Protected Void
Nos Nothi
471
|
Posted - 2015.10.01 10:58:00 -
[1] - Quote
Regnier Feros wrote:Anmol Singh wrote:Regnier Feros wrote:Anmol Singh wrote:I just want to share my feeling toward the upcoming nerf.
The Kick nerf that is upcoming is going to be a really harsh nerf because it is literally impossible to kill anything at range when firing it at medium speed with the current kick. I can imagine me in the future shooting 60 rpm trying to stay accurate on the target at range.
The heat nerf is also a big no no in my opinion because that will make it useless on everything but Amarr Assault. I use my ScR on my Amarr Scout and it already overheats trying to kill a guy with 400-500 armor, I can't imagine how useful it would be when it overheats trying to kill militia suits.
The charge shot in my opinion shouldn't be nerfed in the way it is being nerfed. It isn't as OP as people claim it to be because it literally heat the gun up to 50%. The only thing I use the charge shot is for killing things at range because we all know ScR can't sustain good DPS at range due to the fact that the kick will take you off target and you have to lower the RoF.
The only thing I will say needs a major nerf is the Assault Scrambler Rifle. That thing is plain OP. It rewards wayyyy to much for the fact that it needs close to no heat management at all. Yes, it does overheat but I can't remember the last time it overheated for me. Also, it is way to powerful toward shields.
In my opinion, the most OP factor about ScRs is their 138% efficiency toward shields with proficiency 5. I would be beneficial to make it 15+ shield/ 15- armor
Overall, the nerfs seem too much. Never a good idea to nerf something 10x in one patch without knowing the outcomes of each nerf individually .
The heat nerf just affects non Am assault users So, now what about the Amarr Commando and the Amarr Scout?? I rarely see Am commandos as it is but lately the ones i've seen weren't using the racial weapons. As for Am scout same thing as the mando
Well, I play Am scout with a ScR 90% of the time. Heat management is very real issue with that setup, especially since overheating will take away a substantial percentage of my HP (I run no HP mods). I still maintain the same as I've always done on this subject: It's the combination of ScR and Am assault that is OP, not the ScR itself. On any other suit, it would be perfect with a less extreme damage profile, like +15/-15.
It makes no sense to multi-nerf the rifle when it's the Am assault bonus that is to blame. I've been repeating this time and time again, but as far as I know, Rattati has never commented on it. So, I figured an over-nerf was incoming and skilled into the most similar rifle - TAC - months ago, since I enjoy single-shot, precision based weapons.
I didn't use it much until recently, but now that the ScR nerf is imminent, I started practicing. I soon realized it didn't take much practice at all to do as good with the TAC as I do with the ScR.
The only thing I miss is the charged shot, but that was always special case use on a non-Am-assault suit, anyway. A few quick TAC shots, driven vertically from lower centermass to headshot by the recoil, takes the shield out almost as quick as the ScR charged shot, before most players have time to react. And then there's less negative damage towards armor than with the ScR.
So I generally get quicker kills at medium to long range with the TAC. In 1v1 at close range, it's slightly harder with the TAC than with the ScR, but that seems to be mostly a matter of practice. I'm getting better at it every match, anyway.
So, TLDR: The nerf cannon should be aimed at the Am assault bonus, the TAC is at least as powerful as the ScR - with substantially lower fitting costs. I expect my KDR to go up noticeably if I end up moving to the TAC entirely. |