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Judge Rhadamanthus
Amarr Templar One
1286
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Posted - 2014.01.19 22:13:00 -
[331] - Quote
Food for thought......Border Gulch. The red zone is the airspace above 40 meters and up to 382 meters that a rail tank parked at the yellow dot can hit. All maps are like this. There is a tiny bit of cover at best and when actually doing a dropships job there is effectively none.
Range from the redline? This is a death at 624 meters from a tank 130 metres into the redline.
How about elevation? Fine is it? Look at the green. At 566 meters away you can hit a dropship 200meters into the air. What does the world look like to us at 200 m? This. Or in words a tiny spec below that we can not even attempt to interfere with. EDIT : This is enemy muzzle flash from 100m up. This is why we operate at or below 100m.
What do we look to a tank at 461 meters? Big and easy to hit.
Before you condemn Dropships or their pilots you need to ensure you really grasp the issues they face. Rails need a balance pass. There are good reasons why. Many base our opinions on the matter on solid and careful analysis. We are not just making stuff up.
You have been Judged
Everything Dropship youtube channel
my Community Spotlight
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Borne Velvalor
Endless Hatred
2175
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Posted - 2014.01.19 23:48:00 -
[332] - Quote
Pvt Numnutz wrote:Borne Velvalor wrote:Yesterday, I destroyed a Python in one shot from 500m. All Pythons except those with a Complex Heavy Shield Extender die in one shot to a glass cannon, with no warning. They're just flying along and bam, dead. A Complex Heavy Shield Extender Python would survive with, according to my calculations, a whopping 100 armor. I don't think a python can even fit that even with the fitting skill. I'll hop on and give it a try though, it will probably be the only thing I can fit. I'm pretty sure you can fit a complex and a proto turret and nothing else. Maybe with full optimization a single STD shield module. Either way, no one runs it, so Pythons are almost always OHKOs.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
2175
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Posted - 2014.01.19 23:53:00 -
[333] - Quote
Judge Rhadamanthus wrote:Food for thought...... Border Gulch. The red zone is the airspace above 40 meters and up to 382 meters that a rail tank parked at the yellow dot can hit. All maps are like this. There is a tiny bit of cover at best and when actually doing a dropships job there is effectively none. Range from the redline? This is a death at 624 meters from a tank 130 metres into the redline. How about elevation? Fine is it? Look at the green. At 566 meters away you can hit a dropship 200meters into the air. What does the world look like to us at 200 m? This. Or in words a tiny spec below that we can not even attempt to interfere with. This is enemy muzzle flash from 100m up. This is why we operate at or below 100m. What do we look to a tank at 461 meters? Big and easy to hit. Before you condemn Dropships or their pilots you need to ensure you really grasp the issues they face. Rails need a balance pass. There are good reasons why. Many base our opinions on the matter on solid and careful analysis. We are not just making stuff up. You have been Judged Good post, Judge. At such a distance, leading the target is required. However, when you kill in one to two shots, it doesn't really matter. Redline tanks can also sit there going through multiple mags if need be until you die. IMO, all damage going into and out of the redline should be halved and dropships, especially Pythons, should receive a natural resistance to rail damage; enough that an extended Python won't get killed in one shot, at least.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Yeeeuuuupppp
KILL-EM-QUICK RISE of LEGION
33
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Posted - 2014.01.20 00:32:00 -
[334] - Quote
Sadly, I retired my ADS character until they do something about this. I'm not gonna lose a Python each match cause of an mlt rail. Tell me when they fix this in game so I can begin flying again.
Carving Hearts in People's Backs, One Day At A Time ~ Nova Knives
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
431
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Posted - 2014.01.20 13:25:00 -
[335] - Quote
Been flying my ADS and loving it.
No, I don't actually spend much time providing any real support. Most of my time is spent, spinning, diving, n gliding around, frantically dodging rail shots.
Then that bastard in the redline drops me in one shot, running double or triple damage mods. Hell I know I have shot them down before in one shot with a single damage mod and proto turret (shield version that is).
I thought the point of the whole revamp, was to make dropships more resilient, along with tanks. Instead, what we have are paperthin ADS with awesome power, that rarely gets used simply because you spend most of your time avoiding AV, namely tanks.
Then you got the regular version, which did get a resilience bump, in the way of the extra slots. Yet that is essential, considering they now fly like bricks. Cool, so I run double hardeners and still get shot down, simply because my dropship has less agility than a tank. And why would you want to fly one of these anyways, in a competitive environment they are essentially useless.
I only fly the shield versions, just as I drive shield tanks, Lavs, and run a Caldari suit (kinda just stick with my race for SP).
All in all though, ADS are in a better place, simply because of the raw power. But the issue with resiliency, that has always been the issue, has not been addressed. Price is still too high on them for something that can get one shot by a milita rail. I know ADS was kinda slapped together last minute, yet even the STD dropship is nearly useless.
STD dropships don't need to be that slow.
Currently the only thing making an impact on the field are tanks, and namely rail tanks. I run proto tanks myself, and I know very well the devastation they cause to dropships (or any vehicle). My Gunnlogi alone, withstood 4 milita tanks, 2 blasters, 2 rails, long enough to drop the 2 rails. My next tank dominates the field (ambush) and imagine this, we win. Suddenly a losing battle, turns into a winning one once I remove tanks from the field.
This happens all the time, and ambush is the worst about it. But the thing is, most of the tanks I see, are basic, or milita. These aren't pro's shooting down pro's. These are scrubs, with hardly any investment into their tank, or their tank tree.
Yeah, I've seen some fancy flying, people that I couldn't get a shot on. But if you plan on shooting anything below, you gotta slow down, then you are dead. Basically, the way I see it, a dropships only job on the battlefield is to ferry troops, and fly erratically the rest of the time. Or recall.
Fix dropships already. Make them a presence that in the right hands, can change the flow of battle, much like tanks and infantry do now.
Nuff Said
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poison Diego
NECROM0NGERS The CORVOS
300
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Posted - 2014.01.25 11:52:00 -
[336] - Quote
Proto rail with 2 damage mods packs about 2700 damage per shot, any tank is down in 2 shots(no hardner on) and because the RoF is so ridiculous the tanker doesnt have time to activate the hardner.
NERF THE DAMN RAIL AND GET THEM OUT OF THE REDLINE!!!
WELCOME TO WORLDofTANKz514
put your seatbelts on, ITs GONNA BE A BUMPY RIDE!!
and please SUCK ON MY BIG BLACK BLASTER!
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a brackers
Nex Miles Militis
0
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Posted - 2014.01.25 14:30:00 -
[337] - Quote
My thoughts: 1; the red line should become a red line to friendlies after 1 min per life or something. This would kick them out of the red line.
2; the very concept of a rail gun is a high speed, low mass projectile which in general only deals damage to high mass stationery objects. Therefor the best solution is to obey the laws of physics and make the projectiles do very very little damage to dropship's, but make them be pushed a long way. This would be accurate to the laws of momentum. For this I think dropship's should get an automatic 70% resistance for gal (they're heavier) and 75% for caldari. Lav's should also get lower hp and a 20-30% rail gun resistance, however they should be pushed a bit and have a possibility of being flipped.
However in order to encourage skill in rail guns, I think all vehicles should have a small area where there is some massive affect from being hit. E.g. On the underside of a caldari dropship there is a beam with radio active warning lables on it. I think a hit to this should cause either a 5-10 sec loss to all engine and gun power, or a 10-20 sec period where you couldn't activate any active modules and passive modules stopped working. A similar thing could be done with the box on the back of caldari hav's.
Just my suggestions and btw I am a proto dropship pilot. |
Quil Evrything
Triple Terrors
808
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Posted - 2014.01.25 14:56:00 -
[338] - Quote
a brackers wrote: 2; the very concept of a rail gun is a high speed, low mass projectile which in general only deals damage to high mass stationery objects. Therefor the best solution is to obey the laws of physics and make the projectiles do very very little damage to dropship's,
Interesting point!
however, speaking of points... the type of tip on the projectile will make a huge amount of difference to this. Also, inertia.
So, SHIELD dropships, might have a massive effective resistance to it, albeit atthe cost of being knocked around the sky. But armor based dropships? Not so much, if at all.
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Judge Rhadamanthus
Amarr Templar One
1346
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Posted - 2014.01.25 15:03:00 -
[339] - Quote
If you want to see the rail tanks range and elevation so you can see that damage is not the only vairable that needs some looking at. on a chart, Its to scale. Redline to Redline is 600m and its based on spine crecent. I worked out the tanks elevation to be 45 degrees or near enough. That's at ground level mind you. Its far far worse when you add a hill
The forge gunner is at the middle objective, Alpha that is on the bridge.
Everything Dropship youtube channel
my Community Spotlight
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a brackers
Nex Miles Militis
1
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Posted - 2014.01.25 15:20:00 -
[340] - Quote
Quil Evrything wrote:a brackers wrote: 2; the very concept of a rail gun is a high speed, low mass projectile which in general only deals damage to high mass stationery objects. Therefor the best solution is to obey the laws of physics and make the projectiles do very very little damage to dropship's,
Interesting point! however, speaking of points... the type of tip on the projectile will make a huge amount of difference to this. Also, inertia. So, SHIELD dropships, might have a massive effective resistance to it, albeit atthe cost of being knocked around the sky. But armor based dropships? Not so much, if at all.
Good point, I fly both and gal isn't knocked about anywhere near as much as caldari, and caldari take more damage from railguns.
However, looking down the barrel of a railgun tank, the barrel is at max 2" diameter. This is an impact weapon with no explosives in it so with the 7000m/s entry speed there is going to be very little fragmenting inside the dropship. This means a 2" hole right through the dropship which means very little chance of hitting a critical component which doesn't have at least one backup. This means there should be lots of very small areas where the railguns will do massive damage, but most shots should pass straight through with little or no damage. Just shooting me full of holes but not hitting anything critical
Proto dropship pilot
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
450
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Posted - 2014.01.25 18:06:00 -
[341] - Quote
a brackers wrote:Quil Evrything wrote:a brackers wrote: 2; the very concept of a rail gun is a high speed, low mass projectile which in general only deals damage to high mass stationery objects. Therefor the best solution is to obey the laws of physics and make the projectiles do very very little damage to dropship's,
Interesting point! however, speaking of points... the type of tip on the projectile will make a huge amount of difference to this. Also, inertia. So, SHIELD dropships, might have a massive effective resistance to it, albeit atthe cost of being knocked around the sky. But armor based dropships? Not so much, if at all. Good point, I fly both and gal isn't knocked about anywhere near as much as caldari, and caldari take more damage from railguns. However, looking down the barrel of a railgun tank, the barrel is at max 2" diameter. This is an impact weapon with no explosives in it so with the 7000m/s entry speed there is going to be very little fragmenting inside the dropship. This means a 2" hole right through the dropship which means very little chance of hitting a critical component which doesn't have at least one backup. This means there should be lots of very small areas where the railguns will do massive damage, but most shots should pass straight through with little or no damage. Just shooting me full of holes but not hitting anything critical
This sounds very very interesting!
Nuff Said
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Alex Kaidou
Subsonic Synthesis RISE of LEGION
3
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Posted - 2014.01.30 13:07:00 -
[342] - Quote
dude your making a good point there ive lost way to much of my incubus to that bs and when will tit even annoy people that you can hit something at 5 mph and still lose it ! and the proto forge guns are enough to deal with let alone things hitting you from the redline but also you guys should change with the effectiveness of things honestly if my dropship cost atleast 400k why should die just like any other milita LAV i depo , that's just wrong and it should be messed with and i also believe part time pilots should be involed!! (like this one .. i love the ADS but it dies way to quickly) and btw why did you guys remove the only good bonuses the vehicles have -2% damage per level , atleast make it for dropships only since they die quickly
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Quil Evrything
Triple Terrors
855
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Posted - 2014.01.30 14:56:00 -
[343] - Quote
Alex Kaidou wrote:dude your making a good point there ive lost way to much of my incubus to that bs and when will tit even annoy people that you can hit something at 5 mph and still lose it ! and the proto forge guns are enough to deal with let alone things hitting you from the redline but also you guys should change with the effectiveness of things honestly if my dropship cost atleast 400k why should die just like any other milita LAV i depo , that's just wrong and it should be messed with and i also believe part time pilots should be involed!! (like this one .. i love the ADS but it dies way to quickly) and btw why did you guys remove the only good bonuses the vehicles have -2% damage per level , atleast make it for dropships only since they die quickly
Some people die in ADS really quickly. Some people seem to live forever. Therefore, i conclude that the problem isnt intrinsic in the ADS, but rather that it requires certain playstyles+fittings to be durable.
You do have a point about the cost though.
IMO, the fix is not "make the ADS even more impossible to kill", but simply to lower the cost.
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Tebu Gan
Dem Durrty Boyz
675
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Posted - 2014.03.22 15:46:00 -
[344] - Quote
Quil Evrything wrote: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
Actually, a blaster can easily kill a gunnlogi. That is if they are not running hardeners. So when I turn my double hardeners on, I calmly turn, and shoot. Boom dead maddie.
Piece of cake.
And rails in CQC, on a gunnlogi, is amazing. Why, because turning your turret and TURNING at the same time negates the slow turn speed of the turret.
Duh
Tanks - Balancing Turrets
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Skihids
Bullet Cluster Legacy Rising
3100
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Posted - 2014.03.22 16:07:00 -
[345] - Quote
Quil Evrything wrote:Alex Kaidou wrote:dude your making a good point there ive lost way to much of my incubus to that bs and when will tit even annoy people that you can hit something at 5 mph and still lose it ! and the proto forge guns are enough to deal with let alone things hitting you from the redline but also you guys should change with the effectiveness of things honestly if my dropship cost atleast 400k why should die just like any other milita LAV i depo , that's just wrong and it should be messed with and i also believe part time pilots should be involed!! (like this one .. i love the ADS but it dies way to quickly) and btw why did you guys remove the only good bonuses the vehicles have -2% damage per level , atleast make it for dropships only since they die quickly
Some people die in ADS really quickly. Some people seem to live forever. Therefore, i conclude that the problem isnt intrinsic in the ADS, but rather that it requires certain playstyles+fittings to be durable. You do have a point about the cost though. IMO, the fix is not "make the ADS even more impossible to kill", but simply to lower the cost.
You can live if you never slow down and try to be useful, but it's not very fulfilling.
I lost two Incubi on line harvest in one match to a redline rail parked in the hills. I couldn't get to him, and he had view of the entire map above 20m. I could fly around and stay alive, but at the expense being useless. |
Archer Yorcot
S.e.V.e.N. General Tso's Alliance
10
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Posted - 2014.03.22 16:13:00 -
[346] - Quote
18 page thread discussing an objective, evidence based analysis of one of the largest issues plaguing Dust....and not a single blue tag in sight.
This forum signature is OP.
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Ivy Zalinto
Bobbit's Hangmen
338
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Posted - 2014.03.22 16:36:00 -
[347] - Quote
Solution would be to drop rail tanks range significantly and make the tiers or rails stand out more. There isnt enough of a difference between militia to proto rails as it still takes the same amount of shots to kill other things. The exception is hardened tanks of course but look at every other thing. A militia rail can three shot a proto gunnlogi the same as a proto rail will do. Drop the range and it would be a tactical heavy weapon for the tanks.
This is from someone specced into rails and missiles at proto and prof levels.
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Sidearms are terribly underestimated.
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Sev Alcatraz
Bullet Cluster Legacy Rising
450
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Posted - 2014.03.22 17:15:00 -
[348] - Quote
I've been running hav since precursor, now the only way to kill a derpship at the flight ceiling is to put your hav on a 45 degree perched on the side of the hill. Rail guns have pisspoor elevation and always have . HAV's with rail guns is the only thing stoping ADS spam.
closed beta vet-E3
MAXIMUM ARMOR
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Henchmen21
Planet Express LLC
780
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Posted - 2014.03.22 17:24:00 -
[349] - Quote
Skihids wrote:Quil Evrything wrote:Alex Kaidou wrote:dude your making a good point there ive lost way to much of my incubus to that bs and when will tit even annoy people that you can hit something at 5 mph and still lose it ! and the proto forge guns are enough to deal with let alone things hitting you from the redline but also you guys should change with the effectiveness of things honestly if my dropship cost atleast 400k why should die just like any other milita LAV i depo , that's just wrong and it should be messed with and i also believe part time pilots should be involed!! (like this one .. i love the ADS but it dies way to quickly) and btw why did you guys remove the only good bonuses the vehicles have -2% damage per level , atleast make it for dropships only since they die quickly
Some people die in ADS really quickly. Some people seem to live forever. Therefore, i conclude that the problem isnt intrinsic in the ADS, but rather that it requires certain playstyles+fittings to be durable. You do have a point about the cost though. IMO, the fix is not "make the ADS even more impossible to kill", but simply to lower the cost. You can live if you never slow down and try to be useful, but it's not very fulfilling. I lost two Incubi on line harvest in one match to a redline rail parked in the hills. I couldn't get to him, and he had view of the entire map above 20m. I could fly around and stay alive, but at the expense being useless.
In the rare event you can get to them, soon as you start hitting them they flee to the redline. It's infuriating.
CCP you better nail 1.8, as it stands 1.7 is a total disaster.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
414
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Posted - 2014.03.22 18:28:00 -
[350] - Quote
Darken-Sol wrote:For now the aerial red zone could be enlarged. It would allow ADS to at least fight these cowards. Also AV could then YOLO the problem. The reason they are back there is they want to be able to engage their targets with no chance of being hurt. Take that away and they will fit more tank less gank.
Buff AV. Its going to happen. Why wait? The skilled tankers will adapt and militia will be nerfed by natural selection. Drop ships could get a buff too.
^^ This .
Skilled tankers will adapt ... Drop ships could get a buff too ???
How condescending . No one talks about how for too long , the FG was stronger then every Large Rail Gun turret during 1.6 . Basic and militia FG's being stronger . Tanks were weak and popped like balloons .
I would like to kill some of the DPS and lessen their effective range but limiting their targeting level ( raising the turret ) is just too much . No one has a problem with ADS's and Derps just hovering tanks while they pound them with AT & XT missiles or using their own railguns . Some of these actions come from and protect that from happening to other tanks in the heat of the battle .
I don't like redline rail tanks and a solution can be found but everything can't be piled into the " Tanks are broken " discussion . They could be better but they are not as bad ( being stronger and being able to compete ) as they were .
What was said sounds like , " Kill their role so that mines can flourish " .
I don't agree with or condone such tactics but two wrongs doesn't make it right .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Ld Collins
Molon Labe. General Tso's Alliance
121
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Posted - 2014.03.22 19:14:00 -
[351] - Quote
8213 wrote:Tanks in general are broken. 100%,
What about blasters? They can kill at 200m. How does a Gallente piece of technology have the range of a sniper rifle? Any thing less than 200 meteres would put blaster tanks at the mercy of missle tanks since missile tanks have 250 meter range also targets at a distance are harder to shoot with a blaster. I can't image the large blaster with the same range as small blasters. As for the large railgun maybe its clip size should be reduced to 6 instead of 9 |
Ivy Zalinto
Bobbit's Hangmen
339
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Posted - 2014.03.22 19:26:00 -
[352] - Quote
Ld Collins wrote:8213 wrote:Tanks in general are broken. 100%,
What about blasters? They can kill at 200m. How does a Gallente piece of technology have the range of a sniper rifle? Any thing less than 200 meteres would put blaster tanks at the mercy of missle tanks since missile tanks have 250 meter range also targets at a distance are harder to shoot with a blaster. I can't image the large blaster with the same range as small blasters. As for the large railgun maybe its clip size should be reduced to 6 instead of 9. Reducing the clip size will not decrease damage but it will give pilots more windows of opportunity to evade and recover. All vehicle useres would benefit from it. Missile turrets hit very hard yes but this is solved by simply having 2 even perhaps one hardener...I run proto's and tanks weather the alpha from 2 volleys easily if they have hardeners up and reps take care of the rest. Tried this with xt-201's and a missile damage boost and the tank just kept shooting back and i had to disengage every time or lose the tank.
Missiles for being av weapons dont hit hard enough to kill tanks if they have their hardeners up...its just ridicules :/
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Sidearms are terribly underestimated.
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Ld Collins
Molon Labe. General Tso's Alliance
121
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Posted - 2014.03.22 19:28:00 -
[353] - Quote
Ivy Zalinto wrote:Ld Collins wrote:8213 wrote:Tanks in general are broken. 100%,
What about blasters? They can kill at 200m. How does a Gallente piece of technology have the range of a sniper rifle? Any thing less than 200 meteres would put blaster tanks at the mercy of missle tanks since missile tanks have 250 meter range also targets at a distance are harder to shoot with a blaster. I can't image the large blaster with the same range as small blasters. As for the large railgun maybe its clip size should be reduced to 6 instead of 9. Reducing the clip size will not decrease damage but it will give pilots more windows of opportunity to evade and recover. All vehicle useres would benefit from it. Missile turrets hit very hard yes but this is solved by simply having 2 even perhaps one hardener...I run proto's and tanks weather the alpha from 2 volleys easily if they have hardeners up and reps take care of the rest. Tried this with xt-201's and a missile damage boost and the tank just kept shooting back and i had to disengage every time or lose the tank. Missiles for being av weapons dont hit hard enough to kill tanks if they have their hardeners up...its just ridicules :/ Thats strange because anything with 3 damage mods can handle double hardeners I put 3 on an ion xt and railgun and anything I hit dies. |
Sanguine 27
Nyain Chan
24
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Posted - 2014.03.22 20:30:00 -
[354] - Quote
How about
1) a slight reduction to the Large Rail guns rate of fire, not as low as it used to be though as that was to low.
2) Don't allow the fitting of more than one damage mod on vehicles.
On a side note, is it just me or do rails of all kinds not require spooling of the weapon BETWEEN shots when the trigger is held down. In earlier patches the turret rail guns required a recharge after every shot, making them work like a semi-auto weapon, not full auto weapon.
Why do I have a signature, I don't even post that often
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
414
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Posted - 2014.03.22 20:38:00 -
[355] - Quote
Sanguine 27 wrote:How about
1) a slight reduction to the Large Rail guns rate of fire, not as low as it used to be though as that was to low.
2) Don't allow the fitting of more than one damage mod on vehicles.
On a side note, is it just me or do rails of all kinds not require spooling of the weapon BETWEEN shots when the trigger is held down. In earlier patches the turret rail guns required a recharge after every shot, making them work like a semi-auto weapon, not full auto weapon. True .. true .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Ld Collins
Molon Labe. General Tso's Alliance
122
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Posted - 2014.03.22 20:54:00 -
[356] - Quote
Sanguine 27 wrote:How about
1) a slight reduction to the Large Rail guns rate of fire, not as low as it used to be though as that was to low.
2) Don't allow the fitting of more than one damage mod on vehicles.
On a side note, is it just me or do rails of all kinds not require spooling of the weapon BETWEEN shots when the trigger is held down. In earlier patches the turret rail guns required a recharge after every shot, making them work like a semi-auto weapon, not full auto weapon. If u are going to take away stacking damage mods take away stacking hardeners too |
Ld Collins
Molon Labe. General Tso's Alliance
122
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Posted - 2014.03.22 21:02:00 -
[357] - Quote
Sanguine 27 wrote:How about
1) a slight reduction to the Large Rail guns rate of fire, not as low as it used to be though as that was to low.
2) Don't allow the fitting of more than one damage mod on vehicles.
On a side note, is it just me or do rails of all kinds not require spooling of the weapon BETWEEN shots when the trigger is held down. In earlier patches the turret rail guns required a recharge after every shot, making them work like a semi-auto weapon, not full auto weapon. If u are going to take away stacking damage mods take away stacking hardeners too |
Alena Ventrallis
The Neutral Zone
946
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Posted - 2014.03.22 21:09:00 -
[358] - Quote
So we know that dropships have an innate resistance to swarms, right? swarms only do 55% damage currently, as shown in Judge's recent video.
Why not make that resistance be to rails, and then make swarms to regular damage to dropships? Swarms can be a dropship counter, forge guns/railtanks can be a tanks counter.
Best PVE idea I've seen.
Fixed link.
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