation skill (cooldown time) is largely irrelevant in-game.
3) Change both skills to: -Scrambler Operation: 3% reduction to heat build up per level. -Amarr Assault: 15% reduction to laser weapon overheat sieze duration per level. 10% reduction to overheat feedback damage per level.
4) Charged shot overheats the weapon irrespective of how high your Operation skill is.
Now you have a scrambler that becomes more accessable to all suits the more points you put in its Operation, but at 3% instead of 5% the heat reduction no longer becomes an irrelevant factor in fire fights; even at rank 5 Operation, all players (even Amarr) must manage heat. The charged shot becomes a powerful gamble instead of an "I win" button; if you want to one-shot scouts and lightly tanked assaults from 70m + away, you'll need skill, timing and some HP left.
The Amarr Assault now becomes a "Zealot", who will gladly take the burn of feedback now that it hurts them less. The sizeable drop in sieze duration means they can plow through opposition so long as they have enough HP left to do so. It's a much more interesting bonus that gives the scram user potency without becoming OP.
Discuss.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.05 16:42:00 -
[16] - Quote
Sequal's Back wrote:Shields are getting rekt by any weapon not only by ScRs so YES, they need a buff.
Now on topic: try to kill more than 2 guys on a row (2 already means that you aimed right) with a ScR. You'll for sure have to stop shooting, get some cover, pick them one by one and be very careful with your overheat. With any other weapon, you could just shoot everything without carrying about any kibd of overheat.
An ScR user has to know its range, its environment and aim right more than any others or he'll get easily killed right after he killed you. That's the whole thing. You may rage because you got killed by an ScR user, but if the guy didn't got rekt by your friend right after it's because he knew how to use it.
Can't you destroy everything with a triple damage modded proto RR? It's exactly the same thing with ScR. Except that if the ScR misses, he's screwed, the RR will just adjust and keep shooting.
Now for DMG's sake, te sbundo.
Sure.. You have to stop shooting and take cover for a total of 2 seconds. I've used the proto amarr with a scrambler quite a bit. The overheat is rarely an issue unless you're dumb and the reload is so fast that it's easy to slay, reload while it cools, and repeat. Wtf are you taking about know it's range and environment? It has an incredible range. Let's talk about the Assault rifle. That's a weapon where you have to constantly remind yourself of its terrible range.
If he misses, then he's bad. Let's not involve skill into a pure mathematical disparity.
I don't give a **** about DMG lol. This is about game balance. |
Boot Booter
Dead Man's Game
1
|
Posted - 2015.08.05 17:08:00 -
[17] - Quote
Kierkegaard Soren wrote:Scrambler threads are endemic, and I get it. I use them, and I get it. So I'm just going to post these ideas every time I see a new thread pop up.
1) The scrambler is balanced when given to any suit that isn't the Amarr Assault with 4+ ranks in its skill bar, with the EXPLICIT EXCEPTION of the charged shot, which is the main source of scram QQ.
2) Amarr Assault bonus is too good at dealing with heat buildup. Scrambler Operation skill (cooldown time) is largely irrelevant in-game.
3) Change both skills to: -Scrambler Operation: 3% reduction to heat build up per level. -Amarr Assault: 15% reduction to laser weapon overheat sieze duration per level. 10% reduction to overheat feedback damage per level.
4) Charged shot overheats the weapon irrespective of how high your Operation skill is.
Now you have a scrambler that becomes more accessable to all suits the more points you put in its Operation, but at 3% instead of 5% the heat reduction no longer becomes an irrelevant factor in fire fights; even at rank 5 Operation, all players (even Amarr) must manage heat. The charged shot becomes a powerful gamble instead of an "I win" button; if you want to one-shot scouts and lightly tanked assaults from 70m + away, you'll need skill, timing and some HP left.
The Amarr Assault now becomes a "Zealot", who will gladly take the burn of feedback now that it hurts them less. The sizeable drop in sieze duration means they can plow through opposition so long as they have enough HP left to do so. It's a much more interesting bonus that gives the scram user potency without becoming OP.
Discuss.
Although this is perhaps a step in the right direction. It's alpha versus shields may still be too high. It' would still be able to, for example, remove 600 shield hp in about a half second. Perhaps the disadvantage of the weapon would be more apparent and therefore balance it. Tough to say. But anyway thanks for a useful contribution.
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 17:13:00 -
[18] - Quote
Honestly, weapons aren't in a super terrible place right now. Just a fine amount of tweaking needs to be done, for proper balance. The ScR is just one of them. Not to mention it's over-performing, right now, on top of that shields are UP. So it's both things, that can make a shield user feel like the ScR is an act of God. The weapon needs a fix, so do a few others.
n++pâçGòÉS+ÇShields, the silent killer.n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.08.05 17:22:00 -
[19] - Quote
Now compare it to the TAR that shoots just as many rounds as an ScR with Amarr Assault level 5.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Mejt0
Dead Man's Game
2
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Posted - 2015.08.05 18:19:00 -
[20] - Quote
Nocturnal Soul wrote:Now compare it to the TAR that shoots just as many rounds as an ScR with Amarr Assault level 5. What does TAR when you charge ... you can't charge it. Nevermind.
Loyal to The State
Official Caldari Commando User
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 19:21:00 -
[21] - Quote
Nocturnal Soul wrote:Now compare it to the TAR that shoots just as many rounds as an ScR with Amarr Assault level 5.
I feel like the TAR and the BAR have always been in a good place. They're just not commonly used, as it requires more work. Usually, but not always, if you see someone consistently getting high scores with these rifles. It's a modded controller
n++pâçGòÉS+ÇShields, the silent killer.n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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Kierkegaard Soren
Eridani Light Horse Battalion
898
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Posted - 2015.08.05 19:22:00 -
[22] - Quote
Boot Booter wrote:Kierkegaard Soren wrote:Scrambler threads are endemic, and I get it. I use them, and I get it. So I'm just going to post these ideas every time I see a new thread pop up.
1) The scrambler is balanced when given to any suit that isn't the Amarr Assault with 4+ ranks in its skill bar, with the EXPLICIT EXCEPTION of the charged shot, which is the main source of scram QQ.
2) Amarr Assault bonus is too good at dealing with heat buildup. Scrambler Operation skill (cooldown time) is largely irrelevant in-game.
3) Change both skills to: -Scrambler Operation: 3% reduction to heat build up per level. -Amarr Assault: 15% reduction to laser weapon overheat sieze duration per level. 10% reduction to overheat feedback damage per level.
4) Charged shot overheats the weapon irrespective of how high your Operation skill is.
Now you have a scrambler that becomes more accessable to all suits the more points you put in its Operation, but at 3% instead of 5% the heat reduction no longer becomes an irrelevant factor in fire fights; even at rank 5 Operation, all players (even Amarr) must manage heat. The charged shot becomes a powerful gamble instead of an "I win" button; if you want to one-shot scouts and lightly tanked assaults from 70m + away, you'll need skill, timing and some HP left.
The Amarr Assault now becomes a "Zealot", who will gladly take the burn of feedback now that it hurts them less. The sizeable drop in sieze duration means they can plow through opposition so long as they have enough HP left to do so. It's a much more interesting bonus that gives the scram user potency without becoming OP.
Discuss. Although this is perhaps a step in the right direction. It's alpha versus shields may still be too high. It' would still be able to, for example, remove 600 shield hp in about a half second. Perhaps the disadvantage of the weapon would be more apparent and therefore balance it. Tough to say. But anyway thanks for a useful contribution.
True, the charged shot still eradicates shields, but it can no longer follow up a hit with immediate shots, and it will damage your suit in the process. If these changes were to be implemented then the next step to bring true balance would be to look at shield tanking as a whole (specifically its high resource cost in terms of PG/CPU and suit slots compaired to actual EHP/regen gains) and, perhaps, damage profiles. I still think +20/-20 is too high. I'd rather see it become +15/-15 for both laser and explosive damage types.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.05 19:25:00 -
[23] - Quote
Mejt0 wrote:Nocturnal Soul wrote:Now compare it to the TAR that shoots just as many rounds as an ScR with Amarr Assault level 5. What does TAR when you charge ... you can't charge it. Nevermind.
You don't ever need to charge the weapon. It reduces your overall DPS quite considerably.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.08.05 19:57:00 -
[24] - Quote
Squagga wrote:Nocturnal Soul wrote:Now compare it to the TAR that shoots just as many rounds as an ScR with Amarr Assault level 5. I feel like the TAR and the BAR have always been in a good place. They're just not commonly used, as it requires more work. Usually, but not always, if you see someone consistently getting high scores with these rifles. It's a modded controller Literally just pulled a 40+ match with the TAR yesterday on my Caldari alt, Diurnal Soul. So this whole modded controller thing seems like quality bull sh+»t tbh.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Benjamin Ciscko
Fatal Absolution Negative-Feedback
3
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Posted - 2015.08.05 20:02:00 -
[25] - Quote
I would like to point out an undamage modded Viziam SCR has something like 5 less damage then a prof. V 6kin ACR to armor and it's a shield weapon. |
Nocturnal Soul
Primordial Threat
7
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Posted - 2015.08.05 20:12:00 -
[26] - Quote
Mejt0 wrote:Nocturnal Soul wrote:Now compare it to the TAR that shoots just as many rounds as an ScR with Amarr Assault level 5. What does TAR when you charge ... you can't charge it. Nevermind. You also can't overheat it & get your movement penalized you also do not need to spend +2m sp to use it effectively.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.08.05 20:14:00 -
[27] - Quote
Benjamin Ciscko wrote:I would like to point out an undamage modded Viziam SCR has something like 5 less damage then a prof. V 6kin ACR to armor and it's a shield weapon. It's also a Tac weapon which are known for their high damage. If you want to compare it to a rifle then compare it to the TAR.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Sequal's Back
Dead Man's Game
809
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Posted - 2015.08.05 20:24:00 -
[28] - Quote
Boot Booter wrote:Sequal's Back wrote:Shields are getting rekt by any weapon not only by ScRs so YES, they need a buff.
Now on topic: try to kill more than 2 guys on a row (2 already means that you aimed right) with a ScR. You'll for sure have to stop shooting, get some cover, pick them one by one and be very careful with your overheat. With any other weapon, you could just shoot everything without carrying about any kibd of overheat.
An ScR user has to know its range, its environment and aim right more than any others or he'll get easily killed right after he killed you. That's the whole thing. You may rage because you got killed by an ScR user, but if the guy didn't got rekt by your friend right after it's because he knew how to use it.
Can't you destroy everything with a triple damage modded proto RR? It's exactly the same thing with ScR. Except that if the ScR misses, he's screwed, the RR will just adjust and keep shooting.
Now for DMG's sake, te sbundo. Sure.. You have to stop shooting and take cover for a total of 2 seconds. I've used the proto amarr with a scrambler quite a bit. The overheat is rarely an issue unless you're dumb and the reload is so fast that it's easy to slay, reload while it cools, and repeat. Wtf are you taking about know it's range and environment? It has an incredible range. Let's talk about the Assault rifle. That's a weapon where you have to constantly remind yourself of its terrible range. If he misses, then he's bad. Let's not involve skill into a pure mathematical disparity. I don't give a **** about DMG lol. This is about game balance. 2 seconds are a lot in a duel, and when I'm talking about "knowing your range" it's because I'm considering a PC match where you don't shine as much as you do in CQC with a SCR. You only considered the worst scenario of a guy who spent millions of SP into 1 weapon and 1 suit for that particular weapon. So I'll only consider a situation where you have only great players using their best fits against you. And it's where knowing your range with the ScR is important. Anything destroys militia and basic suits in half a sec, and ScR has enough burst damage to make this real quick, but once the burst is gone, you lose its advantage and a CR or RR becomes much more deadly.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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LOL KILLZ
LOS INADAPTADOS
279
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Posted - 2015.08.05 22:11:00 -
[29] - Quote
MrCriminal High Power wrote:In this case NERF the Combat Rifle and Rail Rifle along with it. Yup
\0/
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.13 20:12:00 -
[30] - Quote
Still needs to be nerfed |
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