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Harpyja
Royal Uhlans Amarr Empire
625
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Posted - 2013.10.16 01:05:00 -
[1] - Quote
Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. *slap*
I am looking forward to 1.7. Everything is being reworked and will actually fill a role. Blasters were in need of change. They were simply best at everything: they had the highest DPS, best AV within their optimal, and best against infantry. I feel like a damage decrease is necessary, as it will be more useful against infantry than against other vehicles, giving it a well defined role.
Railguns and missiles are getting buffed, however, not nerfed as you claim. Railguns will have smaller heat costs with higher damage per shot. Missiles also get increased damage per missile, in addition to the large variants being fully automatic with a 12 round clip and .15s fire interval, which will make large missile turrets have the highest DPS in the game.
Also, the time spent in and out of battle will not be so different as you outline it. The current situation is more like you have outlined it: rush in, then bugger out in 10 seconds and wait for a minute to rep back to full and for modules to cooldown. Shield tanks are even worse because it takes a minute or two to get full shields from near depletion with a booster, while armor tanks only need 45 seconds before they can go back to battle from near death.
With the changes, the active modules are more powerful and last longer than what they are now, while their cooldown times are roughly the same.
I haven't done any math, but it doesn't seem like it's going to take more SP than it does now. It might actually take less SP, but I don't know. The racial skills have been removed which will let cross-training easier.
CCP, do not listen to this guy. |
Harpyja
Royal Uhlans Amarr Empire
626
|
Posted - 2013.10.16 04:53:00 -
[2] - Quote
Iron Wolf Saber wrote:Void Echo wrote: because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced.
Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool Usually, that tool costs at least one order of magnitude greater than a rifle. But everyone will QQ if proto AV cost ~450k each (~10x the cost of proto infantry weapons)
Just for comparison, the most commonly used rifle by the US is the M4, which costs about $1500. The most popular anti-tank/anti-air missile are the javelin and stinger, which cost $78,000 and $38,000 per missile, respectively. Yes this is sophisticated tech while an RPG can go for $1500 per warhead on the black market. However, Dust AV relates to Dust infantry weapons as sophisticated anti-tank/anti-air missiles relate to rifles in our world. |
Harpyja
Royal Uhlans Amarr Empire
626
|
Posted - 2013.10.16 05:16:00 -
[3] - Quote
Iron Wolf Saber wrote:MUDFLAPS McGILLICUTTY wrote: Reactive armor was defeated 10 years ago with introduction of Tandem Charged weapons. Trophy system current does not work against kinetic kill weapons such as tank shells or larger missiles which do not have nose warheads. There is work on making a man portable system capable of defeating the trophy system. Smoke screens are so millennia ago and are no longer and have not been that effective for decades now. You make a good armor Someone is going to make a better bullet. Harpyja wrote:Iron Wolf Saber wrote:Void Echo wrote: because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced.
Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool Usually, that tool costs at least one order of magnitude greater than a rifle. But everyone will QQ if proto AV cost ~450k each (~10x the cost of proto infantry weapons) Just for comparison, the most commonly used rifle by the US is the M4, which costs about $1500. The most popular anti-tank/anti-air missile are the javelin and stinger, which cost $78,000 and $38,000 per missile, respectively. Yes this is sophisticated tech while an RPG can go for $1500 per warhead on the black market. However, Dust AV relates to Dust infantry weapons as sophisticated anti-tank/anti-air missiles relate to rifles in our world. RPG 25 is about 9k a pop, your typical chinese low grade stuff can range anywhere from 50 - 2k a pop, in general the amount of money it takes to kill a tank is always magnitudes far less than the tank. Also stingers are proximity type missiles, not shape charged types. Most tanks would laugh the damage off (if you could they're primarily designed for anti air) though using said missile would **** the hell out of the trophy system off the tank and making it vulnerable to the next missile designed for killing said tank. My point was about pricing in Dust. In general, the ratios are just way too far off but making them realistic would make tanks the equivalent of titans in EVE, except that a frigate can't kill a titan at full health in a few shots. I do think though that AV needs to cost somewhere between tanks and rifles (at least twice that of rifles) |
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