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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.19 05:02:00 -
[1] - Quote
Rattati,
As you may remember, I was the original inspiration to the curent Assault Rail Rifle. And it has come a very long way since that post. Too far, perhaps: I notice the assault rail being used on a very large amount of fits. Assaults of all flavors, commandos, even some sentinels. Check your metrics, but the ARR might be becoming the new FOTM. If so, I want to propose some changes that should be done so tweak the rifle into a more balanced state.
1. Greatly reduce the visual kick when aiming down the sights. It makes tracking moving targets very difficult without doing things like putting a dot on the TV where the aimpoint is. The ARR is actually the hardest to use at range than any other assault variant because the sight bounces all over the place: this is the opposite of what it should be. The actual amount the aimpoint moves when ADS is fine, just make the rifle model not bounce around so much.
2. Reduce optimal range from 71m to 60m. If you read my old thread, you'll note i pointed out one of the problems of the ARR was having only 3m less range than the base RR while only having 3 DPS more than the base. The DPS was increased, as it should have been, but the range stayed the same. As it is, the ARR has only 3m less range than the RR while having substantially more DPS: this makes it better than the RR if one can find a way to deal with the rifle bouncing around everywhere, see the above dot on the TV. This needs correcting: The ARR should have the longest range of the assault variants, while having substantially lower optimal than the base RR. Combined with change 1, this makes the RR better at "ranged" fighting within its optimal, while lowering that optimal so as to not tread on the RR/Laser Rifle's toes too much.
3. Reduce magazine size to 52, and lower the total carried to 312 shots. This keeps total ammo at 6 magazines base, while lowering the damage per magazine from 2436 to 2184. This will make ammo conservation more important, and ensure that spraying it everywhere is less viable, since Caldari are about taking accurate shots. Spraying shots everywhere is more the Minmatar strategy.
In all, this makes the rail rifle less lethal at range, while making application at its new optimal range easier to do without needing tricks. It also reduces the spray-and-pray strategy slightly while keeping its DPM relatively high. With thee changes, the ARR prevalence might be mitigated somewhat, leading to more diversity on the battlefield
Over thinking, over analyzing separates the body from the mind.
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HOWDIDHEKILLME
Dying to Reload
940
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Posted - 2015.09.19 08:52:00 -
[2] - Quote
The reason I think it's used more now is the total h/l slot changes...
Now that basic has the same as proto it is easy to fit lots of armor plates which the rail rifle has a bonus to.
The scrambler was more popular when total ehp was lower because you could kill most fits with a quick burst... Add 170 hit points and now people are overheating before a kill. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.20 15:44:00 -
[3] - Quote
Alena Ventrallis wrote:Rattati, As you may remember, I was the original inspiration to the curent Assault Rail Rifle. And it has come a very long way since that post. Too far, perhaps: I notice the assault rail being used on a very large amount of fits. Assaults of all flavors, commandos, even some sentinels. Check your metrics, but the ARR might be becoming the new FOTM. If so, I want to propose some changes that should be done so tweak the rifle into a more balanced state. 1. Greatly reduce the visual kick when aiming down the sights. It makes tracking moving targets very difficult without doing things like putting a dot on the TV where the aimpoint is. The ARR is actually the hardest to use at range than any other assault variant because the sight bounces all over the place: this is the opposite of what it should be. The actual amount the aimpoint moves when ADS is fine, just make the rifle model not bounce around so much. 2. Reduce optimal range from 71m to 60m. If you read my old thread, you'll note i pointed out one of the problems of the ARR was having only 3m less range than the base RR while only having 3 DPS more than the base. The DPS was increased, as it should have been, but the range stayed the same. As it is, the ARR has only 3m less range than the RR while having substantially more DPS: this makes it better than the RR if one can find a way to deal with the rifle bouncing around everywhere, see the above dot on the TV. This needs correcting: The ARR should have the longest range of the assault variants, while having substantially lower optimal than the base RR. Combined with change 1, this makes the RR better at "ranged" fighting within its optimal, while lowering that optimal so as to not tread on the RR/Laser Rifle's toes too much. 3. Reduce magazine size to 52, and lower the total carried to 312 shots. This keeps total ammo at 6 magazines base, while lowering the damage per magazine from 2436 to 2184. This will make ammo conservation more important, and ensure that spraying it everywhere is less viable, since Caldari are about taking accurate shots. Spraying shots everywhere is more the Minmatar strategy. In all, this makes the rail rifle less lethal at range, while making application at its new optimal range easier to do without needing tricks. It also reduces the spray-and-pray strategy slightly while keeping its DPM relatively high. With thee changes, the ARR prevalence might be mitigated somewhat, leading to more diversity on the battlefield
Mixed feelings about this, I think #1 would be a huge quality of life improvement for this weapon, but Im not sure its good enough to warrant the two nerfs in 2 and 3, particularly when its already struggling against both scrambler variants which both out dps it over all or almost all of its current range. |
zzZaXxx
XxAMBUSH FTWxX
765
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Posted - 2015.09.21 14:56:00 -
[4] - Quote
No. You must be a SCR user. Tricksy. Wants to make SCR undisputed king. First off, all assaults have an ammo and clip size bonus over other variants. Part of the assault profile. As for range, Rattati normalized range to DPS already. ARR fits into the spectrum right where it's supposed to. You mess with its range and that leaves a void at that range that only SCR can fill.
I do think ranges need to be changed though. The floor needs to be raised with ARs bumping up significantly, CRs a bit less, SCRs a bit less than that, with no change to RRs. Each with a commensurate decrease in DPS. This would effectively nerf the ARR, which is indeed FOTM (and only gun I use). Proposed shield changes would also nerf ARR (though for me they would buff reload because I would actually use Cal Assault).
Right now the ARR woul be OP if ADS kick were reduced but if it was nerfed indirectly like this then it would work. |
Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
27
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Posted - 2015.09.21 17:53:00 -
[5] - Quote
zzZaXxx wrote:No. You must be a SCR user. Tricksy. Wants to make SCR undisputed king.
I really don't think Alena is doing this to promote a secretive pro-SCR agenda...
Arkena Wyrnspire aka "British Khorne" - Cross Atu
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Mortedeamor
The Black Masquerade
1
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Posted - 2015.09.23 16:24:00 -
[6] - Quote
Alena Ventrallis wrote:Rattati, As you may remember, I was the original inspiration to the curent Assault Rail Rifle. And it has come a very long way since that post. Too far, perhaps: I notice the assault rail being used on a very large amount of fits. Assaults of all flavors, commandos, even some sentinels. Check your metrics, but the ARR might be becoming the new FOTM. If so, I want to propose some changes that should be done so tweak the rifle into a more balanced state. 1. Greatly reduce the visual kick when aiming down the sights. It makes tracking moving targets very difficult without doing things like putting a dot on the TV where the aimpoint is. The ARR is actually the hardest to use at range than any other assault variant because the sight bounces all over the place: this is the opposite of what it should be. The actual amount the aimpoint moves when ADS is fine, just make the rifle model not bounce around so much. 2. Reduce optimal range from 71m to 60m. If you read my old thread, you'll note i pointed out one of the problems of the ARR was having only 3m less range than the base RR while only having 3 DPS more than the base. The DPS was increased, as it should have been, but the range stayed the same. As it is, the ARR has only 3m less range than the RR while having substantially more DPS: this makes it better than the RR if one can find a way to deal with the rifle bouncing around everywhere, see the above dot on the TV. This needs correcting: The ARR should have the longest range of the assault variants, while having substantially lower optimal than the base RR. Combined with change 1, this makes the RR better at "ranged" fighting within its optimal, while lowering that optimal so as to not tread on the RR/Laser Rifle's toes too much. 3. Reduce magazine size to 52, and lower the total carried to 312 shots. This keeps total ammo at 6 magazines base, while lowering the damage per magazine from 2436 to 2184. This will make ammo conservation more important, and ensure that spraying it everywhere is less viable, since Caldari are about taking accurate shots. Spraying shots everywhere is more the Minmatar strategy. In all, this makes the rail rifle less lethal at range, while making application at its new optimal range easier to do without needing tricks. It also reduces the spray-and-pray strategy slightly while keeping its DPM relatively high. With thee changes, the ARR prevalence might be mitigated somewhat, leading to more diversity on the battlefield plus 1
dust 514 ruined console gaming for me
pc master race
PORT IT CCP
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TooMany Names AlreadyTaken
Going for the gold
1
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Posted - 2015.09.23 19:19:00 -
[7] - Quote
Mortedeamor wrote:Alena Ventrallis wrote:Rattati, As you may remember, I was the original inspiration to the curent Assault Rail Rifle. And it has come a very long way since that post. Too far, perhaps: I notice the assault rail being used on a very large amount of fits. Assaults of all flavors, commandos, even some sentinels. Check your metrics, but the ARR might be becoming the new FOTM. If so, I want to propose some changes that should be done so tweak the rifle into a more balanced state. 1. Greatly reduce the visual kick when aiming down the sights. It makes tracking moving targets very difficult without doing things like putting a dot on the TV where the aimpoint is. The ARR is actually the hardest to use at range than any other assault variant because the sight bounces all over the place: this is the opposite of what it should be. The actual amount the aimpoint moves when ADS is fine, just make the rifle model not bounce around so much. 2. Reduce optimal range from 71m to 60m. If you read my old thread, you'll note i pointed out one of the problems of the ARR was having only 3m less range than the base RR while only having 3 DPS more than the base. The DPS was increased, as it should have been, but the range stayed the same. As it is, the ARR has only 3m less range than the RR while having substantially more DPS: this makes it better than the RR if one can find a way to deal with the rifle bouncing around everywhere, see the above dot on the TV. This needs correcting: The ARR should have the longest range of the assault variants, while having substantially lower optimal than the base RR. Combined with change 1, this makes the RR better at "ranged" fighting within its optimal, while lowering that optimal so as to not tread on the RR/Laser Rifle's toes too much. 3. Reduce magazine size to 52, and lower the total carried to 312 shots. This keeps total ammo at 6 magazines base, while lowering the damage per magazine from 2436 to 2184. This will make ammo conservation more important, and ensure that spraying it everywhere is less viable, since Caldari are about taking accurate shots. Spraying shots everywhere is more the Minmatar strategy. In all, this makes the rail rifle less lethal at range, while making application at its new optimal range easier to do without needing tricks. It also reduces the spray-and-pray strategy slightly while keeping its DPM relatively high. With thee changes, the ARR prevalence might be mitigated somewhat, leading to more diversity on the battlefield plus 1 lol "plus 1" yet I see no like.
My sweet summer is gone.
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Mortedeamor
The Black Masquerade
1
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Posted - 2015.09.23 22:30:00 -
[8] - Quote
TooMany Names AlreadyTaken wrote:Mortedeamor wrote:Alena Ventrallis wrote:Rattati, As you may remember, I was the original inspiration to the curent Assault Rail Rifle. And it has come a very long way since that post. Too far, perhaps: I notice the assault rail being used on a very large amount of fits. Assaults of all flavors, commandos, even some sentinels. Check your metrics, but the ARR might be becoming the new FOTM. If so, I want to propose some changes that should be done so tweak the rifle into a more balanced state. 1. Greatly reduce the visual kick when aiming down the sights. It makes tracking moving targets very difficult without doing things like putting a dot on the TV where the aimpoint is. The ARR is actually the hardest to use at range than any other assault variant because the sight bounces all over the place: this is the opposite of what it should be. The actual amount the aimpoint moves when ADS is fine, just make the rifle model not bounce around so much. 2. Reduce optimal range from 71m to 60m. If you read my old thread, you'll note i pointed out one of the problems of the ARR was having only 3m less range than the base RR while only having 3 DPS more than the base. The DPS was increased, as it should have been, but the range stayed the same. As it is, the ARR has only 3m less range than the RR while having substantially more DPS: this makes it better than the RR if one can find a way to deal with the rifle bouncing around everywhere, see the above dot on the TV. This needs correcting: The ARR should have the longest range of the assault variants, while having substantially lower optimal than the base RR. Combined with change 1, this makes the RR better at "ranged" fighting within its optimal, while lowering that optimal so as to not tread on the RR/Laser Rifle's toes too much. 3. Reduce magazine size to 52, and lower the total carried to 312 shots. This keeps total ammo at 6 magazines base, while lowering the damage per magazine from 2436 to 2184. This will make ammo conservation more important, and ensure that spraying it everywhere is less viable, since Caldari are about taking accurate shots. Spraying shots everywhere is more the Minmatar strategy. In all, this makes the rail rifle less lethal at range, while making application at its new optimal range easier to do without needing tricks. It also reduces the spray-and-pray strategy slightly while keeping its DPM relatively high. With thee changes, the ARR prevalence might be mitigated somewhat, leading to more diversity on the battlefield plus 1 lol "plus 1" yet I see no like.
why would i like it im sure you can get your likes from a farm like everyone else
dust 514 ruined console gaming for me
pc master race
PORT IT CCP
|
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 22:54:00 -
[9] - Quote
Sounds good to me. A modest few tweaks. It does seem to be edging out the other weapons a bit at the moment. |
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