Pages: 1 2 3 4 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
WyrmHero1945
SyNergy Gaming EoN.
270
|
Posted - 2013.05.16 21:36:00 -
[1] - Quote
Before reading, first look at this thread by Recon by Fire:
https://forums.dust514.com/default.aspx?g=posts&t=77164&find=unread
As you can see, the SR is weaker in all aspects vs. the Gallente AR. Scrambler Rifles have a low range and no skill to reduce dispersion, it's clear that the devs intention is that the gun is used for CQC-mid range combat.
I propose an increase in DPS for both SR variants. Keep the damage per hit, and increase the fire rate of the weapon. For the semi auto SR decrease heat build-up. Keep the range of both rifles. With this buff, SR wins vs AR at CQC-mid range, while AR wins at mid-long range with precise fire. This adds variety to the game and makes people think twice before pulling the trigger. |
Garrett Blacknova
Codex Troopers
3066
|
Posted - 2013.05.16 21:45:00 -
[2] - Quote
So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit. |
Ryder Azorria
Amarr Templars Amarr Empire
323
|
Posted - 2013.05.16 21:47:00 -
[3] - Quote
Or the AR could get the nerf it has needed for literally more than a year now. |
Cody Sietz
The Tritan Industries RISE of LEGION
116
|
Posted - 2013.05.16 21:49:00 -
[4] - Quote
Really? |
WyrmHero1945
SyNergy Gaming EoN.
270
|
Posted - 2013.05.16 21:50:00 -
[5] - Quote
Garrett Blacknova wrote:So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit.
So it seems, the SR has more dispersion and lower range than the AR. So it's that or nerf AR range, which would make lots of people mad.
|
ALMIGHTY STATIUS
Ikomari-Onu Enforcement Caldari State
10
|
Posted - 2013.05.16 21:52:00 -
[6] - Quote
QQing about a longrange instant flux nade? what have these forums come to. |
Morathi III
Pro Hic Immortalis RISE of LEGION
86
|
Posted - 2013.05.16 21:54:00 -
[7] - Quote
Just need to nerf tac ar |
Garrett Blacknova
Codex Troopers
3067
|
Posted - 2013.05.16 21:56:00 -
[8] - Quote
WyrmHero1945 wrote:Garrett Blacknova wrote:So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit. So it seems, the SR has more dispersion and lower range than the AR. So it's that or nerf AR range, which would make lots of people mad. It would make more sense to rework the new weapon to have greater range instead of nerfing the existing weapon that people have already recently had to experience a massive range nerf with. |
Heimdallr69
Imperfects Negative-Feedback
178
|
Posted - 2013.05.16 22:00:00 -
[9] - Quote
Morathi III wrote:Just need to nerf tac ar Let it over heat like the imperial rifle |
RECON BY FIRE
Internal Error. Negative-Feedback
169
|
Posted - 2013.05.16 22:00:00 -
[10] - Quote
I appreciate the credit to my thread, but I cant agree this is the fix the Scrambler needs. Damage is fine, as can be seen in my thread, its fairly balanced all around. The range is what needs fixing, as well as the ROF of the TAC AR. |
|
Vethosis
BetaMax Beta CRONOS.
36
|
Posted - 2013.05.16 22:10:00 -
[11] - Quote
We don't want this game to turn into SR 514 |
Big Popa Smurff
Seraphim Initiative. CRONOS.
181
|
Posted - 2013.05.16 22:15:00 -
[12] - Quote
Scrambler rifles are fine, no need for buff, i switched to them from using the HMG and now i can actually get kills. |
Th3rdSun
L.O.T.I.S. RISE of LEGION
334
|
Posted - 2013.05.16 22:24:00 -
[13] - Quote
Basically,the only reason why I like it better than the Gallente ARs is because the SRs actually have a good sight.
Honestly,I wouldn't mind having maybe a couple of points more of damage,but if they do buff it,it should be very slight. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
149
|
Posted - 2013.05.16 22:27:00 -
[14] - Quote
Just need the assault SR to match the Assault Rifle in range, and then lower RoF on the TAR severly, and implement range fix.
Higher RoF on the SR should make up for its lack of dispersion reduction.
Charged shots should be pretty damaging to TAR users if we had damage dropoff. |
ProudHowitzer
The Tritan Industries RISE of LEGION
9
|
Posted - 2013.05.16 22:29:00 -
[15] - Quote
i think there perfect. just lower the tact AR's damage because they are OP. plus the SR over heats and damages you. thats one thing i wish they would tweak a little. but i enjoy them and don't think there OP or UP |
Kekklian Noobatronic
Goonfeet
22
|
Posted - 2013.05.16 22:44:00 -
[16] - Quote
Prototype Assault Scram Rifle range : 1-30M
Militia Assault Rifle Range: 1-39M
Nuff said. |
Geth Massredux
Defensores Doctrina
341
|
Posted - 2013.05.16 22:49:00 -
[17] - Quote
The scrambler rifle variants are perfectly fine, Id say increase range, but I dont think buffing the weapon will be the logical approach. We dont need another TAR weapon, but currently its a counter to the TAR which is good enough. Thats if you know how to use the weapon. I run the proto Imperial Scrambler Rifle, and it tears through people, it aint even funny...
- Geth |
WyrmHero1945
SyNergy Gaming EoN.
270
|
Posted - 2013.05.16 22:57:00 -
[18] - Quote
Guys I thought about range increasing, but then you see that the dispersion is actually higher than the AR. Increasing range would be useless if dispersion is not decreased, which means double work for the devs.
For those that say the SR is fine, please look at the numbers of the above thread. There's no reason at all to choose SR over AR. |
Garrett Blacknova
Codex Troopers
3069
|
Posted - 2013.05.16 22:57:00 -
[19] - Quote
Kekklian Noobatronic wrote:Prototype Assault Scram Rifle range : 1-30M
Militia Assault Rifle Range: 1-39M
Nuff said. All weapons of each type have the same range profile. Comparing the two ends of the scale like it means anything is stupid.
And that's the OPTIMAL range for each, not the maximum. Scrambler can actually hit from further away than the regular ARs, even Standard Scrambler vs. Proto AR. |
RECON BY FIRE
Internal Error. Negative-Feedback
169
|
Posted - 2013.05.16 23:01:00 -
[20] - Quote
Kekklian Noobatronic wrote:Prototype Assault Scram Rifle range : 1-30M
Militia Assault Rifle Range: 1-39M
Nuff said.
Im glad Im not the only one that can see this, 1000 +1s for you. |
|
RECON BY FIRE
Internal Error. Negative-Feedback
169
|
Posted - 2013.05.16 23:19:00 -
[21] - Quote
Garrett Blacknova wrote:Kekklian Noobatronic wrote:Prototype Assault Scram Rifle range : 1-30M
Militia Assault Rifle Range: 1-39M
Nuff said. All weapons of each type have the same range profile. Comparing the two ends of the scale like it means anything is stupid. And that's the OPTIMAL range for each, not the maximum. Scrambler can actually hit from further away than the regular ARs, even Standard Scrambler vs. Proto AR.
You know just as well as everyone else that optimal is the only thing that really matters. Otherwise you would see people getting high kills with lasers from 10m. |
Zarr Du'Kar
Pro Hic Immortalis RISE of LEGION
54
|
Posted - 2013.05.16 23:47:00 -
[22] - Quote
Honestly, people would go AR once CCP puts the RDS on the assault variants.
The only reason people are using the SC atm is due to novelty and the fact that it has a better sight. |
Cinnamon267
The Southern Legion RISE of LEGION
57
|
Posted - 2013.05.16 23:56:00 -
[23] - Quote
WyrmHero1945 wrote:Guys I thought about range increasing, but then you see that the dispersion is actually higher than the AR. Increasing range would be useless if dispersion is not decreased, which means double work for the devs.
For those that say the SR is fine, please look at the numbers of the above thread. There's no reason at all to choose SR over AR.
I couldn't care less about those numbers. As someone who has been using it a lot, it's pretty good. Pretty effective. No reason to use the AR, for me. I do pretty well in matches, too. Haven't really used the AR since the LR came out. |
Gigatron Prime
New Eden's Most Wanted Gentlemen's Agreement
36
|
Posted - 2013.05.17 00:13:00 -
[24] - Quote
WTF. The scrambler rifle is the most balanced gun in the game. Dont you dare mess with it and destroy what is great. |
Lavirac JR
DUST University Ivy League
142
|
Posted - 2013.05.17 00:26:00 -
[25] - Quote
The regular Scrambler Rifle is fine. With long range targets you should use charge shot. That should strip your opponent's shields and quite a bit of armor (Especially if you use Complex Damage Upgrades Like I do).
The assault variant? I'd like a bit more range personally.
I am skilled into the scrambler, too much buffing will make it waaaay overpowered. |
Johnny Guilt
Algintal Core Gallente Federation
90
|
Posted - 2013.05.17 01:42:00 -
[26] - Quote
Gun seemed balanced to me,all they need to do is give the SR more range on a charged shot(if it doesn't already) with better velocity for said shot
|
WyrmHero1945
SyNergy Gaming EoN.
270
|
Posted - 2013.05.17 02:32:00 -
[27] - Quote
Gigatron Prime wrote:WTF. The scrambler rifle is the most balanced gun in the game. Dont you dare mess with it and destroy what is great.
You guys must be trolling me. The numbers don't lie gentlemen, the SR is underpowered compared to the AR.
-Garret, I saw the optimal ranges of Scrambler pistol and SMG. They both have around 20m optimal range. Then I saw the HMG's optimal, 30m, same as the assault SR. Projectile and laser technology seems to favor (?) close to mid range. It seems that CCP's intentions are to have low range on the Scrambler Rifle.
I would like that any dev can illuminate us on this matter and reply to this thread.
|
Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
64
|
Posted - 2013.05.17 02:43:00 -
[28] - Quote
The SCR is just fine. I prefer the assault variant and will soon have the Carthum variant. The CRD-09 already owns enemy players, so the Carthum will be on par with a tentacled **** monster.
In short, the SCR is fine and does not need a buff. |
Mobius Wyvern
BetaMax. CRONOS.
1556
|
Posted - 2013.05.17 02:56:00 -
[29] - Quote
Garrett Blacknova wrote:So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit. If you read the description, the Scrambler Rifle and Pistol are actually a hybrid of a plasma and laser weapon. |
WyrmHero1945
SyNergy Gaming EoN.
270
|
Posted - 2013.05.17 03:07:00 -
[30] - Quote
Aisha Ctarl wrote:The SCR is just fine. I prefer the assault variant and will soon have the Carthum variant. The CRD-09 already owns enemy players, so the Carthum will be on par with a tentacled **** monster.
In short, the SCR is fine and does not need a buff.
Since you seem to not have read the above thread:
#1Posted: 2013.05.14 15:36 | Report | Edited by: RECON BY FIRE Why is the range worse than an AR?
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
Save your SP people, AR is still the best gun around.
Edit:
Damage Comparison Between AR and SR
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
I say you save the SP, the Carthum ain't no monster dude. I use one. ;) |
|
RECON BY FIRE
Internal Error. Negative-Feedback
174
|
Posted - 2013.05.17 04:04:00 -
[31] - Quote
Mobius Wyvern wrote:Garrett Blacknova wrote:So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit. If you read the description, the Scrambler Rifle and Pistol are actually a hybrid of a plasma and laser weapon.
So crossing a plasma weapon with a laser weapon yields a weapon with a range shorter than the plasma weapon? Im not sure what kind of math you learned in school, but theres something wrong with the average on that. |
Rusty Shallows
Black Jackals
72
|
Posted - 2013.05.17 05:47:00 -
[32] - Quote
WyrmHero1945 wrote:Save your SP people, AR is still the best gun around. Assault Rifles are the best weapon in Dust 514? Someone should notify the player-base immediately.
Getting back on topic maybe CCP should offer variants and see how the reaction is. The breach and assault variants for some weapons have drastically altered their use from the standard models. |
WyrmHero1945
SyNergy Gaming EoN.
271
|
Posted - 2013.05.17 06:04:00 -
[33] - Quote
Rusty Shallows wrote:WyrmHero1945 wrote:Save your SP people, AR is still the best gun around. Assault Rifles are the best weapon in Dust 514? Someone should notify the player-base immediately. Getting back on topic maybe CCP should offer variants and see how the reaction is. The breach and assault variants for some weapons have drastically altered their use from the standard models.
They are already informed, everyone's using the TAR.
|
Rusty Shallows
Black Jackals
72
|
Posted - 2013.05.17 06:08:00 -
[34] - Quote
WyrmHero1945 wrote:Rusty Shallows wrote:WyrmHero1945 wrote:Save your SP people, AR is still the best gun around. Assault Rifles are the best weapon in Dust 514? Someone should notify the player-base immediately. Getting back on topic maybe CCP should offer variants and see how the reaction is. The breach and assault variants for some weapons have drastically altered their use from the standard models. They are already informed, everyone's using the TAR. Glad to see the joke connected.
Although I am serious about possible variants rather than a straight up buff. If a TAR like effect happens adjustments can be made. Kind of a Darwining development approach. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
780
|
Posted - 2013.05.17 06:37:00 -
[35] - Quote
What the SCR lacks in dps it makes up for with high alpha damage. You can one-shot people with ease if you fit a SCR right.
just hard cap the ROF on the TacAR until we get a legit caldari battle rifle to replace it. The scrambler's fine. |
CharCharOdell
5o1st
82
|
Posted - 2013.05.17 07:04:00 -
[36] - Quote
or just nerf AR and AV and this game would be perfect. |
Jack McReady
DUST University Ivy League
235
|
Posted - 2013.05.17 07:34:00 -
[37] - Quote
Talos Alomar wrote:What the SCR lacks in dps it makes up for with high alpha damage. You can one-shot people with ease if you fit a SCR right.
just hard cap the ROF on the TacAR until we get a legit caldari battle rifle to replace it. The scrambler's fine. hard cap on ROF for TAR is not enough, it is still to accurate and has too much range. hipfire recoil is like prenerf breach nonexistant which allows you to hit targets up to 40m with just hipfire and the ADS kick is only cosmetical, the gun still hits where you aim at. |
Korvin Lomont
United Pwnage Service RISE of LEGION
25
|
Posted - 2013.05.17 08:03:00 -
[38] - Quote
I think they should swap the optimals of both weapons. Leading to this numbers:
GEK-38 Assault Rifle Max Range: 68m Optimal Range: 1 - 29m
CRD-9 Assault Scrambler Rifle Max Range: 73m Optimal Range: 1 - 40m
As far as I know the Gallante Weapons should be more short ranged high ROF high DPS weapons therefore either lower the SR damage slightly or buff the AR damage slightly to seperate both weapons more in combination of the optimals range change (the same DPS with higher Range for any of the two weapons would result in another imbalance) |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
95
|
Posted - 2013.05.17 08:19:00 -
[39] - Quote
easy fix: buff the headshot multiplier on the SR and ASR to 300-350% |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
217
|
Posted - 2013.05.17 08:36:00 -
[40] - Quote
Not a buff per se, but it needs it's passive skill changed. The current charge reduction passive doesn't benefit the assault variant at all.
A reduction in heat build up would probably be good (5% per level). A charge-only variant of the Scrambler with longer range (90-100) would be good too. |
|
WyrmHero1945
SyNergy Gaming EoN.
273
|
Posted - 2013.05.17 16:06:00 -
[41] - Quote
Korvin Lomont wrote:I think they should swap the optimals of both weapons. Leading to this numbers:
GEK-38 Assault Rifle Max Range: 68m Optimal Range: 1 - 29m
CRD-9 Assault Scrambler Rifle Max Range: 73m Optimal Range: 1 - 40m
As far as I know the Gallante Weapons should be more short ranged high ROF high DPS weapons therefore either lower the SR damage slightly or buff the AR damage slightly to seperate both weapons more in combination of the optimals range change (the same DPS with higher Range for any of the two weapons would result in another imbalance)
As I said before I believe the range was meant to be low, the gun doesn't have any reducing dispersion skill, nor recoil, etc. like the AR. If they increase range they'll have to reduce dispersion as well, no point in increasing range when the gun is not accurate. |
Jack McReady
DUST University Ivy League
248
|
Posted - 2013.05.17 17:01:00 -
[42] - Quote
WyrmHero1945 wrote:Korvin Lomont wrote:I think they should swap the optimals of both weapons. Leading to this numbers:
GEK-38 Assault Rifle Max Range: 68m Optimal Range: 1 - 29m
CRD-9 Assault Scrambler Rifle Max Range: 73m Optimal Range: 1 - 40m
As far as I know the Gallante Weapons should be more short ranged high ROF high DPS weapons therefore either lower the SR damage slightly or buff the AR damage slightly to seperate both weapons more in combination of the optimals range change (the same DPS with higher Range for any of the two weapons would result in another imbalance) As I said before I believe the range was meant to be low, the gun doesn't have any reducing dispersion skill, nor recoil, etc. like the AR. If they increase range they'll have to reduce dispersion as well, no point in increasing range when the gun is not accurate. the same way as the gallente ARs are not meant to outdamage and outrange SCR at the same time? yet they do overall more dps and then we have the TAR which is deadly accurate up to 80 meters |
RECON BY FIRE
Internal Error. Negative-Feedback
178
|
Posted - 2013.05.17 17:06:00 -
[43] - Quote
Korvin Lomont wrote:I think they should swap the optimals of both weapons. Leading to this numbers:
GEK-38 Assault Rifle Max Range: 68m Optimal Range: 1 - 29m
CRD-9 Assault Scrambler Rifle Max Range: 73m Optimal Range: 1 - 40m
As far as I know the Gallante Weapons should be more short ranged high ROF high DPS weapons therefore either lower the SR damage slightly or buff the AR damage slightly to seperate both weapons more in combination of the optimals range change (the same DPS with higher Range for any of the two weapons would result in another imbalance)
I kinda like this idea actually. This would make them fit their racial lore better. |
WyrmHero1945
SyNergy Gaming EoN.
274
|
Posted - 2013.05.18 02:44:00 -
[44] - Quote
Still waiting on CCP to acknowledge if this gun is meant to have lower range than Gallente AR. With that, an increase to rate of fire is the best choice for any kind of buff. I prefer that they buff this weapon instead of nerfing the AR. |
slypie11
Planetary Response Organisation
282
|
Posted - 2013.05.18 03:11:00 -
[45] - Quote
I say, increase SR total range and optimal range, but make the optimal start at 10m instead of 1m. Then, completely scrap the TAC AR, the scrambler rifle should fill that role and maybe the gauss rifle coming later, a plasma weapons should not have that kind of range |
Imp Smash
On The Brink CRONOS.
92
|
Posted - 2013.05.18 03:53:00 -
[46] - Quote
I'm in the increase optimal range camp. Especially for the single shot version. Semi autos are designed for long range accurate fire (as is demonstrated by the tac ARs). The scrambler is way too short. |
WyrmHero1945
SyNergy Gaming EoN.
275
|
Posted - 2013.05.18 21:46:00 -
[47] - Quote
Since no one is using this weapon, and the small number of guys using it saying it's fine, the chances that CCP buffs the SR are quite low. Either way, I'm bumping this thread so it gets their attention, I really want to know the future of this weapon, because if it's still underpowered by respec, I might just join the large population of duvolles. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
244
|
Posted - 2013.05.18 21:53:00 -
[48] - Quote
WyrmHero1945 wrote:Since no one is using this weapon, and the small number of guys using it saying it's fine, the chances that CCP buffs the SR are quite low. Either way, I'm bumping this thread so it gets their attention, I really want to know the future of this weapon, because if it's still underpowered by respec, I might just join the large population of duvolle users.
This is a good point. A lot of these weapon balance questions are weighing heavily on what would seem to be the best options come respec. If skill respecs come next week for example, and they still haven't done anything with Scramblers (and you only had say, a week to respec), you'd be an idiot not to go to an un-nerfed TAR if you want to be competitive in PC, etc. There's nothing better than a TAR, so, you'd just be gimping yourself with no indication that CCP is looking at scramblers at all.
The worthless passive skill is a big issue (change it overheat build-up reduction, or some such). The range being shorter is another, and it's compounded by the dispersion.... which is much worse on a laser weapon somehow. Both issues need to be looked at.
As a separate item, I wouldn't mind if there was a charge-only scrambler variant with range well beyond current TAR. Being charge-only would be the sort of limiter that the TAR doesn't have right now. |
Nikea Nei
Subdreddit Test Alliance Please Ignore
0
|
Posted - 2013.05.18 22:28:00 -
[49] - Quote
Yarr... if the respec comes around and the Scrambler is still lower range, with drawbacks, less damage, and more dispersion.. you'd be an idiot or eccentric to go with the Scrambler over the AR. |
WyrmHero1945
SyNergy Gaming EoN.
277
|
Posted - 2013.05.19 05:40:00 -
[50] - Quote
lol I just looked the MD thread with 11 pages and no response from CCP. This thread is not even close to that. This calls for a coalition of non-AR light weapon users. |
|
TranquilBiscuit ofVaLoR
The Kaos Legion
4
|
Posted - 2013.05.19 06:43:00 -
[51] - Quote
WyrmHero1945 wrote:Aisha Ctarl wrote:The SCR is just fine. I prefer the assault variant and will soon have the Carthum variant. The CRD-09 already owns enemy players, so the Carthum will be on par with a tentacled **** monster.
In short, the SCR is fine and does not need a buff. Since you seem to not have read the above thread: #1Posted: 2013.05.14 15:36 | Report | Edited by: RECON BY FIRE Why is the range worse than an AR? 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 Save your SP people, AR is still the best gun around. Edit: Damage Comparison Between AR and SR 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 I say you save the SP, the Carthum ain't no monster dude. I use one. ;) same here.its good but no match for duvolles even with proficiency lvl 3 and basic dmg mods. ill try the complex ones when i get proficiency to lvl 5
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
269
|
Posted - 2013.05.19 07:12:00 -
[52] - Quote
Some of the range stats are misleading I think. The optimum range on the semi-auto is slightly better than a regular AR, but the dispersion is much worse. An Exile user aiming down the sights will have a much easier time running you down if you fail to initially kill them with a charge shot initially. You can't return that same rate of fire, and more of their hipfire shots will be on target than yours.
Basically, it's worse than the range stats suggest. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
280
|
Posted - 2013.05.20 00:12:00 -
[53] - Quote
I know we've seen some feedback on the TAR (from the CPM anyway), but I hope the Devs are paying attention to some of this as well. |
Clair de Lune
Procella Tempus General Tso's Alliance
1
|
Posted - 2013.05.20 15:53:00 -
[54] - Quote
I'm going to bump this for good measure. This is an important topic that needs attention. SR are not viable. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
|
Posted - 2013.05.20 16:38:00 -
[55] - Quote
Clair de Lune wrote:I'm going to bump this for good measure. This is an important topic that needs attention. SR are not viable.
Most guns are not viable with duvolles and TAC around in their current form.
Nerf hammer AR. That is all. ( By nerf I mean Balance ) |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
301
|
Posted - 2013.05.20 18:02:00 -
[56] - Quote
XxGhazbaranxX wrote:Clair de Lune wrote:I'm going to bump this for good measure. This is an important topic that needs attention. SR are not viable. Most guns are not viable with duvolles and TAC around in their current form. Nerf hammer AR. That is all. ( By nerf I mean Balance )
I think the passive skill business should be addressed regardless, but the "field" will look different once the TAR is fixed, yes. Though if everyone using it now (the TAR that is) has proficiency V and complex damage mods anyway - even a regular Duvolle will be beating most weapons (like the Scrambler) on range, dispersion, and DPS. |
Kelrie Nae'bre
not in a corporation
16
|
Posted - 2013.05.21 13:15:00 -
[57] - Quote
Bet some weapon balancing is happening in tandem with the skill tree changes. |
Baldy bonce
Seraphim Initiative. CRONOS.
1
|
Posted - 2013.05.21 13:30:00 -
[58] - Quote
Are not the Scrambler rifle and Lazer rifle the equivalent of pulse and beam weapons in eve, one meant for close to medium engagements the other for longer ranges,each with its own distinct strengths and weaknesses ? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
317
|
Posted - 2013.05.21 15:38:00 -
[59] - Quote
Baldy bonce wrote:Are not the Scrambler rifle and Lazer rifle the equivalent of pulse and beam weapons in eve, one meant for close to medium engagements the other for longer ranges,each with its own distinct strengths and weaknesses ?
Scramblers are supposed to be Pulse Laser weapons:
Quote: "Pulse lasers have better range than blasters, hybrid weapon from the same class, but do considerably less damage. Anyway, pulse lasers are in favor among skilled pilots because they provide good damage/range ratio. By contrast with beam turrets, pulses fire rapidly several times in a cycle. "
It may be that EVE comparison that leads people to believe the Scrambler should compare to an AR (Blaster) in certain ways.
Meanwhile: "Beam lasers have a shorter optimal range than their hybrid railgun counterparts, but do, as a whole, more damage. Advanced coolant technologies allow beam lasers to keep firing for a long time without overheating. The heaviest lasers, battleship-class tachyon beam lasers, are regarded by many as brutally devastating sniper weapons (although their range is limited) and are often used in fleet sieges. "
The equivalent here being the Sniper rifle, and I suppose the standard Laser does have shorter range than a sniper rifle. Not sure about "more damage" or "not overheating". I guess things work differently in space. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
324
|
Posted - 2013.05.21 19:01:00 -
[60] - Quote
Actually, if the Amarr have great laser cooling technology for ships, wouldn't it be even better for guns? It's harder to get rid of heat in space than in an atmosphere. |
|
Kelrie Nae'bre
not in a corporation
16
|
Posted - 2013.05.21 23:48:00 -
[61] - Quote
Zeylon Rho wrote:Actually, if the Amarr have great laser cooling technology for ships, wouldn't it be even better for guns? It's harder to get rid of heat in space than in an atmosphere.
Correct. Cooling in space would be restricted to radiation. On the surface you could use convection and conduction as well, both of which would tend to transfer heat more quickly. |
H arpoon
WarRavens
51
|
Posted - 2013.05.22 00:29:00 -
[62] - Quote
I do just fine with the advanced SCR. I often have a @+ KDR and am usually near the top in WP too. The only things that kills me are snipers, shotgunners, the occasional Ishukone Nova Knifer, and the TARs. |
WyrmHero1945
SyNergy Gaming EoN.
302
|
Posted - 2013.05.22 04:58:00 -
[63] - Quote
Bump |
Rusty Shallows
Black Jackals
80
|
Posted - 2013.05.22 05:31:00 -
[64] - Quote
Kelrie Nae'bre wrote:Zeylon Rho wrote:Actually, if the Amarr have great laser cooling technology for ships, wouldn't it be even better for guns? It's harder to get rid of heat in space than in an atmosphere. Correct. Cooling in space would be restricted to radiation. On the surface you could use convection and conduction as well, both of which would tend to transfer heat more quickly. Woot thermodynamics talk!
Radiation cooling as a heat transfer can also work with a large surface area, like say a giant shelled spaceship. I always wondered why Amarran ships were shaped like that. But yeah most certainly when possible convention is the fastest way to go of the three. |
Kaze Eyrou
ROGUE SPADES EoN.
238
|
Posted - 2013.05.22 07:48:00 -
[65] - Quote
Garrett Blacknova wrote:So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit. So much this.
I've played Gallente so I'm familiar with blasters; not so much Amarr, but I have heard when you get range, you can melt people with your lasers.
Anyways, I believe the Gallente Assault Rifle is similar to Blaster tech in EVE, while the Scrambler Rifle is similar to the Laser tech on Amarr ships in EVE (though admittedly I don't know if long range or short).
In any case isn't the optimals and range on lasers greater than the blasters?
EDIT: Never mind. Found this. https://forums.dust514.com/default.aspx?g=posts&m=834118#post834118 |
Clair de Lune
Procella Tempus General Tso's Alliance
2
|
Posted - 2013.05.23 05:32:00 -
[66] - Quote
Bump |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
344
|
Posted - 2013.05.23 08:52:00 -
[67] - Quote
I'd figure laser weapons would generally have the range advantage on blasters. Rails are the ones I'd think come closer (or beat) lasers. |
WyrmHero1945
SyNergy Gaming EoN.
305
|
Posted - 2013.05.23 08:59:00 -
[68] - Quote
Kaze Eyrou wrote:Garrett Blacknova wrote:So you're saying the weapon based on short-range Blaster tech was always meant to be more effective at mid-long range encounters than the weapon based around mid-long range Pulse Laser tech?
Seems legit. So much this. I've played Gallente so I'm familiar with blasters; not so much Amarr, but I have heard when you get range, you can melt people with your lasers. Anyways, I believe the Gallente Assault Rifle is similar to Blaster tech in EVE, while the Scrambler Rifle is similar to the Laser tech on Amarr ships in EVE (though admittedly I don't know if long range or short). In any case isn't the optimals and range on lasers greater than the blasters? EDIT: Never mind. Found this. https://forums.dust514.com/default.aspx?g=posts&m=834118#post834118
Yeah. And if you check the weapon ranges thread on the rookie training grounds section of the forums you can see that:
HMG and Assault SR have same optimal (30m).
SMG and Scrambler Pistol have same optimal as well (20m).
I don't think it's a coincidence. Scrambler technology (pulse) is meant to be for CQC and lower range than Blasters. Seems projectile technology is going the same route. Railgun, laser (beam) and missile should outrange the blaster. So if these are CCP's intentions I'm fine with the low range. But then an increase in DPS is necessary for balance, be it higher damage or ROF. |
low genius
The Sound Of Freedom Renegade Alliance
100
|
Posted - 2013.05.23 09:40:00 -
[69] - Quote
Vethosis wrote:We don't want this game to turn into SR 514
but TAR 514? |
Imp Smash
On The Brink CRONOS.
107
|
Posted - 2013.05.23 09:57:00 -
[70] - Quote
RECON BY FIRE wrote:I appreciate the credit to my thread, but I cant agree this is the fix the Scrambler needs. Damage is fine, as can be seen in my thread, its fairly balanced all around. The range is what needs fixing, as well as the ROF of the TAC AR.
Signed. This man knows his stuff and is fairly objective plus being eloquent and polite. The only flaw I can find with him or his reasoning is his alliance. You should come join us! |
|
RECON BY FIRE
Internal Error. Negative-Feedback
184
|
Posted - 2013.05.23 15:19:00 -
[71] - Quote
Imp Smash wrote:RECON BY FIRE wrote:I appreciate the credit to my thread, but I cant agree this is the fix the Scrambler needs. Damage is fine, as can be seen in my thread, its fairly balanced all around. The range is what needs fixing, as well as the ROF of the TAC AR. Signed. This man knows his stuff and is fairly objective plus being eloquent and polite. The only flaw I can find with him or his reasoning is his alliance. You should come join us!
I appreciate the kind words, but you may want to talk to Jenza as to why Im not part of CRONOS. |
Imp Smash
On The Brink CRONOS.
108
|
Posted - 2013.05.24 02:07:00 -
[72] - Quote
No thanks. I'm a tactician. I figure out use of resources. I leave politics to politicians. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
348
|
Posted - 2013.05.24 02:27:00 -
[73] - Quote
The passive skill not helping the assault variant is another issue. A Heat build-up reduction skill would make more sense.
Pulse lasers ARE the shorter range range option between pulse & beam for Amarr in EVE, but they aren't CQC exactly.
Pulse Lasers are described as "Medium" range turrets, blasters are "Short" range turrets.
What does that mean in practical terms? Well, if we just look something like the Medium-sized turrets sets for both, Pulse lasers have an optimum range of about 12,000 meters, while Blasters have a range of about 3,000 meters. So, Pulse Lasers outrange blasters by about 4 to 1 (in EVE).
Anyway, better, head-reducing passive skill and a range bump would be great.
I get the feeling something like the TAC AR was more meant to be in the Rail Rifle set. |
WyrmHero1945
SyNergy Gaming EoN.
306
|
Posted - 2013.05.24 03:03:00 -
[74] - Quote
Zeylon Rho wrote:The passive skill not helping the assault variant is another issue. A Heat build-up reduction skill would make more sense.
Pulse lasers ARE the shorter range range option between pulse & beam for Amarr in EVE, but they aren't CQC exactly.
Pulse Lasers are described as "Medium" range turrets, blasters are "Short" range turrets.
What does that mean in practical terms? Well, if we just look something like the Medium-sized turrets sets for both, Pulse lasers have an optimum range of about 12,000 meters, while Blasters have a range of about 3,000 meters. So, Pulse Lasers outrange blasters by about 4 to 1 (in EVE).
Anyway, better, head-reducing passive skill and a range bump would be great.
I get the feeling something like the TAC AR was more meant to be in the Rail Rifle set.
This makes sense. CCP why you don't do this?
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
352
|
Posted - 2013.05.24 07:42:00 -
[75] - Quote
WyrmHero1945 wrote:Zeylon Rho wrote:The passive skill not helping the assault variant is another issue. A Heat build-up reduction skill would make more sense.
Pulse lasers ARE the shorter range range option between pulse & beam for Amarr in EVE, but they aren't CQC exactly.
Pulse Lasers are described as "Medium" range turrets, blasters are "Short" range turrets.
What does that mean in practical terms? Well, if we just look something like the Medium-sized turrets sets for both, Pulse lasers have an optimum range of about 12,000 meters, while Blasters have a range of about 3,000 meters. So, Pulse Lasers outrange blasters by about 4 to 1 (in EVE).
Anyway, better, head-reducing passive skill and a range bump would be great.
I get the feeling something like the TAC AR was more meant to be in the Rail Rifle set. This makes sense. CCP why you don't do this?
The way they are about communication, they "may" be considering all sorts of changes that we just won't hear about until they make them. |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
0
|
Posted - 2013.05.24 13:08:00 -
[76] - Quote
+1 For a heat build reducing passive and sensible range. |
WyrmHero1945
SyNergy Gaming EoN.
307
|
Posted - 2013.05.24 16:56:00 -
[77] - Quote
Bump |
drake sadani
Tacti-corp
44
|
Posted - 2013.05.24 18:25:00 -
[78] - Quote
first of all being as useless on the battle field as i am i derive fun from the scrambler rifle . if you want to give it a slight and fair leg up give me a skill to reduce heat build up .
i own heavies and TAC gunners with it . because i can put a lot of half charged rounds on them when they pop out of cover . i can also in close give off a barrage of fire to back them up
i am a plus one for anyone who said heat management skill tree.
and just for kicks and giggles when i high charge it zoom me in just a tiny bit ^_^ |
cy6
Raging Pack of Homos
18
|
Posted - 2013.05.24 18:43:00 -
[79] - Quote
I personally feel the regular semi-auto firing is fine at range, but the charge should reach farther |
Draco Cerberus
Purgatorium of the Damned League of Infamy
57
|
Posted - 2013.05.24 19:41:00 -
[80] - Quote
Every weapon is OP in its optimal. If we hit everything with the nerf hammer pretty soon we'll only have nerf arrows to shoot at each other. Maybe it is all a matter of adapting to the situation and instead of running in front of the guy with the TAC rifle waving your overheating SR in his face you let it cool down before engaging him. |
|
Draco Cerberus
Purgatorium of the Damned League of Infamy
57
|
Posted - 2013.05.24 19:52:00 -
[81] - Quote
A small zoom on the SR would make a difference but I caution you not to ask for a reduction in heat build up. The heat build up is the only thing that balances this weapon vs the TAC AR. You can charge it up for more damage and this in itself is a very big reason to look at it as a superior weapon to the TAC AR. The superior rate of fire when compared to the TAC AR is also something that I see as a problem on a rifle with NO RECOIL. There is no adjustment needed when firing off a volley of shots at and individual, there is only a need to be concerned with heat buildup, which when managed correctly will never leave you waving your gun in the air to cool down. If a TAC AR user fires 10 rounds at a person, even with maxed out skills, they still need to adjust where their shots are going each time if they wish to hit the person. Not so with a scrambler rifle, you need only to keep an eye on the heat of the weapon while you keep your aim steady. |
RECON BY FIRE
Internal Error. Negative-Feedback
185
|
Posted - 2013.05.24 21:01:00 -
[82] - Quote
Draco Cerberus wrote:A small zoom on the SR would make a difference but I caution you not to ask for a reduction in heat build up. The heat build up is the only thing that balances this weapon vs the TAC AR. You can charge it up for more damage and this in itself is a very big reason to look at it as a superior weapon to the TAC AR. The superior rate of fire when compared to the TAC AR is also something that I see as a problem on a rifle with NO RECOIL. There is no adjustment needed when firing off a volley of shots at and individual, there is only a need to be concerned with heat buildup, which when managed correctly will never leave you waving your gun in the air to cool down. If a TAC AR user fires 10 rounds at a person, even with maxed out skills, they still need to adjust where their shots are going each time if they wish to hit the person. Not so with a scrambler rifle, you need only to keep an eye on the heat of the weapon while you keep your aim steady.
You have no clue what youre talking about do you? The tac has a ROF of 789.5 and the scram has a ROF of 705.9. Try BSing about something else. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
357
|
Posted - 2013.05.24 22:26:00 -
[83] - Quote
Jen Gelfling wrote:+1 For a heat build reducing passive and sensible range.
What's needed, basically. |
Kelrie Nae'bre
not in a corporation
18
|
Posted - 2013.05.25 06:02:00 -
[84] - Quote
Zeylon Rho wrote:Jen Gelfling wrote:+1 For a heat build reducing passive and sensible range. What's needed, basically.
Agreed. |
WyrmHero1945
SyNergy Gaming EoN.
309
|
Posted - 2013.05.25 07:07:00 -
[85] - Quote
So I just found out that the SR is super accurate, at least at mid range. This is one of the reasons I'm having so much trouble using it for CQC. The gun almost never hits when hip firing because of the low dispersion. So why make a very accurate gun with only 30m optimal? The same as an HMG!!!! The gun should have 60m optimal and 100m for the semi automatic one. I'll edit the OP. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
365
|
Posted - 2013.05.25 07:57:00 -
[86] - Quote
WyrmHero1945 wrote:So I just found out that the SR is super accurate, at least at mid range. This is one of the reasons I'm having so much trouble using it for CQC. The gun almost never hits when hip firing because of the low dispersion. So why make a very accurate gun with only 30m optimal? The same as an HMG!!!! The gun should have 60m optimal and 100m for the semi automatic one. I'll edit the OP.
It should be comparable to EVE stats, where pulse lasers have a significant range advantage over plasma weapons. The heat, fire-rate, uneven dmg percentile (shields vs. armor), and large power draw are where the differences should be. |
WyrmHero1945
SyNergy Gaming EoN.
309
|
Posted - 2013.05.25 08:02:00 -
[87] - Quote
Zeylon Rho wrote:WyrmHero1945 wrote:So I just found out that the SR is super accurate, at least at mid range. This is one of the reasons I'm having so much trouble using it for CQC. The gun almost never hits when hip firing because of the low dispersion. So why make a very accurate gun with only 30m optimal? The same as an HMG!!!! The gun should have 60m optimal and 100m for the semi automatic one. I'll edit the OP. It should be comparable to EVE stats, where pulse lasers have a significant range advantage over plasma weapons. The heat, fire-rate, uneven dmg percentile (shields vs. armor), and large power draw are where the differences should be.
Thanks for the info it all makes sense now. |
Clair de Lune
Procella Tempus General Tso's Alliance
3
|
Posted - 2013.05.25 20:47:00 -
[88] - Quote
I wonder if they would consider making the round bigger? One difference I see between the AR and SR is that the dispersal at close range helps the ar users hit the moving target. So, oddly the accurate sr suffers in cqc. Also, I can't count the times I hard a charged head shot lined up and it looks like it should hit, but no it goes next to his head. Added to this is the aiming controls not being smooth enough to account for such a small difference in space. Even adjusting sensitivity I cannot account for it well. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
172
|
Posted - 2013.05.25 21:41:00 -
[89] - Quote
Cinnamon267 wrote:WyrmHero1945 wrote:Guys I thought about range increasing, but then you see that the dispersion is actually higher than the AR. Increasing range would be useless if dispersion is not decreased, which means double work for the devs.
For those that say the SR is fine, please look at the numbers of the above thread. There's no reason at all to choose SR over AR. I couldn't care less about those numbers. As someone who has been using it a lot, it's pretty good. Pretty effective. No reason to use the AR, for me. I do pretty well in matches, too. Haven't really used the AR since the LR came out. There is no reason to buff the Scrambler. The AR needs to be nerfed a little to bring it in line with everything else.
Another crack smoker who doesn't know EVE lore and tech. Brilliant. LOL
On the real note, the weapons, at least one would hope, should be a reflection of the tech as it appears in comparison to all the available tech in EVE. I.e., Dust weapons = ground based mini versions of EVE weapons.
The reality is that the SCR and ASCR are pulse lasers that typically have 4 times the base optimal range with approx 1/2 of the falloff range when compared to blasters. Who ever it was on the DEV team that decided to buff the range of the AR's to be outside of the lore of EVE should be sent in for REEDUCATION!!!! Not to mention is obviously a AR fanboi or girl.
A little bit of reading on the part of EVE tech, as Cinaed Corvus has show, shows a very different picture when compared to the current stats and abilities of the tech that we have been given. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
377
|
Posted - 2013.05.26 06:03:00 -
[90] - Quote
For illustration purposes, here's two roughly equivalent specimens from blasters and pulse lasers. They're both MEDIUM and META lvl 5.
Heavy Pulse Laser II 12,000m 4000m 5.25s 3.6x 35tf 231MW 0.08125
Heavy Blaster II 3,000m 4,000m 4.5s 3.375x 33tf 158MW 0.11 rad/s
The stats you can see are, in order: Optimal Range, Accuracy Fall-off, Rate of fire, damage modifier, CPU, PG, and tracking speed.
A pulse laser has 4x the range as a blaster in this instance, but about the same accuracy fall-off. You can also see a pulse laser uses more CPU and much more PG. |
|
WyrmHero1945
SyNergy Gaming EoN.
313
|
Posted - 2013.05.26 07:39:00 -
[91] - Quote
Clair de Lune wrote:I wonder if they would consider making the round bigger? One difference I see between the AR and SR is that the dispersal at close range helps the ar users hit the moving target. So, oddly the accurate sr suffers in cqc. Also, I can't count the times I hard a charged head shot lined up and it looks like it should hit, but no it goes next to his head. Added to this is the aiming controls not being smooth enough to account for such a small difference in space. Even adjusting sensitivity I cannot account for it well.
So much this. Then if you begin to think why CQC weapons like the AR and the SMG have the Sharpshooter skill, which reduce dispersion. I could use this skill for the SR or the TAR, but for the conventional AR it means having a difficult time when hip firing at CQC.
|
WyrmHero1945
SyNergy Gaming EoN.
313
|
Posted - 2013.05.26 07:42:00 -
[92] - Quote
Zeylon Rho wrote:For illustration purposes, here's two roughly equivalent specimens from blasters and pulse lasers. They're both MEDIUM and META lvl 5.
Heavy Pulse Laser II 12,000m 4000m 5.25s 3.6x 35tf 231MW 0.08125
Heavy Blaster II 3,000m 4,000m 4.5s 3.375x 33tf 158MW 0.11 rad/s
The stats you can see are, in order: Optimal Range, Accuracy Fall-off, Rate of fire, damage modifier, CPU, PG, and tracking speed.
A pulse laser has 4x the range as a blaster in this instance, but about the same accuracy fall-off. You can also see a pulse laser uses more CPU and much more PG.
Thanks for this EVE comparison. Still waiting for CCP to at least tell us their intentions with the weapon.
|
Dust HaHakoke
Krusual Covert Operators Minmatar Republic
10
|
Posted - 2013.05.26 07:47:00 -
[93] - Quote
i dont think giving the SR enough range to go mid is a good idea for one the LR is ment to take over there it IS still viable |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
378
|
Posted - 2013.05.26 07:52:00 -
[94] - Quote
Dust HaHakoke wrote:i dont think giving the SR enough range to go mid is a good idea for one the LR is ment to take over there it IS still viable
Lasers are meant to be "Long" with respect to EVE weaponry - comparable to something like a railgun. |
Dust HaHakoke
Krusual Covert Operators Minmatar Republic
10
|
Posted - 2013.05.26 07:54:00 -
[95] - Quote
Yes but the SR is a pulse laser and the LR isa beam |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
378
|
Posted - 2013.05.26 08:12:00 -
[96] - Quote
Dust HaHakoke wrote:Yes but the SR is a pulse laser and the LR isa beam
Right....
I'd say comparably, that a Pulse Laser Weapon (Scrambler) should definitely be longer range than a blaster (the Gallente plasma blaster). A laser should be longer range than either of them (laser rifle - beam), the Sniper rifle is a rail rifle and should be longer range than that.
A comparison of Beam and Railgun ranges is relatively much closer than pulse and blaster ranges though.
Pulse lasers outrange blasters by 4 to 1. This is a HUGE difference, and isn't even remotely represented well in-game.
A medium turret of Beam and Railgun at meta 5 would compare at ranges more like 24km to 29km. The laser has about 82% of the range of the railgun. If the laser rifle and sniper rifle are the current representatives of each in Dust, then it's another super-lopsided comparison where the hybrid weapon has been given a ridiculous edge on something that it's actually very similar to.
In both cases they've screwed up the lore of their own universe. |
WyrmHero1945
SyNergy Gaming EoN.
320
|
Posted - 2013.05.26 18:58:00 -
[97] - Quote
Zeylon Rho wrote:Dust HaHakoke wrote:Yes but the SR is a pulse laser and the LR isa beam Right.... I'd say comparably, that a Pulse Laser Weapon (Scrambler) should definitely be longer range than a blaster (the Gallente plasma blaster). A laser should be longer range than either of them (laser rifle - beam), the Sniper rifle is a rail rifle and should be longer range than that. A comparison of Beam and Railgun ranges is relatively much closer than pulse and blaster ranges though. Pulse lasers outrange blasters by 4 to 1. This is a HUGE difference, and isn't even remotely represented well in-game. A medium turret of Beam and Railgun at meta 5 would compare at ranges more like 24km to 29km. The laser has about 82% of the range of the railgun. If the laser rifle and sniper rifle are the current representatives of each in Dust, then it's another super-lopsided comparison where the hybrid weapon has been given a ridiculous edge on something that it's actually very similar to. In both cases they've screwed up the lore of their own universe.
I just had this crazy idea that the TAR is actually the place holder for the Caldari Gauss Rifle. Much longer range than SR and a bit more than LR, which would fit EVE ranges perfectly. Just needs to be balanced with spool time just like all the railguns (snipers don't count).
|
drake sadani
Tacti-corp
48
|
Posted - 2013.05.26 19:06:00 -
[98] - Quote
from what you have said about messing up lore it sounds like the dev team brought in someone who did not know what they where doing |
Mobius Wyvern
BetaMax. CRONOS.
1633
|
Posted - 2013.05.26 20:16:00 -
[99] - Quote
Ryder Azorria wrote:Or the you could 'tweak' (read smash to a million billion pieces) the TAR with the nerf hammer. Neuter that thing. |
WyrmHero1945
SyNergy Gaming EoN.
326
|
Posted - 2013.05.27 06:30:00 -
[100] - Quote
Bumpa bump |
|
Creedair Talor
The Phoenix Federation
6
|
Posted - 2013.05.27 10:10:00 -
[101] - Quote
The SR is balanced it is a miniscule distance change and you have the advantage of the charge shot, i hit so many people with that then double tap 2more times really quick and they go down. If they have the range i shift my spot in cover or move. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
403
|
Posted - 2013.05.27 13:31:00 -
[102] - Quote
Creedair Talor wrote:The SR is balanced it is a miniscule distance change and you have the advantage of the charge shot, i hit so many people with that then double tap 2more times really quick and they go down. If they have the range i shift my spot in cover or move.
There's a few different points here.
The Scrambler is a pulse laser, it's supposed to outrange blasters (in EVE, pulse outrange blasters by 4 to 1). Currently, the opposite is true, so a Scrambler user can be taken down by a blaster user at a range where they can't effectively counter.
The scrambler is effectively less accurate than a blaster as well, for a combination of reasons. Even without the sharpshooter skill, the TAR is going to get tighter groups than the scrambler, and is much more accurate when hip-firing.
Not only is the scrambler outclassed on shear numbers (range, etc.), it has a drawback to contend with - overheating. Besides rendering you unable to attack, switch weapons, or do anything else - it damages you. The AR takes a sizable jump in preference with that alone.
The Scrambler passive skill only functions on the semi-auto variant, the assault variant gets nothing out of it. The passive isn't useful to begin with of course (charge time reduction), however - it makes the Scrambler Rifle the only weapon in the game to have a passive that doesn't benefit a variant at all. A heat build-up reducing passive would be more sensible.
The charge shot will quickly overheat a weapon, and will be hard to follow-up after the first shot. The TAR wouldn't have this problem of course - without charging at all - they can put very high damage shots on a target in rapid succession.
Scramblers also require more tanks in Light Weapon Op to use than AR, which is ultimately the superior weapon.
So, basically - there's many reasons one might think the Scrambler has issues. Especially if you have any knowledge of EVE lore.
I'd say fixing the passive problem is a big one. Superior range to blasters is another. |
WyrmHero1945
SyNergy Gaming EoN.
327
|
Posted - 2013.05.27 17:03:00 -
[103] - Quote
Zeylon Rho wrote:Creedair Talor wrote:The SR is balanced it is a miniscule distance change and you have the advantage of the charge shot, i hit so many people with that then double tap 2more times really quick and they go down. If they have the range i shift my spot in cover or move. There's a few different points here. The Scrambler is a pulse laser, it's supposed to outrange blasters (in EVE, pulse outrange blasters by 4 to 1). Currently, the opposite is true, so a Scrambler user can be taken down by a blaster user at a range where they can't effectively counter. The scrambler is effectively less accurate than a blaster as well, for a combination of reasons. Even without the sharpshooter skill, the TAR is going to get tighter groups than the scrambler, and is much more accurate when hip-firing. Not only is the scrambler outclassed on shear numbers (range, etc.), it has a drawback to contend with - overheating. Besides rendering you unable to attack, switch weapons, or do anything else - it damages you. The AR takes a sizable jump in preference with that alone. The Scrambler passive skill only functions on the semi-auto variant, the assault variant gets nothing out of it. The passive isn't useful to begin with of course (charge time reduction), however - it makes the Scrambler Rifle the only weapon in the game to have a passive that doesn't benefit a variant at all. A heat build-up reducing passive would be more sensible. The charge shot will quickly overheat a weapon, and will be hard to follow-up after the first shot. The TAR wouldn't have this problem of course - without charging at all - they can put very high damage shots on a target in rapid succession. Scramblers also require more tanks in Light Weapon Op to use than AR, which is ultimately the superior weapon. So, basically - there's many reasons one might think the Scrambler has issues. Especially if you have any knowledge of EVE lore. I'd say fixing the passive problem is a big one. Superior range to blasters is another.
Very good reply, thank you.
|
Viktor Zokas
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.05.29 00:47:00 -
[104] - Quote
+1 to Scrambler Rifle buff. I've been using them for 2 weeks, love them, but they don't even come close to the range of TAC AR in engagements. |
Meeko Fent
Mercenary incorperated
23
|
Posted - 2013.05.29 01:14:00 -
[105] - Quote
Swap The TAR and the SCR Ranges. Other Then that, I see no Solution. That way the weapon that was supposed to be Long Ranged Becomes Long Ranged, and the Weapon that was the Placeholder for it becomes the Obsolete Variant |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
429
|
Posted - 2013.05.29 03:44:00 -
[106] - Quote
There's some incoming changes, or so they say. They're going to increase hipfire dispersion and lower clip-size on the TAR, but nothing else. I think it'll probably still be "better" than the Scrambler at that point, but I suppose if it's clear there's still balance issues after that - they may change things again? We just can't expect the changes to happen quickly. |
RECON BY FIRE
Internal Error. Negative-Feedback
187
|
Posted - 2013.05.29 03:47:00 -
[107] - Quote
Zeylon Rho wrote:There's some incoming changes, or so they say. They're going to increase hipfire dispersion and lower clip-size on the TAR, but nothing else. I think it'll probably still be "better" than the Scrambler at that point, but I suppose if it's clear there's still balance issues after that - they may change things again? We just can't expect the changes to happen quickly.
Supposedly they will be extending Scram optimal as well. We will just have to wait and see and hope for the best. |
Rale Tolemy
Valor Tactical Operations
0
|
Posted - 2013.05.29 07:03:00 -
[108] - Quote
my only issue with the scrambler rifle is how quickly it overheats. I think MAYBE if its going to overheat, dont make it use a clip. because then on top of overheating you have to reload. other than that im good with it as is. |
WyrmHero1945
SyNergy Gaming EoN.
336
|
Posted - 2013.05.29 18:42:00 -
[109] - Quote
Rale Tolemy wrote:my only issue with the scrambler rifle is how quickly it overheats. I think MAYBE if its going to overheat, dont make it use a clip. because then on top of overheating you have to reload. other than that im good with it as is.
I think overheating is ok, are you using the assault Amarr dropsuit? It's a weapon that has to be used with that suit because it'll suck with the others. Also it's bad for CQC. It really needs the range buff. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
460
|
Posted - 2013.05.29 20:45:00 -
[110] - Quote
WyrmHero1945 wrote:Rale Tolemy wrote:my only issue with the scrambler rifle is how quickly it overheats. I think MAYBE if its going to overheat, dont make it use a clip. because then on top of overheating you have to reload. other than that im good with it as is. I think overheating is ok, are you using the assault Amarr dropsuit? It's a weapon that has to be used with that suit because it'll suck with the others. Also it's bad for CQC. It really needs the range buff.
I'd heard there'd been issues with the Amarr Assault dropsuit. Is the heat reduction effective? |
|
Talos Alomar
Subdreddit Test Alliance Please Ignore
830
|
Posted - 2013.05.29 23:07:00 -
[111] - Quote
Zeylon Rho wrote: I'd heard there'd been issues with the Amarr Assault dropsuit. Is the heat reduction effective?
I'd say so. |
WyrmHero1945
SyNergy Gaming EoN.
341
|
Posted - 2013.05.30 08:19:00 -
[112] - Quote
So apparently we're getting a range buff guys. Still waiting for CCP for further details. |
WyrmHero1945
SyNergy Gaming EoN.
349
|
Posted - 2013.05.31 01:58:00 -
[113] - Quote
Bump |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
493
|
Posted - 2013.05.31 05:11:00 -
[114] - Quote
Talos Alomar wrote:Zeylon Rho wrote: I'd heard there'd been issues with the Amarr Assault dropsuit. Is the heat reduction effective?
I'd say so.
Good to know... |
WyrmHero1945
SyNergy Gaming EoN.
359
|
Posted - 2013.06.04 03:05:00 -
[115] - Quote
Bump |
WyrmHero1945
SyNergy Gaming EoN.
378
|
Posted - 2013.06.06 15:53:00 -
[116] - Quote
One last bump for this thread. |
|
|
|
Pages: 1 2 3 4 :: [one page] |