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Harpyja
DUST University Ivy League
952
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Posted - 2013.12.24 05:57:00 -
[1] - Quote
They are supposed to be long ranged support, not close ranged blap all.
I see railgun tanks killing infantry more easily than my missile turret can. Facing armor railgun tanks brings my shield to low levels while shield railgun tanks just pop me effortlessly.
The railgun is horribly broken and OP, even at the militia level. First of all, it makes zero sense that a non-explosive kinetic slug has a larger splash radius and higher splash damage than an explosive missile. It's like trying to say that if a .50 cal sniper rifle hits the ground next to your foot, it should blow your foot clean off. All that it should do is kick up some dirt and give you some scratches at worst.
Second, as I already mentioned, it beats the missile turret in vehicle combat. Not only is it accurate at long range, but it doesn't care what vehicle it's fighting, while the missile launcher is only good up to medium range and cares about which vehicle it's fighting.
The missile launcher should be the tankbuster, not the railgun. Making the tankbuster a long ranged weapon such as the railgun is horribly broken.
I say, if the railgun wants it's range, then increase heat cost per second to 40 and reduce damage by 100-200. It should overheat fast, discouraging its use in close range while keeping it suitable at long range. These two changes will force railgunners out at long ranges to provide support fire, as they will be bested by missile turrets, no matter if they are shield or armor.
However, if they want to keep their utility (which every scrub militia rail tanker would want), I say bring the splash radius back on missiles (at least 3m, but I think 4m should be a good starting point) and increase the clip size to 14 on large missile launchers (I count 7 missile tubes on each side on the turret model). These two changes will make the missile turret more competitive against the oh so popular railgun.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Tonka Legacy
THIRD EARTH INCORPORATED Dark Taboo
6
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Posted - 2013.12.24 07:44:00 -
[2] - Quote
Harpyja wrote:They are supposed to be long ranged support, not close ranged blap all.
I see railgun tanks killing infantry more easily than my missile turret can. Facing armor railgun tanks brings my shield to low levels while shield railgun tanks just pop me effortlessly.
The railgun is horribly broken and OP, even at the militia level. First of all, it makes zero sense that a non-explosive kinetic slug has a larger splash radius and higher splash damage than an explosive missile. It's like trying to say that if a .50 cal sniper rifle hits the ground next to your foot, it should blow your foot clean off. All that it should do is kick up some dirt and give you some scratches at worst.
Second, as I already mentioned, it beats the missile turret in vehicle combat. Not only is it accurate at long range, but it doesn't care what vehicle it's fighting, while the missile launcher is only good up to medium range and cares about which vehicle it's fighting.
The missile launcher should be the tankbuster, not the railgun. Making the tankbuster a long ranged weapon such as the railgun is horribly broken.
I say, if the railgun wants it's range, then increase heat cost per shot to 40 and reduce damage by 100-200. It should overheat fast, discouraging its use in close range while keeping it suitable at long range. These two changes will force railgunners out at long ranges to provide support fire, as they will be bested by missile turrets, no matter if they are shield or armor.
However, if they want to keep their utility (which every scrub militia rail tanker would want), I say bring the splash radius back on missiles (at least 3m, but I think 4m should be a good starting point) and increase the clip size to 14 on large missile launchers (I count 7 missile tubes on each side on the turret model). These two changes will make the missile turret more competitive against the oh so popular railgun. Yeah, before the update this wasn't a problem. Rail tanks played their roles and not the role of a blaster. There is no reason you should catch a rail tank inside of those close combat cites. |
The-Errorist
Closed For Business For All Mankind
416
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Posted - 2013.12.25 03:27:00 -
[3] - Quote
The increase RoF and lower heat cost per shot with large railguns was a bad change CCP made; it further messed up the balance of the turrets. |
The-Errorist
Storm Ventures For All Mankind
434
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Posted - 2014.01.02 02:50:00 -
[4] - Quote
Large railguns were fine the way they where pre 1.7 and now their just plain OP. |
Talos Vagheitan
Ancient Exiles.
365
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Posted - 2014.01.02 03:23:00 -
[5] - Quote
I'm not so quick to make hasty judgments about tanks/turrets. I like to make sure I understand something before I go loudly crying about it.
But one thing you have to admit is atleast now we see variety in tanks. That's a good thing. All I ever saw deployed before this were blaster-madrugars.
Who cares what some sniper has to say
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Soldiersaint
Deepspace Digital
642
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Posted - 2014.01.02 03:25:00 -
[6] - Quote
Harpyja wrote:They are supposed to be long ranged support, not close ranged blap all.
I see railgun tanks killing infantry more easily than my missile turret can. Facing armor railgun tanks brings my shield to low levels while shield railgun tanks just pop me effortlessly.
The railgun is horribly broken and OP, even at the militia level. First of all, it makes zero sense that a non-explosive kinetic slug has a larger splash radius and higher splash damage than an explosive missile. It's like trying to say that if a .50 cal sniper rifle hits the ground next to your foot, it should blow your foot clean off. All that it should do is kick up some dirt and give you some scratches at worst.
Second, as I already mentioned, it beats the missile turret in vehicle combat. Not only is it accurate at long range, but it doesn't care what vehicle it's fighting, while the missile launcher is only good up to medium range and cares about which vehicle it's fighting.
The missile launcher should be the tankbuster, not the railgun. Making the tankbuster a long ranged weapon such as the railgun is horribly broken.
I say, if the railgun wants it's range, then increase heat cost per shot to 40 and reduce damage by 100-200. It should overheat fast, discouraging its use in close range while keeping it suitable at long range. These two changes will force railgunners out at long ranges to provide support fire, as they will be bested by missile turrets, no matter if they are shield or armor.
However, if they want to keep their utility (which every scrub militia rail tanker would want), I say bring the splash radius back on missiles (at least 3m, but I think 4m should be a good starting point) and increase the clip size to 14 on large missile launchers (I count 7 missile tubes on each side on the turret model). These two changes will make the missile turret more competitive against the oh so popular railgun. Right then when a rail gun users stays in the red line you cry about it. |
Harpyja
DUST University Ivy League
1001
|
Posted - 2014.01.02 04:03:00 -
[7] - Quote
Soldiersaint wrote:Harpyja wrote:They are supposed to be long ranged support, not close ranged blap all.
I see railgun tanks killing infantry more easily than my missile turret can. Facing armor railgun tanks brings my shield to low levels while shield railgun tanks just pop me effortlessly.
The railgun is horribly broken and OP, even at the militia level. First of all, it makes zero sense that a non-explosive kinetic slug has a larger splash radius and higher splash damage than an explosive missile. It's like trying to say that if a .50 cal sniper rifle hits the ground next to your foot, it should blow your foot clean off. All that it should do is kick up some dirt and give you some scratches at worst.
Second, as I already mentioned, it beats the missile turret in vehicle combat. Not only is it accurate at long range, but it doesn't care what vehicle it's fighting, while the missile launcher is only good up to medium range and cares about which vehicle it's fighting.
The missile launcher should be the tankbuster, not the railgun. Making the tankbuster a long ranged weapon such as the railgun is horribly broken.
I say, if the railgun wants it's range, then increase heat cost per shot to 40 and reduce damage by 100-200. It should overheat fast, discouraging its use in close range while keeping it suitable at long range. These two changes will force railgunners out at long ranges to provide support fire, as they will be bested by missile turrets, no matter if they are shield or armor.
However, if they want to keep their utility (which every scrub militia rail tanker would want), I say bring the splash radius back on missiles (at least 3m, but I think 4m should be a good starting point) and increase the clip size to 14 on large missile launchers (I count 7 missile tubes on each side on the turret model). These two changes will make the missile turret more competitive against the oh so popular railgun. Right then when a rail gun users stays in the red line you cry about it. In that case it's no longer the railgun at fault. It's bad map design where it allows good views from the safety of the redline where I have no hopes of popping you other than pure luck that you don't retreat behind the hill before I shoot the final shot.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1002
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Posted - 2014.01.02 05:05:00 -
[8] - Quote
Harpyja wrote:The railgun is horribly broken and OP, even at the militia level. First of all, it makes zero sense that a non-explosive kinetic slug has a larger splash radius and higher splash damage than an explosive missile. Funny you should mention that. Railgun charges actually contain excited plasma, so there is some splash damage associated with it. I do agree that turrets are broken, though.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Killar-12
The Corporate Raiders Top Men.
1936
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Posted - 2014.01.02 06:23:00 -
[9] - Quote
Talos Vagheitan wrote:I'm not so quick to make hasty judgments about tanks/turrets. I like to make sure I understand something before I go loudly crying about it.
But one thing you have to admit is atleast now we see variety in tanks. That's a good thing. All I ever saw deployed before this were blaster-madrugars. Agreed I'd say they're a little good up close maybe a tracking nerf but they're good otherwise.
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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thomas mak
STRONG-ARMED BANDITS Public Disorder.
0
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Posted - 2014.01.02 08:31:00 -
[10] - Quote
In fact, railgun should work better to sheild and misstle should better to armor. It is writen on loading screen sometimes, but I don't feel there is a different like this the game should fix this and do the same on AV items too(forgegun.etc)
Real tanker would get off their tank untill their tank blow up, although not much people can blow up their tank.
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