BuTtHuRtPEepZ
Raging Pack of Homos
12
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Posted - 2013.05.24 03:49:00 -
[1] - Quote
medomai grey wrote:I do not support this. The harsh heat build up is the balancing factor for the scrambler rifle. If you want to reduce heat build up of your scrambler rifle, skill into Amar assault suits. Any more skills that reduce the heat build up on the scrambler rifle will push it into OP territory. Further more the heat build up on the assault variant is negligible.
Scrambler rifles are one of the most rewarding but difficult weapons to use in the game. If you can't manage the heat build up, go skill into assault rifles; you don't have to manage any heat with those.
Having spoken my mind about my favorite in game weapon... please don't stone me :P
while that may be true, going up against a TAC it will mostly be at a disadvantage since the TAC can spam with no punish whereas the SCR will heat up and burn you. I would be okay with the heat up if TAR had a ROF cap but it does not so in a 1v1 its unbalanced. reduced heat build up will just make SCR on par with TAR |
BuTtHuRtPEepZ
Raging Pack of Homos
12
|
Posted - 2013.05.24 04:07:00 -
[2] - Quote
medomai grey wrote:BuTtHuRtPEepZ wrote:while that may be true, going up against a TAC it will mostly be at a disadvantage since the TAC can spam with no punish whereas the SCR will heat up and burn you. I would be okay with the heat up if TAR had a ROF cap but it does not so in a 1v1 its unbalanced. reduced heat build up will just make SCR on par with TAR Fair enough. I've been in that situation a lot. So the issue at hand isn't that the scrambler rifle needs a buff, but the tactical assault rifle needs some adjusting. We don't need two overpowered weapons. I just hope that CCP does not touch my scrambler rifle. It's one of the few things in game that actually feels balanced.
Im not saying the make the heat build up invisible. like you should still be penalized for firing your whole clip! however one shouldnt be overheating with merely 8 shots either. If anything, increase the range so its further than the TAC so charged shots count. |
BuTtHuRtPEepZ
Raging Pack of Homos
17
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Posted - 2013.05.27 16:36:00 -
[4] - Quote
Kazeno Rannaa wrote:Zeylon Rho wrote:Kazeno Rannaa wrote:Zeylon Rho wrote:I don't know about a range increasing skill. I think the optimum range for a pulse-laser should be higher than a blaster, but that seems like it would be a lot more unbalancing as a passive than something like heat-build up reduction (which is a pretty balanced change, given the current Amarr example).
I'd say to correct the ranges and passives, and balance from there.
ARs besides being plasma require practically nothing in light weapon op to unlock (at rank 1), and give the player a variety of weapons that have short high damage options (Breach), mid range, and super-long range options (Tac AR). So, they've basically made blasters/plasma weaponry the most versatile, flexible, and damaging weapons in the game. It's not even remotely balanced at the moment. It seems like the TAR belongs more in a rail rifle category that doesn't exist yet (and wouldn't or shouldn't have the fire rate it does if it did).
So, on the topic at hand, heat-build-up reduction seems like the safest change balance-wise. Heat reduction shouldn't be restricted to Amarr Assaults as a group anyhow, that's very limiting. It's one thing if they're the best at it, it's another if they're the only ones who can get it.
The range on pulse should be longer than blasters as well - I'm not sure if 4 to 1 like EVE is practical, but it definitely shouldn't be crappier like it is now.
On that note, the scrambler pistol should probably have better range than it does as well, but I guess that one's less likely to get love. I see the point you bring up, yet I find the passive heat build up for both the ASCR/SCR and the Laser rifle doesn't make any sense at this point, at least not to me and not with the myriad threads that have brought up no other reason than "its a fricking laser, man!". I am still partial to the idea presented by Cinaed because of how it encourages people to fully skill into weapons to really be able to enjoy the true value each piece can bring to the battlefield. I find that since CCP started with ****-poor range on a laser and then nerfed the crap out of the beam laser rifle, the combination and the thinking behind Cinaed's proposal just makes way more sense. The passive heat build is supposed to be a trade-off for the strengths of the weapon (mind you, I still think a heat-reduction passive makes the most sense for the weapon skill). However, it doesn't make sense at the moment because the direct competition outstrips it in every conceivable way (dispersion, range, fire-rate, etc.). So, a TAR can outrange a laser... but also outdamage it.... and it doesn't overheat. That's problematic. I can see what you're saying - drawbacks make less sense when a weapon is already underpowered in comparison to the competition. Exactly. I would like to see other suggestions for the passive skill besides ours. It seems that most people just want the TacAR to be OP a d those that have felt the fury of the current incarnation of the scrambler rifle are very afraid of what it will become (and very honestly should be in the first place) if the adjustment is made to it. And I think the range issue should be made along with a change in the passive skill.
I got It. How about, instead of "5% to heat build up reduction", go for "5% scrambler rifle cooldown speed after overheating" ? This way the build balances the weapon, yet the skill reduces the time it takes to get back into battle? similar to the lazer rifle |