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Pokey Dravon
OSG Planetary Operations Covert Intervention
1421
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Posted - 2014.01.10 23:28:00 -
[1] - Quote
Well you're right, the blaster is a really awful anti-HAV weapon unless you're fighting another blaster....then it's just fun as hell.
it is a little frustrating when you get up point blank against a rail tank and it still wins, but its an acceptable tradeoff considering how easy it is to get kills with a blaster.
Now the point about missiles....normally I would agree that missiles would be that nice middle ground between AV and AP, but with 1.7 they've turned into pure alpha strike DPS turrets, as the splash radius is simply too small to consistently get infantry kills without a direct hit. The role that Missiles now take is much akin to what I envision for Artillery turrets if we ever got those.
What I could see for the future is perhaps a shift to make Blasters more of an AV weapon by lowering the fire rate significantly and bumping the damage per shot up, making it harder to use on infantry. Then we could have Large Autocannon turrets (4 HMGs strapped together with duct tape and tie-wraps) and use that as more of the anti-infantry turret.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1421
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Posted - 2014.01.10 23:37:00 -
[2] - Quote
PEW JACKSON wrote:You has my vote for CPM Run in the election!!! This one needs our VOTES!!!!!!! Couldn't have said it better myself. Just lost trying to figure out the role Amarr turrets will play. Maybe precision anti infantry/mid range AV? Like futher than missiles, but shorter than rails.
Haha I intend to, I just don't flaunt it out in the open like most people.
Amarr basically have 2 options, Burst Laser (Scrambler) and Beam Laser. I personally vote for a large turret that operates much like the current Laser rifle, though some adjustments would need to be made with the range and whatnot. I would like to see for the small Amarr lasers to be more like Scrambler rifles with the ability to do a charge shot, or semi-auto fire.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1425
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Posted - 2014.01.11 00:00:00 -
[3] - Quote
Gunnlogi's do have significantly better fitting potential, and that's not even really taking into account that they can easily fit PG and CPU upgrades. All too often in my Gunnlogi fits (I run both types) I'm shrugging my shoulders about what to put in the lows because my highs are all complex and I have the turret I want, so I usually slap armor modules in there because why not?
The thing I don't want to see, and it's already happening, is the game turning into nothing but railguns fighting each other. I LOVE Blaster brawling, it is my absolute favorite thing to do in Dust, but unfortunately you really can't do it because a rail will just chase you down and kill you point blank...believe me I do it to Blasters all the time when they get up close to me. I personally would trade a decrease in AP effectiveness in exchange for making Blasters unbeatable at close range in terms of AV.
As for Missiles....I don't know. I like that they're a massive burst of DPS with awful reload time, they're much like the Rapid Fire missiles in EVE.
Believe it or not, if you break down the DPS and consider reload time, all of the large Turrets basically have the same sustained DPS over time. Only caveat to that is it doesn't take heat buildup into account, I haven't gotten around to doing the math for that yet =P
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1425
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Posted - 2014.01.11 00:06:00 -
[4] - Quote
Monkey MAC wrote:I'm getting tired of bringing the AV view of AV discussions only to hear.
AV is balanced it only takes 3 Proto Forge Guns to take out a Mlt Tanker who isn't engaged in combat with you.
Simply not true. Several guys in my corp that are dedicated Forge Gunners and rip tanks apart left and right. Assault Forge guns do massive DPS and are very difficult to tank against. Breach Forge guns can outright kill some tanks with their hardeners off.
Had a match about a week ago where my hardener dropped and half a second later I detonated from near full health. Proto Breach Forge. That guy was watching and waiting for my hardener to go down and got me, as he should have.
I run AV all the time too, so I know how to goes. The thing is many AV guys complain that they can't kill tanks, but the problem is they're trying to engage HAVs on level ground....literally. Tanks can't climb ladders, they cant get on top of buildings, and their means of taking cover are far more limited. Infantry have a plethora of advantages over HAVs but so rarely do I see any of them making use of them.
Get up high, get a assault forge gun, and watch the vehicle kills come rolling in.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1426
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Posted - 2014.01.11 00:10:00 -
[5] - Quote
Slim Winning wrote:I have 2mil SP. Tanks are all I have to work with right now. I use a blaster most of the time. Its OP because of its effectivness against person and vehicle players. If I have a hardener, I can out do 1v1 just about any tank.
I use rails sometimes and sometimes there is no tanks to attack with it. But I can kill people with it easily enough, more than I could with my frontline dropsuit.
I think missile tanks are the mostly against other tanks. If I lose my hardener, a missle tank will blow me up in a second.
You also have to remember that about 90% of the tankers you see now, just started tanking in 1.7
An experienced tanker who knows what he's doing will easily be able to rip you apart regardless. There is quite a deal more to tanking than the tank, and I think a lot of people don't quite realize that. I'm by no means the best, but I've been driving HAVs for nearly 2 years now, so I know a thing or two
PEW JACKSON wrote:Monkey MAC wrote:I'm getting tired of bringing the AV view of AV discussions only to hear.
AV is balanced it only takes 3 Proto Forge Guns to take out a Mlt Tanker who isn't engaged in combat with you. The broken part of AV is the no Bucks for all the bang.... 35 WP for every 1000 ehp damage and people won't care if tanks die. They'll be happy just farming points with an occasional kill.
I fully and completely support this. It used to be this way back in closed beta but was taken out for reasons.
Doing damage to a tank is very important, because even if you don't kill it, you can force it to move and leave the area, and you should be rewarded for that. Give WP for doing vehicle damage and people will start bringing out AV en mass.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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