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Sicerly Yaw
Corrosive Synergy No Context
791
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Posted - 2015.08.11 02:13:00 -
[1] - Quote
here's the thing, I've known for a while that the RR is UP and that the ScR is OP compared to it and even compared to other weapons
my main concern is that there is no reason to use anything else when the ScR even with its profile does just as much damage to armor as a combat rifle and has better range, it even beats out the RR at any range under 150m and even further but at that point damage becomes almost negligible
even after the nerf the ScR was leaft balanced almost as an armor weapon rather then the shiled weapon it is supposed to be, the fact that the ScR can do over 200% damge to shields with a head shot and even more with a charged shot is unfathomable to me with shields already low Ehp values, and even if they were to stack armor they would still lack enough hp to survive the follow up rounds
here's what I would like to be done, I'd like the ScR to be brought in line in terms of range, laser weaponry in EvE is very strong as the ScR is but has terrible range so make the optimal closer to the AR or perhaps even worse to give reason to use the AR rather then the ScR when up against shields, in fact I would rather see the AR be given a better optimal and make the current optimal that of the ScR, the amarr already have a great long range weapon the Laser Rifle give the AR an optimal of about 55m less then a combat rifle but much better compared to its current optimal this would also bring some parity to light weapons each having a respective range thats about 10m away from one another
I did no however come here to discuss balance I came here to discuss why so many people are focused on defending so many things that clearly need to be looked at while asking to nerf things that are working perfectly fine, not only that but there are things that need clear and evident help and I don't see many buff threads other then to things that really don't even need it mainly the AR I see too many threads about buffing every aspect of it that doesn't even make sense balance wise
I would like to encourage you all to really take a look at each weapon and instead of asking for a nerf or a buff to it to look at what other weapons lack or have that make them better or worse, then from there give feedback to CCP that makes sense and can be easily implemented to bring them in line and up to par with one another
consider this tho if you want more power you have to be willing to give up range and if you want more range you must be willing to give up power, same with fire rate and damge per shot, and same for damge profiles. you give and you take its not a one way street each weapon must have its strengths and weaknesses for example the RR is already relatively weak in terms of damge and fire rate but the one thing that its supposed to be good at which is range is severely lacking due to high unpredictable uncontrollable kick an easy solution is to keep the kick for hip fire but severely reduce it or make it vertical rather then sporadic while aiming
TL:DR stop asking for buffs/nerfs and look at all the stats of a weapon to see what really needs to be done to bring parity to the battlefield
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DeadlyAztec11
8
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Posted - 2015.08.11 02:36:00 -
[2] - Quote
The Scrambler Rifle is not OP, it's equal with the Combat Rifle in terms of versatility. The Rail Rifle isn't bad, it's just suffering deeply from the bug that makes it not do damage. The Standard AR needs to be on par with the other weapons.
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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Thaddeus Reynolds
Facepunch Security
365
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Posted - 2015.08.11 03:02:00 -
[3] - Quote
Sicerly Yaw wrote:laser weaponry in EvE is very strong as the ScR is but has terrible range
very strong as the ScR is but has terrible range
terrible range
Terrible Range Terrible Range Terrible Range Terrible Range
Blaster For Scale
In all honesty though, Pulse lasers and Beam Lasers occupy the middle of the ground range (with their crystals taking them to the EXTREME!)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Sicerly Yaw
Corrosive Synergy No Context
797
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Posted - 2015.08.11 04:11:00 -
[4] - Quote
Thaddeus Reynolds wrote:Sicerly Yaw wrote:laser weaponry in EvE is very strong as the ScR is but has terrible range
very strong as the ScR is but has terrible range
terrible range
Terrible RangeTerrible RangeTerrible RangeTerrible RangeBlaster For ScaleIn all honesty though, Pulse lasers and Beam Lasers occupy the middle of the ground range (with their crystals taking them to the EXTREME!)
compared to rails and yes blasters are meant to be close in range but it is dully noted that you left out the damge it does
the point I was trying to make is that each type of weapon has its short and long range variants in eve, something that does not seem to be correctly represented in dust especially not with damge to range ratio, if the laser rifle is meant to be the one with better range it makes sense to have low damge as it currently does sure it may gain more potential as it heats up but so does the risk of overheating it, while the ScR does not have to worry too much about anything and it has far more damge then the AR and RR at any range in order for it to remain the hard hitter that it is I suggested bringing down the range to accurately represent its damge potential to range ratio
you only provided one image of a blaster but you do not however consider that ammunition in eve plays a role in the ranges as well as other factors which do not currently exist in dust
https://wiki.eveonline.com/en/wiki/Weapons_guide#Turrets - this link can help explain what I mean and accurately describe each turret and what they are capable of as well as explaining how different ammo types affects each weapon
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Thaddeus Reynolds
Facepunch Security
366
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Posted - 2015.08.11 04:18:00 -
[5] - Quote
Sicerly Yaw wrote:Thaddeus Reynolds wrote:Sicerly Yaw wrote:laser weaponry in EvE is very strong as the ScR is but has terrible range
very strong as the ScR is but has terrible range
terrible range
Terrible RangeTerrible RangeTerrible RangeTerrible RangeBlaster For ScaleIn all honesty though, Pulse lasers and Beam Lasers occupy the middle of the ground range (with their crystals taking them to the EXTREME!) compared to rails and yes blasters are meant to be close in range but it is dully noted that you left out the damge it does the point I was trying to make is that each type of weapon has its short and long range variants in eve, something that does not seem to be correctly represented in dust especially not with damge to range ratio, if the laser rifle is meant to be the one with better range it makes sense to have low damge as it currently does sure it may gain more potential as it heats up but so does the risk of overheating it, while the ScR does not have to worry too much about anything and it has far more damge then the AR and RR at any range in order for it to remain the hard hitter that it is I suggested bringing down the range to accurately represent its damge potential to range ratio you only provided one image of a blaster but you do not however consider that ammunition in eve plays a role in the ranges as well as other factors which do not currently exist in dust https://wiki.eveonline.com/en/wiki/Weapons_guide#Turrets - this link can help explain what I mean and accurately describe each turret and what they are capable of as well as explaining how different ammo types affects each weapon
Oh, I just couldn't fit in the tech 2 charges, I included the base lasers as well, will provide damages on the Blaster in about 5 mins when the skill finishes training. xD For the record, I'm not disagreeing with the entirety of your post...I personally think that for DUST balance it would be interesting to consider giving all weapons effective range out to the RR +20m
It is worth noting though that the TacAR has better damage than the ScR, and although it lacks the Charge Functionality, it doesn't worry about overheat. AScR is just out of line with everything else, that much is obvious to anyone.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Mortishai Belmont
G.L.O.R.Y
977
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Posted - 2015.08.11 04:36:00 -
[6] - Quote
Having 12 suits to proto, I can say that I have killed every kind of suit paired with every weapon with each of them by this point. It depends on tactic and play style implemented against your opponent and circumstances during the fight. As well as skill level of course.
It's like playing rock paper scissors, if you run up on a guy with a rock and you happen to have a pair of scissors, he has the advantage. But you can always throw in a variable, like slapping the guy in the face and pull out paper :D
The C.EO. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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IceShifter Childhaspawn
Rebels New Republic The Ditanian Alliance
758
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Posted - 2015.08.11 14:45:00 -
[7] - Quote
^^What he said.
It's hard to beat up hundreds of armor piercing bullets using only your face...
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.08.11 14:57:00 -
[8] - Quote
I call for "tieracide" to damage profiles. They should be marginal bonuses, not exaggerated ones. |
CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.08.11 15:37:00 -
[9] - Quote
If people consider that the scrambler is strong against armour, what do you think shield users are feeling when they encounter this weapon? lol. That being said I do fear that people want to over nerf the weapon. No one likes a nerfed useless weapon.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Diablo Gamekeeper
Circle of Huskarl Minmatar Republic
528
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Posted - 2015.08.11 15:40:00 -
[10] - Quote
Sicerly Yaw wrote:here's the thing, I've known for a while that the RR is UP and that the ScR is OP compared to it and even compared to other weapons
my main concern is that there is no reason to use anything else when the ScR even with its profile does just as much damage to armor as a combat rifle and has better range, it even beats out the RR at any range under 150m and even further but at that point damage becomes almost negligible
even after the nerf the ScR was leaft balanced almost as an armor weapon rather then the shiled weapon it is supposed to be, the fact that the ScR can do over 200% damge to shields with a head shot and even more with a charged shot is unfathomable to me with shields already low Ehp values, and even if they were to stack armor they would still lack enough hp to survive the follow up rounds
here's what I would like to be done, I'd like the ScR to be brought in line in terms of range, laser weaponry in EvE is very strong as the ScR is but has terrible range so make the optimal closer to the AR or perhaps even worse to give reason to use the AR rather then the ScR when up against shields, in fact I would rather see the AR be given a better optimal and make the current optimal that of the ScR, the amarr already have a great long range weapon the Laser Rifle give the AR an optimal of about 55m less then a combat rifle but much better compared to its current optimal this would also bring some parity to light weapons each having a respective range thats about 10m away from one another
I did no however come here to discuss balance I came here to discuss why so many people are focused on defending so many things that clearly need to be looked at while asking to nerf things that are working perfectly fine, not only that but there are things that need clear and evident help and I don't see many buff threads other then to things that really don't even need it mainly the AR I see too many threads about buffing every aspect of it that doesn't even make sense balance wise
I would like to encourage you all to really take a look at each weapon and instead of asking for a nerf or a buff to it to look at what other weapons lack or have that make them better or worse, then from there give feedback to CCP that makes sense and can be easily implemented to bring them in line and up to par with one another
consider this tho if you want more power you have to be willing to give up range and if you want more range you must be willing to give up power, same with fire rate and damge per shot, and same for damge profiles. you give and you take its not a one way street each weapon must have its strengths and weaknesses for example the RR is already relatively weak in terms of damge and fire rate but the one thing that its supposed to be good at which is range is severely lacking due to high unpredictable uncontrollable kick an easy solution is to keep the kick for hip fire but severely reduce it or make it vertical rather then sporadic while aiming
TL:DR stop asking for buffs/nerfs and look at all the stats of a weapon to see what really needs to be done to bring parity to the battlefield RR range is 100 and ScR is like 95
I'm back
Rainbow Dash
I have DESTROYED CCP Rattati
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VAHZZ
Vader's-Fist
6
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Posted - 2015.08.11 15:42:00 -
[11] - Quote
I am real good at comparing food. I know whether you are looking at a tangelo, or a pomegranate.
Director of Vader's Fist
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Bradric Banewolf
D3ATH CARD RUST415
1
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Posted - 2015.08.11 15:58:00 -
[12] - Quote
When it comes to balancing weapons I think mercs forget that the suit and bonuses play a big part in balancing weapons. This is why the gal assault does so well with the ARR! It's basically holding a strong first place over any AR right now in gallente hands sadly?!
To the OP, the scrambler definitely needs to be considered for a nerf, but what type exactly is the question. It's dmg to armor is insane, but we must take into consideration the suit wielding it.
I think the proficiency bonus suggested for the AR would work well here as well. 2% shield and 1% armor, or something along those lines.
"Anybody order chaos?"
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
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Posted - 2015.08.11 16:01:00 -
[13] - Quote
The rail rifle isn't bad but the scrambler is op. And so is the arr a bit. But in terms of range. They do the damage and stiff they should do and is fine. But they are op in close ranges which shouldn't be the case. That's the reason why the vanilla rail rifle isn't used as much. Because of its kick and because people like cqc. The rail rifle is perfectly balanced right now. The assault rail rifle is almost ok. It has to low kick but to high range for it being an assault varient. While the rail rifle is long range, the assaults rail should be more of a mid to mid-high range. It should not be better than the assault rifle in cqc Burgos is why people say it's op. What it needs is more kick. Less than the rail rifle so that it's still considered assault but more to not outclass the assault rifle in its own role. The scrambler rifle is the same as the assault rail rifle. Good at all ranges. It does well at long but shouldn't do good at close range. Both the assault and the vanilla scramblers also need more kick/dispersion enough to still be good at long range but not outclass the assault rifle in cqc.
Last is the combat rifle. The vanilla combat rifle is in a good spot as its a burst weapon meaning it's all controlled fire so it should do well in any range even cqc. It's the armor cqc weapon and so is the assault combat rifle.
It's only the assault rail rifle and the scramblers that need change.
CEO of 48SOF
Assault Gk.0-Scout Gk.0
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Sicerly Yaw
Corrosive Synergy No Context
803
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Posted - 2015.08.11 16:11:00 -
[14] - Quote
VAHZZ wrote:I am real good at comparing food. I know whether you are looking at a tangelo, or a pomegranate.
oh yeah whats the difference then?
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Sicerly Yaw
Corrosive Synergy No Context
803
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Posted - 2015.08.11 16:13:00 -
[15] - Quote
Lightning35 Delta514 wrote:The rail rifle isn't bad but the scrambler is op. And so is the arr a bit. But in terms of range. They do the damage and stiff they should do and is fine. But they are op in close ranges which shouldn't be the case. That's the reason why the vanilla rail rifle isn't used as much. Because of its kick and because people like cqc. The rail rifle is perfectly balanced right now. The assault rail rifle is almost ok. It has to low kick but to high range for it being an assault varient. While the rail rifle is long range, the assaults rail should be more of a mid to mid-high range. It should not be better than the assault rifle in cqc Burgos is why people say it's op. What it needs is more kick. Less than the rail rifle so that it's still considered assault but more to not outclass the assault rifle in its own role. The scrambler rifle is the same as the assault rail rifle. Good at all ranges. It does well at long but shouldn't do good at close range. Both the assault and the vanilla scramblers also need more kick/dispersion enough to still be good at long range but not outclass the assault rifle in cqc.
Last is the combat rifle. The vanilla combat rifle is in a good spot as its a burst weapon meaning it's all controlled fire so it should do well in any range even cqc. It's the armor cqc weapon and so is the assault combat rifle.
It's only the assault rail rifle and the scramblers that need change.
I disagree with the ARR being OP and the RR being good at range, as things stand currently you are better off using the ARR rather then the RR for both range and CQC, what I would suggest is to increase the hip fire kick while decreasing the ADS kick drastically
as for the ScR/AScR they need to not do as much damge to armor as a combat rifle does and shields need a buff to be on par with armor so they don't die so fast to it
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Songs of Seraphim
Negative-Feedback. Negative-Feedback
1
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Posted - 2015.08.11 16:57:00 -
[16] - Quote
Diablo, that's probably the maximum range that weapon has, and at that point, you're doing minimal damage.
Whereas the optimal for those weapons are 65-70 for ScR and around 70-80 for the standard RR.
And to Yaw: The Scrambler Charge shot is a tad too much for shields (i.e. a charge shot would OHKO a Caldari Scout, even with maximum shields) and the Assault Scrambler Rifle buffed a tad too much. Unfortunately the weapons were altered to compete in an armor meta, as with the Assault Rifle weapons. I like the idea of moving ranges between the AR & ScR, but we aren't due for a rifle fix for a while unfortunately.
However, if shields were altered in a way to "compete" with the armor meta, THEN we can start tweaking rifles. Since the ScR issue is overlooked by the profile it has and the lack of resilience shields have in general.
Edit: I'll continue once I have free time at work.
Achura Bloodline
State Loyalist
Fight the Gallente! Join Caldari FW!
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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.08.11 17:12:00 -
[17] - Quote
The rifles are all fine.
CPM Platform
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Anaheim Darko
Corrosive Synergy No Context
1
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Posted - 2015.08.11 17:17:00 -
[18] - Quote
Talos Vagheitan wrote:The rifles are all fine.
The kids aren't ok.
Assault ck.0.
Scout ck.0.
Sentinel ck.0, ak.0
Commando cK.0
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Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.08.11 17:47:00 -
[19] - Quote
Anaheim Darko wrote:Talos Vagheitan wrote:The rifles are all fine. The kids aren't ok. Where's the logi ck.0 in your sig?
Scouts United
Gk.0s & Quafes all day.
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maybe deadcatz
the nomercs
477
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Posted - 2015.08.11 18:54:00 -
[20] - Quote
There's a huge amount of text I won't even bother reading. Scrambler is fine,just turbo control scrubs and triple damage modded viziams. Rail rifles are fine. It's called burst firing it for a reason.
Pointless reply. Waifu is waving bento box at my head. Potato.
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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Sicerly Yaw
Corrosive Synergy No Context
805
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Posted - 2015.08.11 19:12:00 -
[21] - Quote
maybe deadcatz wrote:There's a huge amount of text I won't even bother reading. Scrambler is fine,just turbo control scrubs and triple damage modded viziams. Rail rifles are fine. It's called burst firing it for a reason.
Pointless reply. Waifu is waving bento box at my head. Potato.
the RR isn't a burst fire weapon, if it was your statement would make more sense, but forcing a player to burst is not in the interest of a long range weapon, when the ScR hardly has any kick and the kick it does have can easily be compensated for even at full RoF
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Sicerly Yaw
Corrosive Synergy No Context
805
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Posted - 2015.08.11 19:15:00 -
[22] - Quote
DeadlyAztec11 wrote:The Scrambler Rifle is not OP, it's equal with the Combat Rifle in terms of versatility. The Rail Rifle isn't bad, it's just suffering deeply from the bug that makes it not do damage. The Standard AR needs to be on par with the other weapons.
first comment is already in defense of the ScR rather then accepting my credence people choose to stay blind to the truth and defend their beliefs
you are correct the ScR isnt OP but it certainly isn't working as it should, it is balanced to an armor meta something that ruins it at its intended role and makes it overshadow any skill that it may take to use it
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Georgia Xavier
Incorruptibles
1
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Posted - 2015.08.11 19:17:00 -
[23] - Quote
ScR can use tweaks, I wouldn't mind a re polished disciplinary enforcer
Click for an instant good day! (or atleast cheer you up a bit)
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