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Zeylon Rho
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Posted - 2013.07.04 02:07:00 -
[1] - Quote
...then why does the blaster-tech mimic-gun/knock-off have better optimal and max range than the actual scrambler (pulse laser)? You apparently adjusted the Scrambler Rifle range in this last patch, but you left the range advantage squarely with the "shortest range" tech.
Duvolle-TAR: 65 optimal, 100 max range. Imperial-Scr: 50 optimal, 87 max range.
You gave the blaster trying to mimic the superior technology/gun-type a 30% range advantage on optimal and 15% range advantage on max.
Unless you're going to release a "OMG-SUPER-TACTICAL-SCRAMBLER" Rifle that gets better range, I don't know what the hell you were thinking here. It seems to fly against exactly what you've stated your aims were in creating variants and having techs behave in a certain way. It's one thing if they make a variety of Blaster that has higher range the average blaster, it's another if it's superior in range to the tech and type it's supposed to be a knock-off of. |
Zeylon Rho
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Posted - 2013.07.04 02:21:00 -
[2] - Quote
BL4CKST4R wrote:
Well I know for certain the TAR can't charge up and 1 shot a adv suit, might be a balancing thing I don't know.
It also doesn't overheat and has access to a skill that tightens its spread. A few head shots with a TAR will drop someone quickly, and without 1.5 second charge in the middle of it. Those are balancing measures without even considering the range.
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Zeylon Rho
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Posted - 2013.07.04 02:36:00 -
[3] - Quote
SponkSponkSponk wrote:Zeylon Rho wrote:It also doesn't overheat and has access to a skill that tightens its spread. A few head shots with a TAR will drop someone quickly, and without 1.5 second charge in the middle of it. Those are balancing measures without even considering the range.
We could go back and forth over the relative merits of the scram vs the TAC, but the glaring difference is the max/optimal range discrepancy.
Ergo, the topic at hand... |
Zeylon Rho
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Posted - 2013.07.04 04:01:00 -
[4] - Quote
That's the theory, but they have a blaster with higher range than the equivalent scrambler. The tactical rail rifle might wind up with SMG range. |
Zeylon Rho
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Posted - 2013.07.04 04:19:00 -
[5] - Quote
Aizen Intiki wrote:Zeylon Rho wrote:That's the theory, but they have a blaster with higher range than the equivalent scrambler. The tactical rail rifle might wind up with SMG range. Highly doubt that, but okay.
It was hyperbole. The point is their range specs are already off from what they've suggested.
Across weapons of the same type, with respect to range, Rail > Laser > Projectile > Blaster
That's what they say. However, with the exact same weapon type now, the 2nd highest range tech is out-ranged by the lowest range tech. In EVE, the Pulse Laser would always have a 4x advantage on Blasters with respect to range. They don't need to stick to that, but they're not even sticking to "Laser is higher range than Blaster". So, clearly they're not adhering to even the simple system they've suggested. |
Zeylon Rho
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Posted - 2013.07.04 07:19:00 -
[6] - Quote
Meeko Fent wrote:For purpose of balance, the lasers have to have more range because the simple Standard ScR lacks the DPS of the AR without the range it needs.
But maybe the planets we are fighting on have dense atmospheres and the lasers light beam refracts quickly.
But the lore should never fully dictate the gameplay.
Then we would have projectile space guns, as the gun oil will either freeze up, causing the gun to not work, or the oil to boil away as the searing heat boils the oil away, causing the weapon the weap to malfunction and break.
If the Amarr developed great cooling systems for lasers, they should probably work better in an atmosphere as opposed to space, as radiation is the only means of cooling in a vacuum and is inefficient compared to conduction or convection.
The lore shouldn't fully dictate the gameplay, and that much was clear from the outset. The ratio is nothing like 4-1 for even a beam laser and a tactical plasma blaster. However, some effort should be made to have it at least resemble the same universe, I mean... "One universe" is kinda the tagline of the game.
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Zeylon Rho
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Posted - 2013.07.04 07:28:00 -
[7] - Quote
madd greazy wrote:Zeylon Rho wrote:BL4CKST4R wrote:
Well I know for certain the TAR can't charge up and 1 shot a adv suit, might be a balancing thing I don't know.
It also doesn't overheat and has access to a skill that tightens its spread. A few head shots with a TAR will drop someone quickly, and without 1.5 second charge in the middle of it. Those are balancing measures without even considering the range. you can't charge your TAR while under cover and snap out quickly for a 700dmg headshot either...
And the TAR won't overheat and kill you when you're low on hp. Taking follow-up shots is going to be a lot easier without the overheat issues that follow charge shots as well.
Those trade-offs are separate from the range issue. They've outright stated that the Amarr Scrambler is the standard for the Tactical Rifle that other races may emulate with their own variants (like the TAR). They've also stated blasters are the shortest range tech, while Scramblers are longer range than both them and the minmatar projectile rifle.
It doesn't make sense to have a knock-off rifle made with shorter-range tech be longer than the prototypical rifle of that type. |
Zeylon Rho
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Posted - 2013.07.04 07:58:00 -
[8] - Quote
madd greazy wrote:railguns were made from conventional projectile technology research and they out range combustion fired projectiles
I'm not sure what you're referring to. Are you making a real-world comparison? Because railguns as they exist today wouldn't be handheld.
I shortened things for brevity in some posts, but I mentioned elsewhere that railguns outrange lasers (by CCP's metric as well).
The pecking order range-wise in EVE is:
Railgun (hybrid) > Artillery (projectile) > Beam (laser) > Pulse (laser) > Autocannon (projectile) > Blaster (hybrid)
The titles like "projectile" are EVE conventions, despite the fact a Railgun is presumably accelerating a projectile as well. The greater point here is that a Pulse Laser Tech weapon (Scrambler Rifle) that is meant to be the default variant of "Tactical" rifle is a much longer range tech than Blaster Tech (AR) and also longer than Autocannon (Min. Combat Rifle). It should outrange a knock-off long-range rifle made with plasma blaster tech.
By the same token, you'd expect the Beam laser rifle to outrange the Pulse Scrambler, and a railgun to outrange the Scrambler as well (as the Sniper Rifle does). When the railgun variant of a tactical rifle is created, it having somewhat longer range than the Scrambler would be less weird, though presumably you'd want to account for other drawbacks there. I'd assume fire-rate will be a big one, and possibly capacity. |
Zeylon Rho
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Posted - 2013.07.04 08:33:00 -
[9] - Quote
The overheat mechanic, lack of sharpshooter skill, higher required light weapon op, and specialized damage type are elements/drawbacks involved in using the scrambler. The blaster is supposed to be the high-damage short-range weapon, it should beat the an assault scrambler, for example, at short ranges. The Scrambler is supposed to be the tactical rifle, and the tech type is longer range than plasma blasters.
If the gallente designed a knock-off tactical rifle to give their rifle line a longer range tactical option, it should be longer range than their standard blasters, sure. However, it: A. Shouldn't out-range a superior-range tech type, and B. Shouldn't out-range the rifle type that's intended to be the model/standard for the long-range tactical rifle.
If the Scrambler is "better" than the TAR, it should be, because the Tactical is supposed to be what the Scrambler is good at, and that definitely includes range. If the Assault Scrambler is better than the AR at short range, it shouldn't be, because high-damage at short-range is supposed to be what the Blaster rifle is tops at. |
Zeylon Rho
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Posted - 2013.07.04 11:26:00 -
[10] - Quote
Imp Smash wrote:Honestly I'm cool with the range on SRs I'd they fix the dispersion issue. AR skills can make it pinpoint accurate - but no skills make the SRs shoot strait. If the SR won't have the range it should at least have accuracy as it is NOT a cqc weapon yeah?
I'd assume the laser would be more accurate than the blaster by default. However, I'm mostly ok with the assault scrambler being more... scattered than an AR, because the AR is suppsoed to be better at the assault variant. The range is sticking point for me, in lore, logic, and practicality. |
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Zeylon Rho
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Posted - 2013.07.07 04:16:00 -
[11] - Quote
Kelrie Nae'bre wrote:I thinking adjusting the range to make sense within their own universe makes sense.
Thanks. |
Zeylon Rho
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Posted - 2013.07.07 06:11:00 -
[12] - Quote
Cyrille Fodeux wrote:Zeylon Rho wrote:...then why does the blaster-tech mimic-gun/knock-off have better optimal and max range than the actual scrambler (pulse laser)? You apparently adjusted the Scrambler Rifle range in this last patch, but you left the range advantage squarely with the "shortest range" tech.
Duvolle-TAR: 65 optimal, 100 max range. Imperial-Scr: 50 optimal, 87 max range.
You gave the blaster trying to mimic the superior technology/gun-type a 30% range advantage on optimal and 15% range advantage on max.
Unless you're going to release a "OMG-SUPER-TACTICAL-SCRAMBLER" Rifle that gets better range, I don't know what the hell you were thinking here. It seems to fly against exactly what you've stated your aims were in creating variants and having techs behave in a certain way. It's one thing if they make a variety of Blaster that has higher range the average blaster, it's another if it's superior in range to the tech and type it's supposed to be a knock-off of. The ASR is better than the AR though. They should add the Rail Rifle and the Combat Rifle and remove all variants until the normal rifles are balanced.
The AR is more accurate, but it may be that adjustments need to be made either way. The point is, at no point should the "blaster"'s long range be better than the "pulse laser's" long range option.
It's like if they made two models of car, a race-car and an off-road vehicle, but they made it so the off-road was also the fastest. Because F'you, that's why. It doesn't make sense.
The AR should be the best short range-high damage rifle, and it's possible the ASCR needs tweaking of it's own. There are other issues here (like the Scrambler Passive not doing anything for the assault version). I've also heard the heat build on Scramblers is per-second instead of per-shot, which makes for some possible balance issues. If that were altered, it's heat build might get higher much quicker, and a heat reduction passive would make even more sense at that point. |
Zeylon Rho
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Posted - 2013.07.07 06:29:00 -
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As I understand it, someone demonstrated that with a programmable mouse, you could get it to do X shots (the standard SCR) within a certain number of seconds, and the number of shots as long as you were hitting the button didn't change when you would overheat.
So, you could hit some theoreticaly cap of X shots within some threshold, and it showed that the gun was metering heat build on a per-second basis (as if it were the Laser Rifle basically, or it stole that exact mechanic from it) instead of per shot. Charge shots can be held, and obviously have to work differently, which is why they have a more unique impact on heat build.
Per-second on the assault maybe how they envisioned it, I don't know. But you can definitely hold it down and not really worry about overheating, regardless of being Amarr or not. Managing heat would be a nerf to it perhaps, but it's possible that might be a fair balancing measure. Any heat reduction added as the scrambler passive would need to balanced mostly as-is, because you don't get the scrambler till pretty late on Scrambler Operation. They might want to add a lower-level version of the ASCR while they're at it.
This is separate from the OP topic of the range difference of course, but it does tie into my (and some other topics) about the Assault Scrambler not being impacted by the Scrambler passive bonus to "charge time". |
Zeylon Rho
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Posted - 2013.07.10 03:33:00 -
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Kelrie Nae'bre wrote:It seems odd that the range is so far skewed still even RIGHT after they "fixed" ranges. Blaster hackjob = longer range than the pulse laser weapon that's made specifically for range? How did that make sense even AFTER they were fixing ranges?
The fact it's like this after a fix is part of what concerns me I guess. |
Zeylon Rho
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Posted - 2013.07.15 12:44:00 -
[15] - Quote
Swapping the ranges seems reasonable. |
Zeylon Rho
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Posted - 2013.07.20 16:51:00 -
[16] - Quote
SponkSponkSponk wrote:I like how this discussion is continuing. Uprising 1.3 is slated to have a lot of balancing; hopefully some tweaks like this will sneak in as well.
I think they could probably do this with a hotfix, 1.3's contents are supposedly already "fixed" because it was submitted a long time ago now. That means they already know what's coming, it's just a trickly of knowledge as far as what will actually be changed (Amarr suit changes, etc.). |
Zeylon Rho
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Posted - 2013.07.25 05:26:00 -
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Kelrie Nae'bre wrote:Zeylon Rho wrote:SponkSponkSponk wrote:I like how this discussion is continuing. Uprising 1.3 is slated to have a lot of balancing; hopefully some tweaks like this will sneak in as well. I think they could probably do this with a hotfix, 1.3's contents are supposedly already "fixed" because it was submitted a long time ago now. That means they already know what's coming, it's just a trickly of knowledge as far as what will actually be changed (Amarr suit changes, etc.). No weapon changes in 1.3?
Flaylock and Grenade changes apparently, not scrambler range. |
Zeylon Rho
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Posted - 2013.07.29 16:07:00 -
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Jen Gelfling wrote:These seems more ironic in context of them announcing their vision for how the weapons compare, and having weapons blatant ignore the distinctions (TAR vs. Scrambler) in the same post. They really loathe the Amarr. Or love the AR. Or both.
Their vision is off elsewhere as well I guess. I just flog the issues I know. |
Zeylon Rho
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Posted - 2013.07.30 08:19:00 -
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SponkSponkSponk wrote:I would even be okay with both of them having the longer range.
Well, I'm primarily concerned with the fact that the blaster OUTRANGES the pulse laser. While I'd prefer the reverse were true, just... for logic's sake, I don't know that I really care if the pulse laser has the same huge range gap the TAR currently enjoys. |
Zeylon Rho
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Posted - 2013.07.31 05:01:00 -
[20] - Quote
Stefan Stahl wrote:It's always nice to see how CCP has this very firm vision of what Dust 514 is supposed to be like.
And then it's disheartening to see that the game as it is being played on the servers right now runs directly against that vision.
This is even more true since they demonstrated before that they con hotfix this type of thing. But then for some reason they choose to ignore this bit.
I try not to get too bitter in these sorts of "ongoing issue" threads, but it is frustrating to see the imbalances perpetuated AFTER a range adjustment. |
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Zeylon Rho
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Posted - 2013.08.01 04:39:00 -
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I'm wondering if the AR models (Burst/Breach) will be adjusted in some way after the other two rifles are released. Right now, the TAR is still superior in range to the Scrambler. If the Burst is better than the Combat Rifle, what then? I'd ask about the Rail being worse than the Breach, but I don't think that's possible. |
Zeylon Rho
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Posted - 2013.08.07 06:33:00 -
[22] - Quote
Kelrie Nae'bre wrote:Zeylon Rho wrote:I'm wondering if the AR models (Burst/Breach) will be adjusted in some way after the other two rifles are released. Right now, the TAR is still superior in range to the Scrambler. If the Burst is better than the Combat Rifle, what then? I'd ask about the Rail being worse than the Breach, but I don't think that's possible. It doesn't matter if they can't get this one right.
I dunno, things feel lost-causy with respect to the Scrambler Rifle differences these days. |
Zeylon Rho
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Posted - 2013.08.13 22:11:00 -
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Dehlia Metii wrote:Infantry-based stuff in 1.4 I think.
Some, I think there's was something in the Feedback/Bug threads about addressing Laser Rifles in a balancing pass in 1.5... which I guess would be October... maybe? |
Zeylon Rho
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Posted - 2013.08.16 21:24:00 -
[24] - Quote
Talos Alomar wrote:Zeylon Rho wrote:Dehlia Metii wrote:Infantry-based stuff in 1.4 I think. Some, I think there's was something in the Feedback/Bug threads about addressing Laser Rifles in a balancing pass in 1.5... which I guess would be October... maybe? It's once a month for the first six months, IIRC. so we'll have 1.5in september and 1.6 in october.
I thought we'd see 1.4 at the beginning of Sept because 1.3 was basically end of July (and could've been beginning of August according to them). So, I was +1 monthing from there to come up with 1.5 = beginning of October, etc. |
Zeylon Rho
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Posted - 2013.08.16 22:22:00 -
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Bojo The Mighty wrote:Just wait for Tactical Scrambler Rifle. It would be really F'd up if the TAR didn't outrange ANY Scrambler rifles.
It should outrange the Assault, Burst, and Breach... the standard Scrambler IS the tactical rifle of the Amarr... that's what makes all of this so stupid. |
Zeylon Rho
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Posted - 2013.08.16 23:39:00 -
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Mobius Kaethis wrote:I believe that currently the TAR is acting as a placeholder for the rail rifle and will have its stats altered once said weapon is in game. I believe I saw a post somewhere stating this was true of many of the AR vairents (though now I'll need to look for it ) I belive the thinking went something like this: Standard AR = place holder for the battle rifle Breach AR = will be come the new range model for blaster AR's TAR = place holder for the rail rifle. Now I could be wrong, as I said, I haven't looked up that previous post but I seem to remember this being the case.
Not exactly.
Gallente Plasma = Standard AR (other three are knock-offs of other races) Amarr Scrambler = Tactical Rifle (Other three are knock-offs, assault is meant to ape the Gallente Assault) Caldari Rail Rifle = Breach Rifle (which is the short range Gallente rifle... but rail is the longest range tech... I don't get it either, but it's what they said) Minmatar Combat rifle = Burst Rifle (with another three knock-offs...)
The issue at hand with this post is that the Amarr Scrambler is laser tech and is the "BASE" for tactical rifles, but it shorter range than the shortest range tech in-game. This is stupid. This is very stupid. The only tactical variant that might logically outrange the Amarr Scrambler is the rail rifle (because of the tech), but even then the rail rifle tactical isn't meant to be the main variant.
In the future, I'm curious how some they reconcile the variants with completely separate weapons. The Sniper Rifle is also a rail rifle of sorts, but obviously not in the combat-sense that a rail rifle will be intended I would think. We've also heard of the Minmatar precision rifle, which sounds a lot like a sniper rifle, right? Or a DMR? How will that be different enough from a "tactical" combat rifle to justify skilling into an entirely different weapon tree?
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Zeylon Rho
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Posted - 2013.08.17 04:41:00 -
[27] - Quote
SponkSponkSponk wrote:IMO, each race gets a long- and short- ranged weapon.
caldari: rail + sniper (no real short-ranged weapon) amarr: scram + LR minmatar: combat + precision gallente: shotgun + AR (no real long-ranged weapon)
It's fine if they get alternate weapons, but the "Racial rifle + variants that mimic the other race's rifle" is what they've explicitly said will be in place.
I mean, it was in the forums, it's been in a dev blog, and this post:
Quote:Quote:Etero Narciss wrote: Quote:CCP Remnant wrote: We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. 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.
I'm pointing out that the 2nd longest range tech long-range battle rifle in the game is out-ranged by the lowest-range tech's long-range battle rifle. That is wrong. That is messed up, and it needs to be fixed for the sake of having any sort of coherent tech differences. |
Zeylon Rho
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Posted - 2013.08.21 06:14:00 -
[28] - Quote
Kelrie Nae'bre wrote:It's nice to have posts with numbers.
I suspect the 1.4 patch notes, for good or for ill, will be out pretty shortly if the event is going to be running through it. |
Zeylon Rho
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Posted - 2013.08.22 08:03:00 -
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I'm not really sure what you're suggesting, or why the AR (inferior range-tech) tactical version (knock-off of Amarr version, not main tactical rifle) should outrange the Scrambler. The laser rifle doesn't really enter into it, as it's not within the racial rifle paradigm (combat/rail/blaster/scrambler) that we've described (and they've described) earlier. The TAR has a range advantage on the laser rifle because of fall-off as well anyway. |
Zeylon Rho
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Posted - 2013.08.26 09:53:00 -
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KAGEHOSHI Horned Wolf wrote:Ranges should be switched
This is a fine solution in my mind. |
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Zeylon Rho
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Posted - 2013.08.27 11:17:00 -
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They could just fix it so it matches the theory on the Dev Blog/in-universe/etc. The Scrambler is not a conceptually horrible weapon or anything like that, but there's a definite mismatch between their intent on the relative supremacy of tech and the value of the knock-off weapons. |
Zeylon Rho
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Posted - 2013.08.31 02:59:00 -
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KalOfTheRathi wrote:As the TAR was first (by several releases) how could it be mimicking the the Scrambler Rifle?
You can look back if you like, but the gist of it is the dev blog and posts describing weapon types say as much.
Each race has a "rifle" as it were, and each race's rifle is meant to be the "standard" of that rifle type. The variants of the assault rifle were an attempt to test and introduce these types to the game, with every race eventually having their "standard" rifle with variants that attempt to copy the attributes of the other races' rifles. The idea being in part to have the same flexibility within a given weapon type, but also that the "knock-offs" would carry attributes of that race but not be as adept in that given role.
Those are:
Gallente: Assault Minmatar: Burst Amarr: Tactical Caldari: Breach
The Gallente would therefore have the best "assault" type of rifle, but their variants would not be as strong as the model rifle from the other races. The knock-offs would also carry traits of their racial tech (in this case, blaster), or short-range high-damage. |
Zeylon Rho
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Posted - 2013.09.11 19:07:00 -
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Fist Groinpunch wrote:If the TAR and the SR have their ranges switched it would make the TAR useless. The extra range is currently all the TAR has going for it. Might as well take it out completely then.
Seriously, giving the TAR SC's range makes it a direct competitor to the AR, and we all know how that will end.
Every tech type will have a tactical rifle that apes the function of the Scrambler (the racial tactical). The TAR is the shortest range tech, and blasters are meant for high damage at short range.
The future of the game given that will have a tactical combat rifle and a tactical rail rifle as well. Both of those AND the scrambler will outrange the TAR because plasma is the shortest range tech. Meanwhile, changes should assure that at shorter range within its optimal, the Duvolle AR will do better damage than the Assault Combat Rifle, Assault Rail Rifle, or Assault Scrambler.
That's where the game is supposed to be. The TAR is supposed to be suboptimal.
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