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Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
864
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Posted - 2013.10.16 02:33:00 -
[1] - Quote
I read this and went are you KIDDING ME??? 12 rounds in a second??
Tankers are going my tank is underpowered??
If 1.7 is true then just how is AV going to stand any chance at all versus:
Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom.
1 second reload and
Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom.
1 second reload and Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom.
I was reading a thread about posible changes in 1.7 and I read this:
https://forums.dust514.com/default.aspx?g=posts&t=115737&find=unread
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.
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Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
865
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Posted - 2013.10.16 02:39:00 -
[2] - Quote
Dovallis Martan JenusKoll wrote:Do you know how accurate missiles are?
If my Assault mass driver shot 12 rounds per second then who needs anything beyond splash damage?? |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
865
|
Posted - 2013.10.16 02:43:00 -
[3] - Quote
Iron Wolf Saber wrote:Tech Ohm Eaven wrote:I read this and went are you KIDDING ME??? 12 rounds in a second?? Tankers are going my tank is underpowered?? If 1.7 is true then just how is AV going to stand any chance at all versus: Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. 1 second reload and Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. 1 second reload and Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. I was reading a thread about posible changes in 1.7 and I read this: https://forums.dust514.com/default.aspx?g=posts&t=115737&find=unreadRailguns 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. Finally someone whose doing their homework on the subject. Though I have to say the prospect of full auto missiles sounds scary..
Missile Tankers theme in 1.7
http://www.youtube.com/watch?v=mpMg1upld0w |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
865
|
Posted - 2013.10.16 02:44:00 -
[4] - Quote
pyramidhead 420 wrote:i LOVE missle maddy as is now, CANT WAIT TO TRY THIS OUT
I wonder how many missile tankers after killing a bunch of infantry will say: Youre terminated. |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
866
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Posted - 2013.10.16 02:59:00 -
[5] - Quote
Princeps Marcellus wrote:On the reload time for large missile turrets "10" is listed. So that indicates a single second?
I hope it indicates ten seconds.......
However since we did have murder taxis, TAR, core flaylocks, fused locus grenades, etc.
I fully expect it to be a one second reload since there is room for cooldown skills to reduce that reload time.
Then folks will post threads about it and it will get a balance pass after two months of tanks murdering infantry.
Instead of that lets point to that posibility in this thread and hope? CCP really checks to make sure its really ten seconds and not ten tenths of a second. |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
870
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Posted - 2013.10.16 12:46:00 -
[6] - Quote
Bendtner92 wrote:Fun facts (some of them already stated by Harpyja in above post):
1.8 seconds to fire all 12 missiles. 10 second reload time, 7.5 with max skills. 12 missiles will do around 6.4k damage with no damage mods etc. A Madrugar hull has enough HP to survive that 6.4k damage with a single hardener active. Then add in plates or whatever it has fitted besides that. After that 6.4k damage you're a sitting duck for 10 (or 7.5) seconds in which time the other tanker should have enough time to kill you unless he sucks (or has to reload as well, although blaster and railgun reload is shorter).
6.4 K damage??
6.4 K DAMAGE??
Yeah that missile tank is a sitting duck to some rocks or terrain.
What about the infantry??
Did you mean the DEAD infantry here or these smears that used to be infantry over here??
That means that objectives outside the city are a harvesting field for these "sitting duck" ..lol! missile tanks.
Anywho I will train up shotgun or mass driver and stay inside a city or run a sniper.
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Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
870
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Posted - 2013.10.16 12:51:00 -
[7] - Quote
Takahiro Kashuken wrote:Tech Ohm Eaven wrote:I read this and went are you KIDDING ME??? 12 rounds in a second?? Tankers are going my tank is underpowered?? If 1.7 is true then just how is AV going to stand any chance at all versus: Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. 1 second reload and Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. 1 second reload and Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. I was reading a thread about posible changes in 1.7 and I read this: https://forums.dust514.com/default.aspx?g=posts&t=115737&find=unreadRailguns 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. Because FG and swarms will still have a 300/400m distance where as your oh so awesome missiles can only hit to around 250, thus 50m short Plus if you fire all missiles and dont get a kill you have a 7.5sec reloading time If your hardners finish which they will do in about 30-40seconds then you have no resistances so they can waste you even easier We have no AV numbers but if the range doesnt change for them then advantage AV once again while i waste my hardners/booster just to get to the objective before i get blown up at the objective because i used everything i had to survive just to get there
HMMM begins to train tanks to try out these missile tanks. Tanks are fine once 1.7 hits.
Nothing to see here, move along citizen. |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
870
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Posted - 2013.10.16 13:03:00 -
[8] - Quote
Bendtner92 wrote:Tech Ohm Eaven wrote:6.4 K damage??
6.4 K DAMAGE??
Yeah that missile tank is a sitting duck to some rocks or terrain.
What about the infantry??
Did you mean the DEAD infantry here or these smears that used to be infantry over here??
That means that objectives outside the city are a harvesting field for these "sitting duck" ..lol! missile tanks.
Anywho I will train up shotgun or mass driver and stay inside a city or run a sniper. That's direct damage. 540 direct damage per missile. Not really more than now. Splash damage is only 182 with a 1.5m blast radius.
Yeah but every time CCP trots out these new changes its broken so once 1.7 or 1.8 hits then just to be safe its either trot out a tank or stay in the cities.
I will try out these new builds for a bit. But after December hits I will be playing a few other games. |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
872
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Posted - 2013.10.16 13:51:00 -
[9] - Quote
Takahiro Kashuken wrote:Tech Ohm Eaven wrote:Takahiro Kashuken wrote:Tech Ohm Eaven wrote:I read this and went are you KIDDING ME??? 12 rounds in a second?? Tankers are going my tank is underpowered?? If 1.7 is true then just how is AV going to stand any chance at all versus: Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. 1 second reload and Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. 1 second reload and Boom,boom, boom,boom,boom,boom,boom,boom,boom,boom,boom,boom. I was reading a thread about posible changes in 1.7 and I read this: https://forums.dust514.com/default.aspx?g=posts&t=115737&find=unreadRailguns 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. Because FG and swarms will still have a 300/400m distance where as your oh so awesome missiles can only hit to around 250, thus 50m short Plus if you fire all missiles and dont get a kill you have a 7.5sec reloading time If your hardners finish which they will do in about 30-40seconds then you have no resistances so they can waste you even easier We have no AV numbers but if the range doesnt change for them then advantage AV once again while i waste my hardners/booster just to get to the objective before i get blown up at the objective because i used everything i had to survive just to get there HMMM begins to train tanks to try out these missile tanks. Tanks are fine once 1.7 hits. Nothing to see here, move along citizen. So a non vehicle pilot trys to tell a vehicle pilot that 'tanks are fine' No
Nope. A closed beta player remembers when Sagaris went 40 and 0 when driven by noobs and 70 and 0 when better drivers were on the field.
I will try out tanks in either 1.7 or 1.8 And if they are broken then this time I will not do the honorable thing and refuse to use them. |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
873
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Posted - 2013.10.16 14:16:00 -
[10] - Quote
E3 build 2012.
When Sagaris was doing 70 and 0 driven by good pilots.
And someone said but there was no AV back then?
ERROR! try again!
Back then we made four hundred THOUSAND S K I L L P O I N T S per match.
Everyone was running proto forge guns, proto swarms, proto damage mods and it meant Jack Kitten versus a Sagaris.
It meant that as soon as you saw an enemy tank it was either quit or prepare to be Tank molested. |
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