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Anmol Singh
G0DS AM0NG MEN
974
|
Posted - 2015.09.30 23:51:00 -
[1] - Quote
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 .
Sagaris lover!!!
Commando <3
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Anmol Singh
G0DS AM0NG MEN
974
|
Posted - 2015.09.30 23:52:00 -
[2] - Quote
I would just like to add that instead all of these nerfs to heat build up and the charge, I would rather the charge shot be 2x multiplier than 2.5x. This idea was brought up by somebody on the forums and seems like a much better and more balanced alternative than the current strategy.
Sagaris lover!!!
Commando <3
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BARAGAMOS
Kinsho Swords Caldari State
243
|
Posted - 2015.10.01 00:07:00 -
[3] - Quote
I use the AmAssault with a scrambler about 75% of the time for a reason...the scrambler is OP. Combined with armor tanking it is hands down the best slayer fit available right now. I can kill with it at ranges where my rail rifle fails to with the charge shot and a couple follow up bursts. I hate to see it nerfed as well, but in truth it is broken. I personally want it left alone because I like the "easy mode" it provides, but for the sake of the game it needs a heavy nerf. The proto assault version outperforms every single other gun at all ranges. That's a bit much. I will miss the power of the scrambler, but it was time. When I find myself running one thing a lot more than all the other options combined I can tell its time for the nerf hammer. |
Anmol Singh
G0DS AM0NG MEN
974
|
Posted - 2015.10.01 00:08:00 -
[4] - Quote
BARAGAMOS wrote:I use the AmAssault with a scrambler about 75% of the time for a reason...the scrambler is OP. Combined with armor tanking it is hands down the best slayer fit available right now. I can kill with it at ranges where my rail rifle fails to with the charge shot and a couple follow up bursts. I hate to see it nerfed as well, but in truth it is broken. I personally want it left alone because I like the "easy mode" it provides, but for the sake of the game it needs a heavy nerf. The proto assault version outperforms every single other gun at all ranges. That's a bit much. I will miss the power of the scrambler, but it was time. When I find myself running one thing a lot more than all the other options combined I can tell its time for the nerf hammer.
I like jumping around in my Min Assault with 900 ehp and a masdriver. Nerf that too maybe ?
Sagaris lover!!!
Commando <3
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BARAGAMOS
Kinsho Swords Caldari State
243
|
Posted - 2015.10.01 00:10:00 -
[5] - Quote
Yep..... Both cause balance issues. Anyone using the scrambler knows its broken. I feel the nerfs went too far (on the heat issue), but it was time to restore some balance. Guess we will see how it turns out. |
Devadander
Woodgrain Atari
778
|
Posted - 2015.10.01 00:14:00 -
[6] - Quote
Anmol Singh wrote:BARAGAMOS wrote:I use the AmAssault with a scrambler about 75% of the time for a reason...the scrambler is OP. Combined with armor tanking it is hands down the best slayer fit available right now. I can kill with it at ranges where my rail rifle fails to with the charge shot and a couple follow up bursts. I hate to see it nerfed as well, but in truth it is broken. I personally want it left alone because I like the "easy mode" it provides, but for the sake of the game it needs a heavy nerf. The proto assault version outperforms every single other gun at all ranges. That's a bit much. I will miss the power of the scrambler, but it was time. When I find myself running one thing a lot more than all the other options combined I can tell its time for the nerf hammer. I like jumping around in my Min Assault with 900 ehp and a masdriver. Nerf that too maybe ?
Or just remove jumps, and jumpers can go back to destiny.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Jalame La Bola
Shining Flame Amarr Empire
88
|
Posted - 2015.10.01 00:46:00 -
[7] - Quote
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 .
Ccp should actually read this.
Mamenme El Bicho.
Mami's a hurricane, you should see the way she blow me.
Hecho en Puerto Pobre.
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Radiant Pancake3
KILL-EM-QUICK
1
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Posted - 2015.10.01 00:49:00 -
[8] - Quote
I never noticed a kick... you guys must be on drugs...
Learned the ways of N4g from Alcina's mom
100% Alcina's Wife. If she says otherwise it is a myth.
Min Loyalist.
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Anmol Singh
G0DS AM0NG MEN
974
|
Posted - 2015.10.01 00:57:00 -
[9] - Quote
Radiant Pancake3 wrote:I never noticed a kick... you guys must be on drugs...
Try shooting a guy 60m away and maintain a good DPS.
Sagaris lover!!!
Commando <3
|
Regnier Feros
Pielords
818
|
Posted - 2015.10.01 00:57:00 -
[10] - Quote
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
I LIKE PIE
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1
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Posted - 2015.10.01 01:07:00 -
[11] - Quote
My problem with the ScR(any Laser Weapon) is the fact that it is not treated equally as the other Rifles. Why should it only be effective on 1(2?) out of 20 dropsuits? The Amarr Assault and the Operation Skill for these weapons needs to be fixed before we can properly balance them.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
Not For Sale- Sanders 2016
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1
|
Posted - 2015.10.01 01:08:00 -
[12] - Quote
Anmol Singh wrote:Radiant Pancake3 wrote:I never noticed a kick... you guys must be on drugs... Try shooting a guy 60m away and maintain a good DPS. Maybe we could get a scope buff to compensate?
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
Not For Sale- Sanders 2016
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Anmol Singh
G0DS AM0NG MEN
974
|
Posted - 2015.10.01 01:09:00 -
[13] - Quote
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??
Sagaris lover!!!
Commando <3
|
Regnier Feros
Pielords
818
|
Posted - 2015.10.01 01:15:00 -
[14] - Quote
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
I LIKE PIE
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Anmol Singh
G0DS AM0NG MEN
974
|
Posted - 2015.10.01 01:19:00 -
[15] - 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
Why do you think you rarely see Am Commandos. Because ScR sucks on everything but Am Assault which is unacceptable.
Sagaris lover!!!
Commando <3
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Regnier Feros
Pielords
818
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Posted - 2015.10.01 01:33:00 -
[16] - Quote
Anmol Singh wrote: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 Why do you think you rarely see Am Commandos. Because ScR sucks on everything but Am Assault which is unacceptable. I believe it's due to not having a racial av light weapons, besides slap on the AScr on the Am mando & go to town
I LIKE PIE
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IceShifter Childhaspawn
Rebels New Republic The Ditanian Alliance
781
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Posted - 2015.10.01 02:02:00 -
[17] - Quote
They need to reasonably nerf its dps. They cant do that while its the OP gun. The heat fix and AR buff will lock those two weapons to their racial suits (as in -an okay weapon but rocks on racial)
It's hard to beat up hundreds of armor piercing bullets using only your face...
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.10.01 02:05:00 -
[18] - Quote
What gets me bent is that there was no discussion at all with the community to come up with a proper adjustment to the weapon but instead we get the same sh+»t CCP is known for doing.
"Remember to Ratatat that ass" ~ The Internet
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Regnier Feros
Pielords
818
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Posted - 2015.10.01 02:07:00 -
[19] - Quote
Nocturnal Soul wrote:What gets me bent is that there was no discussion at all with the community to come up with a proper adjustment to the weapon but instead we get the same sh+»t CCP is known for doing. I'm still pissed that there isn't a av laser but there will be a av mass driver.................................
I LIKE PIE
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.10.01 03:35:00 -
[20] - Quote
Well at this point I dont even care, Im just glad CCP moved on it.
My opinions (OH BOY!): The Scrambler is hideously overpowered on the Amarr Assault. It needs to be changed.
Ideally the change would include a complete rework of the Amarr Assault bonus so that the scrambler and laser weapons become balanceable. As long as heat is a huge factor on these weapons and the amarr assault bonus gives a 25%, then the weapon becomes completely unbalancable. Effectively the scrambler and assault scrambler are allowed to do 25% more damage on an Amarr Assault, this percent is even larger on the laser rifle, since its damage scales up as it is fired (not even going to attempt to calculate it though). So with the current bonus we either have the scrambler/ass scrambler/laser are overpowered on the amarr assault and much less effective and possibly terrible on every other suit, or they are balanced on the amarr assault and absolute crap on every other suit.
This is why the scrambler rifle balance is broken today. Its also why the scrambler balance will be broken after the hotfix hits. Without the Amarr Assault spoiling balance it would be much closer to the other rifles. This goes double for the laser rifle, which is pretty terrible on non AmAss suits but absolutely devastating on the AmAss.
Im glad its being moved in the other direction, even if they are moving it too far. Frankly I'd rather have an underpowered weapon that people can inflict on themselves at will instead of an overpowered weapon that jackasses can inflict on other people.
We all need to start advocating for a change to that bonus so that this entire set of weapons becomes fundamentally balanceable. |
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Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.10.01 03:39:00 -
[21] - Quote
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 .
wait...so the assault scrambler rifle is OP but the single shot scrambler rifle is fine??
"Bring out mass drivers & jump around goddamit"
Check RND out here
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1
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Posted - 2015.10.01 03:47:00 -
[22] - Quote
Ydubbs81 RND 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 .
wait...so the assault scrambler rifle is OP but the single shot scrambler rifle is fine?? Erma yeah... Haven't you tried them?
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
Not For Sale- Sanders 2016
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Radiant Pancake3
KILL-EM-QUICK
1
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Posted - 2015.10.01 04:07:00 -
[23] - Quote
Anmol Singh wrote:Radiant Pancake3 wrote:I never noticed a kick... you guys must be on drugs... Try shooting a guy 60m away and maintain a good DPS. I have on multiple occasions... I revert back to my previous statement.
Learned the ways of N4g from Alcina's mom
100% Alcina's Wife. If she says otherwise it is a myth.
Min Loyalist.
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BARAGAMOS
Kinsho Swords Caldari State
253
|
Posted - 2015.10.01 06:33:00 -
[24] - Quote
Radiant Pancake3 wrote:Anmol Singh wrote:Radiant Pancake3 wrote:I never noticed a kick... you guys must be on drugs... Try shooting a guy 60m away and maintain a good DPS. I have on multiple occasions... I revert back to my previous statement.
Have to agree..at 60m it kills better than my rail rifles. The gun is super accurate. Which is an issue. It is good at all ranges. That's why I have been running it twice as much as any other weapon. |
DDx77
Random Gunz Rise Of Legion.
394
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Posted - 2015.10.01 06:57:00 -
[25] - Quote
The only thing that concerns me is the kick increase
It might be hilariously bad
like when they nerfed the RR into the ground and you were firing into the sky after 5 shots bad
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Thaddeus Reynolds
Facepunch Security
470
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Posted - 2015.10.01 07:06:00 -
[26] - Quote
Everyone here worried about the kick increase...I'm just sitting here worried about the fact that the weapons real kick increase is the 20% slow whenever you fire the thing
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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YUUKI TERUMI
Carne Con Papas
134
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Posted - 2015.10.01 07:20:00 -
[27] - Quote
Anmol Singh wrote:BARAGAMOS wrote:I use the AmAssault with a scrambler about 75% of the time for a reason...the scrambler is OP. Combined with armor tanking it is hands down the best slayer fit available right now. I can kill with it at ranges where my rail rifle fails to with the charge shot and a couple follow up bursts. I hate to see it nerfed as well, but in truth it is broken. I personally want it left alone because I like the "easy mode" it provides, but for the sake of the game it needs a heavy nerf. The proto assault version outperforms every single other gun at all ranges. That's a bit much. I will miss the power of the scrambler, but it was time. When I find myself running one thing a lot more than all the other options combined I can tell its time for the nerf hammer. I like jumping around in my Min Assault with 900 ehp and a masdriver. Nerf that too maybe ? what about that damn ahmg? It kills everything in close range. Its supposed to be a medium-long range weapon. Guess what? Its better than the hmg in a close range fight.
Gal assault rof buff \0/
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Raven-747
Fatal Absolution Bleeding Sun Conglomerate
197
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Posted - 2015.10.01 08:49:00 -
[28] - Quote
Don't bother with Scr its done for.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ. LASERS BITCH!!!!
Kneel to the empress
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.01 08:57:00 -
[29] - Quote
DDx77 wrote:The only thing that concerns me is the kick increase
It might be hilariously bad
like when they nerfed the RR into the ground and you were firing into the sky after 5 shots bad
Rattati did say the kick increase doesn't do much, even though it looks bad on paper. |
Count- -Crotchula
TasteTheTamsen
1
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Posted - 2015.10.01 09:03:00 -
[30] - Quote
Anmol Singh wrote: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 Why do you think you rarely see Am Commandos. Because ScR sucks on everything but Am Assault which is unacceptable.
I do pretty well with my A/1 commmando, Quafe SCR and Quafe CR, it's a deadly combo, you don't overheat because you won't since you have a CR
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Protected Void
Nos Nothi
471
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Posted - 2015.10.01 10:58:00 -
[31] - 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. |
IceShifter Childhaspawn
Rebels New Republic The Ditanian Alliance
783
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Posted - 2015.10.01 11:09:00 -
[32] - Quote
It was the charge combined with follow up which was the target of this nerf.
It's hard to beat up hundreds of armor piercing bullets using only your face...
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Protected Void
Nos Nothi
471
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Posted - 2015.10.01 11:23:00 -
[33] - Quote
IceShifter Childhaspawn wrote:It was the charge combined with follow up which was the target of this nerf.
The main target, yes. There's also the increased recoil, but I have no idea how that'll turn out.
Anyway: the charge combined with follow up will still be just fine on an Amarr assault, but virtually impossible on any other suit. |
Radiant Pancake3
KILL-EM-QUICK
1
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Posted - 2015.10.01 11:49:00 -
[34] - Quote
BARAGAMOS wrote:Radiant Pancake3 wrote:Anmol Singh wrote:Radiant Pancake3 wrote:I never noticed a kick... you guys must be on drugs... Try shooting a guy 60m away and maintain a good DPS. I have on multiple occasions... I revert back to my previous statement. Have to agree..at 60m it kills better than my rail rifles. The gun is super accurate. Which is an issue. It is good at all ranges. That's why I have been running it twice as much as any other weapon. Glad to see I'm not the only one. O.o
Learned the ways of N4g from Alcina's mom
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Min Loyalist.
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Devadander
Woodgrain Atari
782
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Posted - 2015.10.01 14:13:00 -
[35] - Quote
I use amando dual laser quite often. It truly is the ultimate suppression loadout.
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Joined - 06-28-12 ~Deal with it~
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Mejt0
Made in Poland... E-R-A
2
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Posted - 2015.10.01 14:39:00 -
[36] - Quote
Only charge shot needed to be changed. But CCP can't do one thing at a time. Why nerf only one stat? It's beter to nerf 3-4 stats at the same time -CCP logic.
You see, TacAR already has more DPS. ScR had only one advanatge over TacAR. Charge shot. Now when it will get nerfed, there is no reason to not use TacAR.
I'll watch all this hell from above (sadly my new dualshock 3 isn't as accurate as previous one.. that's some BS).
Ps. You can't say ScR is easy mode. It's way more difficult to aim with tactical guns than with full auto/burst guns.
Modern society is lacking in empathy
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Bradric Banewolf
Titans of Phoenix Damage LLC
1
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Posted - 2015.10.01 15:52:00 -
[37] - Quote
The nerf was warranted, but I agree there may have been too many too soon. Need to apply one nerf, maybe two in the scrambler case, and assess that. Doing them all at once could turn bad....
Saying that I'm glad that the weapon will now primarily be used by the amarr, and not the min, cal, and gal as much due to overheat. I do think that the other racial variants should also not overheat as much though.
I can relate to your complaint about the scout as I've tried to use the AR variants on my gal scout and logi, and the results are not satisfying at all. Without the bonus of the assault those rifles struggle to stay on target and fitting is terrible?! Recently I've used the combat rifle instead, but as I respected into true gal I've had to make the AR fit on almost all my suits! It's a real challenge, but I like to challenge myself.
I would like to see the other racial suits benefit from racial rifle and weapon usage like the assault and commando, but soon tm I guess. No where near the bonus as the assault or commando, but in the case of the scout or logi I'd want a little more kick control.
The nerf definitely was needed though for the scrambler. Both variants were spam easy mode?!
"Anybody order chaos?"
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.10.01 15:58:00 -
[38] - Quote
Bradric Banewolf wrote:The nerf was warranted, but I agree there may have been too many too soon. Need to apply one nerf, maybe two in the scrambler case, and assess that. Doing them all at once could turn bad....
Saying that I'm glad that the weapon will now primarily be used by the amarr, and not the min, cal, and gal as much due to overheat. I do think that the other racial variants should also not overheat as much though.
I can relate to your complaint about the scout as I've tried to use the AR variants on my gal scout and logi, and the results are not satisfying at all. Without the bonus of the assault those rifles struggle to stay on target and fitting is terrible?! Recently I've used the combat rifle instead, but as I respected into true gal I've had to make the AR fit on almost all my suits! It's a real challenge, but I like to challenge myself.
I would like to see the other racial suits benefit from racial rifle and weapon usage like the assault and commando, but soon tm I guess. No where near the bonus as the assault or commando, but in the case of the scout or logi I'd want a little more kick control.
The nerf definitely was needed though for the scrambler. Both variants were spam easy mode?!
Unfortunately the primary problem with balance on this weapon (and all laser weapons) is the Amarr heat bonus, so theres a strong chance the scrambler will be absolute crap on any non amarr assault suits. But like I said before, I'd rather have yet another crappy weapon than have a weapon so insanely dominant that its everybody's easymode fit. Its pretty likely that the scrambler after this hotfix will be in the same position as the laser rifle: still a bit OP on the amarr assault, crap on everyone else. |
axis alpha
ScReWeD uP InC
1
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Posted - 2015.10.01 16:30:00 -
[39] - Quote
I expect a lot more of these threads when hot fix drops.
You just gotta bite the bullet on this one. Accept it. Just like every other nerf that has came before.
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Yeltsibee and hibbertyhoo
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axis alpha
ScReWeD uP InC
1
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Posted - 2015.10.01 16:34:00 -
[40] - Quote
Mejt0 wrote:Only charge shot needed to be changed. But CCP can't do one thing at a time. Why nerf only one stat? It's beter to nerf 3-4 stats at the same time -CCP logic.
You see, TacAR already has more DPS. ScR had only one advanatge over TacAR. Charge shot. Now when it will get nerfed, there is no reason to not use TacAR.
I'll watch all this hell from above (sadly my new dualshock 3 isn't as accurate as previous one.. that's some BS).
Ps. You can't say ScR is easy mode. It's way more difficult to aim with tactical guns than with full auto/burst guns. In no way shape or form is it easier to aim with other rifles. It HAS NO KICK. where are you all coming up with this garbage.
Hullaballo and howdy doo! Musty prawns, and Timbucktu.
Yeltsibee and hibbertyhoo
Kick 'em in the dishpan. Hoo hoo hoo!
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Kierkegaard Soren
Eridani Light Horse Battalion
933
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Posted - 2015.10.01 16:42:00 -
[41] - Quote
Scrambler Operation skill: 3% reduction to heat build up per level.
Amarr Assault: 15% reduction to seize damage and seize duration per level.
Charged shot generates 15% more heat than current value.
Balanced for all.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.10.01 16:51:00 -
[42] - Quote
Kierkegaard Soren wrote:Scrambler Operation skill: 3% reduction to heat build up per level.
Amarr Assault: 15% reduction to seize damage and seize duration per level.
Charged shot generates 15% more heat than current value.
Balanced for all.
Might be cool, but Im not sure the bonus should apply to the worst case scenario, most people are able to avoid overheat entirely... but with these times people might not care about the overheat at all, and just eat it.
Might be worth a shot to try this bonus in a hotfix. |
Regnier Feros
Pielords
819
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Posted - 2015.10.01 16:53:00 -
[43] - Quote
Kierkegaard Soren wrote:Scrambler Operation skill: 3% reduction to heat build up per level.
Amarr Assault: 15% reduction to seize damage and seize duration per level.
Charged shot generates 15% more heat than current value.
Balanced for all. I was thinking 3% faster cooldown time/2% less seize up time per level for a AM Assault bonus
I LIKE PIE
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CommanderBolt
Dead Man's Game
4
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Posted - 2015.10.01 17:43:00 -
[44] - Quote
Considering we do not have a +20% armour - 20% shield rifle weapon, we should change the scram to +10% shield and -10% armour.
I would love this for the laser rifle as well personally but that's some harsh bias dripping through.....
This is the turning point, the rising of the tide.
No fear inside
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Georgia Xavier
Incorruptibles
1
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Posted - 2015.10.01 18:08:00 -
[45] - Quote
axis alpha wrote:In no way shape or form is it easier to aim with other rifles. It HAS NO KICK. where are you all coming up with this garbage. Mejt isn't lying though, fully automatic weapons are much easier to aim than semi auto in general. In games of course
Click for an instant good day! (or atleast cheer you up a bit)
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Dingleburt Bangledack
Dingle's Berry Farms
421
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Posted - 2015.10.02 00:48:00 -
[46] - Quote
Kierkegaard Soren wrote:Scrambler Operation skill: 3% reduction to heat build up per level.
Amarr Assault: 15% reduction to seize damage and seize duration per level.
Charged shot generates 15% more heat than current value.
Balanced for all. So, AmAssault would have a bonus that can only be utilised by being bad... Sounds awesome.
If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out. |
Victor Moody Stahl
Amarr Templars Amarr Empire
276
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Posted - 2015.10.02 02:14:00 -
[47] - Quote
Dingleburt Bangledack wrote:If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out.
You recall incorrectly; the seize time/damage reduction were for laser weapons- which meant that you had to fit a Scrambler Rifle or Laser Rifle in order to benefit from it.
IIRC the main reason everybody hated that bonus was because it offered no useful to the role-specific weaponry that was (and is) available. If there had been a heavy laser weapon that overheated often, then such a bonus might very well be useful.
Buff Logis | Nerf Scouts
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Dingleburt Bangledack
Dingle's Berry Farms
421
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Posted - 2015.10.02 02:31:00 -
[48] - Quote
Victor Moody Stahl wrote:Dingleburt Bangledack wrote:If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out. You recall incorrectly; the seize time/damage reduction were for laser weapons- which meant that you had to fit a Scrambler Rifle or Laser Rifle in order to benefit from it. IIRC the main reason everybody hated that bonus was because it offered no useful to the role-specific weaponry that was (and is) available. If there had been a heavy laser weapon that overheated often, then such a bonus might very well be useful. It was for "Heavy Weapons"... of which, there was one that overheated... The HMG. |
Knox Firmus
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
44
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Posted - 2015.10.02 03:26:00 -
[49] - Quote
Dingleburt Bangledack wrote:Victor Moody Stahl wrote:Dingleburt Bangledack wrote:If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out. You recall incorrectly; the seize time/damage reduction were for laser weapons- which meant that you had to fit a Scrambler Rifle or Laser Rifle in order to benefit from it. IIRC the main reason everybody hated that bonus was because it offered no useful to the role-specific weaponry that was (and is) available. If there had been a heavy laser weapon that overheated often, then such a bonus might very well be useful. It was for "Heavy Weapons"... of which, there was one that overheated... The HMG.
You're both wrong. the Amarr sentinel bonus of old was only a reduction to feedback damage, not to seize duration at all. It was there in anticipation of an amarr heavy weapon that regularly chipped away at the user's health, but didn't seize up when doing so. |
Fluffy Exterminatus
Fatal Absolution Bleeding Sun Conglomerate
87
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Posted - 2015.10.02 03:58:00 -
[50] - Quote
just change am assault bonus from 5% to 3% like gal assault
CCP Rattati - Grand Dragon Wizard of the Gaylente Agenda
Touched by his noodly appendage (The Flying Spaghetti Monster
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1
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Posted - 2015.10.02 04:05:00 -
[51] - Quote
Solution To Laser Weaponry
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
Not For Sale- Sanders 2016
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Dingleburt Bangledack
Dingle's Berry Farms
421
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Posted - 2015.10.02 04:06:00 -
[52] - Quote
Knox Firmus wrote:Dingleburt Bangledack wrote:Victor Moody Stahl wrote:Dingleburt Bangledack wrote:If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out. You recall incorrectly; the seize time/damage reduction were for laser weapons- which meant that you had to fit a Scrambler Rifle or Laser Rifle in order to benefit from it. IIRC the main reason everybody hated that bonus was because it offered no useful to the role-specific weaponry that was (and is) available. If there had been a heavy laser weapon that overheated often, then such a bonus might very well be useful. It was for "Heavy Weapons"... of which, there was one that overheated... The HMG. You're both wrong. the Amarr sentinel bonus of old was only a reduction to feedback damage, not to seize duration at all. It was there in anticipation of an amarr heavy weapon that regularly chipped away at the user's health, but didn't seize up when doing so. Actually, I think you're right... what the hell was I thinking about?
In either case, I still stand by my opinion that a bonus that only comes into effect when you screw up (as opposed to affecting your weapon all the time, like all Assault bonuses currently do) is just a stupid idea. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.10.02 05:40:00 -
[53] - Quote
Dingleburt Bangledack wrote:Kierkegaard Soren wrote:Scrambler Operation skill: 3% reduction to heat build up per level.
Amarr Assault: 15% reduction to seize damage and seize duration per level.
Charged shot generates 15% more heat than current value.
Balanced for all. So, AmAssault would have a bonus that can only be utilised by being bad... Sounds awesome. If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out.
But if you look at this you see the seize time post bonus for this is about the length of your gun cooling down regardless, so it essentially removes the requirement to worry about overheat at the cost of a bit of damage to self. You can just power through overheat if you feel like you need to (on the scrambler anyway, laser is a different story obviously, with longer seize, etc). |
Sequal's Back
Dead Man's Game
1
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Posted - 2015.10.02 05:48:00 -
[54] - Quote
The nerf should've been on damage vs shield :
Nerf base damage by 5%. Make a -15/+15 meta.
Balanced.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Dingleburt Bangledack
Dingle's Berry Farms
421
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Posted - 2015.10.02 06:09:00 -
[55] - Quote
Vesta Opalus wrote:But if you look at this you see the seize time post bonus for this is about the length of your gun cooling down regardless, so it essentially removes the requirement to worry about overheat at the cost of a bit of damage to self. You can just power through overheat if you feel like you need to (on the scrambler anyway, laser is a different story obviously, with longer seize, etc).
Dingleburt Bangledack wrote:In either case, I still stand by my opinion that a bonus that only comes into effect when you screw up (as opposed to affecting your weapon all the time, like all Assault bonuses currently do) is just a stupid idea.
Just sayin'. |
Mejt0
Made in Poland... E-R-A
2
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Posted - 2015.10.02 12:47:00 -
[56] - Quote
axis alpha wrote:Mejt0 wrote:Only charge shot needed to be changed. But CCP can't do one thing at a time. Why nerf only one stat? It's beter to nerf 3-4 stats at the same time -CCP logic.
You see, TacAR already has more DPS. ScR had only one advanatge over TacAR. Charge shot. Now when it will get nerfed, there is no reason to not use TacAR.
I'll watch all this hell from above (sadly my new dualshock 3 isn't as accurate as previous one.. that's some BS).
Ps. You can't say ScR is easy mode. It's way more difficult to aim with tactical guns than with full auto/burst guns. In no way shape or form is it easier to aim with other rifles. It HAS NO KICK. where are you all coming up with this garbage. Take semi-auto weapon and try to kill an assault 65m away while he's sprinting. Then take automatic rifle and watch how said assualt will lay down in under 2 seconds.
With semi-auto rifles you have to land every shot. With full auto rifles it's much easier to just track an enemy.
Modern society is lacking in empathy
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Boot Booter
Titans of Phoenix Damage LLC
1
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Posted - 2015.10.02 14:36:00 -
[57] - Quote
Edit: sorry just realised people posted this same **** already. Disregard.
Somebody suggested that instead of nerfing the thing to the ground you change the amarr assault bonus to...
5% reduction in feedback damage and overheat time per level.
Then balance the rifle accordingly. This way it will be usable as a weapon for any suit but provide the amarr a unique way of dealing with its overheating.
I also think it should be a +15/-15 damage profile. Currently it's way too strong against shields. As a shield Tanker you literally don't have time to react before its digging through your armor. The nerfs in FoxFour won't really change that but hopefully the overheat helps shield tankers escape and the shield buff will definitely help them get back into the fight faster. We will see how it plays out. |
Boot Booter
Titans of Phoenix Damage LLC
1
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Posted - 2015.10.02 14:46:00 -
[58] - Quote
Dingleburt Bangledack wrote:Kierkegaard Soren wrote:Scrambler Operation skill: 3% reduction to heat build up per level.
Amarr Assault: 15% reduction to seize damage and seize duration per level.
Charged shot generates 15% more heat than current value.
Balanced for all. So, AmAssault would have a bonus that can only be utilised by being bad... Sounds awesome. If I remember correctly, the Sentinel Role bonus used to be a reduction to seize time and damage for the HMG and everyone wanted it changed primarily for the reason I just pointed out.
It would be awesome. You could literally fire through the whole clip with minimal seize time and damage. 15% may be a bit high, but at those values you'd be looking at a 1.25 s seize time (about half the time it takes to reload) and only 12 damage from overheating. Let that sink in a bit. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.10.02 15:21:00 -
[59] - Quote
Dingleburt Bangledack wrote:Vesta Opalus wrote:But if you look at this you see the seize time post bonus for this is about the length of your gun cooling down regardless, so it essentially removes the requirement to worry about overheat at the cost of a bit of damage to self. You can just power through overheat if you feel like you need to (on the scrambler anyway, laser is a different story obviously, with longer seize, etc). Dingleburt Bangledack wrote:In either case, I still stand by my opinion that a bonus that only comes into effect when you screw up (as opposed to affecting your weapon all the time, like all Assault bonuses currently do) is just a stupid idea. Just sayin'.
Yes I saw what you wrote, the point is that the bonus means screwing up is no longer screwing up, but a circumstantially valid option instead. |
Bremen van Equis
Incorruptibles
747
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Posted - 2015.10.02 15:38:00 -
[60] - Quote
Does this thread come with a bucket yoke?
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
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Kierkegaard Soren
Eridani Light Horse Battalion
937
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Posted - 2015.10.02 16:03:00 -
[61] - Quote
I understand that "rewarding you for screwing up" is a valid counter-point, and should not be disregarded out of hand.
But the underlying idea for the amassault bonus that I'm proposing is that you turn the Amarr racial weapon -which is explicitely a tactical weapon that rewards quality over quantity when pulling the trigger- into an actual *assault* weapon that can, to a degree, engage multiple opponents in quick succession; the trade-off being, of course, that it's still hurting you via feedback, and still inconveniencing you with the seize, which eventually becomes like a second reload that you didn't want.
15% is a bit high though, sorry. Didn't run the numbers at the time of posting and just gut-feeled it. 10% sounds much more responsible.
I never liked the cooldown bonus. Because heat is generated per second of firing and not per actual shot you're not rewarded for timing your shots better with quicker cooling inbetween those shots, and you'll always lose most of your heat during a reload cycle anyway so it's never been a factor worth considering.
But just to reiterate, again;
1) Scram is balanced on non-amassault suits with the exception of the charged shot. 2) Amassault is the root cause of scram OP; heat reduction lies at the core of all laser balancing issues. 3) Operational skill is defunct on both laser weapons; change it to 3% reduction to heat so that the laser weapons are accessable to all players so long as they invest the sp into them, as is the Dust Way. 4) Amassault changes to a 10% reduction to seize damage and seize duration, making them laser-weilding snow-plows that can lead any assault. 5) Charged shot generates 15% more heat; in theory anyone with only 1 point in the Operational skill will overheat immediately, those with 5 points will avoid this but will struggle to double-tap opponents anymore. 6) Assault scram has broken (as in, none) heat management, that needs to be raised so that you burn out sooner. 7) Leave the kick alone. It's got enough already. Anymore kick and it stops being precise at range, which makes it redundant as a TAC weapon. 8) Damage profile to be changed to +15/-15. Far too good against shields, virtually impossible to drop an armour-heavy in any reasonable situation. Reign it in a bit for better balance for all.
Thanks.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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zzZaXxx
XxAMBUSH FTWxX
814
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Posted - 2015.10.02 17:16:00 -
[62] - Quote
The hipfire kick already starts getting outta hand when spamming in CQC. With the kick increase and Cal Assault's kick reduction, SCR and RR should perform similarly hipfiring. The SCR will still have the advantage because of course it has no charge up. RR will be better in long range ADS due to being automatic and having much less kick and slightly more range, but SCR partially makes up for that with its charge shot. The charge shot, however, is going to be a lot riskier now so it will mostly be reserved for easy targets, i.e. stationary targets or large hitboxes.
SCR will continue to be better mid range in the RR's dead zone. Cal Assaults will have to rely on the Magsec in that area, or have mid range overzoomed ADS skillz. |
Devadander
Woodgrain Atari
788
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Posted - 2015.10.02 19:18:00 -
[63] - Quote
Kierkegaard Soren wrote:I understand that "rewarding you for screwing up" is a valid counter-point, and should not be disregarded out of hand.
But the underlying idea for the amassault bonus that I'm proposing is that you turn the Amarr racial weapon -which is explicitely a tactical weapon that rewards quality over quantity when pulling the trigger- into an actual *assault* weapon that can, to a degree, engage multiple opponents in quick succession; the trade-off being, of course, that it's still hurting you via feedback, and still inconveniencing you with the seize, which eventually becomes like a second reload that you didn't want.
15% is a bit high though, sorry. Didn't run the numbers at the time of posting and just gut-feeled it. 10% sounds much more responsible.
I never liked the cooldown bonus. Because heat is generated per second of firing and not per actual shot you're not rewarded for timing your shots better with quicker cooling inbetween those shots, and you'll always lose most of your heat during a reload cycle anyway so it's never been a factor worth considering.
But just to reiterate, again;
1) Scram is balanced on non-amassault suits with the exception of the charged shot. 2) Amassault is the root cause of scram OP; heat reduction lies at the core of all laser balancing issues. 3) Operational skill is defunct on both laser weapons; change it to 3% reduction to heat so that the laser weapons are accessable to all players so long as they invest the sp into them, as is the Dust Way. 4) Amassault changes to a 10% reduction to seize damage and seize duration, making them laser-weilding snow-plows that can lead any assault. 5) Charged shot generates 15% more heat; in theory anyone with only 1 point in the Operational skill will overheat immediately, those with 5 points will avoid this but will struggle to double-tap opponents anymore. 6) Assault scram has broken (as in, none) heat management, that needs to be raised so that you burn out sooner. 7) Leave the kick alone. It's got enough already. Anymore kick and it stops being precise at range, which makes it redundant as a TAC weapon. 8) Damage profile to be changed to +15/-15. Far too good against shields, virtually impossible to drop an armour-heavy in any reasonable situation. Reign it in a bit for better balance for all.
Thanks.
This is the best suggestion I've seen for scr/ama balance. CPM CCP please consider.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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