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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Remnant
C C P C C P Alliance
180
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Posted - 2013.05.28 02:48:00 -
[1] - Quote
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. |
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CCP Remnant
C C P C C P Alliance
180
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Posted - 2013.05.28 03:09:00 -
[2] - Quote
Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. |
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CCP Remnant
C C P C C P Alliance
180
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Posted - 2013.05.28 03:22:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote: You could create a separate Dust client for testing and let a few of us in on select days. MAG did that like a year after its released to let some players test out stuff that was coming in the MAG 2.0 patch.
I think the issue is more related to setting up/running/maintaining a separate server though I'm far from the right person to ask. I'll poke some people though and find out how feasible something like this could be. |
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CCP Remnant
C C P C C P Alliance
190
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Posted - 2013.05.28 04:54:00 -
[4] - Quote
Sebrone Jamleux wrote:EVElopedia wrote: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.
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. If you really want to make them like EVE then they have to get less damage than the TAR. In decreasing order ARs and SRs should have such damage outputs then: Breach AR Basic AR Assault SR Burst AR Tac AR Basic SR
EVE informs our design, but it does not dictate it. |
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CCP Remnant
C C P C C P Alliance
193
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Posted - 2013.05.28 04:59:00 -
[5] - Quote
Etero Narciss wrote: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. I have a question about the bolded part: So when the remaining two do release, will the two relevant Assault variants be removed?
They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. |
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CCP Remnant
C C P C C P Alliance
193
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Posted - 2013.05.28 05:06:00 -
[6] - Quote
Moonracer2000 wrote:CCP Remnant wrote: ...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. No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second?
Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen. |
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