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Thread Statistics | Show CCP posts - 1 post(s) |
Rei Shepard
Spectre II
266
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Posted - 2013.05.15 07:33:00 -
[1] - Quote
IGÇÖve been using it for a good all evening and I have to say itGÇÖs in a good zone but itGÇÖs not there yet and while I saw allot of Tac ARGÇÖs still I really saw no Imperial Scramblers, I did come across allot of the assault versions though.
So onto my findings, the weapon seems to depend allot on actual Player skill to be used correctly and it seems the bar is set quite high for most people to properly make use of it, the overheat mechanic is quite brutal and seem to be 9 to 10 shots max, even when I am using the Amarr Assault suit vs 9 to 10 shots when using any other suit, broken bonus ? or does the Laser Bonus not apply on the scrambler or is it too small to affect a single shot?, which would be bad because itGÇÖs the AmarrGÇÖs main weapon for their Assault soldiers.
My friend saw me owning people with it and instantly jumped onto it while chiming omg that gun is so OP and while our skills at killing people are on par when we both use a Duvolle, he never touched a Semi weapon before in any game and I s*ck at using fully automatic weapons, his game plummeted from 10-15 kills down to 4-6 and after 5 games, give or take a game he was thinking that it wasnGÇÖt so awesome anymore and he was going back to the Duvolle.
So I advised him to try the Duvolle Tactical AR and once more, he was back in the zone raping 10-15 people a game and while he ussualy rapes 10-15 people, he now was doing at longer range, and on many occasions we dead stopped an advancement of troops with just the 2 of us, his Duvolle AR was out, he is now a converted Tac user. (Sorry)
While the Imperial Scrambler, does awesome Alpha Strike damage when you use the surprise feature at any range, and when used with cover popping + Surprise itGÇÖs a Charged Beam to the face it works great, its overheat at 9-10 rounds has cost me a few more clones then when I would use the Tac, on-top of having to manage heat, you have to manage not getting hit and hitting vs just blapping your entire clip down-range hoping to get in that last kill-round while doing the Michael Jackson Moonwalk to cover.
At Cqc the Tac Obliterates the SCR, there is no doubt about that, ive overheated mine twice multiple times while doing the sideways shuffle and when its overheated, you turn into a sitting duck with no option then to hope your opponent really has aim impairment issues, however with the Tac, NO PROBLEM, lemme grab my little Rocket Pistol fiend and shove that up yourGǪ.**s.
I am not saying I missed my target, or failed to kill him, if I get swamped by opponents or they come at me single rank & file with the Tac, I got plenty for everyone guys, no fuzz, with the SCR the first guy dies (ofcourse), the second guy wets his pants while he dies and the third guy does the sideway shuffle with me. With the Tac if I come across 3 guys that canGÇÖt kill me outright I would have brutally murdered them in a single clip, reloaded and getting ready for their Fat teammate with the watersprinkler gun who couldnGÇÖt keep up. With the SCR I will have overheated my gun at least once and not have enough heat potential to drop the heavy at all, so I will have to swap to sidearm before it all goes down.
This brings me back to GÇ£moreGÇ¥ micro management and having the weapon set to a bar of skill level so that any normal person, cannot enjoy this weapon. If you can and have aim issues and like this gun, hats off for you and I admire your Hardcoreness Factor 10.
While I can make use of this gun, even with the aimlag we have now, if I pick up the Tac AR it plays allot smoother and while my kills with both are at around the same amount, my deaths with the SCR are a bit higher due to the mis-management of the severe heat penalty that causes you to wait 5 seconds after shooting, unable to do anything, watching slowly as your opponent puts rounds after round into my shiney suit or the wall behind me.
If I had to guess a good balance for the overheat, it would be 13-14 rounds without the Amarr Suit Bonus (if it even applies), thatGÇÖs 1/3 the weapons clip, or around 16-17 rounds with the Amarr.
The no recoil on the gun is a + but doesnGÇÖt outweigh its inability to offer any fire support quickly after you already shot a few rounds.
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dust badger
BetaMax. CRONOS.
310
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Posted - 2013.05.15 07:38:00 -
[2] - Quote
good post
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Harkon Vysarii
Dead Six Initiative Lokun Listamenn
270
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Posted - 2013.05.15 07:39:00 -
[3] - Quote
Yeah really in depth. I was still the guy who proto skilled the SR before it even came out...Now that they are here my gosh what a nice gun. |
Skyhound Solbrave
Rough Riders..
68
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Posted - 2013.05.15 07:43:00 -
[4] - Quote
This is a very fair assesment of the SR. I've been using it all night and it is one of the most satisfying weapons in the game. It definitely requires the dedication of a specialist to master, but when you do it really is awesome. My proudest moment of Dust 514 was getting a successful headshot with a full charge on a moving LAV gunner. Not going to lie, while that was my purpose it was mostly dumb luck but boy did I feel good about.
Though I fear people may want to nerf it because the charge shot is deadly. Even with the standard, two charge shots kills most anything aside from proto. Yeah it's not that easy, but once aiming is fixes and SR specialists start popping up, the AR noobs arent going to like it. |
Blamejudg3s KEQ
KILL-EM-QUICK RISE of LEGION
27
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Posted - 2013.05.15 07:55:00 -
[5] - Quote
How many bullets for the automatic |
Rei Shepard
Spectre II
266
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Posted - 2013.05.15 07:57:00 -
[6] - Quote
Quote:good post
Yeah really in depth. I was still the guy who proto skilled the SR before it even came out...Now that they are here my gosh what a nice gun.
This is a very fair assesment of the SR
Thanks
Blamejudg3s KEQ wrote:How many bullets for the automatic
Can't say, have not used it yet as i am not fond of automatic weapons. |
Jack McReady
DUST University Ivy League
206
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Posted - 2013.05.15 07:58:00 -
[7] - Quote
there is no need of deep analysis to see that the AR is over the top and scrambler cannot compete.
all you need to kwow is: -ARs have more range. it is pretty obvious that something is wrong when the LR (which is supposed to be best at long range and weak at short range) is weaker than a TAR at its prefered range. the scrambler rifle cannot even think about competing because it cannot fire that far. -ARs are not penalized with heat buildup -ARs are doing similar dps, except the TAR which still outdamages everything in its class
in short: the AR is still king without competition. remember how everything whined about the viziam last build? the old viziam can only dream about being as good as current the TAR. |
WyrmHero1945
SyNergy Gaming EoN.
264
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Posted - 2013.05.15 08:08:00 -
[8] - Quote
Jack McReady wrote:there is no need of deep analysis to see that the AR is over the top and scrambler cannot compete.
all you need to kwow is: -ARs have more range. it is pretty obvious that something is wrong when the LR (which is supposed to be best at long range and weak at short range) is weaker than a TAR at the LR prefered range. the scrambler rifle cannot even think about competing because it cannot fire that far. -ARs are not penalized with heat buildup -ARs are doing similar dps, except the TAR which still outdamages everything in its class
in short: the AR is still king without competition. remember how everything whined about the viziam last build? the old viziam can only dream about being as good as current the TAR.
-TAR is OP at CQC as well, no need to worry about overheating. You CAN'T use the SR at CQC because it will overheat and you'll lose. It's meant to be used at mid range with careful firing. It's a joke really until they nerf the TAR.
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Harkon Vysarii
Dead Six Initiative Lokun Listamenn
270
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Posted - 2013.05.15 08:09:00 -
[9] - Quote
WyrmHero1945 wrote:Jack McReady wrote:there is no need of deep analysis to see that the AR is over the top and scrambler cannot compete.
all you need to kwow is: -ARs have more range. it is pretty obvious that something is wrong when the LR (which is supposed to be best at long range and weak at short range) is weaker than a TAR at the LR prefered range. the scrambler rifle cannot even think about competing because it cannot fire that far. -ARs are not penalized with heat buildup -ARs are doing similar dps, except the TAR which still outdamages everything in its class
in short: the AR is still king without competition. remember how everything whined about the viziam last build? the old viziam can only dream about being as good as current the TAR. -TAR is OP at CQC as well, no need to worry about overheating. You CAN'T use the SR at CQC because it will overheat and you'll lose. It's meant to be used at mid range with careful firing. It's a joke really until they nerf the TAR.
You can use it CQC but you need some serious luck..... also the overheat isnt even an issue really if you are using it right.
Scrambler Rifle is a solid gun. |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
28
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Posted - 2013.05.15 08:14:00 -
[10] - Quote
I love the range on the SR. Better then auto ars but a little bit shorter then tac ars. Solid gun for sure. |
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J-Lewis
Edimmu Warfighters Gallente Federation
74
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Posted - 2013.05.15 08:15:00 -
[11] - Quote
Yeah, the SCAR is definitely not easy to use with a sidearm.
I personally have a fire pattern: 1 full charge followed by 3 shots; if the first misses it's back to cover and try again. If the guy is still up after the follow up shots you can technically swap to the sidearm while the weapon cools, but this builds input lag seems to make that impractical. I currently just shuffle back into cover.
Very ammo efficient weapon, I feel like it might need to use more ammo for the charged shots (5 seems about right). I've yet to live long enough to run out of ammo.
Other than that and the useless charge time bonus on SCAR Operation it's quite good (it's the only weapon whose operation skill isn't useful to a variant, i.e. the Assault SCAR -- a bonus to reduction to heat per shot would be better). |
Vin Vicious
Sinq Laison Gendarmes Gallente Federation
71
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Posted - 2013.05.15 08:31:00 -
[12] - Quote
J-Lewis wrote: Other than that and the useless charge time bonus on SCAR Operation it's quite good (it's the only weapon whose operation skill isn't useful to a variant, i.e. the Assault SCAR -- a bonus to reduction to heat per shot would be better).
this right fcuking here,the skill isnt even useful to even the charge rifle. that skill makes no sense what so ever. reduction of charge time? you can only unload 2-3 charge shots before you overheat.
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CCP Frame
C C P C C P Alliance
886
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Posted - 2013.05.15 08:51:00 -
[13] - Quote
Thread moved to Feedback/Requests section! :) |
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Rei Shepard
Spectre II
269
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Posted - 2013.05.15 08:56:00 -
[14] - Quote
CCP Frame wrote:Thread moved to Feedback/Requests section! :)
Well damn thats a first... |
Rei Shepard
Spectre II
269
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Posted - 2013.05.15 11:26:00 -
[15] - Quote
Feedback on this thread seems to have halted the moment it was moved to the Feedback forum, maybe put it back in General lol ? |
Delirium Inferno
Edoras Corporation
271
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Posted - 2013.05.15 12:00:00 -
[16] - Quote
I never tried the Imperial Scrambler but I have done tried the Advanced version (forgot name) quite a bit and it fires 15 before overheating. I looked at the stats and it has the same heat build up as the Imperial so that is weird. With the Prototype Amarr Assault it should get to 19-20 shots fired depending on how you round. |
Rei Shepard
Spectre II
269
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Posted - 2013.05.15 12:03:00 -
[17] - Quote
Delirium Inferno wrote:I never tried the Imperial Scrambler but I have done tried the Advanced version (forgot name) quite a bit and it fires 15 before overheating. I looked at the stats and it has the same heat build up as the Imperial so that is weird. With the Prototype Amarr Assault it should get to 19-20 shots fired depending on how you round.
hmm thats odd, ill give the advanced one a go tonight, yer sure thats not the Assault aswell ? but the Semi right ? |
semperfi1999
Internal Error. Negative-Feedback
444
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Posted - 2013.05.15 12:43:00 -
[18] - Quote
Honestly after playing last night..............I find that the scrambler is pretty balanced vs the tact. There are pros and cons to both. Last night I was insta killed from 100% HP (EHP 600) with a single charged shot HS. If the scramblers charged shot can really do 600 or more dmg to a target then that definitely has a unique (and frustrating) perk over the tact rifle. However in balance the scrambler also has an overheat mechanic (but then has no recoil/dispersion) and the ranges of the two are similar with the tact having slightly more range. So in reality I feel any difference is just.....meh......some will prefer the tact more for certain reasons and some will prefer the scrambler more for other reasons. However between the two they are pretty well balanced between eachother and your playstyle will dictate more which gun you should probably use. IE if you are spamming the fire button a whole lot you should probably go with the tact. If you like most of your engagements to be longer range and more carefully chosen then HS with the charged shot does rediculously good dmg. |
Delirium Inferno
Edoras Corporation
271
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Posted - 2013.05.15 12:51:00 -
[19] - Quote
Rei Shepard wrote:Delirium Inferno wrote:I never tried the Imperial Scrambler but I have done tried the Advanced version (forgot name) quite a bit and it fires 15 before overheating. I looked at the stats and it has the same heat build up as the Imperial so that is weird. With the Prototype Amarr Assault it should get to 19-20 shots fired depending on how you round. hmm thats odd, ill give the advanced one a go tonight, yer sure thats not the Assault aswell ? but the Semi right ? Yup, it was the semi.
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Rei Shepard
Spectre II
270
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Posted - 2013.05.15 12:55:00 -
[20] - Quote
Delirium Inferno wrote:Rei Shepard wrote:Delirium Inferno wrote:I never tried the Imperial Scrambler but I have done tried the Advanced version (forgot name) quite a bit and it fires 15 before overheating. I looked at the stats and it has the same heat build up as the Imperial so that is weird. With the Prototype Amarr Assault it should get to 19-20 shots fired depending on how you round. hmm thats odd, ill give the advanced one a go tonight, yer sure thats not the Assault aswell ? but the Semi right ? Yup, it was the semi.
Ok gonna try that one tonight, thx |
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martinofski
Rebelles A Quebec Orion Empire
100
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Posted - 2013.05.15 13:16:00 -
[21] - Quote
The only thing I need to get use to with people shooting this gun around me is the sound, I always think someone is looking to knife me in the back with is Proto nova knifes. Sound similar but maybe it is just me. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
137
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Posted - 2013.05.15 16:09:00 -
[22] - Quote
In pubs... against people who dont know how to deal with the scrambler yet.. and tend to just derp charge their way everywhere, the imperial scramblers feel pretty balanced.
However, in any sort of organized team match... or hell just going against a squad of fellow bunnies, the duvolle tac shuts me down. Literally nothing I could do, the duvolle tacs range is just undeniably superior.
CCP, I can handle not having the same zoom as the duvolle tac on the imperial scrambler, but damn you gotta let me hit them back.
I'm about 50/50 right now on the scrambler, I love the charged shots, I love trying to manage overheat, its fun nailing shield tankers, but the range.. again.. is just flat out inferior.
In the hands of equally skilled players, the AR wins every time. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
218
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Posted - 2013.05.17 08:52:00 -
[23] - Quote
Vin Vicious wrote:J-Lewis wrote: Other than that and the useless charge time bonus on SCAR Operation it's quite good (it's the only weapon whose operation skill isn't useful to a variant, i.e. the Assault SCAR -- a bonus to reduction to heat per shot would be better).
this right fcuking here,the skill isnt even useful to even the charge rifle. that skill makes no sense what so ever. reduction of charge time? you can only unload 2-3 charge shots before you overheat.
This. It needs a skill like heat reduction that's useful to both models instead of a skill that's only (questionably) useful to a single variant. That's not even a balancing the weapon thing in my opinion, the passive skill seems like an oversight in it's not helping a variant at all. Even with a 5% heat build reduction per level, it would still overheat too fast to be "panic-fired" with semi-auto, which sounds about right. |
Jack McReady
DUST University Ivy League
239
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Posted - 2013.05.17 09:00:00 -
[24] - Quote
small numbers lesson:
GEK-38 Assault Rifle Max Range: 68m Optimal Range: 1 - 40m
CRD-9 Assault Scrambler Rifle Max Range: 73m Optimal Range: 1 - 29m
GLU-5 Tactical Assault Rifle Max Range: 95m Optimal Range: 1 - 62m
CRW-04 Scrambler Rifle Max Range: 83m Optimal Range: 1 - 45m
Overall DPS Duvolle AR: 467.5 Carthum AS: 465.9
DPS vs Shields Duvolle AR: 514.3 Carthum AS: 559.1
DPS vs Armor Duvolle AR: 420.8 Carthum AS: 372.7
ARs range should be brought down, ARS should not outrange the SCR that much and the TAR shouldnt put the LR into shade at the LR optimals.
it also does not seem right that ARs deal more DPS on average, the minor advantage against shields is really not worth the SP. I wouldnt increase the base damage but the headshot modifier. it is a scrambler weapon supposed to scramble neurons (just like the scrambler pistol), I dont see why it shouldnt get higher headshot damage. |
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