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Victor Moody Stahl
Amarr Templars Amarr Empire
227
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Posted - 2015.09.23 17:27:00 -
[1] - Quote
Laser damage being +20/-20 is balanced, considering that explosive damage is -20/+20.
You don't see me complaining about how locus nades blap my armor suits, so I would suggest you not complain about laser damage.
I also think that the CPM threads regarding shields have already established that this is not a change that will work, since they need to first establish a framework for how shields work, similar to the speed:EHP curve that Rattati brought in. Before that happens, anything that's done is just a bandaid that will have to be removed/reworked again when shields are actually fixed.
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Victor Moody Stahl
Amarr Templars Amarr Empire
228
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Posted - 2015.09.23 22:13:00 -
[2] - Quote
Do I shield tank? No, I don't- it doesn't fit with my playstyle, nor my preference for the Amarrian suits (or the GalMando with PLC). I don't see how that's relevant, either.
It's also worth noting that the Laser Rifle, despite being called a rifle, is much more comparable to the MD. There's also the issue that you're ignoring the fact that locus grenades absolutely destroy armor tank suits.
Furthermore, what evidence do you actually have that a profile change will help? If anything, I would say that you should be arguing that laser weapons should have reduced/different effect for the proficiency bonus.
If there's any issue with the laser damage profile, it's actually that all of the proficiency skills are just ridiculous. IMO, proficiency skills should have bonuses that are not directly related to straight damage- for example, the old shotgun RoF proficiency bonus was awesome.
I'll also note that you won't convince me that a laser profile change to +15/-15 is good, in part because I think projectile damage should be removed entirely, with the CR, SMG, and HMG being swapped over to explosive damage instead.
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Victor Moody Stahl
Amarr Templars Amarr Empire
231
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Posted - 2015.09.25 19:08:00 -
[3] - Quote
I'd like to point out that there was a study done that found that the ScR tends to "microcharge" every shot, due to the mechanics requiring it to fire upon trigger release. This does lead to a 5-7% increase in damage per shot, depending on how long it takes a player to release the trigger.
In the case of the LR... I'd also say that it's overall fine. Most issues with it, IMO, center on it being a tad underpowered.
As far as the AScR, no comment- I find it to perform poorly for myself, but then again I find the AR and ACR to be poor performers in my hands too, so that could just be playstyle or preference.
Buff Logis | Nerf Scouts
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Victor Moody Stahl
Amarr Templars Amarr Empire
232
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Posted - 2015.09.25 20:42:00 -
[4] - Quote
zzZaXxx wrote:Maybe the increased heat cost of charging will apply to those microcharges. That would balance the extra damage by decreasing shots before overheat.
There's no "maybe" about it. The scrambler rifle will no longer be able to fire as many shots (or as rapidly), due to overheating faster.
It must be stressed however, that microcharging is not an exploitation of a game mechanic, but is in fact a quirk of the Scrambler Rifle's operation due to how the charge mechanic works.
Put simply, microcharging "exists" because the ScR fires when you let go of the trigger, and not when you press the trigger. If a player were able to perfectly tap a trigger such that the weapon didn't microcharge, then it would produce the listed damage values.
Since that is functionally impossible, and there's a number of delays introduced due to input lag, client/server communication delays, and the human element of a finger depressing and then releasing a button, microcharging happens.
It's important to note that it's possible that the devs themselves never realized that firing the ScR typically caused microcharging, and that the microcharging is quite frankly a mechanical side-effect of how the engine and the inputs used by players work.
zzZaXxx wrote:LR is fine because any slight OPness it has is a) situational and b) offset by it's total lack of CQC ability. Now that RR is about to be king again it will need a buff.
I've made my thoughts clear in the CPM LR thread, but the gist is that it should have a 150 meter optimal-end, the Chrome-era camera sight brought back, and optional ScR stock added to the weapon model because the ScR stock is badass.
Bradric Banewolf wrote:The scrambler rifle and laser rifle already shreds armor due to high dmg output numbers of the scrambler rifle and the multiplier of the laser.
I can attest to the fact that LR TTK against armor-tanked targets is quite suboptimal. I fully admit that it may be that I am just a bad laserman, but I think it's worth noting anyways.
In the case of the ScR, see above comments of mine regarding the microcharging phenomenon.
Bradric Banewolf wrote:No to dmg -15 against armor.
Yes, 20 -15 shields
So you're attempting to claim that the profile should be +15 shield/-20 armor? Because if so that's stupid. We've had imbalanced damage profiles before *cough* projectile -5/+10 *cough*, and it didn't work.
A +15/-20 profile would be the reverse of the old projectiles, in that rather than being the best overall profile in the game, it would be by far the worst. As it stands, laser weapons being "good" against armor has more to do with the fact that laser weapons tend to boast mechanics which increase their raw damage before modifiers (ScR charge shots, ScP headshot bonus, LR time-on-trigger mechanic).
As a final aside/PSA: The ScR does not boast an improved headshot modifier.
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Victor Moody Stahl
Amarr Templars Amarr Empire
234
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Posted - 2015.09.25 21:16:00 -
[5] - Quote
zzZaXxx wrote:Only charge shots produce more heat now, not normal shots. The SCR overall is not getting a heat nerf, though, like I was saying, if the increased heat cost also applies to microcharges (and I don't see why it wouldn't) then the SCR will in effect experience an overall heat nerf to some extent.
Okay, let me explain it to you this way:
A microcharge is what happens when you fire the ScR. All the time, no matter what, because it is nigh-on physically impossible to perfectly depress and release the trigger such that the weapon does not very slightly charge.
All shots fired by the ScR are microcharge shots. This is not some kind of fancy mechanic that only a super-special-snowflake few are exploiting. It happens to everybody who uses the ScR.
As such, yes, all shots fired by the ScR will be producing more heat. It's simply a consequence of the weapon's microcharge quirk.
So yes, you are correct that microcharge shots will generate more heat. However, you are incorrect to assume that this will not effect use of the weapon when not actively attempting to fire charge shots, as input lag between controls and PS3, lag between the PS3 and the servers, and lag in human response/reaction times, cause microcharging.
zzZaXxx wrote:It's SCR hipfire kick increase that's being nerfed. I for one already find the SCR's hipfire kick to be a bit much for me, so it's entering RR territory. All things considered, SCR will probably not be OP anymore. Finally!!!
I was not aware that the ScR was "overpowered" at present. Moreover, I am unaware of any clarification that the ScR's recoil increase is going to be hipfire-only. Please provide a Dev quote explaining that that is the case.
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