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Judge Rhadamanthus
Amarr Templar One
1109
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Posted - 2013.12.31 00:00:00 -
[271] - Quote
FAKIR REDETTa wrote:adapt or die tank so op use tank
Thank you for your contribution.
Everything Dropship youtube channel
my Community Spotlight
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Borne Velvalor
Endless Hatred
1844
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Posted - 2013.12.31 00:01:00 -
[272] - Quote
FAKIR REDETTa wrote:Judge Rhadamanthus wrote:I try not to damn certain game tactics or weapons as broken unless it is desperate. But rail gun tanks are just so completely broken it has me wondering if they were properly tested.
They have Huge alpha, Huge Hp, Huge Range, Huge elevation and they can be immune in the redline. Not just in the redline but they can shoot an objective from 300m in the redline. This is monstrously stupid. I cannot move in any map, or any game mode without a rail tank or three that are up to 300 meters into the redline 1 or 2 shotting my dropship. It is absolutely broken. I have even been killed at the maximum flight ceiling. Exactly what is a flying vehicles advantage if a tank can kill it anywhere in the entire sky?
They are not in need of slight balance or tweaking but plain broken to the point that they should not be in the game with the maps that we have.
I am making a video to make my point but at this stage CCP. They need to go. Now. Until they can be made to work with current map size and until you fix the broken and unbalanced redline they have to go. SImply remove the rail turret until we can make a weapon that powerful work within the limits of fair balance,
I only make threads like this if something is game breakingly bad. And I don't like to. But this is a special case. Did you know that at 250m from an objective, from a flat surface a rail tank can shoot a dropship 238 meters up?! Tanks rule the ground and the sky. At 238 meters my dropship is useless. I have to sit, in complete exposure evey single game to these distant, redline tanks. I can't use skill or tactics to avoid them. They see me all the time from complete safety. The tank can cover any area a dropship can operate in from a single spot up to 540m away (proven tested distance)
So here it is CCP. Take out that turret. Now. Until we can balance it. Its unfair and it breaks air/ground balance. CCP, you need to speak to us pilots about this. Not part-timers; but us full on dropship guys. Please engage us. In private, behind NDAs or whatever you feel is best but we really need to talk with you. This stuff needs fixing. ASAP. adapt or die tank so op use tank "The golden gun is OP! Everyone use the golden gun and nothing else!"
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Nguruthos IX
PEN 15 CLUB
2388
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Posted - 2013.12.31 00:17:00 -
[273] - Quote
It's much easier to not play dust, than it is to fool myself into thinking they'll fix things like small rails, small blasters, or large rail guns anytime before the apocalypse.
lets be realistic. CCP is ignoring this game largely till PS4 comes out. They're paying development lip-service enough to trick some die hard vets into continuing to play or support the game. But it's a bare minimum approach - no use wasting time or throwing resources into a black hole.
PS3 can't handle what they need to do here. And their PR team can't handle the blow back from being honest about it. |
Mordecai Sanguine
What The French
235
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Posted - 2013.12.31 00:21:00 -
[274] - Quote
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.
That's a joke i hope.
Railgun Turrets are slow as **** even with skills. Shooting in movement is WAAAAAY harder than with missiles or blasters.
And to finish Railgun ARE MEANT to be THE antivehicule Turret. At the same level an Blaster is not supposed to even POSSIBLY beat an railgun.
Blasters are Meant for Anti-Infantry and Light vehicules. That's what they do and terribly the infantry has no chance to survive and the blaster can engage 10 of them without problem. Working as intended.
Railgun are supposed to be the Anti-Vehicules turret. That's also what they do destroying vehicules fast from far but need some skills to be effective (without the the skill to move the turret faster the ennemy tank have just to rush and go behind you the time to retourn your turret you're already dead. TWICE. Taking out infantry is pretty hard and pretty meaningless (exept against forge gunners). So that's working as intended. Just maybe the turrer shouldn't be able to see that high (killing dropships too easily).
Missiles are average making infantry and vehicules. I never played with them so i can't really talk about them.
I mean it's like i was complaining because blasters can actually killl infantry....While it's their purpose. Rail gun are not really Op. (With double damagers ALL turrets are a little op ) |
hgghyujh
Expert Intervention Caldari State
204
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Posted - 2013.12.31 01:00:00 -
[275] - Quote
Whats that redline sniping is OP??? say it isn't so!!!! the elevation isn't the issue tho rails could use a small elevation nerf, its people siting so far back that elevation is a non issue and counter attack is even less of an issue, once again we need to remove WP and isk gain from actions taken in the red line. but no one wants to hear it. |
hgghyujh
Expert Intervention Caldari State
204
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Posted - 2013.12.31 01:07:00 -
[276] - Quote
Harpyja wrote: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. in the current battle field yes both sniper and rail range are too long but these map sizes are not going to be the limit, frankly I would rather see the the low-no risk for a high reward be removed from redline sniping all together, either they get no reward or, snipers/rails can't be fired from the red line, or you get a 60 sec timer when you fire these guns in the redline to get out or die. |
Nguruthos IX
PEN 15 CLUB
2389
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Posted - 2013.12.31 01:16:00 -
[277] - Quote
When behind friendly redline, you have 120 second to GET OUT the first time. Or you die.
If you re-enter your friendly red-zone it counts down the same as enemy red-zone. 30 second or you die.
Remove all bloody supply depots, and turret installations from within any red-line.
profit. |
Judge Rhadamanthus
Amarr Templar One
1111
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Posted - 2013.12.31 09:39:00 -
[278] - Quote
hgghyujh wrote:once again we need to remove WP and isk gain from actions taken in the red line. but no one wants to hear it.
That would not help. The redline tanks would still stay in the redline for the match until they clear enemy tanks and dropships from the field and then come out once safe. Or squads could have several tankers who take it in turns to sit in the reline killing all non redline vehicles. One match of low or zero WP then a few out of the redline. Or a tanker who dies on the field can just hang in the redline to get revenge on better players from safety.
Stopping WP or ISK gain will not help solve the issue at all.
Any asset; suit or Vehicle, should not be killed by another asset that is not even on the battlefield. If you want to earn ISK you need to risk ISK.
Everything Dropship youtube channel
my Community Spotlight
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hgghyujh
Expert Intervention Caldari State
211
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Posted - 2014.01.01 00:28:00 -
[279] - Quote
Judge Rhadamanthus wrote:hgghyujh wrote:once again we need to remove WP and isk gain from actions taken in the red line. but no one wants to hear it. That would not help. The redline tanks would still stay in the redline for the match until they clear enemy tanks and dropships from the field and then come out once safe. Or squads could have several tankers who take it in turns to sit in the reline killing all non redline vehicles. One match of low or zero WP then a few out of the redline. Or a tanker who dies on the field can just hang in the redline to get revenge on better players from safety. Stopping WP or ISK gain will not help solve the issue at all. Any asset; suit or Vehicle, should not be killed by another asset that is not even on the battlefield. If you want to earn ISK you need to risk ISK.
yea you will always get the occasional poor sport agreed, but by and large the problem is the low risk high reward of red line sniping, you take away any incentive and the problem will all but go away. A little bit a grieffing is not worth hunting down but they should not get rewarded at all for it not even passive, or IMHO even with kills for their KDR. |
KEROSIINI-TERO
The Rainbow Effect
959
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Posted - 2014.01.05 05:45:00 -
[280] - Quote
Judge Rhadamanthus wrote:I try not to damn certain game tactics or weapons as broken unless it is desperate. But rail gun tanks are just so completely broken it has me wondering if they were properly tested.
They have Huge alpha, Huge Hp, Huge Range, Huge elevation and they can be immune in the redline. Not just in the redline but they can shoot an objective from 300m in the redline. This is monstrously stupid. I cannot move in any map, or any game mode without a rail tank or three that are up to 300 meters into the redline 1 or 2 shotting my dropship. It is absolutely broken. I have even been killed at the maximum flight ceiling. Exactly what is a flying vehicles advantage if a tank can kill it anywhere in the entire sky?
They are not in need of slight balance or tweaking but plain broken to the point that they should not be in the game with the maps that we have.
I am making a video to make my point but at this stage CCP. They need to go. Now. Until they can be made to work with current map size and until you fix the broken and unbalanced redline they have to go. SImply remove the rail turret until we can make a weapon that powerful work within the limits of fair balance,
I only make threads like this if something is game breakingly bad. And I don't like to. But this is a special case. Did you know that at 250m from an objective, from a flat surface a rail tank can shoot a dropship 238 meters up?! Tanks rule the ground and the sky. At 238 meters my dropship is useless. I have to sit, in complete exposure evey single game to these distant, redline tanks. I can't use skill or tactics to avoid them. They see me all the time from complete safety. The tank can cover any area a dropship can operate in from a single spot up to 540m away (proven tested distance)
So here it is CCP. Take out that turret. Now. Until we can balance it. Its unfair and it breaks air/ground balance. CCP, you need to speak to us pilots about this. Not part-timers; but us full on dropship guys. Please engage us. In private, behind NDAs or whatever you feel is best but we really need to talk with you. This stuff needs fixing. ASAP.
Most likely it's the damage modifiers that are broken. Base Rails are not that superb - but double or triple stacking damamods, even with stacking penalties, makes the alpha so devastating.
It's +30% per mod. Never before I've seen in any ccp game dama mod that high...
Tank spam getting onto your nerves?
An improvement:
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Adelia Lafayette
DUST University Ivy League
536
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Posted - 2014.01.05 06:29:00 -
[281] - Quote
I've stopped using my ads in favor of tanking because the second a rail tank or rail instillation has me in its sights I'm screwed. I'd have to agree with you that the rail turret needs something done with it or the maps need something done with them.
I've ripped many dropships from the sky with a rail gun. It isn't hard to lead the shot especially if you used to the assault forge gun and know how to fly a dropship. It makes flight path prediction easy.
I can at least cower behind a building from a forge gunner.
Assault dropship gets blown up....
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"...
..."I'm back"
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Pvt Numnutz
Black Phoenix Mercenaries Legacy Rising
606
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Posted - 2014.01.05 07:04:00 -
[282] - Quote
Adelia Lafayette wrote:I've stopped using my ads in favor of tanking because the second a rail tank or rail instillation has me in its sights I'm screwed. I'd have to agree with you that the rail turret needs something done with it or the maps need something done with them.
I've ripped many dropships from the sky with a rail gun. It isn't hard to lead the shot especially if you used to the assault forge gun and know how to fly a dropship. It makes flight path prediction easy.
I can at least cower behind a building from a forge gunner. That's sad :( I've seen many pilots switch to tanking this build. This is the best the dropship has ever been, I am still enjoying flying even with this age old problem proliferated. If you were ever interested in flying, now would be the best time. |
Judge Rhadamanthus
Amarr Templar One
1137
|
Posted - 2014.01.05 09:56:00 -
[283] - Quote
KEROSIINI-TERO wrote: Most likely it's the damage modifiers that are broken. Base Rails are not that superb - but double or triple stacking damamods, even with stacking penalties, makes the alpha so devastating.
It's +30% per mod. Never before I've seen in any ccp game dama mod that high...
The damage mods are fine. They can only afford to give up HP in favor of damage mods as they don't need defence as they are so deep in the redline and cannot get hit. If they had to leave the redline running 3 damage mods would mean death from AV or other tanks. So the 3x stacking is a symptom of the redline issue
Everything Dropship youtube channel
my Community Spotlight
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Snagman 313
Carbon 7 CRONOS.
235
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Posted - 2014.01.05 10:26:00 -
[284] - Quote
Judge Rhadamanthus wrote:KEROSIINI-TERO wrote: Most likely it's the damage modifiers that are broken. Base Rails are not that superb - but double or triple stacking damamods, even with stacking penalties, makes the alpha so devastating.
It's +30% per mod. Never before I've seen in any ccp game dama mod that high...
The damage mods are fine. They can only afford to give up HP in favor of damage mods as they don't need defence as they are so deep in the redline and cannot get hit. If they had to leave the redline running 3 damage mods would mean death from AV or other tanks. So the 3x stacking is a symptom of the redline issue
So would a weapons lock within the redline be a possible solution as there are already overlapping buffers in each sides redline which would stop one side being redlined and unable to fight back. It could be like the rules of war for Dust and once you're out of the red zone you get a small message saying something like "Entering Battlefield Weapons free" and upon entry to redline a message saying "Leaving Battlefield Weapons locked" Maybe?? Thoughts??
Closed Beta AV veteran
I drink because I play Dust
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PEW JACKSON
Dem Durrty Boyz Renegade Alliance
165
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Posted - 2014.01.05 11:05:00 -
[285] - Quote
I'd definitely be fine with up to 300-400m range on my rail. Maybe even a ROF tweak.
Drop ships should have the same prices as our current tank hulls. Rails should get a range or rof tweak. Make it so the rail turret cannot aim higher than 40 degrees. Give missile turrets 300m range and the ability to aim up to 75 degrees so they can be the inaccurate answer to dropships.
Or... Something like this http://www.youtube.com/watch?v=HCAfkxjuUDU
Dead on the ground.... Think I made a wrong turn :/
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Charlotte O'Dell
Fatal Absolution
1444
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Posted - 2014.01.05 12:11:00 -
[286] - Quote
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.
Charlotte O'Dell is the highest level unicorn!
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Judge Rhadamanthus
Amarr Templar One
1141
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Posted - 2014.01.05 14:08:00 -
[287] - Quote
Read the OP Charlotte. Its the redline. I lose dropships to players not even in the battle. thats the issue. The range and elevation and damage make it worse but as we keep saying in this thread again and again... Redline.
WHile these tanks are here in the redline a very unfair mechanic exists. If they are not fixed or removed temporarily then I will continue to lose ISK to a player who is taking no risk. It is not fair gameplay.
A fix is complicated so here is a stopgap :
If any player or vehicle is killed from within the redline they die but do NOT lose their suit or vehicle.
Everything Dropship youtube channel
my Community Spotlight
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DUST Fiend
OSG Planetary Operations Covert Intervention
9645
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Posted - 2014.01.05 14:17:00 -
[288] - Quote
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
Assault Dropship Montage
Incubus Pilot, AV Specialist, Fat Scout DUST addict
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jerrmy12 kahoalii
The Phoenix Federation
224
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Posted - 2014.01.05 14:22:00 -
[289] - Quote
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?
recuruit link
25 to 30 mil isk per 100k recuruit
I use a tablet so beware of typo
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Harpyja
DUST University Ivy League
1014
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Posted - 2014.01.05 15:26:00 -
[290] - 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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Serimos Haeraven
The Exemplars Top Men.
567
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Posted - 2014.01.06 16:07:00 -
[291] - Quote
One fix that could be a very easy solution to this is the suggestion mentioned above: Reduce the range of railguns by like, half. If railguns finally get a reasonable range to them then the redline would pretty much be negated since they couldn't reach far enough into the sky to hit a dropship because of their reduced range, but they could still easily have tank battles on the ground from far (sort of) away, at least farther than a blaster's range, which is one of the main points of a railgun, the "sniping" capability. |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
363
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Posted - 2014.01.06 16:58:00 -
[292] - Quote
Probably been mentioned already, sorry if I repeat.
The purpose of the redline, is to give the redlined team a fighting chance. The alternative is be farmed and lose untold amounts of money.
The redlines need to tactically favor the redlined team, that is a fact. But it should only favor them up to a certain point outside the redline, say 100m to 200m.
So give them a higher elevation, further back in the redline to snipe from, while making any elevation close to the edge of the redline inaccessible. So say a rail gun has 400m range. The only viable vantage point from within the redline, is 200m back from the redline. So you can push back other tanks and vehicles, off your redline, but you don't have the advantage of controlling the map.
If you want map control, you set up outside the redline, where at the very least another tank can reach you.
This gives them a chance to break out of the redline, and also discourages camping of the redline. As the area around the redline put the opposition at a very disadvantageous position.
Couple this with a range nerf, as rails are kinda a bit OP atm.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
363
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Posted - 2014.01.06 17:02:00 -
[293] - Quote
Harpyja wrote: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.
Charge like a mindless brute and destroy everything, sounds like a maddie pre 1.7.
Nuff Said
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Quil Evrything
Triple Terrors
665
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Posted - 2014.01.06 17:45:00 -
[294] - Quote
Harpyja wrote: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.
Two things that are inaccurate or incomplete in your statements:
1. rail tanks arent very good at "Close Quarters Combat",as you claim. Their turret rotation speed makes it very difficult to hit something in motion closer than 20 meters, unless the thing you're aiming at is another tank.
2. They mow down everything in their path... their path being in front of them. They are particularly vulnerable from behind. A blaster tank with stacked damage mods, attacking from behind, should in theory, have a good chance of dealing with a gunlogi, even with hardeners. Because of two reasons: 2.1: If they're running multiple hardeners, they arent using those slots for shields 2.2 If they're NOT stacking hardeners... they're gonna hit cooldown at some point. A blaster tank with damage mods can take out a base gunlogi VERY fast, if it lands all its shots: ie: too close to miss :D
Only way to avoid that, is for the rail tank to stay out of CQC
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Takahiro Kashuken
Red Star. EoN.
2183
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Posted - 2014.01.10 19:40:00 -
[295] - Quote
Judge Rhadamanthus wrote:I try not to damn certain game tactics or weapons as broken unless it is desperate. But rail gun tanks are just so completely broken it has me wondering if they were properly tested.
They have Huge alpha, Huge Hp, Huge Range, Huge elevation and they can be immune in the redline. Not just in the redline but they can shoot an objective from 300m in the redline. This is monstrously stupid. I cannot move in any map, or any game mode without a rail tank or three that are up to 300 meters into the redline 1 or 2 shotting my dropship. It is absolutely broken. I have even been killed at the maximum flight ceiling. Exactly what is a flying vehicles advantage if a tank can kill it anywhere in the entire sky?
They are not in need of slight balance or tweaking but plain broken to the point that they should not be in the game with the maps that we have.
I am making a video to make my point but at this stage CCP. They need to go. Now. Until they can be made to work with current map size and until you fix the broken and unbalanced redline they have to go. SImply remove the rail turret until we can make a weapon that powerful work within the limits of fair balance,
I only make threads like this if something is game breakingly bad. And I don't like to. But this is a special case. Did you know that at 250m from an objective, from a flat surface a rail tank can shoot a dropship 238 meters up?! Tanks rule the ground and the sky. At 238 meters my dropship is useless. I have to sit, in complete exposure evey single game to these distant, redline tanks. I can't use skill or tactics to avoid them. They see me all the time from complete safety. The tank can cover any area a dropship can operate in from a single spot up to 540m away (proven tested distance)
So here it is CCP. Take out that turret. Now. Until we can balance it. Its unfair and it breaks air/ground balance. CCP, you need to speak to us pilots about this. Not part-timers; but us full on dropship guys. Please engage us. In private, behind NDAs or whatever you feel is best but we really need to talk with you. This stuff needs fixing. ASAP.
I knew it
Judge doesnt want railguns nerfed (not yet) he just wants them out of the game completely so he can rule the skies in complete safety
Intelligence is OP
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Borne Velvalor
Endless Hatred
2120
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Posted - 2014.01.10 19:46:00 -
[296] - Quote
Takahiro Kashuken wrote:Judge Rhadamanthus wrote:I try not to damn certain game tactics or weapons as broken unless it is desperate. But rail gun tanks are just so completely broken it has me wondering if they were properly tested.
They have Huge alpha, Huge Hp, Huge Range, Huge elevation and they can be immune in the redline. Not just in the redline but they can shoot an objective from 300m in the redline. This is monstrously stupid. I cannot move in any map, or any game mode without a rail tank or three that are up to 300 meters into the redline 1 or 2 shotting my dropship. It is absolutely broken. I have even been killed at the maximum flight ceiling. Exactly what is a flying vehicles advantage if a tank can kill it anywhere in the entire sky?
They are not in need of slight balance or tweaking but plain broken to the point that they should not be in the game with the maps that we have.
I am making a video to make my point but at this stage CCP. They need to go. Now. Until they can be made to work with current map size and until you fix the broken and unbalanced redline they have to go. SImply remove the rail turret until we can make a weapon that powerful work within the limits of fair balance,
I only make threads like this if something is game breakingly bad. And I don't like to. But this is a special case. Did you know that at 250m from an objective, from a flat surface a rail tank can shoot a dropship 238 meters up?! Tanks rule the ground and the sky. At 238 meters my dropship is useless. I have to sit, in complete exposure evey single game to these distant, redline tanks. I can't use skill or tactics to avoid them. They see me all the time from complete safety. The tank can cover any area a dropship can operate in from a single spot up to 540m away (proven tested distance)
So here it is CCP. Take out that turret. Now. Until we can balance it. Its unfair and it breaks air/ground balance. CCP, you need to speak to us pilots about this. Not part-timers; but us full on dropship guys. Please engage us. In private, behind NDAs or whatever you feel is best but we really need to talk with you. This stuff needs fixing. ASAP. I knew it Judge doesnt want railguns nerfed (not yet) he just wants them out of the game completely so he can rule the skies in complete safety I wouldn't call 3000 armor damage a shot from a Breach complete safety. Missiles are also useful if ships fly too low.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Takahiro Kashuken
Red Star. EoN.
2183
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Posted - 2014.01.10 19:50:00 -
[297] - Quote
Borne Velvalor wrote:Takahiro Kashuken wrote:Judge Rhadamanthus wrote:I try not to damn certain game tactics or weapons as broken unless it is desperate. But rail gun tanks are just so completely broken it has me wondering if they were properly tested.
They have Huge alpha, Huge Hp, Huge Range, Huge elevation and they can be immune in the redline. Not just in the redline but they can shoot an objective from 300m in the redline. This is monstrously stupid. I cannot move in any map, or any game mode without a rail tank or three that are up to 300 meters into the redline 1 or 2 shotting my dropship. It is absolutely broken. I have even been killed at the maximum flight ceiling. Exactly what is a flying vehicles advantage if a tank can kill it anywhere in the entire sky?
They are not in need of slight balance or tweaking but plain broken to the point that they should not be in the game with the maps that we have.
I am making a video to make my point but at this stage CCP. They need to go. Now. Until they can be made to work with current map size and until you fix the broken and unbalanced redline they have to go. SImply remove the rail turret until we can make a weapon that powerful work within the limits of fair balance,
I only make threads like this if something is game breakingly bad. And I don't like to. But this is a special case. Did you know that at 250m from an objective, from a flat surface a rail tank can shoot a dropship 238 meters up?! Tanks rule the ground and the sky. At 238 meters my dropship is useless. I have to sit, in complete exposure evey single game to these distant, redline tanks. I can't use skill or tactics to avoid them. They see me all the time from complete safety. The tank can cover any area a dropship can operate in from a single spot up to 540m away (proven tested distance)
So here it is CCP. Take out that turret. Now. Until we can balance it. Its unfair and it breaks air/ground balance. CCP, you need to speak to us pilots about this. Not part-timers; but us full on dropship guys. Please engage us. In private, behind NDAs or whatever you feel is best but we really need to talk with you. This stuff needs fixing. ASAP. I knew it Judge doesnt want railguns nerfed (not yet) he just wants them out of the game completely so he can rule the skies in complete safety I wouldn't call 3000 armor damage a shot from a Breach complete safety. Missiles are also useful if ships fly too low.
How many run breach?
Missiles are iffy, spread and missiles travel time too and if they all dont hit they can escape and it has to be basically hovering unless you are good at hitting a moving target with missiles provided the missiles dont time out 1st
Intelligence is OP
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Cooper Eudaemon
DUST University Ivy League
42
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Posted - 2014.01.10 20:12:00 -
[298] - Quote
Figured I'd throw my two cents in.
What if Large railguns functioned like forge guns?
They're massive weapons, they use a tremendous amount of power relative to their smaller cousins. It's not a stretch to require them to fully charge before every shot--and to have them get glowy and noisy.
Death is a learning experience. I just wish I wasn't such a slow learner. >.<
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
399
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Posted - 2014.01.10 22:30:00 -
[299] - Quote
Judge Rhadamanthus wrote:Read the OP Charlotte. Its the redline. I lose dropships to players not even in the battle. thats the issue. The range and elevation and damage make it worse but as we keep saying in this thread again and again... Redline.
WHile these tanks are here in the redline a very unfair mechanic exists. If they are not fixed or removed temporarily then I will continue to lose ISK to a player who is taking no risk. It is not fair gameplay.
A fix is complicated so here is a stopgap :
If any player or vehicle is killed from within the redline by a railgun tank they die but do NOT lose their suit or vehicle.
I actually like that a lot. They may disrupt the flow of combat from within the redline, but at least you won't be losing anything by it. Really the terrain needs to be addressed, but that is a major change. This is small and will get us by in the meantime.
Nuff Said
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BAD FURRY
Oh No You Didn't
253
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Posted - 2014.01.14 19:36:00 -
[300] - Quote
Judge Rhadamanthus wrote:I try not to damn certain game tactics or weapons as broken unless it is desperate. But rail gun tanks are just so completely broken it has me wondering if they were properly tested.
They have Huge alpha, Huge Hp, Huge Range, Huge elevation and they can be immune in the redline. Not just in the redline but they can shoot an objective from 300m in the redline. This is monstrously stupid. I cannot move in any map, or any game mode without a rail tank or three that are up to 300 meters into the redline 1 or 2 shotting my dropship. It is absolutely broken. I have even been killed at the maximum flight ceiling. Exactly what is a flying vehicles advantage if a tank can kill it anywhere in the entire sky?
They are not in need of slight balance or tweaking but plain broken to the point that they should not be in the game with the maps that we have.
I am making a video to make my point but at this stage CCP. They need to go. Now. Until they can be made to work with current map size and until you fix the broken and unbalanced redline they have to go. SImply remove the rail turret until we can make a weapon that powerful work within the limits of fair balance,
I only make threads like this if something is game breakingly bad. And I don't like to. But this is a special case. Did you know that at 250m from an objective, from a flat surface a rail tank can shoot a dropship 238 meters up?! Tanks rule the ground and the sky. At 238 meters my dropship is useless. I have to sit, in complete exposure evey single game to these distant, redline tanks. I can't use skill or tactics to avoid them. They see me all the time from complete safety. The tank can cover any area a dropship can operate in from a single spot up to 540m away (proven tested distance)
So here it is CCP. Take out that turret. Now. Until we can balance it. Its unfair and it breaks air/ground balance. CCP, you need to speak to us pilots about this. Not part-timers; but us full on dropship guys. Please engage us. In private, behind NDAs or whatever you feel is best but we really need to talk with you. This stuff needs fixing. ASAP.
OMG!!! the But hurt is strong with this one !!! no rely get over it and stop crying standing in the open for them to kill you so you can cry about it here. get better skills and you wont die so much to them .
Yes i am a Undead Hell Wolf ... nice to meat you!
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