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Talos Alomar
Subdreddit Test Alliance Please Ignore
960
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Posted - 2013.06.19 06:37:00 -
[1] - Quote
At first I really disliked the bonus for the SCR, but then after using the rifle more I've noticed just how often it's let me drop somebody from being able to let off that charge shot just fast enough to kill them before they kill me.
I use the charge shot pretty heavily, but another poster did point out that every other weapon skill always has a positive effect for all variants and you also notice the bonus every time you pull the trigger (or there are the clip size increasing skills) giving us a pretty definite pattern.
The scrambler breaks that pattern though. It's passive bonus is only useful when doing charge shots on the basic version of the SCR.
The Assault SCR does not get any help from the passives, nor does the basic version receive any help from the bonus either.
Here is my take on a good change of the skills
1. bring the charge time down to 1.5.
2. change the passive bonus to +65 (maybe lower, no higher) heat capacity. this lets you fire more shots before overheating for all weapon variants and fire modes. I suggest raising the amount of heat it takes to overload the weapon as opposed to slowing the rate of heat build up as that is the Amarr suit bonus and I'd rather have a new skill that does something slightly different.
upping the amount of heat the weapon is able to take would guarantee non-bonused suits would be able to get that third charge shot, but also letting bonused suits (Amarr assault) maybe get a fourth vharge shot or be able to keep firing after the third charge shot. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
960
|
Posted - 2013.06.19 07:51:00 -
[2] - Quote
DISCLAIMER - these are numbers I eyballed from a while back, I'll double check them tomorrow but for know I'll go with what I remember
so the SCR claims to have 60 heat build up (HB for brevity's sake) a shot at base. I assumed that this meant it was per shot, and rolled with it.
The Amarr Assault skill is -25% to heat build up for laser weaponry so factoring that in it brings it down to 45 HB a shot.
you can see in the heat meter by the ammo counter that there are 5 groups of 3 boxes. Each time I fire the SCR the heat went just about up to one box, so I'm assuming that each box represents 50 HB.
This brings the heat capacity of the SCR to 750 total.
the charge shot fills around 8 boxes, with amarr bonus
Since we're already going out on a few limbs we might as well just assume that the charge shot has x8 the heat of a normal shot, making the un-bonused scrambler charge shot end up at 520. and the bonused scrambler end up at 360
With the cool down rate of the weapons the un-bonused scrambler gets 2 charge shots and the bonused scrambler gets 2 plus a couple shots at the end.
adding about 325 to the capacity of the SCR at level 5 would let un bonused users get a third charge shot with maybe a shot or two to spare while letting the people who have specced into amarr assault get a possible fourth charge shot.
Another disclaimer - after running the numbers again it turns out that the SCR would be able to fire like the pre nerf tac rifle in CQC, with less damage and a much bigger penalty for spamming your shots too fast. Not sure if it's a deal breaker for this change or not, but I'd love to hear out some opinions. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1023
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Posted - 2013.06.30 17:27:00 -
[3] - Quote
If they change the passive skill CCP should also just reduce the base charge time on the scrambler rifle.
A buff to the cool down speed would be kinda cool, though. |
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