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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...
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3897
|
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.
|
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
|
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
|
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
|
Posted - 2013.05.21 06:56:00 -
[21] - Quote
Fix it! |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
310
|
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
|
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
|
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
|
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.
|
ECHO PACK
GamersForChrist
53
|
Posted - 2013.05.22 00:58:00 -
[28] - Quote
change it to less kick/dispersion |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
330
|
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
|
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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Zeylon Rho
Subdreddit Test Alliance Please Ignore
330
|
Posted - 2013.05.22 02:21:00 -
[31] - Quote
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
Subdreddit Test Alliance Please Ignore
331
|
Posted - 2013.05.22 04:54:00 -
[32] - 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
Subdreddit Test Alliance Please Ignore
337
|
Posted - 2013.05.22 10:51:00 -
[33] - Quote
I'm not sure if this would be part of a skill-tree reworking or not... |
Kelrie Nae'bre
not in a corporation
18
|
Posted - 2013.05.22 18:16:00 -
[34] - Quote
The tree edits today were pretty big, curious what else is in the pipe. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
349
|
Posted - 2013.05.24 03:03:00 -
[35] - 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... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3964
|
Posted - 2013.05.24 04:22:00 -
[36] - Quote
Assault scrambler rifle never overheats, so I propose a range bonus |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
172
|
Posted - 2013.05.24 04:56:00 -
[37] - 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.
This is where I would also place this [REQUEST] Gives us a SCR Sharpshooter skill to bring down the dispersion (same as the AR at 5% per level). The weapon doesn't so much have kick, rather it has a greater dispersion area the longer you attempt to continuously fire it.
I have ben saying that the SCR needs both an optimal and effective range buff (20-25%), while the ASCR needs the optimal range stretched a bit (15-20%).
As fo the base skill, it should have been heat build up reduction (either by per shot or per second, I can't remember off the top of my head about the stats).
This weapon is far from functioning according to the lore and mechanics of New Eden. The SCR is a pulse laser, as DEVs have already pointed out in previous threads with typically a range (and that is if I remember correctly) 15-20% farther than the Blasters (at least the ship based ones). Beam lasers should have the longest range, with the gauss/rail guns next, the projectiles (i.e., the Minmatar combat rifle), then Pulse lasers and Blasters. The Blasters should have one of the highest ROF's, with the pulse laser and the combat rifle next, the gauss rifle being one of the lowest ROFs and the beam laser being a continuous stream.
I just wonder if they are going to bring the weapons more in line with lore, or if CCP plans on bending lore to the ehim of the gods??? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
352
|
Posted - 2013.05.24 07:35:00 -
[38] - 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. |
Nikea Nei
Subdreddit Test Alliance Please Ignore
5
|
Posted - 2013.05.24 13:05:00 -
[39] - Quote
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? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
357
|
Posted - 2013.05.24 22:33:00 -
[40] - Quote
I would assume they want their lore at least somewhat consistent, since we share a universe directly. |
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Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
32
|
Posted - 2013.05.24 22:45:00 -
[41] - Quote
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?
The type-relationship question I recently inquired to CCP on one of the CPM threads. I have still have not heard back. Personally, I want a final verification as to if the relationships are supposed to relate to how they are in EVE or not, and if not, what are they intentionally changing. |
Arx Ardashir
Bragian Order Amarr Empire
24
|
Posted - 2013.05.24 22:51:00 -
[42] - Quote
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. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
34
|
Posted - 2013.05.24 23:05:00 -
[43] - 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.
Not necessarily. Ignoring the existence of the TAR for a moment, let's look at how the EVE relationship could work. You begin by creating large overall AR range that would always be above the SMG, but never above the LR. This range would then be divided up into fourths. The blaster AR would have absurd destructive damage like the TAR now, that will just tear through anything, but would require you to be close(yet not as close as an SMG). Slightly above that would be the Minmatar Combat Rifle with a little less damage than the blaster variant. The SR would be next, with again, a little more range and a little less overall damage. Then finally, at the overall AR max range marker, would be the Caldari Rail Rifle which would have the least amount of damage out of all 4 racial AR's.
If this was the case, I feel that the Minmatar Combat Rifle would become the mainstay AR as it would feel the most like an AR should in both acceptable range, and damage. Each weapon would hard-counter the other in some way and utilization would require situation awareness and tactics, thereby making each weapon valuable in its own right and bringing truth the term "specialization." |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
360
|
Posted - 2013.05.25 05:55:00 -
[44] - 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
Subdreddit Test Alliance Please Ignore
377
|
Posted - 2013.05.26 06:10:00 -
[45] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
391
|
Posted - 2013.05.27 13:44:00 -
[46] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
412
|
Posted - 2013.05.28 03:21:00 -
[47] - 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
Subdreddit Test Alliance Please Ignore
460
|
Posted - 2013.05.29 20:47:00 -
[48] - 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. |
Cross Atu
Conspiratus Immortalis
1029
|
Posted - 2013.05.29 23:44:00 -
[49] - Quote
I haven't looked at this weapon myself but skills tied to a specific weapon type should most certainly help all weapons within that type.
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Rachoi
HavoK Core RISE of LEGION
81
|
Posted - 2013.05.29 23:52:00 -
[50] - Quote
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 |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
467
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Posted - 2013.05.30 05:32:00 -
[51] - 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
Subdreddit Test Alliance Please Ignore
494
|
Posted - 2013.05.31 05:45:00 -
[52] - Quote
Reviving this, since it hasn't been addressed still. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
43
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Posted - 2013.05.31 06:01:00 -
[53] - Quote
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) |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
494
|
Posted - 2013.05.31 10:29:00 -
[54] - 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. |
Protected Void
One-Armed Bandits Unclaimed.
11
|
Posted - 2013.05.31 12:23:00 -
[55] - Quote
+1 for the skill to reduce either kick or dispersion. At the very least make it useful for all variants of the weapon. |
JonnyAugust
Internal Error. Negative-Feedback
226
|
Posted - 2013.05.31 13:14:00 -
[56] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
501
|
Posted - 2013.05.31 14:24:00 -
[57] - 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. |
Kelrie Nae'bre
not in a corporation
22
|
Posted - 2013.05.31 18:12:00 -
[58] - Quote
No updates this week. |
Celeblhach
Liberum Sapiens Xenodochi
23
|
Posted - 2013.05.31 18:49:00 -
[59] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
From another Scrambler Rifle Thread, CCP Remnant talks about weapon variants for racial rifles.
EDIT: https://forums.dust514.com/default.aspx?g=posts&t=81243&p=2 |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
512
|
Posted - 2013.05.31 23:43:00 -
[60] - 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. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
519
|
Posted - 2013.06.01 08:54:00 -
[61] - Quote
They've commented on range/damage issues with respect to the TAR discussion, but not so much on this passive issue in particular. |
Kelrie Nae'bre
not in a corporation
25
|
Posted - 2013.06.01 17:10:00 -
[62] - Quote
Eventually, maybe. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
531
|
Posted - 2013.06.02 10:06:00 -
[63] - Quote
Hopefully these changes are coming after the Templar Event, because the TAR feedback's been in for weeks, etc. |
Dehlia Metii
not in a corporation
7
|
Posted - 2013.06.03 12:11:00 -
[64] - Quote
Probably some patches due this week. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
542
|
Posted - 2013.06.04 17:41:00 -
[65] - Quote
Dehlia Metii wrote:Probably some patches due this week.
Perhaps with Odyssey and the Templar thing "done", patches will come. |
Kelrie Nae'bre
not in a corporation
26
|
Posted - 2013.06.05 01:23:00 -
[66] - Quote
You can always hope. |
Nikea Nei
Subdreddit Test Alliance Please Ignore
11
|
Posted - 2013.06.05 14:03:00 -
[67] - Quote
Do you know when the next client update will be? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
570
|
Posted - 2013.06.06 01:09:00 -
[68] - 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. |
Iron Wolf Saber
Den of Swords
4924
|
Posted - 2013.06.06 07:36:00 -
[69] - Quote
/me skewers the issue with a spear in hopes the CCP Sharks takes notice. |
Protected Void
One-Armed Bandits Unclaimed.
16
|
Posted - 2013.06.06 09:08:00 -
[70] - Quote
Keeping this on the front page. The passive bonus on the Scrambler Rifle needs to be useful for all Scrambler Rifles. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
583
|
Posted - 2013.06.06 11:32:00 -
[71] - 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... |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
5
|
Posted - 2013.06.06 13:00:00 -
[72] - Quote
Is there a list of what each CCP person is responsible for? I would assume this is a Remnant thing. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
639
|
Posted - 2013.06.06 15:44:00 -
[73] - 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
Subdreddit Test Alliance Please Ignore
673
|
Posted - 2013.06.07 16:35:00 -
[74] - Quote
Bump for visibility. |
Kelrie Nae'bre
not in a corporation
33
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Posted - 2013.06.08 04:55:00 -
[75] - Quote
and great justice. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
689
|
Posted - 2013.06.08 13:16:00 -
[76] - 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. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1108
|
Posted - 2013.06.08 15:00:00 -
[77] - Quote
Zeylon Rho wrote: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. This is something I wish they'd post actually.
(hopefully the free bump makes up for the semi-off topic post ) |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
740
|
Posted - 2013.06.10 04:17:00 -
[78] - Quote
I know there's some sort of holiday, does that mean there's no one in the offices working at all this week? |
Kelrie Nae'bre
not in a corporation
33
|
Posted - 2013.06.10 18:27:00 -
[79] - Quote
Some community reps are posting, if nothing else. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
822
|
Posted - 2013.06.10 18:50:00 -
[80] - Quote
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? |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
759
|
Posted - 2013.06.10 19:43:00 -
[81] - Quote
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
Subdreddit Test Alliance Please Ignore
759
|
Posted - 2013.06.12 16:32:00 -
[82] - 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. |
Kelrie Nae'bre
not in a corporation
34
|
Posted - 2013.06.12 19:58:00 -
[83] - Quote
A skill change can't be hotfixed? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
768
|
Posted - 2013.06.13 02:21:00 -
[84] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
773
|
Posted - 2013.06.13 22:05:00 -
[85] - Quote
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
Subdreddit Test Alliance Please Ignore
787
|
Posted - 2013.06.15 17:26:00 -
[86] - Quote
I'll take that as a 'no'. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
819
|
Posted - 2013.06.17 06:50:00 -
[87] - Quote
So, people are back from holiday this week, right? |
Nikea Nei
Subdreddit Test Alliance Please Ignore
25
|
Posted - 2013.06.17 16:19:00 -
[88] - Quote
Presumably, yes.
|
RoundEy3
Metal Mind Industries
80
|
Posted - 2013.06.17 16:24:00 -
[89] - Quote
Adding my concerns for this skill. You guys seriously do need to change the bonus of the skill to affect all scrambler rifles, since it is a general scrambler rifle skill.
C'mon DEV people, this was a pretty obvious mistake. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
825
|
Posted - 2013.06.17 17:39:00 -
[90] - Quote
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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cy6
Raging Pack of Homos
55
|
Posted - 2013.06.17 18:04:00 -
[91] - Quote
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 |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
825
|
Posted - 2013.06.17 18:12:00 -
[92] - Quote
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. |
matsumoto yuichi san
SVER True Blood Public Disorder.
10
|
Posted - 2013.06.17 18:26:00 -
[93] - Quote
Zeylon Rho wrote: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).
i notice on the semi auto and even the full auto the SCR has much more dispersion and kick even than an AR with 0 skills in AR
i tried recently in my militia AR and don't notice any kick / dispersion until i fore >30 rounds, and they are already dead cause it's like a laser to their head
not saying SCR needs less but the AR could use more
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
826
|
Posted - 2013.06.17 19:32:00 -
[94] - 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. |
matsumoto yuichi san
SVER True Blood Public Disorder.
10
|
Posted - 2013.06.17 20:14:00 -
[95] - Quote
certainty, i simply was pointing that out.
the passive even for the normal SR isn't that great i charge on occasion and when i do i don't notice -25% from 2 really 1.5 vs 2 is the same unless actively getting shot and it's a better deal to not charge then anyway
i brought up the larger global thing because if the SCR gets a better active i was pointing out what type of weapon i needs to compete against, and you have to remember that as you decide what type of bonus it needs
the AR has 2 things that even are negligible at the start kick / disp but gets a skill to make both better, for all the variants
the SCR has kick / heat / disp as it's main things that are drawbacks, none is negligible. and gets no skill to effect them besides an 8x assault skill for the heat, and that's a suit so we should ignore it.
it just feels weird |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
828
|
Posted - 2013.06.17 21:08:00 -
[96] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
843
|
Posted - 2013.06.18 08:28:00 -
[97] - Quote
I almost feel bad bumping this after spam-ocalypse earlier. |
Kelrie Nae'bre
not in a corporation
34
|
Posted - 2013.06.18 17:16:00 -
[98] - Quote
Justice for the empress's weapons takes no breaks. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
871
|
Posted - 2013.06.19 04:48:00 -
[99] - 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. |
Avallo Kantor
DUST University Ivy League
65
|
Posted - 2013.06.19 04:57:00 -
[100] - Quote
I also use primarily the standard variant of the SR (Seeing as I only got to SR skill lvl 4 tonight) but I can say when I use a charge shot it is normally when: 1) I have time to take aim. 2) I ducked under cover or behind boxes and want to make my first shot count (or miss... as usual) 3) I'm waiting around a corner for a hostile to pop out.
In situations 1 and 3 I have absolutely no need for a charge speed reduction as I have more than enough waiting time, and even in case 2 I hit full charge far before I need to pop back out of cover, or the enemy charges around that box. In all cases, where I am using the variant that it actually grants a bonus to, I find that the bonus doesn't actually help me at all.
I've carefully looked over the other weapon skills, and I tend to notice the level 1 skill generally is a bit more helpful to all variants, and even standard use of the weapon. The charge function is already a more specialized and situational ability on the SR (one that I love) but unlike other weapons it is not universally applicable to all uses of even the standard variant, while other weapons generally have a skill that will give benefit to some degree each time you shoot that gun. The SR seems to be the only weapon who's general bonus does not give a bonus that is advantageous to -every- time you pull the trigger. |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
960
|
Posted - 2013.06.19 06:37:00 -
[101] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
929
|
Posted - 2013.06.19 06:54:00 -
[102] - Quote
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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D legendary hero
One-Armed Bandits
208
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Posted - 2013.06.19 07:08:00 -
[103] - 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.
the same thing they have for the HMG overheat reduction would help it. it already does massive damage. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
960
|
Posted - 2013.06.19 07:51:00 -
[104] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
929
|
Posted - 2013.06.19 08:42:00 -
[105] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
932
|
Posted - 2013.06.19 11:29:00 -
[106] - 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. |
Kelrie Nae'bre
not in a corporation
39
|
Posted - 2013.06.19 16:26:00 -
[107] - Quote
If they're both means of creating heat-build reductions, does it really matter if it's done by percentage reducing the build-up factor vs. adding to the heat build capacity? I mean, it's like you're solving a math problem two different ways. If you're fine with the idea of heat build-up reduction, why does the mechanic you use to get there (if it's balanced) really matter? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
936
|
Posted - 2013.06.20 04:09:00 -
[108] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
937
|
Posted - 2013.06.20 11:05:00 -
[109] - 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4458
|
Posted - 2013.06.20 11:12:00 -
[110] - Quote
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. |
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
939
|
Posted - 2013.06.21 04:52:00 -
[111] - Quote
Well, Gallente also get Sharpshooter and a rifle with higher range. They must really hate the Amarr. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
941
|
Posted - 2013.06.21 11:35:00 -
[112] - 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? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4479
|
Posted - 2013.06.22 02:10:00 -
[113] - Quote
Zeylon Rho wrote: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? Sadly no, I'm certain CCP Frame read it though, he's active on Twitter. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
946
|
Posted - 2013.06.23 02:09:00 -
[114] - 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4498
|
Posted - 2013.06.23 02:12:00 -
[115] - Quote
Zeylon Rho wrote: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. That's what pissed me off about it, they seemed to take it as a bug report instead of a criticism of the design. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
965
|
Posted - 2013.06.24 05:16:00 -
[116] - Quote
Well, I can keep flogging the issue I suppose. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
357
|
Posted - 2013.06.24 05:23:00 -
[117] - 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.
it shouldnt have any kick. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
965
|
Posted - 2013.06.24 05:24:00 -
[118] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
989
|
Posted - 2013.06.25 18:59:00 -
[119] - 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). |
Kelrie Nae'bre
not in a corporation
39
|
Posted - 2013.06.26 09:43:00 -
[120] - Quote
Zeylon Rho wrote: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).
Like the civil rights workers who had to face the injustice of "Separate but Equal" being upheld, you just have to keep fighting for what's right. Do not go quiet into that night. |
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1010
|
Posted - 2013.06.26 22:55:00 -
[121] - Quote
It is a just cause. |
Kelrie Nae'bre
not in a corporation
39
|
Posted - 2013.06.27 21:12:00 -
[122] - Quote
Save our passive skills! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4621
|
Posted - 2013.06.30 04:49:00 -
[123] - Quote
Should still be changed. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1035
|
Posted - 2013.06.30 07:24:00 -
[124] - Quote
Agreed |
Melai For'Aiur
Shining Flame Amarr Empire
0
|
Posted - 2013.06.30 10:35:00 -
[125] - Quote
There is a definite disconnect between "every other weapon gets a passive that works for all variants" and "lol... screw Scrambler users by design!" |
Kelrie Nae'bre
not in a corporation
40
|
Posted - 2013.06.30 15:35:00 -
[126] - Quote
Justice for AMARR! |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1044
|
Posted - 2013.06.30 16:26:00 -
[127] - 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). |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1023
|
Posted - 2013.06.30 17:27:00 -
[128] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1044
|
Posted - 2013.06.30 17:51:00 -
[129] - 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). |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4625
|
Posted - 2013.07.01 23:52:00 -
[130] - Quote
My assault scrambler rifle deserves justice |
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1059
|
Posted - 2013.07.02 11:49:00 -
[131] - 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. |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
10
|
Posted - 2013.07.03 04:46:00 -
[132] - Quote
It's interesting that they're cool with having a skill not do anything for a bunch of weapons.... and them being cool with it is Scrambler Rifle specific. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1109
|
Posted - 2013.07.03 11:00:00 -
[133] - 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. |
Kelrie Nae'bre
not in a corporation
43
|
Posted - 2013.07.04 08:01:00 -
[134] - Quote
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" |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1134
|
Posted - 2013.07.05 06:42:00 -
[135] - 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). |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1142
|
Posted - 2013.07.07 04:13:00 -
[136] - 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. |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
185
|
Posted - 2013.07.07 04:24:00 -
[137] - Quote
Yup +1 to Main post. Thats just ********.
Also this:
https://forums.dust514.com/default.aspx?g=posts&t=92511&find=unread |
BuTtHuRtPEepZ
Raging Pack of Homos
42
|
Posted - 2013.07.07 04:50:00 -
[138] - Quote
Zeylon Rho wrote: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).
i hope it becomes +5% shield and armor efficiency per level. that would be awesome |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
10
|
Posted - 2013.07.07 10:17:00 -
[139] - Quote
The weapon list drives the point home. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1163
|
Posted - 2013.07.08 06:17:00 -
[140] - Quote
Jen Gelfling wrote:The weapon list drives the point home.
It's all about basic fairness. |
|
Kelrie Nae'bre
not in a corporation
56
|
Posted - 2013.07.10 03:34:00 -
[141] - Quote
Justice for the Amarr. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1260
|
Posted - 2013.07.10 07:52:00 -
[142] - Quote
Kelrie Nae'bre wrote:Justice for the Amarr.
Justice for the Scrambler and laser-tech anyway. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4831
|
Posted - 2013.07.11 09:25:00 -
[143] - Quote
This is still ridiculous on CCP's part. |
Dehlia Metii
not in a corporation
22
|
Posted - 2013.07.11 12:57:00 -
[144] - Quote
If the DEVs claim they f'd over this weapon "by design", then there's no realistic hope of "waiting for a change" in a future patch unless they look at or address this again, right? |
SponkSponkSponk
The Southern Legion RISE of LEGION
88
|
Posted - 2013.07.15 06:55:00 -
[145] - Quote
Hopefully it will be looked at in Uprising 3. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1315
|
Posted - 2013.07.15 12:44:00 -
[146] - 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. |
Kelrie Nae'bre
not in a corporation
57
|
Posted - 2013.07.16 10:52:00 -
[147] - Quote
They're really not good at the whole "communication" thing. |
Hecarim Van Hohen
Bullet Cluster
72
|
Posted - 2013.07.16 13:23:00 -
[148] - Quote
By design. . . the actual **** is this **** :| |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5039
|
Posted - 2013.07.17 06:21:00 -
[149] - Quote
I'd love a cooldown speed bonus |
SponkSponkSponk
The Southern Legion RISE of LEGION
96
|
Posted - 2013.07.17 07:14:00 -
[150] - Quote
KAGEHOSHI Horned Wolf wrote:I'd love a cooldown speed bonus
Especially if it also reduced the jam duration. |
|
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
335
|
Posted - 2013.07.17 07:25:00 -
[151] - Quote
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* |
SponkSponkSponk
The Southern Legion RISE of LEGION
97
|
Posted - 2013.07.17 07:35:00 -
[152] - Quote
Probably a tier 3 skill, like the fitting optimisation skill. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
585
|
Posted - 2013.07.17 09:14:00 -
[153] - Quote
I rarely use the assault version, but this is still BS. And switching it to a cooldown bonus wouldn't really change much since no one is overheating with the assault version. I almost feel the mechanics of the assault scrambler rifle need to be changed . . . |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1331
|
Posted - 2013.07.17 11:19:00 -
[154] - 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.
|
Kelrie Nae'bre
not in a corporation
59
|
Posted - 2013.07.20 16:49:00 -
[155] - Quote
Kagehoshi called this thread out in another thread, got another dev reply saying it was by design.... |
axis alpha
Red Star. EoN.
39
|
Posted - 2013.07.20 23:54:00 -
[156] - Quote
Please fix the mechanics of the assault scram rifle. Ever since 1.2 this once perfect weapon has gone to crap. Firing from hip is not working right. Rof isn't working. And weapon prof is not applying. Please I beg you fix this weapon Idont want to spec into another weapon. I shouldn't have to |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1352
|
Posted - 2013.07.22 19:11:00 -
[157] - 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. |
Dehlia Metii
not in a corporation
22
|
Posted - 2013.07.25 05:28:00 -
[158] - Quote
Not changing in 1.3. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1394
|
Posted - 2013.07.29 16:17:00 -
[159] - 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. |
Kelrie Nae'bre
not in a corporation
61
|
Posted - 2013.07.30 06:09:00 -
[160] - Quote
Perhaps people mistake this for begging for a buff. It's important to note it just for balance across the weapon lines. This is a Scrambler Rifle-specific issue, and adjusting other stats so the passive isn't useless for variants is well within reason. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
1421
|
Posted - 2013.07.31 05:06:00 -
[161] - 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. |
Ren Ratner
Infinite Raiders
23
|
Posted - 2013.07.31 06:05:00 -
[162] - Quote
SCR skill should definitely be beneficial to each variant. |
Kelrie Nae'bre
not in a corporation
63
|
Posted - 2013.07.31 21:56:00 -
[163] - Quote
Ren Ratner wrote:SCR skill should definitely be beneficial to each variant.
Yes please. We're only asking that the Scrambler get the same amount of bang for the buck as EVERY OTHER WEAPON (as the OP points out). |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1452
|
Posted - 2013.08.01 04:40:00 -
[164] - Quote
You'd think basic parity would have more traction. |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
15
|
Posted - 2013.08.01 20:17:00 -
[165] - Quote
Still nothing? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1770
|
Posted - 2013.08.07 06:34:00 -
[166] - Quote
Jen Gelfling wrote:Still nothing?
GELFLING!! |
OgTheEnigma
Seraphim Auxiliaries
144
|
Posted - 2013.08.07 16:35:00 -
[167] - Quote
I've been away for 2 months and this still isn't fixed? Uh... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1796
|
Posted - 2013.08.08 07:15:00 -
[168] - 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. |
Kelrie Nae'bre
not in a corporation
139
|
Posted - 2013.08.13 22:11:00 -
[169] - Quote
Zeylon Rho wrote: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.
So, it's not even a "Soon" thing... ouch. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
277
|
Posted - 2013.08.13 23:59:00 -
[170] - Quote
Shady IceCream Truck wrote: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 I think it's appropriate to say this.
All rise, all hail AR. All hail AR 514. Go AR or go home. Fotm is a conspiracy because AR is the flavor of the game. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
1874
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Posted - 2013.08.16 21:25:00 -
[171] - 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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