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Benjamin Ciscko
The Generals General Tso's Alliance
1179
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Posted - 2014.01.11 22:13:00 -
[1] - Quote
The scattered variant was removed, it traded reduced range for an increase in damage, current Pro blaster Ion Cannon 136.5 damage (these are off hand estimates I may be off by .1 or something). 1.6 best Pro blaster Scattered Ion Cannon 150.5 damage. So far the base damage was reduced by getting rid of the scattered variant 9/10 tankers used scattered variants.
3 separate passive upgrades totaling to 30% extra damage were removed so the Scattered Ion Cannon could deal almost 200 Damage a shot
There was 1 passive Upgrade that increased range by 15%
There was 1 passive Upgrade that increased blaster zoom by 10%
Active Heat sinks have been removed they allowed for tanks to fire for an extended period of time I believe it was 57% longer and was easy to fit, damage mods are now active and high slots a substitute for heat sinks but are extremely hard to fit usually requiring a CPU upgrade so you lose tank.
Blasters are also pretty awful tank vs. tank sure I kill dozens of militia rail nubs who don't know how to fit their tank but if they know what they are doing it is very difficult to win a tank battle
Please don't double nerf our blasters I do agree they require a little bit of tweaking I would personally like a slight damage reduction 15% max for increased hit detection hit detection is (often delayed so I hit you 2 sec later you receive damage, ever get hit behind a wall it's likely that you got hit before going behind the wall it just registered when you ducked behind it, or I will flat out hit someone 3 times in the face and they don't drop a single hit point of shield) I would also like a range reduction we do shoot a "little" too far for a close range weapon.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Henchmen21
Planet Express LLC
389
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Posted - 2014.01.11 22:20:00 -
[2] - Quote
Blasters need a range reduction. Having to come within range of infantry AV would go a long way to evening out the fight.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Benjamin Ciscko
The Generals General Tso's Alliance
1179
|
Posted - 2014.01.11 22:24:00 -
[3] - Quote
Henchmen21 wrote:Blasters need a range reduction. Having to come within range of infantry AV would go a long way to evening out the fight. Yes I shouldn't be able to shoot the range of the swarm launcher I can easily kill people at 130m at 150m it's a little harder at 180m it's possible but it takes a lot of skill it should take a lot of skill at 130m.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Beren Hurin
Onslaught Inc RISE of LEGION
1970
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Posted - 2014.01.11 22:24:00 -
[4] - Quote
Henchmen21 wrote:Blasters need a range reduction. Having to come within range of infantry AV would go a long way to evening out the fight.
I wouldn't mind a little more spread that makes getting max DPS on a dropsuit more difficult at the 75m range.
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Benjamin Ciscko
The Generals General Tso's Alliance
1179
|
Posted - 2014.01.11 22:26:00 -
[5] - Quote
Beren Hurin wrote:Henchmen21 wrote:Blasters need a range reduction. Having to come within range of infantry AV would go a long way to evening out the fight. I wouldn't mind a little more spread that makes getting max DPS on a dropsuit more difficult at the 75m range. As long as the spread isn't apparent until mid range.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Zekain K
Expert Intervention Caldari State
1010
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Posted - 2014.01.11 22:28:00 -
[6] - Quote
Lower rof. Increase damage but like 2x what it is now. Reduce heat limit.
It fires slower, deals more damage, but can't fire for a long period of time. This allows it to still be effective against infantry, and vehicles. But can't dominate them.
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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True Adamance
Kameira Lodge Amarr Empire
5555
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Posted - 2014.01.11 22:32:00 -
[7] - Quote
Benjamin Ciscko wrote:The scattered variant was removed, it traded reduced range for an increase in damage, current Pro blaster Ion Cannon 136.5 damage (these are off hand estimates I may be off by .1 or something). 1.6 best Pro blaster Scattered Ion Cannon 150.5 damage. So far the base damage was reduced by getting rid of the scattered variant 9/10 tankers used scattered variants.
3 separate passive upgrades totaling to 30% extra damage were removed so the Scattered Ion Cannon could deal almost 200 Damage a shot
There was 1 passive Upgrade that increased range by 15%
There was 1 passive Upgrade that increased blaster zoom by 10%
Active Heat sinks have been removed they allowed for tanks to fire for an extended period of time I believe it was 57% longer and was easy to fit, damage mods are now active and high slots a substitute for heat sinks but are extremely hard to fit usually requiring a CPU upgrade so you lose tank.
Blasters are also pretty awful tank vs. tank sure I kill dozens of militia rail nubs who don't know how to fit their tank but if they know what they are doing it is very difficult to win a tank battle
Please don't double nerf our blasters I do agree they require a little bit of tweaking I would personally like a slight damage reduction 15% max for increased hit detection hit detection is (often delayed so I hit you 2 sec later you receive damage, ever get hit behind a wall it's likely that you got hit before going behind the wall it just registered when you ducked behind it, or I will flat out hit someone 3 times in the face and they don't drop a single hit point of shield) I would also like a range reduction we do shoot a "little" too far for a close range weapon.
It doesn't matter mate Tanking is boring as hell now all you need is an MLT fit Sica and I can down far better fit tanks, far more skilled tankers, all without having to leave the red line.....
And this is all you ever see in matches, Scrubs who have realised how **** poor they are at tanking not risking themselves or their investments to achieve total map and vehicle superiority at no cost to them.
It's just bad business to Tank outside the Redline....
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
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Benjamin Ciscko
The Generals General Tso's Alliance
1180
|
Posted - 2014.01.11 22:32:00 -
[8] - Quote
Zekain K wrote:Lower rof. Increase damage but like 2x what it is now. Reduce heat limit.
It fires slower, deals more damage, but can't fire for a long period of time. This allows it to still be effective against infantry, and vehicles. But can't dominate them. The blaster should be kind of like the inverse of a rail, a rail is insanely good at killing tanks but is pretty awful at killing infantry it is still possible just very difficult. So the blaster should be an excellent infantry killer and a pretty poor tank killer. Currently the large rail is OP as **** so it's not the best comparison but you get what I need.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Benjamin Ciscko
The Generals General Tso's Alliance
1180
|
Posted - 2014.01.11 22:39:00 -
[9] - Quote
True Adamance wrote:Benjamin Ciscko wrote:The scattered variant was removed, it traded reduced range for an increase in damage, current Pro blaster Ion Cannon 136.5 damage (these are off hand estimates I may be off by .1 or something). 1.6 best Pro blaster Scattered Ion Cannon 150.5 damage. So far the base damage was reduced by getting rid of the scattered variant 9/10 tankers used scattered variants.
3 separate passive upgrades totaling to 30% extra damage were removed so the Scattered Ion Cannon could deal almost 200 Damage a shot
There was 1 passive Upgrade that increased range by 15%
There was 1 passive Upgrade that increased blaster zoom by 10%
Active Heat sinks have been removed they allowed for tanks to fire for an extended period of time I believe it was 57% longer and was easy to fit, damage mods are now active and high slots a substitute for heat sinks but are extremely hard to fit usually requiring a CPU upgrade so you lose tank.
Blasters are also pretty awful tank vs. tank sure I kill dozens of militia rail nubs who don't know how to fit their tank but if they know what they are doing it is very difficult to win a tank battle
Please don't double nerf our blasters I do agree they require a little bit of tweaking I would personally like a slight damage reduction 15% max for increased hit detection hit detection is (often delayed so I hit you 2 sec later you receive damage, ever get hit behind a wall it's likely that you got hit before going behind the wall it just registered when you ducked behind it, or I will flat out hit someone 3 times in the face and they don't drop a single hit point of shield) I would also like a range reduction we do shoot a "little" too far for a close range weapon. It doesn't matter mate Tanking is boring as hell now all you need is an MLT fit Sica and I can down far better fit tanks, far more skilled tankers, all without having to leave the red line..... And this is all you ever see in matches, Scrubs who have realised how **** poor they are at tanking not risking themselves or their investments to achieve total map and vehicle superiority at no cost to them. It's just bad business to Tank outside the Redline.... I know I see rail tanks in the redline every other match, the railgun is the most powerful large turret the best in the game yet you have to use it on a dual tanked fit in the redline. I hit a gunlogi 4 times with a particle accelerator with a damage mod and he didn't die he just moved behind a hill and regened at least man up and use an OP weapon where I stand just a slight chance of killing you. Then you have double damage modded armor tanked sica's. My wallets gone down because of this that's why I disagree with a price increase it's because they are so paper thin against railguns.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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CLONE117
planetary retaliation organisation
573
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Posted - 2014.01.11 23:46:00 -
[10] - Quote
armor tanked sicas?
that sounds rather hard to fit....unless they maxed out core skills in the armor and turret area..
the most i can fit on my double damage mod sica? a light armor repper.. thats it.
some ppls wallets have gone down from running all tank levels...including mine whilee running mlt tanks. fitted with some std stuff with sometimes an enhanced amour plat on my mlt soma blaster hav.
i disregard all the decrease rof and increase damage to around 200 pershot for large blaster turret threads. as i do not like the idea of having to use a "compressed" blaster.
and anyways. in many cases. the ppl i normally see to complain about getting killed by our anti infantry tank friend would be some1 who lost a proto suit trying to stomp everyelse and keep and endless hold of that objective over there!.
um yeah i will. pull out an anti infantry/protobear device in order to prevent being redlined the entire match.
even then i feel like my hmg could kill a little faster at times.
i admit to have destroying many tanks with my glass cannon sica rail or my other glass cannon missile hav(which i will mostly reserve for armor tankers as missiles suck against shields anyways..).
and even with a blaster turret used against av the little strategy seems to go like this. player with av pops out from behind wall. fires fg swarm or lobs av nade then goes back into cover. all i seem to be able to do in that situation from my tank is continually fire and try to keep them behind that wall for as long as possible. or stop firing. hope they come out. and then fire. but i normally only manage to land 1-2 hits before they get back into cover and thats with luck.
if they r closer to me its much easier to just jump out of the tank and gun them down that way.
my time from using av when going up against tanks. i can solo kill most mlt tanks rather easily. i dont get why ppl with bettter av gear than me have trouble with it anyways as i guess that will be a mystery that remains to besolved.
the only tanks ive actually failed to kill with av would be majority of all those std tanks. which is what i mainly use my glass cannon for anyways.
i dont actually find railguns to be such of a problem. sure i may fire from the redline at times. but thats normally when the other team pretty much has tank dominance on the map. and multiple rail tanks as well. and at the same time i dont have next to any tank abillity with my railgun anyways because its a glass cannon. ull find its not very durable. id have to run even from a mlt swarm launcher. because it only takes 3-4 of those to take out my tank. with 2 damage mods it seems to have the power of a rapid firing breach fg. which is fine by me as since most of my sp is in dropsuit core skills and dropsuit weapon skills. ive been slowly speccing into vehicles but it will be a while before i can get my hands on some better tank equipment.
std tanks are 30-40& better than those mlt tanks currently anyways. so its a large percentage.but in that percentage is obviously this. 1 extra slot. more cpu/pg to work with.and obviously alot more sp placed into vehicles. |
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