How to use the KSR-35 (and Impetus/Phantom VA23)? As well as some Balance Opinions

So, I've been working the KSR-35 up to Auraxium recently (Working on the Aurax sniper rifle) and I've been having a little trouble with it. I just can't seem to figure out what SOE wanted it to be, and am having just as much trouble figuring out what to do with it. It's got perfect stationary ADS accuracy, a slow fire rate, and high damage, suggesting a longer range bias, but has an insanely slow muzzle velocity, at only 500 m/s, making accurately landing the necessary three bodyshots from a distance incredibly difficult. When you get in close to make up for the poor velocity, however, the terrible hipfire accuracy (6 while still and 6.5 while moving, a tier held exclusively by sniper rifles), aforementioned slow fire rate/damage per second, and terrible moving ADS accuracy (.55, another tier held exclusively by sniper rifles, and beat only by pistols and shotguns) turn you into cannon fodder for close range ARs and LMGs. The weapon seems, to me, to be a bit of a statistical self-contradiction. The danage and inaccuracy tend towards a mid-long-range marksman's rifle, but doesn't work reasonably within the confines of the rest of the weapon. Anyone have any advice on how I can make it work?

As an aside, SOE, this gun needs a bit of a tweak. This weapon carries two "fatal flaws" of performance that keep it from any sort of defined role on the battlefield, and penalize the player no matter what enviornment they're working in. Firstly, the velocity, at 500 m/s, is an absolute joke. Let me give you some perspective: That's the slowest of all sniper rifles, as slow as the full-auto scouts, and 87-100th of all weapons, leaving it beneath all ARs, all LMGs, all BASRs (except the low-optic ones, which also sit at 500m/s), and on par with the highest carbines. Secondly, the accuracy profile just doesn't make sense for a low-optic weapon. Slow center speed, high recoil, .55 ADS movement accuracy, and .8 ADS accuracy lost per shot works great on a long-range BASR, when you have the benefit of cover, a high powreed scope, and a one-shot headshot kill, but for a low-optic weapon it hurts the user more than it helps. The highest level optic you can put on the KSR is a 4x, and you'd only really want to use that up to 60-70 meters or so, with a preferred distance of around 15-40 meters. For a weapon menat to be used within that type of a distance range, the current accuracy profile just doesn't work. Within those ranges, you don't have the luxury of standing still and plinking away at your target, as you'll be decimated by the much higher damage per second profiles of mid-range ARs and LMGs. As such I'd like to request that you increase the muzzle velocity, decrease the ADS moving COF, and slightly increase the center speed. For the velocity, I'd personally like to see it at around 630m/s, just beneath the highest LMGs and ARs, but I'm inclined to believe that you'd consider this to be a bit too high, and so expect to see it around 575-620m/s, on par with, or just beneath, the higher ARs and LMGs. For the ADS moving COF, putting it on-par with the Vandal, battle rifles, and semi-auto faction-specific scout rifles, which, although they all have slightly lower DPS, all have lower recoil as well, seems to be appropriate, placing my suggested new accuracy at .25. (Although, battle rifle users complain frequently about the ADS accuracy of their weapons, suggesting that all of them may need to be increased further.) Finally a slightly improved center speed, because we're using low optics.

(Also posted to the infil subforum)

Posted Apr 11, 2015, 7:09 PM UTC

25
Kaomet•

The highest level optic you can put on the KSR is a 4x, and you'd only really want to use that up to 60-70 meters or so, with a preferred distance of around 15-40 meters.

Stick to 60 meters instead of your "prefered" distance. You don't need to see your crosshair on the enemy's head, only to know the head is under your crosshair...

Within those ranges, you don't have the luxury of standing still and plinking away at your target, as you'll be decimated by the much higher damage per second profiles of mid-range ARs and LMGs.

Treat it like a scout rifle with extended range : rely on flanking and not on the sheer distance to protect you from being shot at.

If you don't have perfect accuracy, it's better at racking up kills than the low magnification BASR (TSAR, Ghost...). Just aim for the head first, and folow quickly with a body shot when you hit.

1
FuzzBuketyour tears nourish me{TFDN]•

Its a scout rifle with slightly longer damage ranges and has all the issues scouts have

1
korfax124•

I have suggested higher muzzle velocities for all sniper rifles earlier. Specifically for the close range ones I suggested a muzzle velocity of 650-680 m/s. (Link here). I have changed my mind a bit about the exact numbers (1200 m/s for Railjack is quite high as I can see now...).

I didn't specifically say it, but I based it on the fact that the T-32 Bull (TR medium range LMG) has a muzzle velocity of 670 m/s (Link). As far as I could find in my research, then the muzzle velocity of the Bull (the number and not the gun itself) is the highest for LMGs in this game.

1
frizbee2OP[AFX] Connery -- Why cap bases if there's no purpose?•

the muzzle velocity of the Bull (the number and not the gun itself) is the highest for LMGs in this game.

It most certainly is. I find it a bit odd that, with the exception of the directive sniper rifles and the railjack, the two weapons with the highest projectile velocity are the Bull and the CME.

1
korfax124•

As far as I am aware (correct me if I'm wrong!) Battlefield 4 had these conditions until the devs decided to flat out buff the muzzle velocities of both DMRs (very much needed imo) and Sniper Rifles. I really hope that DBG will consider doing this as well, since it would greatly improve the Semi-Auto Snipers as a whole. :)

2