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Zeylon Rho
Subdreddit Test Alliance Please Ignore
185
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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? |
J-Lewis
Edimmu Warfighters Gallente Federation
71
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Posted - 2013.05.14 18:14:00 -
[2] - Quote
5% per level to overheat would be nice. A 0.5 second reduction to a 2 second charge time isn't really that useful even for the charge variant.
That's about all though. |
Kelrie Nae'bre
not in a corporation
6
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Posted - 2013.05.14 18:23:00 -
[3] - Quote
J-Lewis wrote:5% per level to overheat would be nice. A 0.5 second reduction to a 2 second charge time isn't really that useful even for the charge variant.
That's about all though.
Seconded. Overheat reduction would be much better. The overheat can damage you after all, whereas the charge time is already short and I've yet to think "I wish this charged faster" it'll overheat in 3 charge shots or so anyway. Faster charge isn't going to help with that. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
186
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Posted - 2013.05.14 18:40:00 -
[4] - 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. |
Dehlia Metii
not in a corporation
1
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Posted - 2013.05.14 22:55:00 -
[5] - Quote
Not the only thread about this I guess. A heat build-up reduction skill would be great though. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
218
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Posted - 2013.05.17 09:02:00 -
[6] - 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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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3897
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Posted - 2013.05.17 09:25:00 -
[7] - Quote
+1 and tagged as favorite I noticed this as well, but forgot to make the thread. |
Kelrie Nae'bre
not in a corporation
6
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Posted - 2013.05.17 17:09:00 -
[8] - Quote
Only thread where I've seen CCP comment on the Scrambler was the one where the guy said it was perfect, to say - "For the Empress" and that sort of thing. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
233
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Posted - 2013.05.18 10:15:00 -
[9] - Quote
It's a shameless bump. |
Nikea Nei
Subdreddit Test Alliance Please Ignore
0
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Posted - 2013.05.18 22:17:00 -
[10] - Quote
Worth fixing even if they don't want to look at the range, etc. - which they should. |
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ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
168
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Posted - 2013.05.18 22:24:00 -
[11] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
263
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Posted - 2013.05.19 01:08:00 -
[12] - Quote
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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Dehlia Metii
not in a corporation
4
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Posted - 2013.05.20 00:14:00 -
[13] - Quote
Either way, it's a pointless passive. I'd 2nd the idea that you shouldn't have to use an Amarr Assault to get some heat reduction either. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
177
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Posted - 2013.05.20 01:01:00 -
[14] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
284
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Posted - 2013.05.20 02:13:00 -
[15] - 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. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
22
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Posted - 2013.05.20 02:25:00 -
[16] - Quote
If it reduced overheat, then the assualt version would need to be able to overheat to begin with. (ouch. as a Standard SR user, overheating is a problem and I might've just shot myself in the foot with this post)
I've only used the first ASR you can get and I fired off the entire clip without it overheating, haven't looked at the stats of the others because I didn't like it, so I don't know if the others have enough heat build up to overheat the weapon. |
Shady IceCream Truck
Silent Stalkerz Hephaestus Forge Alliance
16
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Posted - 2013.05.20 02:29:00 -
[17] - Quote
Zeylon Rho wrote: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.
When does common sense and real world application come into these nerfs? A 10 dollar lazer from Amazon will easily reach SPACE...
Grenades that explode six inches in diameter... shot from a high velocity MD
AV weapons like Swarms that CANT harm tanks with decent SP's.. same with Dropships..
Plasma cannon? how do you introduce a new weapon that doesnt WORK?
Fflaylock.. once again..how to you offer a NEW weapon that doesnt work? wheres the "booom"
Mass Driver.. wheres the explosion? i missed it
Whatever railgun handheldforgotthe name gun... Wont kill any Vehicles
Heavies that can only shoot 15 meters
shotties that have spitting distance range..
Tanks that cant aim up
Snipers that can only shoot 50 yds..
AR's that 1 shot you..
list goes on and on....
Once again when does "real world" common sense play a factor here?
How can you just arbitrarily take all these weapons and just reduce range, accuracy, spread, etc etc.. by say 50% .. its laughable.. you broke the mechanics of the GAME.. please wake up b4 its too late
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
287
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Posted - 2013.05.20 04:42:00 -
[18] - 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
Subdreddit Test Alliance Please Ignore
301
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Posted - 2013.05.20 18:05:00 -
[19] - 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". |
Kelrie Nae'bre
not in a corporation
15
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Posted - 2013.05.21 05:41:00 -
[20] - Quote
If the server stability/framerate/lag issues are as unbearable as the videos make them seem, weapon balance and skill issues may be in the backseat for awhile. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3930
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Posted - 2013.05.21 06:56:00 -
[21] - Quote
Fix it! |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
310
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Posted - 2013.05.21 09:44:00 -
[22] - Quote
KAGEHOSHI Horned Wolf wrote:Fix it!
Well, you've got to admire persistence... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
314
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Posted - 2013.05.21 13:11:00 -
[23] - Quote
Totally flogging this issue... |
Kelrie Nae'bre
not in a corporation
16
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Posted - 2013.05.21 18:38:00 -
[24] - Quote
Gotta keep them aware. Most threads are about respecs, TARs, or PC issues. |
crazy space 1
Unkn0wn Killers
1220
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Posted - 2013.05.21 19:05:00 -
[25] - Quote
This is why the bonus should be per level and list ON THE WEAPON, so the same skill can boost different weapons differently. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
329
|
Posted - 2013.05.21 23:52:00 -
[26] - 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. |
BuTtHuRtPEepZ
Raging Pack of Homos
3
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Posted - 2013.05.22 00:38:00 -
[27] - Quote
I made a thread about this last night to change the SR operation skill to 5% heat reduction. IF not, then at least change it to 5% faster cooldown time after overheating (seriously, have you noticed that recovering from overheating is significantly longer than reloading an assault rifle? whats the deal?)
Off topic: I actually would like to limit the assault rifles to fully auto or burst only and the scrambler rifle to semi-auto only. The reason for this is because the semi auto assault rifles do the same amount of damage as the scrambler rifle semi-autos without the overheating, which to me is unbalanced.
Unfortunately i cant respond right away bc i have to go somewhere but i will be sure to look at the replies when i get back.
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ECHO PACK
GamersForChrist
53
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Posted - 2013.05.22 00:58:00 -
[28] - Quote
change it to less kick/dispersion |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
330
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Posted - 2013.05.22 01:20:00 -
[29] - 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. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
28
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Posted - 2013.05.22 01:36:00 -
[30] - Quote
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. |
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