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Zeylon Rho
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Posted - 2013.05.14 18:11:00 -
[1] - Quote
As the title suggests, the Scrambler rifle uniquely has a passive that when maxed will do exactly jack-squat for a subset of the weapon types. Assault scrambler rifles have no charge feature, the passive only affects charge time - ergo, the scrambler passive inflicts the unique role on the SR of having a passive skill that provides no benefit.
Consider fixing this? Overheat reduction? Something actually useful to Scrambler users? |
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Posted - 2013.05.14 18:40:00 -
[2] - Quote
I guess I should specify that "heat build-up per second" would be the stat I'd want a 5% reduction to per Scrambler Rank. Reducing the "seize duration" or "cooldown" would just be skills that worked to mitigate poor weapon use. |
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Posted - 2013.05.17 09:02:00 -
[3] - Quote
Dehlia Metii wrote:Not the only thread about this I guess. A heat build-up reduction skill would be great though.
But it's a good thread...
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Posted - 2013.05.18 10:15:00 -
[4] - Quote
It's a shameless bump. |
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Posted - 2013.05.19 01:08:00 -
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ZDub 303 wrote:The more I use the carthum assault variant... I feel like a 5% reduction to kick would really help, esp since the duvolle, at ARO5 feels like it has no kick compared to the carthum.
Charge time redux on semi auto and kick redux on auto variants... would really help.
Is it more "kick" or dispersion? I feel like the assault scramblers really toss shots all over in comparison to ARs.
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Zeylon Rho
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Posted - 2013.05.20 02:13:00 -
[6] - Quote
ZDub 303 wrote:Zeylon Rho wrote:ZDub 303 wrote:The more I use the carthum assault variant... I feel like a 5% reduction to kick would really help, esp since the duvolle, at ARO5 feels like it has no kick compared to the carthum.
Charge time redux on semi auto and kick redux on auto variants... would really help. Is it more "kick" or dispersion? I feel like the assault scramblers really toss shots all over in comparison to ARs. The assault variant has a ton of dispersion too, but try to hold the assault SCR in one spot while firing... I've realized it's got a tn of kick, about as much as I had with ARO 0 and the exile. I also support that we need a SCR sharpshooter skill too, otherwise AR will always be better, ESP with its higher optimal range.
I would've expected a "laser" weapon to be more accurate/longer range than a plasma to begin with. I dunno. I figured trying to get a topic to have them address the passive only impacting one variant was a cut and dry "Fix this" sort of premise - like the Flaylock Optimization skill reducing PG when Flaylocks aren't supposed to require any PG. If it seems like a straight problem, surely they'll address it, right?
I realize the "balance" arguments that get into range and dispersion attract more.. diverse opinions. I'd like it to have more range, a skill that reduces overheating, and less ridiculous dispersion. I'd hoped that a topic focused on what seems to be an obvious flaw would get that fixed if nothing else. |
Zeylon Rho
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Posted - 2013.05.20 04:42:00 -
[7] - Quote
While a lot of that is true, I've tried to stick to the single issue because the forum instructions say we can't make lists. |
Zeylon Rho
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Posted - 2013.05.20 18:05:00 -
[8] - Quote
Possibly not worth mentioning, but the passive remains at the "Charge time reduction" that is of use to only one variant as of today's downtime. Please consider altering it to something like "heat build-up reduction". |
Zeylon Rho
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Posted - 2013.05.21 09:44:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote:Fix it!
Well, you've got to admire persistence... |
Zeylon Rho
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Posted - 2013.05.21 13:11:00 -
[10] - Quote
Totally flogging this issue... |
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Zeylon Rho
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Posted - 2013.05.21 23:52:00 -
[11] - Quote
crazy space 1 wrote:This is why the bonus should be per level and list ON THE WEAPON, so the same skill can boost different weapons differently.
Adding attributes to all their items indicating abilities triggered by player skill would probably necessitate a pretty large rework of their weapons database. |
Zeylon Rho
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Posted - 2013.05.22 01:20:00 -
[12] - Quote
I'd prefer heat, as that's stuck as an Amarr-specific trait at the moment, which seems limiting. I'd prefer a separate sharpshooter skill for dispersion. |
Zeylon Rho
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Posted - 2013.05.22 02:21:00 -
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Ecshon Autorez wrote:Zeylon Rho wrote:I'd prefer heat, as that's stuck as an Amarr-specific trait at the moment, which seems limiting. I'd prefer a separate sharpshooter skill for dispersion. I agree on seperate skill for dispersion and kick. I can't decide which I think would be better for the SR: heat build-up reduction or increased cooldown speed, but I'm leaning towards decreased heat build-up. I KNOW heat build-up reduction would best for the LR, instead of its current increased cooldown speed, but that's for another thread.
I'd assume build-up reduction, because that would synergize with the Amarr skill. Then the Amarr remain the most talented "laser" people, but others would also see firing the scrambler become less risky by rank 5. The charge time was already so low as to not be a big deal anyhow. |
Zeylon Rho
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Posted - 2013.05.22 04:54:00 -
[14] - Quote
If I read the skills correctly, with the passive changed to heat build-up, a maxed Amarr Assault would get roughly twice as many shots till overheat. Something like: "Charge shot, 6 more rapid shots, overheat" instead of "Charge shot, 3 rapid shots, overheat" (in the case of having neither passive). The gun would still overheat quickly and couldn't be used reliably as a rapid-fire weapon, you'd just have more fudge room I think. The dispersion element would still be there. |
Zeylon Rho
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Posted - 2013.05.22 10:51:00 -
[15] - Quote
I'm not sure if this would be part of a skill-tree reworking or not... |
Zeylon Rho
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Posted - 2013.05.24 03:03:00 -
[16] - Quote
Kelrie Nae'bre wrote:The tree edits today were pretty big, curious what else is in the pipe.
Well, obviously they want to fix this problem... |
Zeylon Rho
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Posted - 2013.05.24 07:35:00 -
[17] - Quote
I mentioned this in another thread, but when last I checked, Pulse Lasers had better range than Blasters by about a 4:1 ratio. So, not even in the same class.
I think a range increasing skill would bother people more than a heat build-up reducing skill, as even with heat build-up on the Amarr Assault, the gun still overheats quickly.
I'm not against the idea of a separate new sharpshooter skill to rein in dispersion on the scrambler though. |
Zeylon Rho
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Posted - 2013.05.24 22:33:00 -
[18] - Quote
I would assume they want their lore at least somewhat consistent, since we share a universe directly. |
Zeylon Rho
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Posted - 2013.05.25 05:55:00 -
[19] - Quote
I definitely wouldn't mind if the Scrambler Pistol had longer range too. It doesn't have sights, relatively low ammo, etc.
Still, on-topic, the Scrambler Rifle passive needs to be fixed. |
Zeylon Rho
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Posted - 2013.05.26 06:10:00 -
[20] - Quote
Arx Ardashir wrote:Unfortunately if we were to be closer to EVE in terms of weapon mechanics, all rapid-fire blasters (like the AR) would have to be SMGs.
You could get more range by putting in a different ammo type, but we don't have those on the ground yet.
There's supposed to be a "Mag-sec SMG" if it matters. |
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Zeylon Rho
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Posted - 2013.05.27 13:44:00 -
[21] - Quote
Zeylon Rho wrote:Arx Ardashir wrote:Unfortunately if we were to be closer to EVE in terms of weapon mechanics, all rapid-fire blasters (like the AR) would have to be SMGs.
You could get more range by putting in a different ammo type, but we don't have those on the ground yet. There's supposed to be a "Mag-sec SMG" if it matters.
Actually, I think the Mag-sec SMG might be rail-based. |
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Posted - 2013.05.28 03:21:00 -
[22] - Quote
In any event, the weapons should be balanced holistically - with stats and passives taken into account. The chief concern of this thread is that the passive ignores a weapon variant. |
Zeylon Rho
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Posted - 2013.05.29 20:47:00 -
[23] - Quote
Yeah.... I may be bumping this so doesn't get lost in the rebalance. However they're "balancing" things, they need to fix the skill. |
Zeylon Rho
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Posted - 2013.05.30 05:32:00 -
[24] - Quote
Rachoi wrote:i've looked at the skills ,and tested it before my respec hit. the skill is dead useless to thsoe that prefer the Assault variant.
the whole lack of charge is why it is, since the skill reduces charge time only, and nothing else. when a skill like this comes into play, it's saying "hey, you should only be using this type of weapon, even though we have other variants" and we already have a monster like that fielded by players every day, the Tac AR.
the reduction on charge time is nice, but id rather see something closer to mroe heat capacity in the guns, that would make some variance more useful
The assault variant being left out is the chief issue, but I don't feel like the charge time reduction is particularly useful.
Any time you're charging you're weapon, odds are you don't need to do it a fraction of a second quicker. If you're lining up a shot in relatively safety, that fractional time to get the charge won't matter. If we're talking about the charge-time reduction reducing the delay BETWEEN shots, it's even less useful, because if you're actually using it for speed purposes - you'd just overheat your gun. If you're not caring about speed there - the slightly reduced delay obviously won't help you. |
Zeylon Rho
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Posted - 2013.05.31 05:45:00 -
[25] - Quote
Reviving this, since it hasn't been addressed still. |
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Posted - 2013.05.31 10:29:00 -
[26] - Quote
EXASTRA INVICTAS wrote:Nikea Nei wrote:Zeylon Rho wrote:I mentioned this in another thread, but when last I checked, Pulse Lasers had better range than Blasters by about a 4:1 ratio. So, not even in the same class.
I think a range increasing skill would bother people more than a heat build-up reducing skill, as even with heat build-up on the Amarr Assault, the gun still overheats quickly.
I'm not against the idea of a separate new sharpshooter skill to rein in dispersion on the scrambler though. +1 For the overheat skill. The range comparison is EVE? How similar are the types supposed to be across games? In this case not similar. The "blaster" is much better attributed to the shotgun. High power, very low range. Just devastating damage potential that screams "Just you wait until I get into range!" The Assault Rifle just expands on Gallente Plasma tech to round out our arsenal with a long(er) range option than our other equipment. We can also just as effectively use Railgun tech by the Caldari due to the hybrid design of the weapons, though. You can think of the Gallente Plasma AR as a 425mm Railgun II that is using Antimatter charges or Javelin charges (both greatly reduce the weapons optimal range but increase its damage) whereas the upcoming Caldari Rail Rifle would be a 425mm using Uranium, or Lead charges (lowered damage values but benefit with increased range)
I would think Plasma and Rail Rifles are separate things for the purpose of lore, otherwise there'd be no point in releasing a rail rifle. |
Zeylon Rho
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Posted - 2013.05.31 14:24:00 -
[27] - Quote
JonnyAugust wrote:Zeylon Rho wrote:As the title suggests, the Scrambler rifle uniquely has a passive that when maxed will do exactly jack-squat for a subset of the weapon types. Assault scrambler rifles have no charge feature, the passive only affects charge time - ergo, the scrambler passive inflicts the unique role on the SR of having a passive skill that provides no benefit.
Consider fixing this? Overheat reduction? Something actually useful to Scrambler users? I'm a big Imperial SR fan and I totally agree with this statement There is not really a situation that even calls for a -.5s reduction in charge time. Whenever I charge the rifle, I make sure I have tons of time to line a shot up anyway. I'm never in the middle of a CQC fight and try to charge it.
I agree. While literally having no function for a variant is unacceptable, I have to admit that it's very lousy passive to begin with. |
Zeylon Rho
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Posted - 2013.05.31 23:43:00 -
[28] - Quote
I recall that thread (I have some comments in there). I view fixing a passive that isn't in effect on all variants as somewhat separate from balancing.
It needs to be changed because it doesn't help the assault variant in any way, shape, or form. How they change it could affect balance, but the bottom line is getting it changed. |
Zeylon Rho
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Posted - 2013.06.01 08:54:00 -
[29] - Quote
They've commented on range/damage issues with respect to the TAR discussion, but not so much on this passive issue in particular. |
Zeylon Rho
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Posted - 2013.06.02 10:06:00 -
[30] - Quote
Hopefully these changes are coming after the Templar Event, because the TAR feedback's been in for weeks, etc. |
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Zeylon Rho
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Posted - 2013.06.04 17:41:00 -
[31] - Quote
Dehlia Metii wrote:Probably some patches due this week.
Perhaps with Odyssey and the Templar thing "done", patches will come. |
Zeylon Rho
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Posted - 2013.06.06 01:09:00 -
[32] - Quote
Nikea Nei wrote:Do you know when the next client update will be?
There's an update this month, or so the CEO claimed when uprising was launched. When in June isn't clear, and neither is what will be included. I would assume more than some bug fixes if it was mentioned in a press release - presumably some new content is coming... of some sort. |
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Posted - 2013.06.06 11:32:00 -
[33] - Quote
Protected Void wrote:Keeping this on the front page. The passive bonus on the Scrambler Rifle needs to be useful for all Scrambler Rifles.
and that's appreciated... |
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Posted - 2013.06.06 15:44:00 -
[34] - Quote
Jen Gelfling wrote:Is there a list of what each CCP person is responsible for? I would assume this is a Remnant thing.
Uh.. not that I'm aware of. |
Zeylon Rho
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Posted - 2013.06.07 16:35:00 -
[35] - Quote
Bump for visibility. |
Zeylon Rho
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Posted - 2013.06.08 13:16:00 -
[36] - Quote
I've heard that the scrambler heat build-up actually works on "heat build per second" as opposed to "heat build per shot". That probably needs to be amended to the latter for balance reasons (with respect to modded mice/controls) aside from the passive change. A change to a heat-build passive reduction might make more sense in that context as well. |
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Posted - 2013.06.10 04:17:00 -
[37] - Quote
I know there's some sort of holiday, does that mean there's no one in the offices working at all this week? |
Zeylon Rho
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Posted - 2013.06.10 19:43:00 -
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Rynx Sinfar wrote:I guess there are lots of options. Reload time, fire rate, heat build up/cooldown. Tricky to balance though. I haven't used the assault is there any bulletspread?
It's... considerably more scattershot than an AR. That may be related to the lack of dispersion decreasing skills on the SR, but it wider than even an unskilled AR to me.
I'd heard the heat build-up is per-second instead of per shot. Changing that would probably count as a "nerf" to the S-AR as-is, but it would make a heat build-up passive more sensible. It seems preferable to me to have a separate dispersion (sharpshooter) skill like the AR, since they seemed to establish that already for some of the other fast-firing automatic weapons.
On the subject of "nerfs", if the SR is intended to be a TAR-like weapon, but the "alpha" version that other races copy, then it might make sense to make other changes to the semi-auto version as well.
Heat per shot (as opposed to per second) can control the fire rate already to some degree. The clip size on a standard scrambler is already very generous for a "TAR" equivalent sort of weapon. I rarely find myself reloading except by gameplay reflex. They're already adjusting the range, so you probably don't need to look at that.
Altogether, I'd recommend changing heat build-up to per shot instead of per second. I'd accordingly change the passive to heat build-up reduction, which would appropriate reward people taking it to proto with respect to operation. I'd either reduce the clip-size on a standard, or possibly make charge shots expend more than one ammo.
Building the passive and the gun around the "heat" mechanic would also work for the unreleased variants: breach and burst. Managing heat with burst and breach fire, and becoming "better" at it with higher Scrambler skill would gel well. They have said they intend to release variants of each race for the other races. The "charge" passive wouldn't really work for a burst rifle either, and I'm not sure about using it for Breach... (maybe I guess). |
Zeylon Rho
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Posted - 2013.06.12 16:32:00 -
[39] - Quote
Post responding to the E3 video states changes are due in July:
Quote: Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate.
That's the soonest they could change this... though they haven't acknowledged it. |
Zeylon Rho
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Posted - 2013.06.13 02:21:00 -
[40] - Quote
Kelrie Nae'bre wrote:A skill change can't be hotfixed?
I don't know. It's been somewhat ambiguous what things can be hotfixed in the past. |
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Zeylon Rho
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Posted - 2013.06.13 22:05:00 -
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Dearest New Eden friends,
Have you heard the holy words about the damnable Scrambler Rifle passive? It is a tricksy beast. You devote your time to perfecting your weapon skills only to find out it has stabbed you in the back! Training benefits for your assault variants? Completely missing! Woe onto you uninformed New Edeners. Ye shall surely feel the bite of the missing bonuses.
Yours in lasers, Rho. |
Zeylon Rho
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Posted - 2013.06.15 17:26:00 -
[42] - Quote
I'll take that as a 'no'. |
Zeylon Rho
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Posted - 2013.06.17 06:50:00 -
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So, people are back from holiday this week, right? |
Zeylon Rho
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Posted - 2013.06.17 17:39:00 -
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Well, we can't "assume" anything is obvious - as some bugs/glitches persist for awhile. Until someone says "Oh, yeah - didn't think about that" - we have to assume they weren't aware. Devs are just people; they make mistakes. Which is why we have bug and feedback forums I guess.
I'd like to see this rectified. Though I should point out, that another possible "issue" with Scramblers is heat build-up being per sec instead of per shot. That's a somewhat unintentional "buff" to scramblers that a "heat build-up" based passive might be good at rectifying (per shot would cause the Assault variant to build heat quicker). |
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Posted - 2013.06.17 18:12:00 -
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cy6 wrote:Ive been using scrambler for a while and Id have to say, the reduced charge time really does help in a pinch. It sets up well for ambush shots and following it up with a few more in rapid succession. This got me to thinking, what if we made the operations skills applicable only to the "alpha" versions of assault-type rifles. Thus,
Less kick applies only to the automatic variants of assault rifles less charge shot time applies only to the semi-auto variant of scramblers etc for combat rifle etc for rail rifle
This would accomplish a few things.
1) it implies that the alpha variants should be the best performing rifle in relationship to their variants 2) it would also imply that the extra-racial carbon copies of the alpha rifle should be slightly inferior since they do not receive the ops bonus that the alpha rifles do have (ie. ass-scr does have less kick and tac-ar does not get a charge)
I hope combat rifle ops is 10% ammo in clip per level (starting off with 3 bullets and ending at 5) and the rail rifle ops is 1% per level to range
I also hope combat rifle does 80/120 and rail rifle does 90/110 to shield//armor
In this context, the "benefit" of the alpha semi-auto scrambler is meaningless to other versions without a charge (and the charge itself comes with a large heat penalty anyway). You're effectively suggesting removing the passive from other weapon variants that have them across the board.
I'd argue that merely having a benefit that impacts all variants is probably a more positive situation than nerfing variants of other weapon types. |
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Posted - 2013.06.17 19:32:00 -
[46] - Quote
Right. The Scrambler has very little recoil, but very high dispersion (and no sharpshooter). The AR seems to have no recoil when ADS, and that seems... sketchy? It makes you wonder why there's a burst variant when full auto is that steady.
That aside, I'm more concerned with the general imbalance of the Scrambler passive just... doing nothing for a variant than more global balance issues. |
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Posted - 2013.06.17 21:08:00 -
[47] - Quote
I certainly wouldn't argue that the charge reduction is "useful". There's three reasons why in my opinion:
1. As you suggest, the time difference is already negligible so it doesn't make much of a difference.
2. Heat build is a time and charge sensitive reaction on the rifle, and a shorter charge letting you fire charged shots "faster" is just going to make you overheat quicker. This makes the whole idea a little stupid.
3. Charge shots are ill-suited to speed to begin with with. A charged shot is an aimed hit likely to happen outside of cqc when you have little bit of luxury to setup a shot. The chaos of more close-quarters events means charge shots are unwieldy in those circumstances, and the negligible speed boost won't change that.
That said, I think focusing on the fact that the current skill doesn't cover all the weapons (and is broken in that sense) is a less debatable concept. People can grasp, "passive doesn't impact all variants... no other weapon has that problem" easier than "passive isn't very good" because opinions enter into the latter, and many weapons have passives that are questionably useful. |
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Posted - 2013.06.18 08:28:00 -
[48] - Quote
I almost feel bad bumping this after spam-ocalypse earlier. |
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Posted - 2013.06.19 04:48:00 -
[49] - Quote
Kelrie Nae'bre wrote:Justice for the empress's weapons takes no breaks.
True. If the heat is per-second instead of per-shot, that should be fixed too though. |
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Posted - 2013.06.19 06:54:00 -
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Talos Alomar wrote: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.
Interesting.
Heat capacity isn't directly listed of course, but some sort of value exists somewhere for it I assume. It would only bork their display if the heat build is displaying fixed units I guess. Unless the heat capacity variable is an 8 bit integer (255 cap), which might be how it works right now if heat build is around 60 per sec. Then they'd have to change their variable structure to account for an increase in capacity (unlikely I'd think).
So, 65+ is 13 "heat' capacity per level - however you want to consider those heat units? Is that necessarily a shot though? I know the heat build on a standard is listed at 60, but aside from the supposed "per sec" metering of the semi-auto fire, it isn't clear to me exactly how many units a charge shot is. If you meant that 65 heat "units" per level, I guess that would roughly match the current rate on the semi-auto, but if it actually per second (instead of per shot), that would be way too high.
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Zeylon Rho
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Posted - 2013.06.19 08:42:00 -
[51] - Quote
The per shot vs. per sec thing came up because someone noted that you could get a higher number of shots off with a SR using a mouse macro to max your shots per second than you can just hammering the button. The conclusion being if both overheat at the same time with different numbers of shots, the heat is probably set to a per second basis (possibly lifted directly from the laser rifle) rather per shot.
If it's per shot, then "fixing" it would have larger repercussions for the assault scrambler certainly (it would overheat much quicker), and I think the heat build on the scrambler might go up as well. Though the exact heat build up mechanics and what the cap is would require some degree of dev description for hard numbers I guess; I always feel a little sketchy trying to reverse engineer systems that are possibly bugged on their end anyway. |
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Posted - 2013.06.19 11:29:00 -
[52] - Quote
I should add that I'd like it if the scrambler had a separate dispersion skill (sharpshooter) as well, but I wouldn't want it as the main passive. |
Zeylon Rho
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Posted - 2013.06.20 04:09:00 -
[53] - Quote
That's a good question. I don't have a macro-mouse myself anyhow, so I was sort of taking the per-sec business on faith anyway. I would "think" that there's no practical difference, aside from how you choose to approach having the skill mitigate heat. It's like if you had a weapon use X amount of ammo per shot with a Y-sized clip. Both reducing X and increasing Y have the same practical effect. |
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Posted - 2013.06.20 11:05:00 -
[54] - Quote
Talos Alomar wrote:DISCLAIMER
Well, it made this weeks feedback list:
So, the scrambler was designed to have a passive only impacting the semi-auto, and marginally at that.
a¦á_a¦á
So, I guess that's that. |
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Posted - 2013.06.21 04:52:00 -
[55] - Quote
Well, Gallente also get Sharpshooter and a rifle with higher range. They must really hate the Amarr. |
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Posted - 2013.06.21 11:35:00 -
[56] - Quote
KAGEHOSHI Horned Wolf wrote:Zeylon Rho wrote:Talos Alomar wrote:DISCLAIMER Well, it made this weeks feedback list: So, the scrambler was designed to have a passive only impacting the semi-auto, and marginally at that. a¦á_a¦á So, I guess that's that. It pissed me off when I first read it, I messaged Wang and Frame on twitter in response. Seems odd that one racial rifle (Gallente AR) has an operation skill that is useful for it and all its variants, yet the other racial rifle (Amarr SCR) has an operation skill that doesn't do anything for variants; it basically punishes using variants on the SCR.
I dont suppose you got a reply? |
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Posted - 2013.06.23 02:09:00 -
[57] - Quote
I guess "by design for the charged rifle" is sort of the point.... that it ONLY helps the charged rifle. I get the impression they didn't actually read the topic. |
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Posted - 2013.06.24 05:16:00 -
[58] - Quote
Well, I can keep flogging the issue I suppose. |
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Posted - 2013.06.24 05:24:00 -
[59] - Quote
Darken-Sol wrote:ZDub 303 wrote:The more I use the carthum assault variant... I feel like a 5% reduction to kick would really help, esp since the duvolle, at ARO5 feels like it has no kick compared to the carthum.
Charge time redux on semi auto and kick redux on auto variants... would really help. it shouldnt have any kick.
I think people just get the terms mixed up, honestly. It has very high dispersion, but the gun itself doesn't really have much recoil. |
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Posted - 2013.06.25 18:59:00 -
[60] - Quote
I imagine this problem will get even worse when more variants are added. Presumably a "burst" scrambler wouldn't have a charge, and I wouldn't think a breach would either...
Just trying to make the scope of this passive skill actually encompass all the weapons it governs (like every other weapon skill in the game). |
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Posted - 2013.06.26 22:55:00 -
[61] - Quote
It is a just cause. |
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Posted - 2013.06.30 07:24:00 -
[62] - Quote
Agreed |
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Posted - 2013.06.30 16:26:00 -
[63] - Quote
I feel like all the very good reasons (the fact that the scrambler is singled out, the assault doesn't benefit, other variants like burst will likely not benefit either, and the charge skill itself isn't particularly useful) have already been enumerated, but I wonder if the DEVs would actually look at this again without new commentary. Perhaps I should list every other weapon passive, noting that they all impact all variants? The only reason I didn't do it before is because it's known/obvious... and I'd assume my pointing out the fact is just as effective as making a huge list (and easier to read). |
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Posted - 2013.06.30 17:51:00 -
[64] - Quote
Talos Alomar wrote: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.
Bear in mind, they may be changing the suit passives as well, so Amarr assault might lose its heat bonus in the shuffle (circa 1.3). |
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Posted - 2013.07.02 11:49:00 -
[65] - Quote
KAGEHOSHI Horned Wolf wrote:My assault scrambler rifle deserves justice
1.3's content is supposedly already locked in, so unless this is already part of it, or it can be hotfixed.... can't be put in for awhile. Guess that's true of every issue in Feedback though. |
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Posted - 2013.07.03 11:00:00 -
[66] - Quote
It's worth reiterating that's this is likely to hit other variants as well. A burst rifle having a charge doesn't really make sense, for example. So, it seems like this is extending into ONE variant gets a benefit from the passive, ALL the others do not. It's a big middle finger to Scrambler users. |
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Posted - 2013.07.05 06:42:00 -
[67] - Quote
Kelrie Nae'bre wrote:Zeylon Rho wrote:It's worth reiterating that's this is likely to hit other variants as well. A burst rifle having a charge doesn't really make sense, for example. So, it seems like this is extending into ONE variant gets a benefit from the passive, ALL the others do not. It's a big middle finger to Scrambler users. I dunno... you could conceivably have a charge-able breach rifle with slow semi-auto fire. Though it'd probably make more sense to throttle the firerate and remove the charge. As it stands, you'd expect Assault, Burst, and Breach all to be lacking a charge function. So it does seem to be an F U specifically to Scrambler users. "You guys don't deserve a passive that works on all your guns... we reserve those for every other weapon user in the game... haha"
That's a bit melodramatic, but the gist of the OP is that the Scrambler is the only weapon with a variant specific passive I guess. I think it's more likely to be an oversight than a slight, even with the Dev response. Surely, they can see that it's odd to single out a weapon type for a passive that does nothing for 3 out of 4 variants (assuming breach, assault, and burst I guess). |
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Posted - 2013.07.07 04:13:00 -
[68] - Quote
Added this to the first post:
POINT:
Assault Rifle: 5% reduction to AR kick per level Laser Rifle: 5% to rifle cooldown per level Mass Driver: 5% to blast radius per level Plasma Cannon: 5% reduction to PC charge time per level Shotgun: 3% reduction to shotgun spread per level Sniper: 5% reduction to scope sway per level Swarm Launcher: 10% clip size per level Flaylock: 5% to pistol blast radius per level Nova Knife: 5% reduction to Nova Charge time per level Scrambler Pistol: +1 clip size per level SMG: 5% reduction to SMG kick per level HMG: 3% reduction to HMG heat per level Forge: 5% reduction to Forge Charge time per level
What do all of these skills have in common? THEY WORK FOR EVERY FRIGGIN VERSION OF THE WEAPON, UNLIKE THE SCRAMBLER.
Since they seem unaware that they're screwing over a specific weapon type for giggles. |
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Posted - 2013.07.08 06:17:00 -
[69] - Quote
Jen Gelfling wrote:The weapon list drives the point home.
It's all about basic fairness. |
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Posted - 2013.07.10 07:52:00 -
[70] - Quote
Kelrie Nae'bre wrote:Justice for the Amarr.
Justice for the Scrambler and laser-tech anyway. |
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Posted - 2013.07.15 12:44:00 -
[71] - Quote
SponkSponkSponk wrote:Hopefully it will be looked at in Uprising 3.
Since 3 is already submitted, I guess they already know if it's changed there. |
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Posted - 2013.07.17 11:19:00 -
[72] - Quote
Syther Shadows wrote:there is one issue with this
there would be no incentive to spec into the amarr assault variant as that at max level already provides you with all the bonuses you need so unless you nerf the suit (and that would make a negative impact) then it will be slightly more harder to rework this skill than simple *reduce heat buildup*
im thinking maybe something like
*reduce the damage heat build up does to you*
I think "even less heat build-up" would still provide a reason to spec into amarr assault. Though the fact that many assault variants have not-so-useful passives is a separate issue.
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Posted - 2013.07.22 19:11:00 -
[73] - Quote
Kelrie Nae'bre wrote:Kagehoshi called this thread out in another thread, got another dev reply saying it was by design....
I saw that... not encouraging. |
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Posted - 2013.07.29 16:17:00 -
[74] - Quote
Dehlia Metii wrote:Not changing in 1.3.
I have my doubts that fixing this will ever happen. It's similar to the TAR still outranging a Scrambler. Since they already did a "range update", I don't think they care to revisit it. |
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Posted - 2013.07.31 05:06:00 -
[75] - Quote
This could be adjusted in 1.4, I don't get the impression that that patch is "fixed" for content yet, but I'd think a hotfix would be possible as well. |
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Posted - 2013.08.01 04:40:00 -
[76] - Quote
You'd think basic parity would have more traction. |
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Posted - 2013.08.07 06:34:00 -
[77] - Quote
Jen Gelfling wrote:Still nothing?
GELFLING!! |
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Posted - 2013.08.08 07:15:00 -
[78] - Quote
OgTheEnigma wrote:I've been away for 2 months and this still isn't fixed? Uh...
In those two months, they dug in their heels and said it was by design. |
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Posted - 2013.08.16 21:25:00 -
[79] - Quote
The game will remain AR focused unless we point out the issues though. You have to be dedicated to balance for future progress with the title. |
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