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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Xaviah Reaper
 Nyain San
 Renegade Alliance
 
 207
 
 
      | Posted - 2013.12.15 20:27:00 -
          [1] - Quote 
 as of 1.7, railguns are horribly op vs dropships. because ADS got a hitpoint NERF, railguns are 1 shotting us all over the place as a result of their ROF, range, and damage. They need to be nerfed to deal less damage vs dropships, and / or their range / ROF reduced. It is impossible to survive a railgun if hardeners aren't active BEFORE rail impact. i have tried to activate hardeners between railgun shots, and it is literally impossible. not even a software hack that instantly activates the damn mod could do it fast enough.
 
 also, as of 1.7, dust has turned into World of Tanks. everybody is pulling out 130k militia tanks and mauling the field. As it stands, the team with the most tanks wins any ambush battle. their speed absolutely needs to be nerfed and has to be done so before the next patch release.
 
 opinions?
 
 Best game with a Python: 33 kills 1 death - Domination (as of 1.6) | 
      
      
        |  ALT2 acc
 The dyst0pian Corporation
 Zero-Day
 
 32
 
 
      | Posted - 2013.12.15 20:30:00 -
          [2] - Quote 
 
 Xaviah Reaper wrote:as of 1.7, railguns are horribly op vs dropships. because ADS got a hitpoint NERF, railguns are 1 shotting us all over the place as a result of their ROF, range, and damage. They need to be nerfed to deal less damage vs dropships, and / or their range / ROF reduced. It is impossible to survive a railgun if hardeners aren't active BEFORE rail impact. i have tried to activate hardeners between railgun shots, and it is literally impossible. not even a software hack that instantly activates the damn mod could do it fast enough.
 also, as of 1.7, dust has turned into World of Tanks. everybody is pulling out 130k militia tanks and mauling the field. As it stands, the team with the most tanks wins any ambush battle. their speed absolutely needs to be nerfed and has to be done so before the next patch release.
 
 opinions?
 dropships need a 30% resist to rails or make it so rails cant aim up, and increase the acceleration on the Python it too slow for the supposed "speed buff"
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        |  Xaviah Reaper
 Nyain San
 Renegade Alliance
 
 208
 
 
      | Posted - 2013.12.15 20:32:00 -
          [3] - Quote 
 
 ALT2 acc wrote:Xaviah Reaper wrote:as of 1.7, railguns are horribly op vs dropships. because ADS got a hitpoint NERF, railguns are 1 shotting us all over the place as a result of their ROF, range, and damage. They need to be nerfed to deal less damage vs dropships, and / or their range / ROF reduced. It is impossible to survive a railgun if hardeners aren't active BEFORE rail impact. i have tried to activate hardeners between railgun shots, and it is literally impossible. not even a software hack that instantly activates the damn mod could do it fast enough.
 also, as of 1.7, dust has turned into World of Tanks. everybody is pulling out 130k militia tanks and mauling the field. As it stands, the team with the most tanks wins any ambush battle. their speed absolutely needs to be nerfed and has to be done so before the next patch release.
 
 opinions?
 dropships need a 30% resist to rails or make it so rails cant aim up, and increase the acceleration on the Python it too slow for the supposed "speed buff" 
 
 we never got the speed buff, tanks did
 
 Best game with a Python:  33kills 1 death (1.6) 24kills 1 death (1.7) | 
      
      
        |  Kallas Hallytyr
 Skullbreakers
 
 177
 
 
      | Posted - 2013.12.15 21:49:00 -
          [4] - Quote 
 I disagree. Maybe it's because I slammed into Shield Upgrades 5, but I have never been one-shotted: it is, in fact, impossible for my Python to get one-shotted by a Prototype 80GJ Railgun with a single damage mod active. I'm not 100% certain about with two damage mods active, but I think it might survive. Either way, as much as they are really powerful versus dropships...they should be. I enjoy flying my Python, but the first thing I do in almost every match is pull out my Sica with Railgun and hunt down as many Railgun and Missile Installations as possible to make my skies as safe as possible.
 
 The simple fact is that Railguns are designed to kill much harder vehicles than Dropships, but we have the advantage of manoeuvrability: if they can hit us, we should either die or be forced to retreat and reapproach, but we are nimble and we do make it difficult to hit us - if they can line up on you easily, it's your fault for hovering too statically. Really, the biggest issue is probably the ROF, but I disagree that it's a problem.
 
 I have shot down many dropships that thought themselves safe and were complacently hovering almost stationary, but many good dropship pilots have evaded my follow-up shots (regardless of whether I hit or miss) because they leveraged the manoeuvrability of the dropship. In my Python, I can tank one hit from a Railgun and, if I am on the ball, slap on my Hardener and Booster and begin to dodge before the second round hits. Am I forced to run away? Oh yeah, but I just got hit by the big daddy of AV, of course I am forced to retreat! We are not main battle tanks, we are support and attack craft, built to use speed and mobility to attack and remain alive, not to tank with our faces like the Madrugar.
 
 My only issue is the redline preventing people from getting true access to Railgun snipers: they have a barrier that prevents people from killing them but can project their power outwards incredibly easily.
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        |  Xaviah Reaper
 Nyain San
 Renegade Alliance
 
 209
 
 
      | Posted - 2013.12.15 22:08:00 -
          [5] - Quote 
 by 1 shotted, i meant 2 shotted :P rof just destroys pythons
 
 Best game with a Python:  33kills 1 death (1.6) 24kills 1 death (1.7) | 
      
      
        |  Roger Cordill
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 259
 
 
      | Posted - 2013.12.15 22:10:00 -
          [6] - Quote 
 message from Godin: The FG vs. Rail balance has been thrown off as well, and needs adjusting imo.
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        |  Xaviah Reaper
 Nyain San
 Renegade Alliance
 
 209
 
 
      | Posted - 2013.12.15 22:13:00 -
          [7] - Quote 
 
 Roger Cordill wrote:message from Godin: The FG vs. Rail balance has been thrown off as well, and needs adjusting imo. 
 forge guns arent supposed to be balanced to railguns .. that makes no sense at all
 
 Best game with a Python:  33kills 1 death (1.6) 24kills 1 death (1.7) | 
      
      
        |  CELESTA AUNGM
 Kang Lo Directorate
 Gallente Federation
 
 69
 
 
      | Posted - 2013.12.17 21:30:00 -
          [8] - Quote 
 Hello there, Xavier!
 
 From the perspective of a increasingly skilled DS driver (...
  increasingly skilled...that's ME?),.... Anyway, from an outsider DS driver's perspective, you are already on your way to being a capable adversary against stationary AV, without having to have any enemy's weapons nerfed or rebalanced. 
 
  You have come to understand that WHEN to activate your modules is as important as WHAT modules you're traveling with. 
 
  You're starting to feel how your 'success' with a DS is NOT about withstanding multiple shots, but gauging you 'pilot' actions around just the first 2 shots. Like Kallas mapped out so clearly (...NICE write-up Kallas!), the driver who takes Shot #1 and misjudges what he should be doing (or what he did wrong to get hit in the first place, and needs to stop doing IMMEDIATELY, LOL), is the one who gets a funeral, usually with incoming Shot #2. 
 
  The only thing you may not have gotten the full hang of yet is escape-moves. (IF you're not doing something to get your ship out of the way of Shot #2 after Shot #1 felt very much like a rail or forge, then, NO you're not a bad driver,...you're just holding onto that "pilot-stubborn" desire to find some way to shrug off this guy's next punch and not run from him.) To rob the AV of a kill, you are not run-tail-between-legs. You are LEAVING.
 
 I've ridden as gunner when I see the tactics some players use after Shot #1. One driver just elevates the heck out of there--job done.
 One driver just ducks to the nearest building, heals, then knows not to return for a while.
 One driver "strips out"--I mean he just took off low like Starsky's Ford Torino, took me under pipelines, doing evasive scissors right down the center of the map--every punk gun along the way opened up on us the whole trip, just a CRAZE of FIREWORKS, but they were lighter-damage weapons so not deep injury.
 I was so impressed by that move that I try to practice "stripping out", but remember a DS is such a tasty prize that the sharp railgun operators follow you with lead-in and patience. While shaving through the obstacles I have to juggle the modules because I can see 4 or 5 rounds hitting the windmills and blowing up martian cows below, (ok, you know what I mean
  ), trying to hit me again. Sometimes I take Shot #2 in the Grimsnes' fat bum, and then even a Shot #3-- As long as your fleeing in the same direction as the shots, you CAN survive 3-4 railgun hits--but barely, and it's hard on your heartrate,... or if you have hypoglycemia, or...
 
 Practice a good escape procedure that work for you, Xavier. YOU ARE ALMOST HOME on the DS learning curve! Congratulations are in order. Believe us, there is nothing more infuriating to a rail/forge enemy than watching you repeatedly leave and return, leave and return--making him feel you know all his limitations.
 
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        |  Yeshua Saliot
 Pro Hic Immortalis
 
 19
 
 
      | Posted - 2013.12.18 08:02:00 -
          [9] - Quote 
 I don't feel the damage done by the the railgun is out of line with its stated purpose. My major problem is twofold:
 
 1) the ludicrously overpowered knockback effect from the turrets.
 
 2) Unreachable turrets in the redline.
 
 The dropships I've lost to enemy action (as opposed to pilot error) since 1.7 dropped were invariably the result of an almost total loss of control from the very first hit. Yes an ADS should have to run like hell if a turret gets the drop on it, but that becomes very hard to do if you're upside down because your ADS is really just a helium balloon waiting to be batted around by the first strong breeze.
 
 This becomes all the more frustrating when you can't retaliate in any meaningful way because the turret and its gunner are camping safely behind the redline.
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        |  Toxxikcity
 Trans Worlds Operations
 League of Infamy
 
 20
 
 
      | Posted - 2013.12.18 08:27:00 -
          [10] - Quote 
 
 Xaviah Reaper wrote:by 1 shotted, i meant 2 shotted :P rof just destroys pythons 33 kills and 1 death and 24 kills and 1 death AND YOU'RE COMPLAINING!? you can fly faster and higher than any swarm launcher, you are in probably the safest vehicle in the game, PLEASE GET A GRIP
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        |  jerrmy12 kahoalii
 The dyst0pian Corporation
 Zero-Day
 
 152
 
 
      | Posted - 2013.12.18 09:33:00 -
          [11] - Quote 
 
 Toxxikcity wrote:Xaviah Reaper wrote:by 1 shotted, i meant 2 shotted :P rof just destroys pythons 33 kills and 1 death and 24 kills and 1 death AND YOU'RE COMPLAINING!? you can fly faster and higher than any swarm launcher, you are in probably the safest vehicle in the game, PLEASE GET A GRIP you go get 2 shoted by a overpowered MLT railgun, nothing you can do about it, python acceleration is too slow, and railgun ROF is WAAAY too high to activate a hardener & booster
 
 recuruit link
5 to 11 mil isk per 100k recuruit | 
      
      
        |  Beld Errmon
 The Southern Legion
 The Umbra Combine
 
 1148
 
 
      | Posted - 2013.12.18 13:11:00 -
          [12] - Quote 
 I pilot both tanks and ADS, both are vulnerable to the rail gun, but its the price we've gotta pay for having such awesome vehicles to massacre infantry with, a rail tank is the only sure way of dealing with both blaster tanks and ADS, and thats the way it should stay.
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