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THEAMAZING POTHEAD
Nyain San
1
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Posted - 2015.11.19 07:19:00 -
[31] - Quote
If youre having trouble with the calass you're probably putting at least 1 normal armor plate on it. Dont. Just use ferroscales and jump mods, especially with a RR. You wanna take advantage of the calass's blue shielding. Just like minass. Galass is the dps machine, And amarrass has lasers. All the assault suits are great. You just gotta keep all their movement speed at its base to take advantage of dusts crap hit detection. As for the RR bonus, idk, I personally dont have calass protos, so I cant say, but I've heard the kick reduction did a great job of helping its normally garbage hit detection. I stopped using it a few months ago for the outright better CR.
Your post is making me facepalm. ò.ó
Nyan!~~=[,,..,,]:3
Nyain SanGäó (rated ® for rape) is currently accepting hatemails.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
309
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Posted - 2015.11.20 21:16:00 -
[32] - Quote
Problem 1: Is, RR's are used and capable of being used by everyone, but the assault's each have a bonus that truly benefit's them and helps them stay in combat and remain a threat.
Example 1: Amarr's laser heat reduction - less heat applied to the weapon when firing, allowing more shot's to be used (go ahead and complain about the nerf, there really wasn't a nerf to the heat per shot, just more recoil to the base, and less range on the assault). Make's the laser rifle PERFECT in the hand's of an amarr assault
Example 2: Minmatar Extended Magazine - Self explanatory, more ammo, more bullet's, more damage to be possibly applied, even if its 25%, you're still looking at 17 more bullets in the assault combat rifle and 13 more in the base model. (SMG are irrelevant since we're talking about rifle's, not sidearm weapon's)
Example 3: Gallente Hipfire control - Once more self explanatory, capable of greater hipfiring capabilities, meaning you don't have to aim down the sight's but simply fire your gun at a decent distance, and pretty much blow away the competition (if hit detection isn't interfering with the gameplay of course, or if your skilled enough just switch weapons to finish off the individual, either case, it's use remains the same) . I'm not going to bother explaining about the ROF bonus, its physically and audibly self explanatory.
Everything you see here, for the 3 race's I've given an example of, each of their bonus' allow more possible DPS (in min's case significantly) allow's for more shot's, or better faster accurate shooting, they all give their native rifle more chance's than a recoil bonus would ever allow, meaningful bonus', and no doubt in my mind, when the min's and amarr's get their 3rd bonus' they're gonna be even more powerful than what some recoil bonus can be (and not because they might give a high percentage bonus)
Problem 2: Most fight's with an RR always comes down to who can fire the longest without getting too much recoil, yes this one instance, the cal's bonus might come into effect, but fact is, any skilled player is going to stop shooting, and restart the firing sequence all over again, so anyone in an high armor fit, pretty much negate's the intended drawback of the weapon. Which is why we wanted a charge time reduction, so that we can go up against high armor fit player's at long distance and fire first, first shot's don't always win a battle, but doing so allows us option's, option's we'd never be able to get with a recoil reduction.
(And to be 100% sure you all understand, we want the Cal Assault to be a charge time reduction on the RR, just like the Gal get's a specific ROF bonus on their assault's, that way, it'd be fair to both race's).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Echo 1991
Titans of Phoenix Damage LLC
1
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Posted - 2015.11.21 02:16:00 -
[33] - Quote
Can you explain how the kick reduction doesn't make the gun more accurate? Also if you think that lowering the charge time by 25% is gonna make a difference you are sadly mistaken. 0.1 second is hardly gonna have any impact if at all.
Wanna play eve?
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DeathwindRising
Th3.Immortals
1
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Posted - 2015.11.21 06:22:00 -
[34] - Quote
Echo 1991 wrote:Can you explain how the kick reduction doesn't make the gun more accurate? Also if you think that lowering the charge time by 25% is gonna make a difference you are sadly mistaken. 0.1 second is hardly gonna have any impact if at all.
the kick reduction odes make it more accurate, but not nearly enough. for it to be combat functional, you'd nearly need to make the RR on cal assault like the officer RR. or better yet, have not recoil at all. at least then we can fire on the move with total precision or make headshots or shots through cover possible at range. zero recoil also removes the need to stop firing, which means we wouldnt need a charge time reduction. |
Echo 1991
Titans of Phoenix Damage LLC
1
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Posted - 2015.11.21 06:46:00 -
[35] - Quote
DeathwindRising wrote:Echo 1991 wrote:Can you explain how the kick reduction doesn't make the gun more accurate? Also if you think that lowering the charge time by 25% is gonna make a difference you are sadly mistaken. 0.1 second is hardly gonna have any impact if at all. the kick reduction odes make it more accurate, but not nearly enough. for it to be combat functional, you'd nearly need to make the RR on cal assault like the officer RR. or better yet, have not recoil at all. at least then we can fire on the move with total precision or make headshots or shots through cover possible at range. zero recoil also removes the need to stop firing, which means we wouldnt need a charge time reduction. EDIT: i see no reason why we cant reduce charge time and kick all at once as a single bonus Why should the gun have no recoil? Every other light rifle in the game has so why should the RR be an exception? You're trying to make out that the gun is useless when it's one of the best weapons in the game.
Wanna play eve?
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DeathwindRising
Th3.Immortals
1
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Posted - 2015.11.21 07:21:00 -
[36] - Quote
Echo 1991 wrote:DeathwindRising wrote:Echo 1991 wrote:Can you explain how the kick reduction doesn't make the gun more accurate? Also if you think that lowering the charge time by 25% is gonna make a difference you are sadly mistaken. 0.1 second is hardly gonna have any impact if at all. the kick reduction odes make it more accurate, but not nearly enough. for it to be combat functional, you'd nearly need to make the RR on cal assault like the officer RR. or better yet, have not recoil at all. at least then we can fire on the move with total precision or make headshots or shots through cover possible at range. zero recoil also removes the need to stop firing, which means we wouldnt need a charge time reduction. EDIT: i see no reason why we cant reduce charge time and kick all at once as a single bonus Why should the gun have no recoil? Every other light rifle in the game has so why should the RR be an exception? You're trying to make out that the gun is useless when it's one of the best weapons in the game.
i never said the gun was useless. i never said it SHOULD have zero recoil, i only said that it would be better with no recoil. zero recoil would be op as hell.
another idea is give an increased recoil reduction bonus while crouched. i think it currently only improves dispersion, but it could also be made to reduce recoil while crouched, and this would benefit all weapons.
AR is beast mode CQC with great hipfire accuracy.
RR should be beast mode at range with greta ADS accuracy. but accuracy is dispersion + recoil. right now anyone can use RR on any suit and be fine because we all stop shotting when the recoil gets bad. the cal assault should make it so that we dont have to stop shooting. which means we may actually want a bonus to recoil growth rate, so recoil gets worse much slower |
Echo 1991
Titans of Phoenix Damage LLC
1
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Posted - 2015.11.21 07:26:00 -
[37] - Quote
You are aware it got a kick reduction right? Also crouching reduces recoil and the RR is the best long range rifle bar the Sniper rifle.
If I can ads and fire almost the entire magazine on any suit I use and not worry about kick, how does the caldari assault not completely empty it without worrying about it at all?
Wanna play eve?
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DeathwindRising
Th3.Immortals
1
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Posted - 2015.11.21 07:42:00 -
[38] - Quote
not at +70m you cant. at that range, which still optimal range, the recoil screws your accuracy.
but like you said, you can use RR without the bonus on another suit and be just fine. by default though, the bonus is either useless, or not strong enough.
no one argues that laser rifle on amarr assault is best, or combat on min assault, or AR on gal assault, but RR on cal? any suit is just as good as with RR as the cal assault is. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.11.21 10:42:00 -
[39] - Quote
Echo 1991 wrote:You are aware it got a kick reduction right? Also crouching reduces recoil and the RR is the best long range rifle bar the Sniper rifle.
If I can ads and fire almost the entire magazine on any suit I use and not worry about kick, how does the caldari assault not completely empty it without worrying about it at all?
Because they want to hipfire RR in CQC with a Cal assault. Thats the only situation where charge + kick becomes difficult to manage. At long ranges, such as 60, 70, 80 meters out or more, you have plenty of time to feather the trigger, and choose between multiple targets. 0.45 of a second charge up is not much of an issue for the standard RR, for the assualt version 0.3 seconds is even less.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
310
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Posted - 2015.12.05 19:32:00 -
[40] - Quote
Tesfa Alem wrote:Echo 1991 wrote:You are aware it got a kick reduction right? Also crouching reduces recoil and the RR is the best long range rifle bar the Sniper rifle.
If I can ads and fire almost the entire magazine on any suit I use and not worry about kick, how does the caldari assault not completely empty it without worrying about it at all? Because they want to hipfire RR in CQC with a Cal assault. Thats the only situation where charge + kick becomes difficult to manage. At long ranges, such as 60, 70, 80 meters out or more, you have plenty of time to feather the trigger, and choose between multiple targets. 0.45 of a second charge up is not much of an issue for the standard RR, for the assualt version 0.3 seconds is even less.
So, the argument here, is that you don't want the RR, to be used in CQC with the cal assault, but the RR already has horrid hipfiring AND has a slow rate of fire, further reducing its CQC effectivity.....
What about the ARR though? A gun now MEANT for CQC engagements? If the Magsec can shoot .03 seconds, .027 seconds earlier than a ARR, why can't we receive a bonus for that weapon? A gun now nerfed, and at this current time would be perfect for a Cal assault bonus change towards CT to improve its CQC ability, I'd rather it be a fixed number rather than a % number, since a % number would either end up making it or breaking it, a fixed number is easier to change than a percent number, due to there being sweet spot's between certain number's.
at least, .25 CT reduction (.05 per level), this would allow the RR .20 seconds charge time on a Cal Assault, and an ARR .05 (closer to the magsec SMG). And before anyone start's, even if the RR is .20 seconds in charge time on a cal assault the ARR would still be a better choice in CQC because of this, because most people have variable patience and even then (once again) the RR is terrible at CQC for it's charge time and low rate of fire, any gun can out DPS it in CQC, just by spraying and praying alone (looking at you CR, AR, ACR, BAR).
Furthermore, this is still about helping to makesure there's an actual difference between a non Cal Assault user, and an actual Cal Assault user. (The Difference's is seen and audible by the Gal, and Min assault, and clearly seen, by the Amarr in their own racial weapon use).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.12.06 02:33:00 -
[41] - Quote
I want to see the base RR have less ADS kick. I don't get why the weapon meant for the longest range struggles to apply its damage at that range. Reduce ADS kick, and the CalAssault bonus will become more pronounced.
Over thinking, over analyzing separates the body from the mind.
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JARREL THOMAS
Dead Man's Game
872
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Posted - 2015.12.06 17:36:00 -
[42] - Quote
Ah I remember my Caldari improvement posts... Good times.
Just a Caldari living the clean life. ( -í° -£-û -í°) No.
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DDx77
WarRavens Imperium Eden
441
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Posted - 2015.12.08 23:08:00 -
[43] - Quote
So I don't think I can agree and like enough posts in this thread.
The main point is this:
Is the Gallente Assault ROF bonus noticeable?......like at all? Even a tiny tiny tiny bit?
The answer: " Dude...slightly noticeable? You can frikkin' shred a heavy before it turns at you with the AR & the Breach is filling up buckets of tears. The bonus is VERY noticeable."
Is the Caldari Assault kick bonus noticeable:
"Well, when I'm aiming down sights with the RR I still have catastrophic seizures and the gun scope still punches me in the face. There is no dramatic change in performance when using the RR on other racial suits and in fact, certain suits may still be a better combination so no the bonus is not noticeable."
It has to be a stronger buff to the kick bonus and maybe a nerf to weapon itself.
Charge time cannot be touched as it makes too many weapons stronger and possibly O.P. ( Imagine the Bolt Pistol with a charge reduction - YIKES :) |
Anmol Singh
G0DS AM0NG MEN
1
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Posted - 2015.12.09 02:46:00 -
[44] - Quote
rayakalj9 wrote:DeathwindRising wrote:the new kick reductiion bonus on cal assaults doesnt seem strong enough. not nearly as strong as i'd like to see it. the difference between an unbonused RR and a bonused RR should be comparably obvious.
for example the clip size bonus on min assault is quite obvious with Cr compared to Cr on gal assault
or the new gal assault RoF bonus which is both visually and audibly noticeable.
when using the RR on cal assault, the kick reduction is not as pronounced as the other bonuses.
i'd like to go for 10% per level but 7% or 8% per level maybe enough. please look into this as the kick is still too much at range I always have this idea since like amarr assault get a reduction to leaser, why don't caldari assault get a charge reduction to rail rifle making it more exclusive to the caldari assault only and the bonus thats is now on the caldari assault 5 percent to rail kick take that out and rather give the rail rifle a tweak its self in its recoil
If a caldari assault lvl 5 with a normal RR had the same charge up time as a Galghs RR on anysuit, It would be worlds best bonus.
Sagaris lover!!!
Commando <3
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
315
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Posted - 2015.12.11 21:29:00 -
[45] - Quote
@ DDx77: Which is why it would/should only be toward's the RR and it's variant only, just like the Gal's ROF bonus is only to the AR and it's variant's.
@ Anmol Singh: Yeah, but it'd be too good and would put the ARR out of business, which is why a fixed CT reduction of at least .05 per level would be nice, it'd make the ARR .05 in CT and would help it in CQC engagements, the RR would be at .20 second's helping it at longer range engagements and allows slight feathering of the rifle at long range engagements and would set it apart from everyone else that uses the RR's and the variant's, and would easily set it up for balancing if future variant's are on the table, since you'd be (logically speaking) balancing the weapon around the suit, rather than it's general use.
The Laser Rifle is a prime example of a weapon being balanced around the suit, and not it's general use.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.12.12 02:31:00 -
[46] - Quote
We made the AR and gal assault better at cqc.
Why would we attempt to also make the cal assault and RR better at cqc? Caldari always fight best at range. The heavy recoil hurts us at range far more than the charge time. |
Echo 1991
WarRavens Imperium Eden
1
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Posted - 2015.12.12 02:58:00 -
[47] - Quote
Zan Azikuchi wrote:@ DDx77: Which is why it would/should only be toward's the RR and it's variant only, just like the Gal's ROF bonus is only to the AR and it's variant's.
@ Anmol Singh: Yeah, but it'd be too good and would put the ARR out of business, which is why a fixed CT reduction of at least .05 per level would be nice, it'd make the ARR .05 in CT and would help it in CQC engagements, the RR would be at .20 second's helping it at longer range engagements and allows slight feathering of the rifle at long range engagements and would set it apart from everyone else that uses the RR's and the variant's, and would easily set it up for balancing if future variant's are on the table, since you'd be (logically speaking) balancing the weapon around the suit, rather than it's general use.
The Laser Rifle is a prime example of a weapon being balanced around the suit, and not it's general use. So you literally want it so the ARR has a negligible charge time so it fires almost instantly?
I don't know how you think the charge time is that bad, when you're at range it isn't a problem. Up close. Sure. It's horrible, but it is supposed to be like that cos it can fire at full damage at 80m+.
Wanna play eve?
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.12.12 06:12:00 -
[48] - Quote
Echo 1991 wrote:Zan Azikuchi wrote:@ DDx77: Which is why it would/should only be toward's the RR and it's variant only, just like the Gal's ROF bonus is only to the AR and it's variant's.
@ Anmol Singh: Yeah, but it'd be too good and would put the ARR out of business, which is why a fixed CT reduction of at least .05 per level would be nice, it'd make the ARR .05 in CT and would help it in CQC engagements, the RR would be at .20 second's helping it at longer range engagements and allows slight feathering of the rifle at long range engagements and would set it apart from everyone else that uses the RR's and the variant's, and would easily set it up for balancing if future variant's are on the table, since you'd be (logically speaking) balancing the weapon around the suit, rather than it's general use.
The Laser Rifle is a prime example of a weapon being balanced around the suit, and not it's general use. So you literally want it so the ARR has a negligible charge time so it fires almost instantly? I don't know how you think the charge time is that bad, when you're at range it isn't a problem. Up close. Sure. It's horrible, but it is supposed to be like that cos it can fire at full damage at 80m+.
Sounds like the intent is to have a cqc, shield based, gal assault suit that deals armor damage. That doesn't sound remotely caldari in any way |
Daemonn Adima
CASSETTE 514
655
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Posted - 2015.12.12 17:27:00 -
[49] - Quote
Dude rail rifles are the most used of all the factions. They are also extremely powerful while remaining accurate at long and short distances.
No. Do not buff the RR or CalAss bonus. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
319
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Posted - 2015.12.14 19:06:00 -
[50] - Quote
@DeathwindRising: RR will never be a great CQC weapon so long as it's ROF remain's the same, and therefore will still make it a bad CQC weapon in general, .20 seconds maybe not be a long time, but it's still enough time to die in a Cal Assault suit, regardless of Tier, long range or not.
@Echo 1991: ARR had it's nerf in range, and can only ever get a kill in the 50-60 meter's range (damage mods not included), the gun was essentially made for CQC engagements anyhow, as it was originally intended, the original range was just an unsightly hick-up. Now that it's been nerfed, it can see a bit of a change and become a very decent weapon, and hey if it is OP, just knock it's damage down by 2 from basic to proto.
@DeathwindRising #2: Mind you, that EVE logic hasn't worked so far, not that I'm saying to throw it all away, but minor change's have been made for game balancing, currently, the game is too much far into nothing but CQC engagements anyway, if there were more map's where the enemy where in more open space's around an objective, I'd never look to, or suggest a CT reduction in the first place, seeing as how there's not, it only make's sense to adapt and make the appropriate change's as need be.
@Daemonn Adima: Because armor based suit's don't use shield's, Amarr, Gallente, and Minmatar, can be the most proficient with Damage Modifier's alone, Armor mod's themselves are so powerful that people tend to overlook certain thing's, at range the RR would have easily lost most of it's damage and in it's stead, does a steady amount of damage overtime, fact is, at range, it's "Power" is negligible at best, unless once more, you're using damage modifier's (2 or more).
Armor based player's can see the use of the RR more significantly than a Caldari can, unless they sacrifice shield related modules for damage mod's, and in exchange use ARMOR mod's to compensate, how does that sound Caldari in anyway?
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.12.15 08:06:00 -
[51] - Quote
Zan Azikuchi wrote:@DeathwindRising: RR will never be a great CQC weapon so long as it's ROF remain's the same, and therefore will still make it a bad CQC weapon in general, .20 seconds maybe not be a long time, but it's still enough time to die in a Cal Assault suit, regardless of Tier, long range or not.
@Echo 1991: ARR had it's nerf in range, and can only ever get a kill in the 50-60 meter's range (damage mods not included), the gun was essentially made for CQC engagements anyhow, as it was originally intended, the original range was just an unsightly hick-up. Now that it's been nerfed, it can see a bit of a change and become a very decent weapon, and hey if it is OP, just knock it's damage down by 2 from basic to proto.
@DeathwindRising #2: Mind you, that EVE logic hasn't worked so far, not that I'm saying to throw it all away, but minor change's have been made for game balancing, currently, the game is too much far into nothing but CQC engagements anyway, if there were more map's where the enemy where in more open space's around an objective, I'd never look to, or suggest a CT reduction in the first place, seeing as how there's not, it only make's sense to adapt and make the appropriate change's as need be.
@Daemonn Adima: Because armor based suit's don't use shield's, Amarr, Gallente, and Minmatar, can be the most proficient with Damage Modifier's alone, Armor mod's themselves are so powerful that people tend to overlook certain thing's, at range the RR would have easily lost most of it's damage and in it's stead, does a steady amount of damage overtime, fact is, at range, it's "Power" is negligible at best, unless once more, you're using damage modifier's (2 or more).
Armor based player's can see the use of the RR more significantly than a Caldari can, unless they sacrifice shield related modules for damage mod's, and in exchange use ARMOR mod's to compensate, how does that sound Caldari in anyway?
First you say that RR is bad in cqc and .20 seconds CT would still get you killed, then you say that a CT reduction bonus would be good because you can't capitalize on the RRs long range?
why are you concerned with RR performance in cqc range? You shouldn't be in cqc range with a RR and certainly not while in a shield suit.
When you look at the numerical data and stats on shield tanks vs armor tanks, it should be apparent to you that cqc range is the range you want to avoid at all costs |
Stupid Blueberry
Mannar Focused Warfare Gallente Federation
1
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Posted - 2015.12.15 18:49:00 -
[52] - Quote
I'm so tired of people attacking this suit and weapon combo for literally no other reason than they don't use it or they don't find it fun. All of these guys can be heard in squad constantly bitching about being killed by the one rail rifle guy instead of bitcching about how they were torn apart by an ar or acr. It almost feels like blatant shilling on behalf of every other suit/weapon combo in the game. To be clear, I have all of the assault suits to five and the Gallente bonus is much more effective. My Assault G-1 with stacked Krin's and an Exile has been my go-to cheap suit for a while now since it can literally take out proto suits without me even breaking a sweat. It's that powerful. Meanwhile, I've been running cal assault for as long as I can remember and the new kick/recoil reduction is negligible, you can only really notice it for the the first second of you firing and after that it becomes a shaky mess just like with all the other suits. Do me a favor and go use an ar on a non-bonused suit, then a full skilled gal assault. Now use a rr on a non-bonused suit and then on a max skill cal assault, tell me which one is actually noticeable.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
Orbital Laser S is hot.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
323
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Posted - 2015.12.17 22:55:00 -
[53] - Quote
@DeathwindRising: I like how you flipped my comment, well played, however, I was never concerned with the RR's CQC abilities I was merely stating fact's about the weapon, I never use the RR base in CQC so I try and use the BP, get a few lucky shot's in, or run to my allies and let them take out some armor player who's chasing me.
But, and read this well, when you shoot long range, at time's, the gap between cover's is very marginal, meaning your enemies can encroach on you very quickly and very easily, especially if their 70m's away from you, the end goal would be to wipe him out before he reaches that 40 meter mark, cause then unless you did enough damage, you're pretty much boned if he's a jumper or still has 600+ armor left, heaven forbid the hit detection work's when he's shaking left and right, best to get him when he's coming towards you from a distance.
The ARR on the other hand, that's officially the CQB gun, sure it can kill at 70 meter's, AT, but at best you'll do what I refer to was scratch damage, or Laser rifle damage, unlike the RR which can kill very quickly and is a decisive battle weapon, the ARR at range (unless your using damage mod's or a Calmando) will essentially be almost (ALMOST) useless, at 70-80 meter's it's more of a finishing weapon, than a killing weapon, but in CQC the gun can be very effective in the right hand's, but the short comings for the ARR (example template's not complaint's):
#1 ROF - Love the rof though it's perfect for feathering in my opinion, but being behind also mean's less damage output, which is fair by all mean's since it's a railgun weapon (Off Topic: and also the fact I played and loved a game called Section 8:The Game, and Section 8 Prejudice, and in other game's I'll always prefer a controllable, accurate, slowing firing weapon, over a gun that shoot's 1000 rounds per minute, though I am not against it, if it's in the weapon's natural nature)
#2 Damage - Decent at best until it comes across a high armor fit in CQC, then it becomes an actual challenge (which is unfair for shield player's, unless you're a minmatar assault)
#3 Range - The nerf was a given, as I still felt at that time it was a bit unfair to be able to kill enemies 80m+ with an assault model weapon
#4 CT - The charge time being the reason why you wouldn't want to go into CQC at all with the ARR, .30 seconds may not seem like a long time, but when you're trying to help your team, you want to be in the fray as fast as possible and firing your gun, just as quickly.
Thus why I (and many others) would rather have a fixed CT reduction, rather than a recoil reduction, recoil's part of any weapon, and reducing it only truly benefit's the base RR and not all the variant's. Naturally is they buffed up the recoil on the RR and the bonus on the Cal, then I wouldn't have much of a problem, with the recoil reduction skill.
Be it a ROF bonus (Gal), an increased firing time (Amarr), or more bullet's (Min), there should be a definitive difference between the race's that can be seen right off the bat, otherwise, it just wouldn't be fair.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
323
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Posted - 2015.12.17 23:03:00 -
[54] - Quote
Stupid Blueberry wrote:I'm so tired of people attacking this suit and weapon combo for literally no other reason than they don't use it or they don't find it fun. All of these guys can be heard in squad constantly bitching about being killed by the one rail rifle guy instead of bitcching about how they were torn apart by an ar or acr. It almost feels like blatant shilling on behalf of every other suit/weapon combo in the game. To be clear, I have all of the assault suits to five and the Gallente bonus is much more effective. My Assault G-1 with stacked Krin's and an Exile has been my go-to cheap suit for a while now since it can literally take out proto suits without me even breaking a sweat. It's that powerful. Meanwhile, I've been running cal assault for as long as I can remember and the new kick/recoil reduction is negligible, you can only really notice it for the the first second of you firing and after that it becomes a shaky mess just like with all the other suits. Do me a favor and go use an ar on a non-bonused suit, then a full skilled gal assault. Now use a rr on a non-bonused suit and then on a max skill cal assault, tell me which one is actually noticeable.
That's because everyone hate's caldari, hate's to see them work efficiently, love's to kill them easily, thus why (off-topic) you see so many jumper suit explosive suit's, it's easy to do, and doesn't take much skill, it's not like you're choosing when to jump, they just jump whenever they can and it's easy to dodge bullet's, because the HTD doesn't tracking moving target's well, and this is coming from a Sniper, who has shot them and gotten nothing but a blue shield authentication, but no damage.
Partially off-topic: People will always hate a possibly strong combo, but if it's racial it's fine, case in point your AR dilemma, the moment it get's nerfed down to a 10% bonus, people will probably stop using it and go back to use the RR or ACR, an armor(suit)/anti armor (weapon) combo, which is something you definitely don't want in the future. I'd rather they keep that 15%, just so that other suit's can also get a decent bonus.
On-topic: Which is why I am in fact fighting so hard for this Cal Assault bonus change.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Garcon lyfe
G.R.A.V.E The Ditanian Alliance
123
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Posted - 2015.12.18 02:08:00 -
[55] - Quote
Zan Azikuchi wrote:Stupid Blueberry wrote:I'm so tired of people attacking this suit and weapon combo for literally no other reason than they don't use it or they don't find it fun. All of these guys can be heard in squad constantly bitching about being killed by the one rail rifle guy instead of bitcching about how they were torn apart by an ar or acr. It almost feels like blatant shilling on behalf of every other suit/weapon combo in the game. To be clear, I have all of the assault suits to five and the Gallente bonus is much more effective. My Assault G-1 with stacked Krin's and an Exile has been my go-to cheap suit for a while now since it can literally take out proto suits without me even breaking a sweat. It's that powerful. Meanwhile, I've been running cal assault for as long as I can remember and the new kick/recoil reduction is negligible, you can only really notice it for the the first second of you firing and after that it becomes a shaky mess just like with all the other suits. Do me a favor and go use an ar on a non-bonused suit, then a full skilled gal assault. Now use a rr on a non-bonused suit and then on a max skill cal assault, tell me which one is actually noticeable. That's because everyone hate's caldari, hate's to see them work efficiently, love's to kill them easily, thus why (off-topic) you see so many jumper suit explosive suit's, it's easy to do, and doesn't take much skill, it's not like you're choosing when to jump, they just jump whenever they can and it's easy to dodge bullet's, because the HTD doesn't tracking moving target's well, and this is coming from a Sniper, who has shot them and gotten nothing but a blue shield authentication, but no damage. Partially off-topic: People will always hate a possibly strong combo, but if it's racial it's fine, case in point your AR dilemma, the moment it get's nerfed down to a 10% bonus, people will probably stop using it and go back to use the RR or ACR, an armor(suit)/anti armor (weapon) combo, which is something you definitely don't want in the future. I'd rather they keep that 15%, just so that other suit's can also get a decent bonus. On-topic: Which is why I am in fact fighting so hard for this Cal Assault bonus change.
Cal scout for da win lol ^^ Recoil buff is reundent the kick
i dont even notice it on ARR
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.12.18 05:23:00 -
[56] - Quote
Zan Azikuchi wrote:@DeathwindRising: I like how you flipped my comment, well played, however, I was never concerned with the RR's CQC abilities I was merely stating fact's about the weapon, I never use the RR base in CQC so I try and use the BP, get a few lucky shot's in, or run to my allies and let them take out some armor player who's chasing me.
But, and read this well, when you shoot long range, at time's, the gap between cover's is very marginal, meaning your enemies can encroach on you very quickly and very easily, especially if their 70m's away from you, the end goal would be to wipe him out before he reaches that 40 meter mark, cause then unless you did enough damage, you're pretty much boned if he's a jumper or still has 600+ armor left, heaven forbid the hit detection work's when he's shaking left and right, best to get him when he's coming towards you from a distance.
The ARR on the other hand, that's officially the CQB gun, sure it can kill at 70 meter's, AT, but at best you'll do what I refer to was scratch damage, or Laser rifle damage, unlike the RR which can kill very quickly and is a decisive battle weapon, the ARR at range (unless your using damage mod's or a Calmando) will essentially be almost (ALMOST) useless, at 70-80 meter's it's more of a finishing weapon, than a killing weapon, but in CQC the gun can be very effective in the right hand's, but the short comings for the ARR (example template's not complaint's):
#1 ROF - Love the rof though it's perfect for feathering in my opinion, but being behind also mean's less damage output, which is fair by all mean's since it's a railgun weapon (Off Topic: and also the fact I played and loved a game called Section 8:The Game, and Section 8 Prejudice, and in other game's I'll always prefer a controllable, accurate, slowing firing weapon, over a gun that shoot's 1000 rounds per minute, though I am not against it, if it's in the weapon's natural nature)
#2 Damage - Decent at best until it comes across a high armor fit in CQC, then it becomes an actual challenge (which is unfair for shield player's, unless you're a minmatar assault)
#3 Range - The nerf was a given, as I still felt at that time it was a bit unfair to be able to kill enemies 80m+ with an assault model weapon
#4 CT - The charge time being the reason why you wouldn't want to go into CQC at all with the ARR, .30 seconds may not seem like a long time, but when you're trying to help your team, you want to be in the fray as fast as possible and firing your gun, just as quickly.
Thus why I (and many others) would rather have a fixed CT reduction, rather than a recoil reduction, recoil's part of any weapon, and reducing it only truly benefit's the base RR and not all the variant's. Naturally is they buffed up the recoil on the RR and the bonus on the Cal, then I wouldn't have much of a problem, with the recoil reduction skill.
Be it a ROF bonus (Gal), an increased firing time (Amarr), or more bullet's (Min), there should be a definitive difference between the race's that can be seen right off the bat, otherwise, it just wouldn't be fair.
apologies. my goal is better understand your thinking.
i understand that many players enjoy fighting at ranges much closer than 70m.
i understand that current map design places many players at ranges from each other much closer than 70m.
so am i correct that you want to be able to better fight at closer ranges?
I think my experience with my play style is just alot more efficient than most. fighting at +70m come naturally to me, and i know where to move to always maintain a range advantage. most people cant even use cover against me. only a scout can get the drop on me if im not paying attention. so a CT bonus isnt as helpful to me as the recoil bonus. and the recoil bonus helps damage application. CT, even at .10 seconds still means that you have to watch your recoil and feather the trigger. not having to feather, is better than having to feather to control recoil.
your last sentence is exactly why we need better recoil. it allows for longer firing times before recoil becomes an issue. thats the same benefit the amarr and minmatar bonuses provide. |
Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.12.19 19:50:00 -
[57] - Quote
Taskanoss wrote:Zan Azikuchi wrote:Kallas Hallytyr wrote:Zan Azikuchi wrote:Taskanoss wrote:What game are you all playing? The Cal Assault is the clear FOTM. Try fitting your suit different. Lol, and yet there are still more Min, amarr, and Gal assault's on the battlefield compared to Cal. Don't even try that... Gal Assaults sure, but Min and Amarr probably not. The CalAss bonus is good, especially considering they still have the reload bonus (which is definitely useful, coming from a Commando user.) Right.... Cal isn't anywhere near FOTM, nothing Cal is, nor ever was. Cal still need's a lot of work to be viable to play the objective based game, otherwise, armor plating a cal is going to be the only way for them to be viable, which shouldn't be a thing. Case and end point: If Kaizuka is a suit it is FOTM, and he is most definitely CalAssing Kaizuka used GalAsault in all the matches I ran with him about 2 days ago.
Over thinking, over analyzing separates the body from the mind.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
324
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Posted - 2015.12.19 20:04:00 -
[58] - Quote
Yes, with an ARR I want to be better capable at closer ranges, but with the RR I'd want to be able to fire at a target I see at 50+ meters, much faster than any player in a suit that's not Caldari Assault, mind you to me anything below 30meter's is CQC range, and for me 50-70 meter's is the preferred range to shoot, and at a distance at least to me .45 second's is a very long time to shoot at an enemy that's moving between cover.
Also I like you're play style, show's that we're both really different in the way we use Cal's, however, the Recoil bonus is only beneficial to those who don't like feathering a weapon, which is a necessity with real world weapon's and various other video games, and also promotes players to just sit there and dump ammo, hoping to score a kill.
Now I understand that player's have like a near limitless supply of ammo, so lack of ammo hardly becomes the issue, but that's not a gameplay style we should be promoting, especially if the weapon itself get's rebalanced down the way for whatever reason.
Once more, longer firing times isn't the answer, it's faster firing times, faster you can shoot the first bullet with any gun, likelier the chances of surviving with some HP left. Where as with a recoil reduction, you may end up canceling each other out, or worst, if you're shield tanking and your enemies armor tanking (slot values and use), you'll end up losing before the armor does (with or without strafing).
Lastly, I know this part doesn't matter very much since it's a sci fi game (and you don't have to answer this), but how exactly is the Caldari reducing the recoil of the RR/ARR? A recoil reduction is something I'd expect a Minmatar to have, since they use Exo-skeleton's and what not.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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DJINN Heartreaper
Negative-Feedback.
28
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Posted - 2015.12.19 20:46:00 -
[59] - Quote
The only issue I have is when ads in moves a bit yet the other rifles have no recoil..isn't the rr supposed to be a medium range weapon? Yet it has the most recoil, I could understand it in cqc but when ads it should have little recoil or equivalent to the other rifles which is like no recoil.. That's the only fix I'd want, but as it currently is I'm fine with as I've been cal ass since closed beta I'm glad it's finally useful and not a free kill anymore |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.12.20 02:34:00 -
[60] - Quote
Zan Azikuchi wrote:Yes, with an ARR I want to be better capable at closer ranges, but with the RR I'd want to be able to fire at a target I see at 50+ meters, much faster than any player in a suit that's not Caldari Assault, mind you to me anything below 30meter's is CQC range, and for me 50-70 meter's is the preferred range to shoot, and at a distance at least to me .45 second's is a very long time to shoot at an enemy that's moving between cover.
Also I like you're play style, show's that we're both really different in the way we use Cal's, however, the Recoil bonus is only beneficial to those who don't like feathering a weapon, which is a necessity with real world weapon's and various other video games, and also promotes players to just sit there and dump ammo, hoping to score a kill.
Now I understand that player's have like a near limitless supply of ammo, so lack of ammo hardly becomes the issue, but that's not a gameplay style we should be promoting, especially if the weapon itself get's rebalanced down the way for whatever reason.
Once more, longer firing times isn't the answer, it's faster firing times, faster you can shoot the first bullet with any gun, likelier the chances of surviving with some HP left. Where as with a recoil reduction, you may end up canceling each other out, or worst, if you're shield tanking and your enemies armor tanking (slot values and use), you'll end up losing before the armor does (with or without strafing).
Lastly, I know this part doesn't matter very much since it's a sci fi game (and you don't have to answer this), but how exactly is the Caldari reducing the recoil of the RR/ARR? A recoil reduction is something I'd expect a Minmatar to have, since they use Exo-skeleton's and what not.
RR gives me first strike capability at long range. At +70m you're beyond optimal weapon range of othe rifles. That's my advantage. At that range I can use (though not viable) shield damage threshold and cover along with superior regen to maintain HP. I can out damage and outlast the enemy at range.
Most of caldar shield mechanics and weapons can only be capitalized on at range. It's annoying I'm sure to be on the receiving end, but sitting at a range with a nanohive is effective for me. I don't worry about objectives as much as suppressing the enemy and controlling their movements. I find caldari excel at this |
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