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Harpyja
DUST University Ivy League
941
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Posted - 2013.12.21 03:42:00 -
[1] - Quote
I think a huge nerf to range would help to solve all of the railgun problems. Maybe 350m at most would still keep it as a viable long range weapon without giving it the ability to control the whole battlefield from one location.
Racro 01 Arifistan wrote:railguns are fine apart from the huge damage they deal. no tank has enough HP to survie 3 or 2 shots(if its proto rail) while they have 2 damage mods running. almost 2k damage or over form a moded pro rail is ridiculos.
if you take into to account the ammount of charge's per clip plus spare ammo and re-fire rate it is ridiculos. all ralig guns would be fine if they received 400-500 less damage. this would allow basically all vehicles to survive 2-3 shots and might require a 4th to be killed.
missiles can empty thier entire clip extremly quick but have that killing reload time to compensate :)
blasters overheat quickly/run out of clip quickly as well.
railgun has no downside.
railgun should get a drawback. either decrese current damage or add heavy recoil when it shoots so it is forced to re-align befor second shot. I like the recoil idea. I've found it funny how I can aim at a Bolas from across the map and just hold R1 and watch it get destroyed.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
941
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Posted - 2013.12.22 03:43:00 -
[2] - Quote
I think rails just simply put out too much DPS for what's supposed to be a long ranged weapon.
I think a slight damage reduction (100-200) but a major increase in heat build up will make them more of a long ranged support weapon. I think it should overheat after three consecutive shots at most. I hate how it rivals my missile turret in terms of AV capabilities. The railgun is the popular go-to weapon for taking out vehicles and it's superb at any range. Missiles are only superb at short to mid range, so I think the railgun should give up a good amount of DPS for longer range superiority while being clunky and outperformed at closer ranges.
I've only come up against two other missile tanks attempting to take me out; every other tank had a railgun.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
941
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Posted - 2013.12.22 05:33:00 -
[3] - Quote
Why not remove the redline altogether for aircraft? Then give MCCs a form of AA that activates within a certain range to prevent dropships from farming kills (enough to discourage them from sitting there for extended periods of time, but not enough to allow to finish off a redline tank that retreated to the MCC)
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
941
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Posted - 2013.12.22 05:47:00 -
[4] - Quote
Driver Cole wrote:Harpyja wrote:Why not remove the redline altogether for aircraft? Then give MCCs a form of AA that activates within a certain range to prevent dropships from farming kills (enough to discourage them from sitting there for extended periods of time, but not enough to allow to finish off a redline tank that retreated to the MCC) Can't completely remove it because infantry can't out run a DS with missiles. Well the idea is to remove the redline while adding in AA. I like how BF3 did it where you had indestructible player operated AA turrets in the 'redline' with a view of the 'redline' zone only. Allowed aircraft to engage within the redline, but it can become a hostile environment for aircraft.
I think what could be done is to add player controlled blaster turrets (or equivalents of) with terminals inside the MCC. Short range such that it only creates a hostile environment where the redline used to be.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
943
|
Posted - 2013.12.22 05:55:00 -
[5] - Quote
Void Echo wrote:if your going to remove the redline then make it to where every single enemy that gets 50-100 meters close to the MCC gets automatically killed, because without the redline, there would be no new players anymore as they would be killed the instant they spawn in or touch the ground, resulting in mass rage quitting and the player count dropping to probably 500 See my above reply regarding player operated turrets from the MCC.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
1014
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Posted - 2014.01.05 15:26:00 -
[6] - Quote
jerrmy12 kahoalii wrote:DUST Fiend wrote:Charlotte O'Dell wrote:Somebody been sploded.
Consider this: NO OTHER WEAPON IS CAPEABLE OF KILLING AN ADS. Without rails, an ADS squad is harder to destroy than a tank squad.
I understand you don't like my kind, but we are the only thing standing between you guys and a nerf hammer. If we go, then you will be next. Railguns aren't the problem, redlines are. Let them look up more, I don't care. No one should get free immunity. You say 'NO OTHER WEAPON IS CAPABLE OF KILLING AN ADS While completely ignoring that ONLY RAILGUNS CAN KILL REDLINE RAILGUNS, save a well coordinated orbital, with, you guessed it, a railgun. AND, your railgun is at risk since you have to come out of your redline to hit him, while he STILL gets to be safe and sound in the redzone. Redlines are the problem, NOT railguns no, railguns AND redline is broken, reduce damage by 100, reduce fire rate slightly and 400m range or 450 to stop redliners? Exactly this.
Also increase heat costs so that it overheats on the third consecutive shot. There is absolutely no reason why you should be able to bring a rail tank in CQC and be an iWin button against everything. Gunnlogi rail tanks can only be brought down by another Gunnlogi rail tank, and that is OP. I have been able to bring down only a few with my missile Gunnlogi because I had to be extremely crafty with my tactic in bringing them down. They, on the other hand, require no skill to use. All they do is charge like a mindless brute and destroy everything in their path.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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