Raven Tarmiskis
Planetary Response Organisation FACTION WARFARE ALLIANCE
3
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Posted - 2015.08.25 20:27:00 -
[1] - Quote
That's not an easy question to answer, as multiple things will affect what's "better". However to try to answer your question I'll give you what I *do* know, which will be a bigger help to you then no answer at all.
They probably have higher skills in their suit skill, meaning they have larger clips/less heat build up, more damage, thicker armour/shields. Knowing what kind of suit you were facing off against could help the community give a more accurate answer.
But if you were facing off against a Caldari Heavy (since you're talking about Rail Rifles) they get a bonus to Rail Weapons (RR, MagSec, Sniper) of 2% per level if I remember correctly.
Also, if they have Rail Rifle Proficiency they get +3% vs armour per level so that'll eat through your armour really fast, and RR's have a very nice range, usually Med-Long range but experienced users can get great use from CQB to max effective range.
Was their RR an "Assault" version? They fire faster, and with the right damage mods and skills they're probably far more dangerous then the 'regular' version is for that tier.
Also, when you died did you get "Clone Terminated" or "Clone Failure Imminent"? If you got "Clone Terminated" it probably means they were getting head shots which means, they were getting anywhere between 50-500% bonus damage over and above what the weapon normally does.
To maximize your chances of surviving the next encounter; (Not a be-all-end-all, but some helpful pointers)
1. Make sure that you're slotting damage mods whenever you can for your primary weapon, even that extra 1 damage you do could mean the difference between you dying or them. I've survived firefights and destroyed tanks with 0 shields and 1 armour thanks to having damage mods where I normally didn't fit them.
1a. For each damage mod you fit, that means less CPU/PG (and slots if you're shield tanking) to put in Plates/Reps/Extenders/Rechargers/ Etc to survive in firefights. Basically you trade survivability for killing power.
2. Focus on a single (light) weapon type first. Meaning if you're going with CR's, stick with CR until it's level 5 Operation, and then level Proficiency to at least 2/3 before starting to open up other light weapons. Also, if the weapon has a "Sharpshooter" (lowers dispersion 5%/lvl) skill, get that to at least 3 because in Marksmanship, "the only rounds that count are the ones that hit."
3. The higher tier your weapon, the more damage it'll do. This one is a given, but some people (like me) argue that if you can defend yourself with the weakest weapon in a class, you'll pwn people when you finally move up to a real one. And we're right and wrong, being stubborn doesn't increase your chances of success all the time, being adaptable is.
4. Upgrade your Warbarge, and it's subsystems! The Warbarge gets a subsytem that increases your weapon damage by 1% per level.
5. The bonus from a Dmg Mod, Warbarge, and the Prof skill for a weapon stack to full effect as far as I know, but having the passive abilities also helps make sure you're able to fit other survival mods without suffering too much.
6. Think about your weapons RoF and think about the RR's RoF. Remember the RR and MagSec have a charge timer before they can fire, which means that if you're smart, careful and a good shot you can use that 1s charge to start to pour damage down range before they do, which means you're more likely to win. Not always, but it does help.
7. Use cover! If you can get behind something and your shields/armour start to replenish before the next firefight with that RR user, you're more likely to win compared to going in guns blazing and head-on.
7a. Strafing! The only moving object that's easy to hit is the one moving in a straight line towards you, moving side to side can help avoid a shot or two.
7b. Sprinting! That little extra speed you've got going on increases the difficulty of hitting you by a fair bit, it's not fool proof by any means, but it's another thing that *might* save you.
Sorry the post is a little Td;Lr but TC you're a little vague on the details :( |
Raven Tarmiskis
Planetary Response Organisation FACTION WARFARE ALLIANCE
5
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Posted - 2015.08.25 21:13:00 -
[2] - Quote
Glad to have helped some! But it's also about your comfort level with the weapon too, what do you feel more comfortable using? I myself am a big RR user so I'm a little bias, however I've expanded into the CR which is a solid Med range burst weapon. I've used the AR on alts with great effect, but it's not my go to weapon anymore, at least not on my Caldari merc.
I would personally go with the RR or CR myself, but that's because of the amount of time I've spent using them. Also try out the Assault versions of those rifles, higher RoF which means more rounds down range to damage someone. Oh and Hip fire! I know that if I'm aiming and they're moving around a bit sometimes firing from the hip like a storm trooper helps more then ADS sometimes.
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