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True Adamance
Kameira Lodge Amarr Empire
5572
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Posted - 2014.01.12 07:17:00 -
[1] - Quote
For the most part in most matches the Railgun becomes to default weapon to use, since you are likely to see other HAV on the field, not to mention dropships and LAV, the issue now that I find in engagement with tanks is that even at MLT level the railgun is easily the best turret by a country mile.
When I say best weapon I even include this consideration in close combat fights at the 2-3 shot nature if the rail gun makes it insanely potent at what it does. Which for he most part is somewhat fitting.
My only suggestion in regards to HAV turrets at this time is consider reducing the Railguns Rate of Fire. Its pretty fast right now, meaning in some cases dropshippers on have a seconds warning after the first rail round lands, it is also the same issue for tankers.
I feel the current Railgun actively encourages Redline sniping, and continuing forum complaint, because of the insanely high Alpha, rapid rate of fire, and range.
Please consider this, for what its worth I like the railgun, personally I find using it distasteful though as all I need is a Sica and MLT damage mod to win most engagements against anything from tanks, to drops, ships , and even against infantry at long range.
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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Cooper Eudaemon
DUST University Ivy League
47
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Posted - 2014.01.12 07:21:00 -
[2] - Quote
I think this is a great idea, personally.
Actually, I've suggested in other posts that the Large (and only the large) railgun should fire like a forge gun. You have to charge it for every shot, and there is a bright, visible glow when charging.
Death is a learning experience. I just wish I wasn't such a slow learner. >.<
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True Adamance
Kameira Lodge Amarr Empire
5573
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Posted - 2014.01.12 07:45:00 -
[3] - Quote
Cooper Eudaemon wrote:I think this is a great idea, personally.
Actually, I've suggested in other posts that the Large (and only the large) railgun should fire like a forge gun. You have to charge it for every shot, and there is a bright, visible glow when charging.
I don't know about that....but it feel like so sort of Rate of Fire change could be beneficial to all kinds of vehicle based combat situations.
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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Harpyja
DUST University Ivy League
1069
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Posted - 2014.01.12 14:32:00 -
[4] - Quote
I think a RoF decrease and a heat cost increase would balance out the large railgun. It's intended use is for long range support, but as you said, it's the "go to" turret for AV, even for CQC. It has no difficulty in taking out shield and armor, which makes it an iWin button in nearly every vehicle engagement.
They should overheat fast (third consecutive shot) to discourage CQC use. Managing the heat alone would reduce RoF, reducing its DPS and anyone shooting too fast at CQC would suffer overheat. Currently, heat is a nonfactor because tanks are destroyed before the railgun overheats, so it's just hold R1 until one of you is dead. There's absolutely no skill involved as rail tanks only have to charge like a mindless brute.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
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Posted - 2014.01.12 17:53:00 -
[5] - Quote
Rail gun is fine. Railgun w/damage mods is OP, but that is a discusion for another thread. I can destroy them with mlt blasters in CQC at least 70% of the time. The slow turning of the Rail turret is slow. 25% of my deaths to them in CQC is due to my own bad driving, running into terrain and getting stuck. If a rail is hitting you, dont park and try to engage sitting still. |
True Adamance
Kameira Lodge Amarr Empire
5578
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Posted - 2014.01.12 18:03:00 -
[6] - Quote
Doshneil Antaro wrote:Rail gun is fine. Railgun w/damage mods is OP, but that is a discusion for another thread. I can destroy them with mlt blasters in CQC at least 70% of the time. The slow turning of the Rail turret is slow. 25% of my deaths to them in CQC is due to my own bad driving, running into terrain and getting stuck. If a rail is hitting you, dont park and try to engage sitting still.
Your anecdotal evidence really suggests nothing to me though I appreciate the input....frankly speaking though if you every went up against a well fit tank you would not be able to achieve this. My own HAV very easily can take MLT and STD blaster hits and shrug them off like they were nothing.
70% of the time I can nail a blaster turret in CQC with and MLT rail turret...... I really shouldn't be able to do that. What I'm suggesting isn't slightly game breaking, or all that revolutionary but it definitely does help with the situation of massive number of rail tanks.
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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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
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Posted - 2014.01.12 18:24:00 -
[7] - Quote
It is true my mlt/std blaster has a hard time vs a well fit tank, but they have just as much of an issue taking my tank down as my tank is heavy survivability in lue of alpha damage. Most of these engagements vs a decent tank/tanker, ends in a stalemate, and both parties just driving their seperate directions.
There is also the fact that skilled players have adapted to the slow turn speed and can use them in cqc succesfully. A players skill is not "game breaking" and should not be punished.
Not to mention the fact that most missle tankers are relatively new at using them atm, due to the fact that missles always were a sp sink and did not work well. As these tankers learn to use them properly, they can and will own in cqc 80% of the time. |
Anoko Destrolock
Crimson Saints
22
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Posted - 2014.01.12 19:25:00 -
[8] - Quote
Doshneil Antaro wrote:Rail gun is fine. Railgun w/damage mods is OP, but that is a discusion for another thread. I can destroy them with mlt blasters in CQC at least 70% of the time. The slow turning of the Rail turret is slow. 25% of my deaths to them in CQC is due to my own bad driving, running into terrain and getting stuck. If a rail is hitting you, dont park and try to engage sitting still.
So 25% of your deaths are because you had to outplay them or be killed, and you drove into something, due to poor HUD visibility. Causing you to die when the enemy didnt have to do anything risky to win.
The lesson is you need to outplay them by 10x if you want to win 1v1 in CQC.
I worst 1v1 ive had in a tank was me in a madrugar with std blaster vs gunnlogi with 2 hardeners, booster and rail. My blaster was doing like 20 dps because his shield was repping him due to having a hardener active and blaster vs hardener doesnt do enough dmg so the shield keeps regening. So, I continuously drove into him because he was so stupid that he would back up and stop instead of driving away while shooting me. 60 secs later his hardeners were down and I killed him...... It was like a bird in a cage beating a cat 1v1 by standing around waiting for it to die of old age....WHY??
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Harpyja
DUST University Ivy League
1074
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Posted - 2014.01.12 19:28:00 -
[9] - Quote
Doshneil Antaro wrote:It is true my mlt/std blaster has a hard time vs a well fit tank, but they have just as much of an issue taking my tank down as my tank is heavy survivability in lue of alpha damage. Most of these engagements vs a decent tank/tanker, ends in a stalemate, and both parties just driving their seperate directions.
There is also the fact that skilled players have adapted to the slow turn speed and can use them in cqc succesfully. A players skill is not "game breaking" and should not be punished.
Not to mention the fact that most missle tankers are relatively new at using them atm, due to the fact that missles always were a sp sink and did not work well. As these tankers learn to use them properly, they can and will own in cqc 80% of the time. I can almost never win against a rail tank, even if it's using MLT and I'm using proto missiles. I've been specced into missiles since Uprising launched so I definitely have experience using missiles.
But put me against a hardened Sica/Gunnlogi and I lose. Only if they miss and I can somehow survive until their hardeners go offline can I pop them.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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True Adamance
Kameira Lodge Amarr Empire
5578
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Posted - 2014.01.12 19:29:00 -
[10] - Quote
Doshneil Antaro wrote:It is true my mlt/std blaster has a hard time vs a well fit tank, but they have just as much of an issue taking my tank down as my tank is heavy survivability in lue of alpha damage. Most of these engagements vs a decent tank/tanker, ends in a stalemate, and both parties just driving their seperate directions.
There is also the fact that skilled players have adapted to the slow turn speed and can use them in cqc succesfully. A players skill is not "game breaking" and should not be punished.
Not to mention the fact that most missle tankers are relatively new at using them atm, due to the fact that missles always were a sp sink and did not work well. As these tankers learn to use them properly, they can and will own in cqc 80% of the time.
Yet why do you never see more than the occasional Missile tank? The answer is you don't need it.
3 Rail shots from any range CQC or Redline will maul any tank..... and if you are using a shield Rail like all rail gunners should, with its tracking speed, you simply can tank Missle volleys and Alpha down that enemy HAV.
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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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
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Posted - 2014.01.12 19:36:00 -
[11] - Quote
So many QQ posts about railguns lately. Railguns are designed to destroy other vehicles with great prejudice. The blasters do the same to infantry. Why are all of you complaining that your apple does not taste like my banana? Seems that everything is working as intended. |
True Adamance
Kameira Lodge Amarr Empire
5581
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Posted - 2014.01.12 19:40:00 -
[12] - Quote
Doshneil Antaro wrote:So many QQ posts about railguns lately. Railguns are designed to destroy other vehicles with great prejudice. The blasters do the same to infantry. Why are all of you complaining that your apple does not taste like my banana? Seems that everything is working as intended.
Indeed and I don't want railguns to change from that role, however I would like it to be slightly more balanced, Railguns do not need the RoF they currently have, a slight nerf of say 10-20% which equates to something like 0.2 per second between shots would still go a long ways to balancing them out a bit more, and even an equivalent 10% to charge up time.
Not massive changed but makes it so that I can just roll my Sica to the centre of the map and blap tanks in CQC like I do now.
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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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
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Posted - 2014.01.12 19:51:00 -
[13] - Quote
Missle tank 2 shot a hardned shield tank or madruger without damage mods. Id imagine with they could easily one shot. The reason we are not seeing as many missle tankers is due to having to sink extra sp into a turret that nobody is used to using seems a bit far fetched. And no offense to to missle tankers, but almost all that I do see, come barreling straight at me. Most any tank fight I start, I do it from a flank, not head on "HULK SMASH" style. |
Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
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Posted - 2014.01.12 19:58:00 -
[14] - Quote
Doshneil Antaro wrote:I do agree that tanks need to be better adjusted between tiers. No skill double damage mod is ********. Truthfully all damage mods, infantry and tank, makes the game unbalanced and should be completely removed from the game.
Another key issue that makes tank vs tank fights unfair is the map design. High terrain in the redzones should not exist. That terrain could still be in those locations, just no longer as the redzone. Also calling in a madruger onto towers is unacceptable.
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