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Tebu Gan
CrimeWave Syndicate
125
|
Posted - 2013.10.02 22:50:00 -
[1] - Quote
Turret Operation skill: Unlocks acess to large blaster and railgun at lvl 1. Missile launcher turrets at lvl 5.
So, missiles are going to be the bomb huh. |
Iron Wolf Saber
Den of Swords
9161
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Posted - 2013.10.02 22:51:00 -
[2] - Quote
I also noticed that smalls are 1, larges are 5.
so... mediums at 3? |
Princeps Marcellus
Expert Intervention Caldari State
249
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Posted - 2013.10.02 22:56:00 -
[3] - Quote
Have you heard? Large missile turrets won't fire in bursts anymore. Full auto for twelve shots, and then a reload period of ten seconds. Other large turrets are eight. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3650
|
Posted - 2013.10.02 23:00:00 -
[4] - Quote
The skill tree changes seem a bit dubious to me. It seems like a bunch more SP sinks for little effect. |
Tebu Gan
CrimeWave Syndicate
125
|
Posted - 2013.10.02 23:01:00 -
[5] - Quote
Iron Wolf Saber wrote:I also noticed that smalls are 1, larges are 5.
so... mediums at 3?
Oh, weird. lvl 1 in small turrets to move on, lvl 5 in large turrets to move on. I liked it the way it was, increasing damage on all turrets. Maybe move turret rotation to here and scrap the additional skill.
Too many turret skills, feels too much like infantry. |
BobThe 844-1 CakeMan
Murder Cakes Of Doom
414
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Posted - 2013.10.02 23:01:00 -
[6] - Quote
Princeps Marcellus wrote:Have you heard? Large missile turrets won't fire in bursts anymore. Full auto for twelve shots, and then a reload period of ten seconds. Other large turrets are eight. first off no. tht would be OP but yes i did see ful auto. but 12 missiles no. all armor tanks would die. and some shield tanks. |
Tebu Gan
CrimeWave Syndicate
125
|
Posted - 2013.10.02 23:02:00 -
[7] - Quote
Arkena Wyrnspire wrote:The skill tree changes seem a bit dubious to me. It seems like a bunch more SP sinks for little effect.
Yes, very.
We need info on the turrets now. |
Tebu Gan
CrimeWave Syndicate
125
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Posted - 2013.10.02 23:03:00 -
[8] - Quote
BobThe 844-1 CakeMan wrote:Princeps Marcellus wrote:Have you heard? Large missile turrets won't fire in bursts anymore. Full auto for twelve shots, and then a reload period of ten seconds. Other large turrets are eight. first off no. tht would be OP but yes i did see ful auto. but 12 missiles no. all armor tanks would die. and some shield tanks.
Actually, missiles from a tank barely scratch my paint job. My gunnlogi that is.
But what.......Give the link NOW! Where did you get this info on missiles!
Oh there we go, found it : edit |
Godin Thekiller
Hellstorm Inc League of Infamy
1036
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Posted - 2013.10.02 23:08:00 -
[9] - Quote
BobThe 844-1 CakeMan wrote:Princeps Marcellus wrote:Have you heard? Large missile turrets won't fire in bursts anymore. Full auto for twelve shots, and then a reload period of ten seconds. Other large turrets are eight. first off no. tht would be OP but yes i did see ful auto. but 12 missiles no. all armor tanks would die. and some shield tanks.
You know how it just fires off a salvo? Well, instead, it'll fire them off one at a time, but it's full auto. |
Tebu Gan
CrimeWave Syndicate
125
|
Posted - 2013.10.02 23:11:00 -
[10] - Quote
Godin Thekiller wrote:BobThe 844-1 CakeMan wrote:Princeps Marcellus wrote:Have you heard? Large missile turrets won't fire in bursts anymore. Full auto for twelve shots, and then a reload period of ten seconds. Other large turrets are eight. first off no. tht would be OP but yes i did see ful auto. but 12 missiles no. all armor tanks would die. and some shield tanks. You know how it just fires off a salvo? Well, instead, it'll fire them off one at a time, but it's full auto.
How fast, clip size actually seems a bit low.
Hell a blaster has 200 some odd bullets in a clip. Missiles only 12 before reload.
See, feels too much like another infantry role rather than a vehicle role. |
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Princeps Marcellus
Expert Intervention Caldari State
250
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Posted - 2013.10.02 23:32:00 -
[11] - Quote
Tebu Gan wrote:Godin Thekiller wrote:BobThe 844-1 CakeMan wrote:Princeps Marcellus wrote:Have you heard? Large missile turrets won't fire in bursts anymore. Full auto for twelve shots, and then a reload period of ten seconds. Other large turrets are eight. first off no. tht would be OP but yes i did see ful auto. but 12 missiles no. all armor tanks would die. and some shield tanks. You know how it just fires off a salvo? Well, instead, it'll fire them off one at a time, but it's full auto. How fast, clip size actually seems a bit low. Hell a blaster has 200 some odd bullets in a clip. Missiles only 12 before reload. See, feels too much like another infantry role rather than a vehicle role.
http://web.ccpgamescdn.com/dust/news.control/65170/1/Turret_Changes.png
Turret stats. Large missile turrets at the bottom. |
Tebu Gan
CrimeWave Syndicate
125
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Posted - 2013.10.03 00:17:00 -
[12] - Quote
Iron Wolf Saber wrote:I also noticed that smalls are 1, larges are 5.
so... mediums at 3?
Medium targets, between small and large, sounds like an awesome idea actually. Not as effective, but it opens up a lot of variety in fits. |
Flix Keptick
Red Star. EoN.
116
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Posted - 2013.10.03 01:54:00 -
[13] - Quote
Really looking forward to that "full auto" |
ladwar
Dead Six Initiative Lokun Listamenn
1802
|
Posted - 2013.10.03 01:57:00 -
[14] - Quote
Tebu Gan wrote:Turret Operation skill: Unlocks acess to large blaster and railgun at lvl 1. Missile launcher turrets at lvl 5.
So, missiles are going to be the bomb huh. missiles can now do 4675 dps |
knight of 6
SVER True Blood Public Disorder.
321
|
Posted - 2013.10.03 02:00:00 -
[15] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=113506&find=unread
here is relevant info on turrets, rounding may cause minor inaccuracies but nothing major.
personally I don't understand the skill spacing because at all levels the damage is comparable but not worthy of an extra million skill points. getting all missile to hit anything in particular is nearly impossible so don't cry op yet. |
Princeps Marcellus
Expert Intervention Caldari State
250
|
Posted - 2013.10.03 02:18:00 -
[16] - Quote
ladwar wrote:Tebu Gan wrote:Turret Operation skill: Unlocks acess to large blaster and railgun at lvl 1. Missile launcher turrets at lvl 5.
So, missiles are going to be the bomb huh. missiles can now do 4675 dps
Heh. Best get ready to stack some damage mods, because you are /not/ taking down a tank with those numbers. The base armor of armor tanks is now 4000 and at some point during this theoretical fight, both tanks should have activated their 60% resistance modules, right?
Of course, the 30% bonus against armor is nothing to laugh about, either. So yeah! What's .4 * 4675? 1875. If an armor tank is prepared, they'll only take 1875 damage from the theoretical armor tank, giving them a decent amount of time to escape.
I'm not an optimist, but I'm not quite so sure that this is the doom of all tanks ever or armor tanks specifically (I'm normally a gallente tanker anyway, BTW).
What I am worried about is the fact that hardeners are going to be more of a requirement than ever. Hardeners, reppers, and maybe a good light plate. Maybe a heavy one if we can afford it. |
ladwar
Dead Six Initiative Lokun Listamenn
1802
|
Posted - 2013.10.03 02:24:00 -
[17] - Quote
Princeps Marcellus wrote:ladwar wrote:Tebu Gan wrote:Turret Operation skill: Unlocks acess to large blaster and railgun at lvl 1. Missile launcher turrets at lvl 5.
So, missiles are going to be the bomb huh. missiles can now do 4675 dps Heh. Best get ready to stack some damage mods, because you are /not/ taking down a tank with those numbers. The base armor of armor tanks is now 4000 and at some point during this theoretical fight, both tanks should have activated their 60% resistance modules, right? Of course, the 30% bonus against armor is nothing to laugh about, either. So yeah! What's .4 * 4675? 1875. If an armor tank is prepared, they'll only take 1875 damage from the theoretical armor tank, giving them a decent amount of time to escape. I'm not an optimist, but I'm not quite so sure that this is the doom of all tanks ever or armor tanks specifically (I'm normally a gallente tanker anyway, BTW). What I am worried about is the fact that hardeners are going to be more of a requirement than ever. Hardeners, reppers, and maybe a good light plate. Maybe a heavy one if we can afford it. with the damage amps vs the hardeners you'll do 2413 with 4376 in a clip so you'll have to sit past a reload to kill them or have gunners make up for the rest of the HP. |
BobThe 844-1 CakeMan
Murder Cakes Of Doom
417
|
Posted - 2013.10.03 02:26:00 -
[18] - Quote
Princeps Marcellus wrote:ladwar wrote:Tebu Gan wrote:Turret Operation skill: Unlocks acess to large blaster and railgun at lvl 1. Missile launcher turrets at lvl 5.
So, missiles are going to be the bomb huh. missiles can now do 4675 dps Heh. Best get ready to stack some damage mods, because you are /not/ taking down a tank with those numbers. The base armor of armor tanks is now 4000 and at some point during this theoretical fight, both tanks should have activated their 60% resistance modules, right? Of course, the 30% bonus against armor is nothing to laugh about, either. So yeah! What's .4 * 4675? 1875. If an armor tank is prepared, they'll only take 1875 damage from the theoretical armor tank, giving them a decent amount of time to escape. I'm not an optimist, but I'm not quite so sure that this is the doom of all tanks ever or armor tanks specifically (I'm normally a gallente tanker anyway, BTW). What I am worried about is the fact that hardeners are going to be more of a requirement than ever. Hardeners, reppers, and maybe a good light plate. Maybe a heavy one if we can afford it. damage mods r high slots. wat shield tank would sacrafice tank for damage. :D |
ladwar
Dead Six Initiative Lokun Listamenn
1802
|
Posted - 2013.10.03 02:28:00 -
[19] - Quote
BobThe 844-1 CakeMan wrote:Princeps Marcellus wrote:ladwar wrote:Tebu Gan wrote:Turret Operation skill: Unlocks acess to large blaster and railgun at lvl 1. Missile launcher turrets at lvl 5.
So, missiles are going to be the bomb huh. missiles can now do 4675 dps Heh. Best get ready to stack some damage mods, because you are /not/ taking down a tank with those numbers. The base armor of armor tanks is now 4000 and at some point during this theoretical fight, both tanks should have activated their 60% resistance modules, right? Of course, the 30% bonus against armor is nothing to laugh about, either. So yeah! What's .4 * 4675? 1875. If an armor tank is prepared, they'll only take 1875 damage from the theoretical armor tank, giving them a decent amount of time to escape. I'm not an optimist, but I'm not quite so sure that this is the doom of all tanks ever or armor tanks specifically (I'm normally a gallente tanker anyway, BTW). What I am worried about is the fact that hardeners are going to be more of a requirement than ever. Hardeners, reppers, and maybe a good light plate. Maybe a heavy one if we can afford it. damage mods r high slots. wat shield tank would sacrafice tank for damage. :D with the new lack there of tanks mod for shields, all of them. but you know armor tanks can fit missiles too. |
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