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8213
BIG BAD W0LVES
1161
|
Posted - 2013.12.21 08:21:00 -
[61] - Quote
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? |
Shadow of War88
0uter.Heaven
112
|
Posted - 2013.12.21 08:23:00 -
[62] - 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.
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Judge Rhadamanthus
Amarr Templar One
1000
|
Posted - 2013.12.21 13:25:00 -
[63] - Quote
I'll restress that it is the redline and the power against dropships that is the main issue. While we need weapons to fight strong tanks these weapons should not be able to dominate the sky. Thats where dropships are supposed to rule.
The buildings and inner spaces belong to the infantry. The open spaces are ruled by the tanks. The sky should belong to aerial craft, but it doesn't. Tanks are king there. We do not need, in this build with these maps a vehicle that can shoot all the way across the map and into the sky. To have a fight you and your opponent should both know that you are in that fight. 500m kills from 100 meters into the redline are not fair fights. It's simply handing kils to one player and taking ISK from another.
Everything Dropship youtube channel
my Community Spotlight
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Serimos Haeraven
Deep Space Republic
510
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Posted - 2013.12.21 13:28:00 -
[64] - Quote
Well hopefully at least ONE dev will reply to this... Hello, devs? Anyone? |
Sephirian Fair
0uter.Heaven
163
|
Posted - 2013.12.21 13:51:00 -
[65] - Quote
Judge Rhadamanthus wrote:I'll restress that it is the redline and the power against dropships that is the main issue. While we need weapons to fight strong tanks these weapons should not be able to dominate the sky. Thats where dropships are supposed to rule.
The buildings and inner spaces belong to the infantry. The open spaces are ruled by the tanks. The sky should belong to aerial craft, but it doesn't. Tanks are king there. We do not need, in this build with these maps a vehicle that can shoot all the way across the map and into the sky. To have a fight you and your opponent should both know that you are in that fight. 500m kills from 100 meters into the redline are not fair fights. It's simply handing kils to one player and taking ISK from another.
No, it isn't the redline, it is an archaic damage structure that CCP has left in place concerning Railguns, Forge Guns, and Sniper Rifles. No damage drop-off over range. That has been the #1 problem plaguing everything concerning these three weapons.
Redline Railtanks? 100% 0m-600m.
Rooftop Forgegun? 100% 0m-300m.
Redline Sniper? 100% 0m-500m.
Would Dropships be as bothered by a Railgun in the redline if when it shot at you from maximum range, it was doing 25-30% of it's maximum damage? (Pre-1.7) --> Would Rooftop Forgeguns have been able to control the entire map while destroying all vehicles if it was doing a fraction of its damage? Would people give a damn about the sniper in the redline if the damage was minimized because of his decision to be so far back?
The no damage drop-off over range is the biggest reason why people choose to use these tactics over more aggressive ones such as moving in closer. There's no reason to. I'll do the same amount of damage with my Railgun at 0m as I will do at 500m. That damage structure is an ancient relic of when CCP didn't have a freakin' clue how to make an FPS and for some reason the playerbase has seldom said anything about it. It is the biggest cause of frustration for everything concerning the redline.
These weapons need a damage restructuring where their base damage is buffed while they now have damage drop-off over range. This adds a risk-reward structure with these weapons. If you get in closer, you'll be able to inflict far more damage, while being safe and hiding in the back results in very minor damage. You have to worry about range with ALL other projectile weapons, why are these three exempt? And if anyone says they are Railgun tech, I demand the Rail Rifle follow suit. 100% 0m-250m. |
IAmDuncanIdaho II
R 0 N 1 N
199
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Posted - 2013.12.21 14:03:00 -
[66] - Quote
Wanted to add my thoughts and experience here. I don't have solutions, but here's my short experience:
- sunk 2.7m SP into pilot on an alt - having great fun with dropships the last few weeks, figuring out how the hell to fly the things, what skill trees to dump points into etc. - figured out (so I thought) on how to stay alive, when to harden, when to run - watched Judge's training videos, kept an eye on forums for feedback on vehicles in general, what I need to be aware of - got into an assault DS, put on an afterburner, smashed into the underside of the MCC during the shortest and most spectacular maiden voyage ever (LOL) - wow the assault DS is an agile beast, once I get good, I will be able to throw that thing around the map - woooh
Then the last few days, one game, I couldn't even get a DS onto the map due to (what I now know to be) rail sniping. No idea where the shots are coming from. Figured out to call it in from another position and it not get hit, so I assume that means that railgun doesn't have LoS on my DS from that position, so now I have a limited strategy to stay out of its way and try help my team. But I have to lose ships to figure out where that safe spot is.
Then yesterday, I got two-shotted from high altitude out of nowhere. I'm like, holy crap, what the hell was that, oh ****, I'm gonna lose my ship, afterburners, flight ceiling, dual harderners, can't tank that. I persisted though, I said to myself, I am gonna have to figure out how to avoid that. Three dropships and 1m ISK later, I'm like, nah I don't know how to avoid that, I have no idea unless I just sit behind the MCC doing nothing useful.
Long-winded post, maybe, but one of my points is about how do we retain players that want to be pilots? This is my NPE so far from a pilot's point of view, and I'm disheartened. The fact this thread was started makes me hopeful that this is a relatively new problem, that there may be a solution at some point, and it's not *just* about me needing to get good, but for now, I can't burn through ISK like I did the last few days.
We need mercs doing every role DUST has to offer, that will help make it more fun etc., but my main is a Scout, and an alt. of mine is a pilot, and neither of them are particularly fun right now. I'll keep going for the moment though. |
Takahiro Kashuken
Red Star. EoN.
2014
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Posted - 2013.12.21 14:36:00 -
[67] - Quote
I have a few rail tanks but generally i dont like to use em, too slow at turning and im terrible at hitting infantry to boot but im using it more and more now
These days rail tanks are the 1st tanks to be brought out espc if there is a nice large hill about and if its in the redline its a bonus, they are brought out as a suprise to any other vehicles which are also called out since they are either missile or blaster and you can easily get the drop on them but also like a sniper you have the saftey of the redline and enough HP to escape about anything
If im put into a game late and there is alot a tanks about i can bring out a rail and clear the field from a hill and generally have a clear view of the entire field on some maps
Its not that different to the redline thales sniper who OHK everything infantry, the railgun does it to vehicles instead and is very good at it just like the sniper and at one time the FG did it to both things from towers
So Judge says remove them because they whack anything into dust, does that mean we remove snipers aswell which whack anything infantry into dust because they have a clear view of the map?
Also militia rails are also used and with militia dmg mods on a militia tank, so is militia also a problem? do we reduce everything militia even more or scrap it completely, but does that mean we scrap everything militia since militia BPO dropsuits can kill proto suits?
The maps are small, one day in about 5years time maybe on the PS4 we have access to the entire map and matches maybe 64v64 or higher and on some maps a 4man rail tanking squad may set up on a hill and shoot down anything that comes within 600m of what ever they are guarding, would it still be broke then? no because you could move on foot or at least counter with your own tank squad but the rails would still whack anything vehicle wise with ease so maybe it would still be broke against vehicles but that is what the rail is for
If militia vehicles are reduced to uselessness or completely removed then would be pilots may not bother as much, do you really want to save up alot of SP and take a shot in the dark with something that you cant try out or wouldnt want to because its a moving coffin?
If rails are removed how do you change them? they are a powerful long distance anti vehicle weapon like the sniper is a powerful long range anti infantry weapon, are snipers then removed from the game? do FG change as a consequence and also be removed? Would the rail even come back even if the maps were larger because they could do exactly the same thing except only close off a portion of the map instead of all of it?
This is pubs too, a redline rail can annoy all vehicles and the enemy can counter with one of there own which then leads to a rail match, how does it effect PC matches? granted there will be one about generally picking off the odd tank if it sees it and once again the enemy can also bring one in
If anyone did see the vehicle notes before the patch we all knew the rail was back, 600m and 2k dmg as base against the new vehicle numbers, no one should have been suprised by this, espc not the DS pilots since the rail is the DS major threat
But if the rail is removed what keeps the DS in check? ive got a few with missiles, FG can be good also and lolswarms if they are alert
Asking for a in private chat/NDA BS is also lolworthy and should not happen
Intelligence is OP
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Henchmen21
Planet Express LLC
286
|
Posted - 2013.12.21 14:41:00 -
[68] - Quote
Eh, I flew my alt ADS for half the day yesterday, of the two I lost one was my own stupidity and the other was shot down. Mean while I loitered low destroying men and equipment a like taking a hell of a beating. In my rail tank it takes 3-4 shots to bring one down, unless its you know a crap fit. If you can't get out of dodge in that time it's your fault. |
DUST Fiend
OSG Planetary Operations Covert Intervention
9274
|
Posted - 2013.12.21 14:48:00 -
[69] - Quote
Takahiro Kashuken wrote:So Judge says remove them because they whack anything into dust, does that mean we remove snipers aswell which whack anything infantry into dust because they have a clear view of the map?
The only difference here is that not only can the sniper not kill vehicles or installations, his fit generally costs as much or more than the red line tank. You also can't one shot kill that red line tank, and the -only- counter is to call in your own sica that you didn't skill into, and hope he doesn't see you, and even if he does, he can generally just recall before you kill him.
I also wish people would shut up about needing wicked strong militia tanks to try tanks. You can get into a standard tank in your first week of play, militia should suck ball waffles and only be to give you a feel for the vehicles, not a no SP kill machine that takes out vehicles installations and dropsuits of all quality.
Infantry militia items =/= vehicle militia items
The main issue though is giving someone the ability to get kills and shut down entire branches of play from a zone that makes you all but immune to death. That is a balance issue, it has been a balance issue, and will continue to be a balance issue until it is fixed. The only time someone should be totally safe is when they're totally removed from combat. If you can still kill, you should be just as vulnerable to being killed as everyone else.
Vids / O7
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Cat Merc
Ahrendee Mercenaries EoN.
4850
|
Posted - 2013.12.21 14:54:00 -
[70] - Quote
Reduce it's fire rate, projectile speed and give it drop like the PLC.
Bam, it actually takes skill to use, magic.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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DUST Fiend
OSG Planetary Operations Covert Intervention
9275
|
Posted - 2013.12.21 14:56:00 -
[71] - Quote
Cat Merc wrote:Reduce it's fire rate, projectile speed and give it drop like the PLC.
Bam, it actually takes skill to use, magic. I'd rather they just add damage falloff like an above poster said. I've said the exact same thing about forge guns for....forever.
That alone would pretty much fix the problem, making red line tanks only good at harassment, matching the reward to the risk they take.
Vids / O7
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Cat Merc
Ahrendee Mercenaries EoN.
4850
|
Posted - 2013.12.21 14:56:00 -
[72] - Quote
Also, this is clear proof of Caldari master race.
CCP just loves Caldari.
Caldari weapons tend to be OP as ****
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Orion Vahid
DUST University Ivy League
227
|
Posted - 2013.12.21 14:58:00 -
[73] - Quote
Seymor Krelborn wrote:DUST Fiend wrote:Tankers want tanks to be the best counter to tanks, but instead of wanting dropships to be the best counter to dropships, they'd rather tanks do that as well tankers are the princesses of dust... fact. Most of them aren't very pretty though. |
Henchmen21
Planet Express LLC
286
|
Posted - 2013.12.21 14:58:00 -
[74] - Quote
DUST Fiend wrote:Takahiro Kashuken wrote:So Judge says remove them because they whack anything into dust, does that mean we remove snipers aswell which whack anything infantry into dust because they have a clear view of the map?
The only difference here is that not only can the sniper not kill vehicles or installations, his fit generally costs as much or more than the red line tank. You also can't one shot kill that red line tank, and the -only- counter is to call in your own sica that you didn't skill into, and hope he doesn't see you, and even if he does, he can generally just recall before you kill him. I also wish people would shut up about needing wicked strong militia tanks to try tanks. You can get into a standard tank in your first week of play, militia should suck ball waffles and only be to give you a feel for the vehicles, not a no SP kill machine that takes out vehicles installations and dropsuits of all quality. Infantry militia items =/= vehicle militia items The main issue though is giving someone the ability to get kills and shut down entire branches of play from a zone that makes you all but immune to death. That is a balance issue, it has been a balance issue, and will continue to be a balance issue until it is fixed. The only time someone should be totally safe is when they're totally removed from combat. If you can still kill, you should be just as vulnerable to being killed as everyone else. Henchmen21 wrote:Eh, I flew my alt ADS for half the day yesterday, of the two I lost one was my own stupidity and the other was shot down. Mean while I loitered low destroying men and equipment a like taking a hell of a beating. In my rail tank it takes 3-4 shots to bring one down, unless its you know a crap fit. If you can't get out of dodge in that time it's your fault. Sounds like you have a bad tank, and believe it or not, you aren't the only player who can call one into the red line. Telling a dropship to fly in circles all match because you called in a free tank in the immunity zone is just stupid.
I tend to lead DS's too far after gunning for tanks with their new speeds so they tend to get a change to rep a bit on me. But I don't bother with DS's unless they attack me directly or cause me some sort of loss. If I am bringing out my rail tank it's either to take out other tanks or to clear out turrets so I can fly with fewer things able to shoot at me. Either way my ADS can take a beating and that was the main point of my post. |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
606
|
Posted - 2013.12.21 15:01:00 -
[75] - 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.
railguns are just massively OP, they do too much damage, and their clip size needs to be nerfed to 3.
Sagaris lover!!!
Commando <3
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Takahiro Kashuken
Red Star. EoN.
2014
|
Posted - 2013.12.21 15:02:00 -
[76] - Quote
DUST Fiend wrote:Takahiro Kashuken wrote:So Judge says remove them because they whack anything into dust, does that mean we remove snipers aswell which whack anything infantry into dust because they have a clear view of the map?
The only difference here is that not only can the sniper not kill vehicles or installations, his fit generally costs as much or more than the red line tank. You also can't one shot kill that red line tank, and the -only- counter is to call in your own sica that you didn't skill into, and hope he doesn't see you, and even if he does, he can generally just recall before you kill him. I also wish people would shut up about needing wicked strong militia tanks to try tanks. You can get into a standard tank in your first week of play, militia should suck ball waffles and only be to give you a feel for the vehicles, not a no SP kill machine that takes out vehicles installations and dropsuits of all quality. Infantry militia items =/= vehicle militia items The main issue though is giving someone the ability to get kills and shut down entire branches of play from a zone that makes you all but immune to death. That is a balance issue, it has been a balance issue, and will continue to be a balance issue until it is fixed. The only time someone should be totally safe is when they're totally removed from combat. If you can still kill, you should be just as vulnerable to being killed as everyone else. .
My redline tank is proto fit and is about 500k because ts fit to do the job in 1 shot or 2 at the most so that sniper has to use all proto to get even half of the ISK price, thales tho more expenisve because officer, i hope for an officer turret one day
Militia tanks against proper tanks are not wicked strong, but fall asleep and they will destroy you just like BPO dropsuits can do, if they do get nerfed then they generally wont be used at all like for the past 6months so you might aswell remove them
The main issue also effects snipers but because its a tank is not the same thing?
Intelligence is OP
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DUST Fiend
OSG Planetary Operations Covert Intervention
9278
|
Posted - 2013.12.21 15:20:00 -
[77] - Quote
Takahiro Kashuken wrote:The main issue also effects snipers but because its a tank is not the same thing? Exactly.
Fix it for snipers too, I don't really care. Only bad people complain about red line snipers since, forever ago, because they don't cause anywhere near as much havoc as red line rail tanks do.
Give rail technology fall off damage, problem solved
Vids / O7
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Keeriam Miray
R 0 N 1 N
213
|
Posted - 2013.12.21 15:33:00 -
[78] - Quote
Problem with assault dropships - they are DROPSHIPS not assault ships or some real battle air vehicles (flying battle school bus). Joke is good when you say it first time, but if you keep telling it 10 times in row to same ppl... Air vehicles in Dust is a joke. That problem partially solved here.
Biggest problem in Dust 514 balance - maps, CCP realy badly screwed up Unreal engine with that "map generator" & they have absolutely worthless map designers. Weapon & vehicle vs infantry balance is strongly affected by overall map design, structure locations, installation lacations. Too much open space, no underground (labirynth) communications, almost no cover, architecture is silly... etc, etc, etc.
You can keep nerfing & buffing weapons & vehicles - it will be never ending cyrcle, without good maps. Where you keep getting stuck almost on every centimeter of that map (even when you fly). & there is even not complete base set of them for each race, that makes it even harder to balance. CCP realy likes dancing in that stupid cyrcles for years... do they even have some QA or something like testing team (preferably with brains)?
-í-ç-¦-ü-é-+-+-¦-ï-+ -+-+-¦-¦-é -¦-ï-é-î -é-+-+-î-¦-+ -+-+-¦-+-¦-+-+-¦. -í-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦...
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Flix Keptick
Red Star. EoN.
1704
|
Posted - 2013.12.21 15:36:00 -
[79] - 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. Really? I was shooting an incubus earlier (with a proto rail) and it just wouldn't die. I gave up after a few attemps and let him do his thing.
I honestly think you're problem is with the stationary redline rail turrets (those are ******* annoying to anyone and everything)
Going to stay out of AV/V debates, better for my sanity.
GÿåTank driverGÿå
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
303
|
Posted - 2013.12.21 15:38:00 -
[80] - Quote
I thought about this problem today while playing, and just realised they shouldn't have maps surrounded by hills... ever. Have the redline below sea level, so that anyone who chooses to hang around in the redline, can't see or shoot anything,ever. It's a simple map modification and no fancy mechanics involved. |
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Flix Keptick
Red Star. EoN.
1705
|
Posted - 2013.12.21 15:40:00 -
[81] - Quote
DUST Fiend wrote:I'm glad I'm not the only one, though I might not say they need to be removed all together, but I definitely get the sentiment.
Many of these maps they can roll so far back that you can't even use a dropship packed with remote explosives to kill them. They're too far back to kill with anything but a railgun and an orbital at the same time.
Try to kill them with a railgun, they recall. Try to kill them with an orbital, they roll backwards.
The fact that anyone can call in a railgun installation in the redline with two damage amps for 60k is definitely a big part of the problem. Shooting from the redline is the problem, it's not just with tanks
Going to stay out of AV/V debates, better for my sanity.
GÿåTank driverGÿå
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DUST Fiend
OSG Planetary Operations Covert Intervention
9280
|
Posted - 2013.12.21 15:46:00 -
[82] - Quote
Flix Keptick wrote:DUST Fiend wrote:I'm glad I'm not the only one, though I might not say they need to be removed all together, but I definitely get the sentiment.
Many of these maps they can roll so far back that you can't even use a dropship packed with remote explosives to kill them. They're too far back to kill with anything but a railgun and an orbital at the same time.
Try to kill them with a railgun, they recall. Try to kill them with an orbital, they roll backwards.
The fact that anyone can call in a railgun installation in the redline with two damage amps for 60k is definitely a big part of the problem. Shooting from the redline is the problem, it's not just with tanks But it's most obvious with tanks. I've basically never ever had an issue with red line snipers, ever (except for when Manus had the peak, that was annoying)
Rail technology needs falloff damage like everything else, or dropships need to be able to fly into enemy red zones.
Vids / O7
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Foxhound Elite
The Rainbow Effect
597
|
Posted - 2013.12.21 15:50:00 -
[83] - Quote
Here here, Judge. I was there flying with you when we were spammed by a volley of railgun projectiles, setting me on fire making me retreat to our own redline.
What if they increased the aerial red-line size? It would allow us to go deeper into the enemies red-line, assault the tank itself or even drop 2-4 guys with AV grenades, swarms, forges etc. ?
Now I know you'll think ; "then dropships could kill us at our spawn when we're red-lined" ... well, .. yes. sweet kills. sweet delicious kills.. nah, i'm only joking, that would be unfair from the infantries persective; BUT, they could whip out AV to that effect. It's a bit of a pickle & it's costing me Pythons.
Python pilot, troop-transport specialist and an all-round ballbag.
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Skihids
Bullet Cluster Legacy Rising
2591
|
Posted - 2013.12.21 16:17:00 -
[84] - Quote
The redline gives the low tank/high gank rails the protection they need to terrorize the entire map.
It is this unnatural protection that allows them to dominate. Make them enter the shared battlefield beforehand they can be effective.
Bowl maps must go. That just allows snipers of all stripes to perch on the rim and hit anything inside, like shooting fish in a barrel.
Those two actions would go a long way to restoring balance. |
Zirzo Valcyn
Holdfast Syndicate Amarr Empire
14
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Posted - 2013.12.21 16:25:00 -
[85] - Quote
Megamix Chemist wrote:Bump +1 Range needs to be addressed, maybe the rails round travels so fast it gets too hot and implodes after a certain distance or sharpens down to a smaller round doing less damage, maybe not but there should be a solution.
or after the round travels X amount of distance it becomes unstable and begins to corkscrew, idk.. just throwing idea out there. i was feeling this exact same thing a couple days ago.
I parked my DS's after being redlined railed 2 matches in a row. it got me thinking how broken and how much i hate the redline. it totally makes this game feel juvenile, not like a CCP game.
this game is supposed to be something special but a redline is totally cliche` that we've been tolerating for waaaay too long. you can't remove a redline tho and have a max count of 32 players given the current mechanics and no obvious plan to bottleneck them
i remember reading a conceptual about this game a couple years ago and they made it sound like there would be no redline that you would have to go out with a dropship and scan down the enemy or something. It all sounded really great and groundbreaking, instead we are slapped in the face with a little arena shooter with it's cute little redline so scrubs can kill from it.
u can ban the troll out of the forums but u can't ban the forums out of the troll.
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CommanderBolt
ACME SPECIAL FORCES
465
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Posted - 2013.12.21 16:38:00 -
[86] - Quote
What a bunch of cry babies.
This has been this way since I can remember. The answer is to not call in your precious little flying blob where it can be seen.
CCP just needs to increase the flight ceiling. What the hell do you think is going to happen if and whey they bring out an actual AA-HAV or the like? |
DUST Fiend
OSG Planetary Operations Covert Intervention
9288
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Posted - 2013.12.21 16:40:00 -
[87] - Quote
CommanderBolt wrote:What a bunch of cry babies.
This has been this way since I can remember. The answer is to not call in your precious little flying blob where it can be seen.
CCP just needs to increase the flight ceiling. What the hell do you think is going to happen if and whey they bring out an actual AA-HAV or the like? I didn't know that the only part of flying dropships was calling them in.
Did you know that flying around at the flight ceiling means you might as well not be in the game?
Vids / O7
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CommanderBolt
ACME SPECIAL FORCES
465
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Posted - 2013.12.21 16:40:00 -
[88] - Quote
You know this thread is just full of people that are complaining about anyone and anything that kills them.
You will die. Adapt. My goodness. |
CommanderBolt
ACME SPECIAL FORCES
465
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Posted - 2013.12.21 16:41:00 -
[89] - Quote
DUST Fiend wrote:CommanderBolt wrote:What a bunch of cry babies.
This has been this way since I can remember. The answer is to not call in your precious little flying blob where it can be seen.
CCP just needs to increase the flight ceiling. What the hell do you think is going to happen if and whey they bring out an actual AA-HAV or the like? I didn't know that the only part of flying dropships was calling them in. Did you know that flying around at the flight ceiling means you might as well not be in the game?
The dropship is useless apart from fast transport. What exactly do you want it to do? |
DUST Fiend
OSG Planetary Operations Covert Intervention
9288
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Posted - 2013.12.21 16:43:00 -
[90] - Quote
CommanderBolt wrote:DUST Fiend wrote:CommanderBolt wrote:What a bunch of cry babies.
This has been this way since I can remember. The answer is to not call in your precious little flying blob where it can be seen.
CCP just needs to increase the flight ceiling. What the hell do you think is going to happen if and whey they bring out an actual AA-HAV or the like? I didn't know that the only part of flying dropships was calling them in. Did you know that flying around at the flight ceiling means you might as well not be in the game? The dropship is useless apart from fast transport. What exactly do you want it to do? It's not useless at all, my assault dropship gets an average of like 15-20 kills plus vehicle kills, unless one or two sica park so far in the red line I can't even get them with a suicide dropship packed with RE's (which is obnoxiously hard to do, btw).
Maybe you're a bad pilot, but some of us aren't, we just get shut down by mechanics, rather than our opponents skill.
Vids / O7
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