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KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
185
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Posted - 2013.07.07 04:22:00 -
[31] - Quote
BL4CKST4R wrote:[quote=Zeylon Rho]
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.
If it was so easy to do you would be using Scrambler rifles,cough, almost everybody......Dont act like it doesnt require skill.
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Galthur
CrimeWave Syndicate
103
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Posted - 2013.07.07 05:33:00 -
[32] - Quote
SponkSponkSponk wrote:Even the assault scrambler is worse than the standard AR at range, due to higher kick when scoped (i.e. the exact situation where a scrambler is meant to be better than an AR) The TAR needs a nerf in range but no, how it works is every race has their weapon gallente = AR, amaar = SCR that they excel in while ripping off the other races weapon in a worse fashion (how it often ends out) ASCR/TAR, you want to compare the normal AR to the SCR |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
14
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Posted - 2013.07.07 05:51:00 -
[33] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1144
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Posted - 2013.07.07 06:11:00 -
[34] - 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. |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
14
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Posted - 2013.07.07 06:20:00 -
[35] - Quote
Zeylon Rho wrote: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.
Yes. The heat build up on ASRs should be higher too. It can fire a whole clip without overheating. If the heat build up was per shot more people would use the charge mode. Now you charge up once and your halfway overheated. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1144
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Posted - 2013.07.07 06:29:00 -
[36] - Quote
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". |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
10
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Posted - 2013.07.07 10:16:00 -
[37] - Quote
You type too much. |
Kelrie Nae'bre
not in a corporation
45
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Posted - 2013.07.08 06:19:00 -
[38] - Quote
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? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1257
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Posted - 2013.07.10 03:33:00 -
[39] - Quote
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. |
Kelrie Nae'bre
not in a corporation
56
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Posted - 2013.07.10 07:51:00 -
[40] - Quote
Longest range blaster rifle = longer range than longest range pulse laser? It makes no sense. |
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Dehlia Metii
not in a corporation
22
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Posted - 2013.07.11 12:54:00 -
[41] - Quote
Kelrie Nae'bre wrote:Longest range blaster rifle = longer range than longest range pulse laser? It makes no sense.
I'm sure they have a reasonable explanation... /s |
Halador Osiris
Dead Six Initiative Lokun Listamenn
461
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Posted - 2013.07.11 13:06:00 -
[42] - Quote
I still fail to comprehend why they gave kick to a laser weapon. IT SHOOTS LIGHT. |
SponkSponkSponk
The Southern Legion RISE of LEGION
88
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Posted - 2013.07.15 06:54:00 -
[43] - Quote
I fail to comprehend why a long-range weapon would have less ability to put rounds down range compared to the allegedly-short ranged assault rifle.
It's okay if you miss more often if you can just hold the trigger down and spray... |
The dark cloud
Seraphim Initiative. CRONOS.
1696
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Posted - 2013.07.15 08:29:00 -
[44] - Quote
I dont think that the TAC needs another nerf. Its more likely that the scrambler rifle needs a buff in terms of range. Apart from that both weapons are balanced cause the TAC has a slower rate of fire and a smaller clip while the scrambler has the overheat function to prevent you from abusing it. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1315
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Posted - 2013.07.15 12:44:00 -
[45] - Quote
Swapping the ranges seems reasonable. |
Kelrie Nae'bre
not in a corporation
57
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Posted - 2013.07.16 10:51:00 -
[46] - Quote
Zeylon Rho wrote:Swapping the ranges seems reasonable.
That amounts to a buff/nerf I guess, but it makes sense. |
Mobius Wyvern
BetaMax. CRONOS.
2509
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Posted - 2013.07.16 13:35:00 -
[47] - Quote
As someone who specced into the Scrambler Rifle hoping for a longer-range alternative to Gallente ARs, I'm really not seeing how any other racial AR is ever going to be useful with how the Gallente ones are being balanced right now.
Looks like we'll have the RPers using racial guns while all the rest of us just roll Gallente.
Funny thing is how their ARs are the best but their suits are terrible thanks to lolarmor. |
Draco Cerberus
Hellstorm Inc League of Infamy
200
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Posted - 2013.07.16 15:22:00 -
[48] - Quote
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. You sir are mistaken, the rail rifle and combat rifle have yet to be released and so although the TAC AR is not accurately reflecting the scrambler rifle it is not meant to. BTW in response to your request for more range I say buff my TAC AR ROF to 500 so my gun stops jamming. |
Malkai Inos
Opus Arcana Covert Intervention
719
|
Posted - 2013.07.16 15:29:00 -
[49] - Quote
Draco Cerberus 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. You sir are mistaken, the rail rifle and combat rifle have yet to be released and so although the TAC AR is not accurately reflecting the scrambler rifle it is not meant to. BTW in response to your request for more range I say buff my TAC AR ROF to 500 so my gun stops jamming. Use the basic SCR variant. It has pre nerf tac RoF, less kick and since lasers are higher range than blasters it's got more r-... oh wait.
I hate the perceived jamming of my tac aswell but if there is one weapon that doesn't need a 25% DPS buff, paired with better CQC capabilities, then it's the TAR and the higher range seems off to me even though i still use it mostly because of it. |
SponkSponkSponk
The Southern Legion rise of legion
95
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Posted - 2013.07.17 00:59:00 -
[50] - Quote
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. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
1339
|
Posted - 2013.07.20 16:51:00 -
[51] - 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.). |
Kelrie Nae'bre
not in a corporation
59
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Posted - 2013.07.22 19:37:00 -
[52] - Quote
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? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1365
|
Posted - 2013.07.25 05:26:00 -
[53] - Quote
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. |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
14
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Posted - 2013.07.27 05:08:00 -
[54] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1394
|
Posted - 2013.07.29 16:07:00 -
[55] - Quote
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. |
Dehlia Metii
not in a corporation
22
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Posted - 2013.07.30 06:13:00 -
[56] - Quote
The dark cloud wrote:I dont think that the TAC needs another nerf. Its more likely that the scrambler rifle needs a buff in terms of range. Apart from that both weapons are balanced cause the TAC has a slower rate of fire and a smaller clip while the scrambler has the overheat function to prevent you from abusing it.
I think swapping the ranges is reasonable. The Scrambler is supposedly the default "tactical" rifle, and it uses longer range tech. The TAR outranging it is sense-less. The perk of picking ARs as a spec is that your assault (regular Duvolle) variant should be the best damage within that range class. That's "niche" and peak for blaster tech - short range dominance.
The gun that apes the role of another spec should be inferior in some respects to that, otherwise you get the "AR IS BEST AT ALL" business. |
SponkSponkSponk
The Southern Legion
126
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Posted - 2013.07.30 07:35:00 -
[57] - Quote
I would even be okay with both of them having the longer range. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1413
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Posted - 2013.07.30 08:19:00 -
[58] - Quote
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. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
178
|
Posted - 2013.07.30 19:11:00 -
[59] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1420
|
Posted - 2013.07.31 05:01:00 -
[60] - 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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