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Everything Dies
Chatelain Rapid Response Gallente Federation
377
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Posted - 2013.12.22 03:13:00 -
[151] - Quote
Didn't read the whole thread, so forgive me if someone has already recommended something similar: Rail turrets should suffer from a "ten-to-one" dropoff for damage purposes; meaning, for every 10 meters that your shot travels, it loses 1% of the base damage amount.
Random example: A rail turret that does 1000 base damage, with a range of 500 meters 100 meters = 90% damage = 900 300 meters = 70% damage = 700 500 meters = 50% damage = 500
This would allow rail tanks to fill more of a support/area of denial role on the battlefield, and rewards them for moving closer to the actual battle.
For the record, my tank of choice is a cheap rail one, so I'd be directly impacted by this change.
Life is killing me.
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Harpyja
DUST University Ivy League
941
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Posted - 2013.12.22 03:43:00 -
[152] - Quote
I think rails just simply put out too much DPS for what's supposed to be a long ranged weapon.
I think a slight damage reduction (100-200) but a major increase in heat build up will make them more of a long ranged support weapon. I think it should overheat after three consecutive shots at most. I hate how it rivals my missile turret in terms of AV capabilities. The railgun is the popular go-to weapon for taking out vehicles and it's superb at any range. Missiles are only superb at short to mid range, so I think the railgun should give up a good amount of DPS for longer range superiority while being clunky and outperformed at closer ranges.
I've only come up against two other missile tanks attempting to take me out; every other tank had a railgun.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Flix Keptick
Red Star. EoN.
1718
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Posted - 2013.12.22 03:50:00 -
[153] - Quote
DUST Fiend wrote:Jason Pearson wrote:DUST Fiend wrote:I like how the tankers come out of the woodwork, foaming at the mouth that we want to be invincible, when all we're asking for is the CHANCE TO FIGHT BACK.
You ******* noobs are the ones sitting in the redline killable only by your own stupidity. How ******* hard is it to roll backwards? What a ******* skill.
You guys ******* suck at DUST and should be ashamed to have it downloaded to your systems
Chill brah. You can't fight, you're meant to be transporting people guy. :D Right, that's why we have a forward mounted gun that tears through tanks, because we aren't meant to fight.... Keep huggin' that redline brah We get a 50% boost to RoF and this character tells us we're for troop transport, what a tool real tankers don't stay in the redline, stop ******* insulting us.
I had a dude in my squad rail sniping in the redline yesterday and I told him to get the **** out of there and onto the battlefield
Going to stay out of AV/V debates, better for my sanity.
G˙åTank driverG˙å
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Iron Wolf Saber
Den of Swords
11371
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Posted - 2013.12.22 03:54:00 -
[154] - Quote
Making rails much harder to fit would probably fix them.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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KING CHECKMATE
Scions of Athra
3434
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Posted - 2013.12.22 03:59:00 -
[155] - 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 like anything that can take out a tank.
AV-TANK BALANCE = https://forums.dust514.com/default.aspx?g=posts&m=1612446#post1612446
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jerrmy12 kahoalii
Krullefor Organization Minmatar Republic
166
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Posted - 2013.12.22 04:04:00 -
[156] - Quote
Iron Wolf Saber wrote:Making rails much harder to fit would probably fix them. they need a fire rate reduction and lower damage VS shields, and there we go, 1.6 fire rate
recuruit link
5 to 11 mil isk per 100k recuruit
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Pvt Numnutz
Black Phoenix Mercenaries
465
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Posted - 2013.12.22 04:11:00 -
[157] - Quote
Jason Pearson wrote:DUST Fiend wrote:Jason Pearson wrote:DUST Fiend wrote:I like how the tankers come out of the woodwork, foaming at the mouth that we want to be invincible, when all we're asking for is the CHANCE TO FIGHT BACK.
You ******* noobs are the ones sitting in the redline killable only by your own stupidity. How ******* hard is it to roll backwards? What a ******* skill.
You guys ******* suck at DUST and should be ashamed to have it downloaded to your systems
Chill brah. You can't fight, you're meant to be transporting people guy. :D Right, that's why we have a forward mounted gun that tears through tanks, because we aren't meant to fight.... You hug that redline brah You make me sad Q_Q Also, am still opposed to Assault Dropships, they just don't make sense, Need proper gunships. Sigh, its people like you that almost got the assault dropship removed. I really like the assault dropships role, its a fast agile and hard hitting dropship. Good at getting a skilled shock team to a point and provide a little overwatch. It is also good at scouting out positions. I envision gunships to be a dedicated anti tank vehicle with a gunner manning a chin mounted anti infantry gun. While the pilot uses a rack of missiles or rail guns. It will be a vehicle killer and nothing more. The difference between the two is that an assault dropship is still designed to have the versatility of a dropship, what I mean by that is it drops shock troopers to capture or reinforce points. Its a great role and is very fun to play after you have been flying for as long as I have. I hate it when tankers talk about the assault dropship this way, especially when they don't fly, or only fly military dropships. |
rebecca watson
OSG Planetary Operations Covert Intervention
89
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Posted - 2013.12.22 04:46:00 -
[158] - Quote
1. Add falloff to all rails.
2. Split them into two types: a. Current range, half the damage b. Half the range, current damage.
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Commander Tzu
L.O.T.I.S. Public Disorder.
108
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Posted - 2013.12.22 04:49:00 -
[159] - Quote
If they remove rail guns and make HAVs vulnerable to dropships, we might actually get that Anti-Air HAV hull they mentioned. |
Mobius Wyvern
Isuuaya Tactical Caldari State
4200
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Posted - 2013.12.22 04:56:00 -
[160] - Quote
When I took my Dropship up last Saturday, the only threat I was completely unable to counter was a Railgun Gunnlogi back in the redline.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Driver Cole
Nor Clan Combat Logistics
6
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Posted - 2013.12.22 05:02:00 -
[161] - Quote
What about the small rail turrets? They are generally useless unless you can make a direct hit, but even then you can empty the entire clip and not get the kill. It makes sense to me that the answer to any vehicle a DS comes across it to use a rail turret. But the turret has blaster range and less power then a missile turret. What is the placement for this weapon? |
CommanderBolt
ACME SPECIAL FORCES
474
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Posted - 2013.12.22 05:05:00 -
[162] - Quote
So yea this thread has resorted to totally non-constructive feedback.
I apologise for over looking the red line issue and I GET that point. I also get that railgun tanks are best countered by other railgun tanks (when they are in the redzone at least).
Let me be clear. So if we remove the red zones.... that may help the situation but then what about noobies getting there asses handed to them before they can even spawn in fully (Or the second they touch down from the MCC). Lets be honest that already happens on certain maps.
Like others have said, (I too have been guilty of this in the past) it just seems that people want what ever it is that kills them nerfed.
Lets look at the overall picture. What do you guys, from both sides of the fence, think would be a fair way to solve this problem?
Lets do something constructive here. |
Driver Cole
Nor Clan Combat Logistics
6
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Posted - 2013.12.22 05:12:00 -
[163] - Quote
CommanderBolt wrote:So yea this thread has resorted to totally non-constructive feedback.
I apologise for over looking the red line issue and I GET that point. I also get that railgun tanks are best countered by other railgun tanks (when they are in the redzone at least).
Let me be clear. So if we remove the red zones.... that may help the situation but then what about noobies getting there asses handed to them before they can even spawn in fully (Or the second they touch down from the MCC). Lets be honest that already happens on certain maps.
Like others have said, (I too have been guilty of this in the past) it just seems that people want what ever it is that kills them nerfed.
Lets look at the overall picture. What do you guys, from both sides of the fence, think would be a fair way to solve this problem?
Lets do something constructive here.
Okay how about having vehicles unable to fire within a red-zone and have the red-zone for ground vehicles be larger. This would remove red-line rails and make them closer to the battle.
Dropship pilot/Medic
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Harpyja
DUST University Ivy League
941
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Posted - 2013.12.22 05:33:00 -
[164] - Quote
Why not remove the redline altogether for aircraft? Then give MCCs a form of AA that activates within a certain range to prevent dropships from farming kills (enough to discourage them from sitting there for extended periods of time, but not enough to allow to finish off a redline tank that retreated to the MCC)
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Driver Cole
Nor Clan Combat Logistics
6
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Posted - 2013.12.22 05:39:00 -
[165] - Quote
Harpyja wrote:Why not remove the redline altogether for aircraft? Then give MCCs a form of AA that activates within a certain range to prevent dropships from farming kills (enough to discourage them from sitting there for extended periods of time, but not enough to allow to finish off a redline tank that retreated to the MCC)
Can't completely remove it because infantry can't out run a DS with missiles.
Dropship pilot/Medic
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CommanderBolt
ACME SPECIAL FORCES
474
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Posted - 2013.12.22 05:44:00 -
[166] - Quote
Driver Cole wrote:CommanderBolt wrote:So yea this thread has resorted to totally non-constructive feedback.
I apologise for over looking the red line issue and I GET that point. I also get that railgun tanks are best countered by other railgun tanks (when they are in the redzone at least).
Let me be clear. So if we remove the red zones.... that may help the situation but then what about noobies getting there asses handed to them before they can even spawn in fully (Or the second they touch down from the MCC). Lets be honest that already happens on certain maps.
Like others have said, (I too have been guilty of this in the past) it just seems that people want what ever it is that kills them nerfed.
Lets look at the overall picture. What do you guys, from both sides of the fence, think would be a fair way to solve this problem?
Lets do something constructive here. Okay how about having vehicles unable to fire within a red-zone and have the red-zone for ground vehicles be larger. This would remove red-line rails and make them closer to the battle.
After thinking about this myself I came to a similar conclusion. How about while in the red zone NO ONE can fire anything?
No firing of any weapons, no tank cannons, nothing. Until they have left the red zone? This would still keep the red zone as a safe place to hide but you would have to leave the red zone to snipe, shoot guns , shoot tank cannons etc?
I am certainly in favour of this as I for one do not sit in the red zone.
EDIT - To justify this perhaps have a really large "Energy stasis barrier" in place that nullifies ALL weaponry.... (Insert other BS excuse here for your pleasure) |
Harpyja
DUST University Ivy League
941
|
Posted - 2013.12.22 05:47:00 -
[167] - Quote
Driver Cole wrote:Harpyja wrote:Why not remove the redline altogether for aircraft? Then give MCCs a form of AA that activates within a certain range to prevent dropships from farming kills (enough to discourage them from sitting there for extended periods of time, but not enough to allow to finish off a redline tank that retreated to the MCC) Can't completely remove it because infantry can't out run a DS with missiles. Well the idea is to remove the redline while adding in AA. I like how BF3 did it where you had indestructible player operated AA turrets in the 'redline' with a view of the 'redline' zone only. Allowed aircraft to engage within the redline, but it can become a hostile environment for aircraft.
I think what could be done is to add player controlled blaster turrets (or equivalents of) with terminals inside the MCC. Short range such that it only creates a hostile environment where the redline used to be.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Driver Cole
Nor Clan Combat Logistics
6
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Posted - 2013.12.22 05:48:00 -
[168] - Quote
CommanderBolt wrote:Driver Cole wrote:CommanderBolt wrote:So yea this thread has resorted to totally non-constructive feedback.
I apologise for over looking the red line issue and I GET that point. I also get that railgun tanks are best countered by other railgun tanks (when they are in the redzone at least).
Let me be clear. So if we remove the red zones.... that may help the situation but then what about noobies getting there asses handed to them before they can even spawn in fully (Or the second they touch down from the MCC). Lets be honest that already happens on certain maps.
Like others have said, (I too have been guilty of this in the past) it just seems that people want what ever it is that kills them nerfed.
Lets look at the overall picture. What do you guys, from both sides of the fence, think would be a fair way to solve this problem?
Lets do something constructive here. Okay how about having vehicles unable to fire within a red-zone and have the red-zone for ground vehicles be larger. This would remove red-line rails and make them closer to the battle. After thinking about this myself I came to a similar conclusion. How about while in the red zone NO ONE can fire anything? No firing of any weapons, no tank cannons, nothing. Until they have left the red zone? This would still keep the red zone as a safe place to hide but you would have to leave the red zone to snipe, shoot guns , shoot tank cannons etc? I am certainly in favour of this as I for one do not sit in the red zone. EDIT - To justify this perhaps have a really large "Energy stasis barrier" in place that nullifies ALL weaponry.... (Insert other BS excuse here for your pleasure)
This only makes it easier to keep the other team red-lined.
Dropship pilot/Medic
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Void Echo
KNIGHTZ OF THE ROUND Legacy Rising
2251
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Posted - 2013.12.22 05:50:00 -
[169] - Quote
if your going to remove the redline then make it to where every single enemy that gets 50-100 meters close to the MCC gets automatically killed, because without the redline, there would be no new players anymore as they would be killed the instant they spawn in or touch the ground, resulting in mass rage quitting and the player count dropping to probably 500
Youtube
Gallente Loyalist
Closed Beta Player
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CommanderBolt
ACME SPECIAL FORCES
474
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Posted - 2013.12.22 05:55:00 -
[170] - Quote
Driver Cole wrote:CommanderBolt wrote:Driver Cole wrote:CommanderBolt wrote:So yea this thread has resorted to totally non-constructive feedback.
I apologise for over looking the red line issue and I GET that point. I also get that railgun tanks are best countered by other railgun tanks (when they are in the redzone at least).
Let me be clear. So if we remove the red zones.... that may help the situation but then what about noobies getting there asses handed to them before they can even spawn in fully (Or the second they touch down from the MCC). Lets be honest that already happens on certain maps.
Like others have said, (I too have been guilty of this in the past) it just seems that people want what ever it is that kills them nerfed.
Lets look at the overall picture. What do you guys, from both sides of the fence, think would be a fair way to solve this problem?
Lets do something constructive here. Okay how about having vehicles unable to fire within a red-zone and have the red-zone for ground vehicles be larger. This would remove red-line rails and make them closer to the battle. After thinking about this myself I came to a similar conclusion. How about while in the red zone NO ONE can fire anything? No firing of any weapons, no tank cannons, nothing. Until they have left the red zone? This would still keep the red zone as a safe place to hide but you would have to leave the red zone to snipe, shoot guns , shoot tank cannons etc? I am certainly in favour of this as I for one do not sit in the red zone. EDIT - To justify this perhaps have a really large "Energy stasis barrier" in place that nullifies ALL weaponry.... (Insert other BS excuse here for your pleasure) This only makes it easier to keep the other team red-lined.
Ahh yes this is true. That point escaped me when I was thinking about this.
So basically nothing can be done. The guys idea above about having turrets mounted on the MCC is a decent idea, allowing for air assets to harrass the red zone while still taking heat from the gunners.
I specifically remember on BF2 the wake island map, the carrier team had the huge AA turret, but you would still see jets doing bombing and strafing runs on the carrier, if he was lucky enough to escape the hail of fire from that awesome AA deck barrel gun.
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Harpyja
DUST University Ivy League
943
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Posted - 2013.12.22 05:55:00 -
[171] - Quote
Void Echo wrote:if your going to remove the redline then make it to where every single enemy that gets 50-100 meters close to the MCC gets automatically killed, because without the redline, there would be no new players anymore as they would be killed the instant they spawn in or touch the ground, resulting in mass rage quitting and the player count dropping to probably 500 See my above reply regarding player operated turrets from the MCC.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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CommanderBolt
ACME SPECIAL FORCES
474
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Posted - 2013.12.22 05:57:00 -
[172] - Quote
Void Echo wrote:if your going to remove the redline then make it to where every single enemy that gets 50-100 meters close to the MCC gets automatically killed, because without the redline, there would be no new players anymore as they would be killed the instant they spawn in or touch the ground, resulting in mass rage quitting and the player count dropping to probably 500
I dont know if you have checked out how it is coming in as a new player recently, but after reading some new guys thread the other day I checked it out and I have to say its a pretty poor experience. You wait many minutes for a battle to start and when it finally does its like a few guys v a few guys.
They need to be incorporated with the current players somehow. Maybe have a game mode that only allows militia stuff so the noobs can enjoy the full 16v16 or what ever is it. |
Void Echo
KNIGHTZ OF THE ROUND Legacy Rising
2251
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Posted - 2013.12.22 05:58:00 -
[173] - Quote
Harpyja wrote:Void Echo wrote:if your going to remove the redline then make it to where every single enemy that gets 50-100 meters close to the MCC gets automatically killed, because without the redline, there would be no new players anymore as they would be killed the instant they spawn in or touch the ground, resulting in mass rage quitting and the player count dropping to probably 500 See my above reply regarding player operated turrets from the MCC.
they better be insta kill turrets or nothing will get done
Youtube
Gallente Loyalist
Closed Beta Player
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CommanderBolt
ACME SPECIAL FORCES
475
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Posted - 2013.12.22 06:01:00 -
[174] - Quote
Harpyja wrote:Void Echo wrote:if your going to remove the redline then make it to where every single enemy that gets 50-100 meters close to the MCC gets automatically killed, because without the redline, there would be no new players anymore as they would be killed the instant they spawn in or touch the ground, resulting in mass rage quitting and the player count dropping to probably 500 See my above reply regarding player operated turrets from the MCC.
Sorry to multi-post like this.
I honestly think this is the best idea by far so far. Any idea others have come up with has holes in it. However this seems a very viable way to do it. It was that way in other great FPS games with similar mechanics to dust (Battlefield being a prime example).
I say we push this as an idea. Any feed back from others? I feel this would make DS pilots happy and at the same time, new guys would still be able to fight back using the mounted MCC turrets.
(You know I say we just copy Battlefield 2142 and have Titan mode. That was awesome and VERY much like DUST in many ways) |
Mobius Wyvern
Isuuaya Tactical Caldari State
4200
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Posted - 2013.12.22 08:02:00 -
[175] - Quote
CommanderBolt wrote:Harpyja wrote:Void Echo wrote:if your going to remove the redline then make it to where every single enemy that gets 50-100 meters close to the MCC gets automatically killed, because without the redline, there would be no new players anymore as they would be killed the instant they spawn in or touch the ground, resulting in mass rage quitting and the player count dropping to probably 500 See my above reply regarding player operated turrets from the MCC. Sorry to multi-post like this. I honestly think this is the best idea by far so far. Any idea others have come up with has holes in it. However this seems a very viable way to do it. It was that way in other great FPS games with similar mechanics to dust (Battlefield being a prime example). I say we push this as an idea. Any feed back from others? I feel this would make DS pilots happy and at the same time, new guys would still be able to fight back using the mounted MCC turrets. (You know I say we just copy Battlefield 2142 and have Titan mode. That was awesome and VERY much like DUST in many ways) Honestly, if we have AI controlled turret installations all over maps, why not put the other gun back on the MCC and make those AI controlled.
With the size they are, they could easily be the XL turrets the original concept art for the game had room for, and with them auto-targeting, getting within range of them would be suicidal. You could take out the redline, but still have a safe zone under the MCC.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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crazy space 1
GunFall Mobilization Covert Intervention
2119
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Posted - 2013.12.22 08:11:00 -
[176] - 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.
. ASAP.
Nothing in this game is test before release. Don't you get it? testing takes weeks! months!
They had no idea the sticky remote change was incoming. They never considered it in the balance. They didn't test the build.
btw with where dust is now I DONT want them over testing :P |
castba
Penguin's March
267
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Posted - 2013.12.22 08:13:00 -
[177] - Quote
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 Didn't CCP mention that a bomber was going to be released shortly? I seem to recall it was scheduled for a recent update but was delayed due to core fixes. This would mean in the next couple of updates and would probably be the hard counter to tanks, no? |
DeadlyAztec11
2849
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Posted - 2013.12.22 08:18:00 -
[178] - Quote
Judge, I'm sorry for doubting you. I totally support you for CPM now. I am in solidarity with you.
+1
»We still have our honor!
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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
727
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Posted - 2013.12.22 08:19:00 -
[179] - Quote
Psssssssh, what would you know about vehicles, old man?
C'mon guys, party over at Scotty's!
CCP, Geth Infiltrator is OP! plz nerf.
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Mobius Wyvern
Isuuaya Tactical Caldari State
4200
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Posted - 2013.12.22 08:21:00 -
[180] - Quote
castba 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 Didn't CCP mention that a bomber was going to be released shortly? I seem to recall it was scheduled for a recent update but was delayed due to core fixes. This would mean in the next couple of updates and would probably be the hard counter to tanks, no? That was Blam!'s idea, and he apparently no longer works for CCP.
The Bomber Dropship was a terrible idea. That would have been fighting cheese with even more cheese.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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