Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Supernus Gigas
Star Giants
79
|
Posted - 2014.01.14 11:29:00 -
[1] - Quote
Missiles seem a bit off. I rarely ever see them, although that may be because they actually take some SP investment to unlock(I'm talking to you, Militia HAV Pilot want-to-be's)
First off, reloading. This is not an original idea, but I'll reiterate it here; Large Missile Turrets should have "Shotgun-Style Reloading." i.e. you can reload one missile at a time instead of the entire volley of them. It is quite annoying when all you need to do to finish off an enemy HAV is fire one or two missiles at them, but you can't. Instead you wait eons to reload all of your missiles while the enemy has his sick way with you.
Anti-Infantry capabilities. Trying to kill infantry with missiles feels like I'm firing bottle-rockets. Something needs to be done about splash damage and/or splash radius. Now, scoring a direct hit with missiles on infantry usually spells their demise, but that only really works if they sit still. Usually though, infantry are running around like chickens with their heads cut off that forgot to take their ADHD medication that morning. In that situation, you can try to hit them with splash, or try to score a direct hit. Either option usually results in firing an entire volley of missiles and the infantry scampering away nearly unharmed.
Targeting/Guidance System. I know CCP isn't known for actually implementing any features in the flavour-text of anything, but I think this would really make missiles shine. A slight homing effect on missiles would allow easier dispatch of infantry. Now I'm not talking about scoring directs hits 12 out 12 times at 10m, but rather enough of an effect that at least most missiles will cause splash damage to them. But if a Missile HAV is far enough away from an infantry, then the guidance would have enough distance to home right in on them, the equivalent of already being able to hit them standing still I feel, so the ability to score direct shots is not taken away. A guidance system would also increase missile's effectiveness against Dropships, although they already have problems with Rail Guns, so unless Rail Guns are balanced, I feel a missile guidance system would be unfair to Dropships.
Another issue with the guidance system is dealing with multiple targets a close range. Locking-on to a specific target could solve this issue. Perhaps also being able to dumb-fire missiles like normal when not locked on as well?
Could anybody else come up with any other change's Large Missile Turrets may or may not need?
My Missile Gunnlogi Eats Somas and Sicas for Breakfast.
|
Jason Pearson
3892
|
Posted - 2014.01.14 11:56:00 -
[2] - Quote
Yes to reload, make missile fire straighter, no to to guidance of any sort.
King of the Forums // Vehicle Specialist for Hire \\ Bad Mathematician
You're a total git, Jason. - Kingbabar
|
Lorhak Gannarsein
1209
|
Posted - 2014.01.14 12:01:00 -
[3] - Quote
Jason Pearson wrote:Yes to reload, make missile fire straighter, no to to guidance of any sort.
Why not? SL fires missiles too
PRO tanker and proud.
|
Jason Pearson
3893
|
Posted - 2014.01.14 12:08:00 -
[4] - Quote
Lorhak Gannarsein wrote:Jason Pearson wrote:Yes to reload, make missile fire straighter, no to to guidance of any sort. Why not? SL fires missiles too
Because I don't need any more hand holding when I kill your tank in a volley ;)
King of the Forums // Vehicle Specialist for Hire \\ Bad Mathematician
You're a total git, Jason. - Kingbabar
|
Garrett Blacknova
Codex Troopers
4330
|
Posted - 2014.01.14 12:13:00 -
[5] - Quote
As a tanker who prefers to use Missiles (they're pretty good against Somas and Madrugars), I only want to see ONE change as of now.
Shotgun reloading.
After that's done, see how the weapon feels, it'll probably be fine at that point. |
thomas mak
STRONG-ARMED BANDITS Public Disorder.
17
|
Posted - 2014.01.14 12:41:00 -
[6] - Quote
hey boy did you copy idea from me?
Real tanker dies with their tanks!
|
BL4CKST4R
WarRavens League of Infamy
1568
|
Posted - 2014.01.14 12:49:00 -
[7] - Quote
Supernus Gigas wrote:Missiles seem a bit off. I rarely ever see them, although that may be because they actually take some SP investment to unlock(I'm talking to you, Militia HAV Pilot want-to-be's)
First off, reloading. This is not an original idea, but I'll reiterate it here; Large Missile Turrets should have "Shotgun-Style Reloading." i.e. you can reload one missile at a time instead of the entire volley of them. It is quite annoying when all you need to do to finish off an enemy HAV is fire one or two missiles at them, but you can't. Instead you wait eons to reload all of your missiles while the enemy has his sick way with you.
Anti-Infantry capabilities. Trying to kill infantry with missiles feels like I'm firing bottle-rockets. Something needs to be done about splash damage and/or splash radius. Now, scoring a direct hit with missiles on infantry usually spells their demise, but that only really works if they sit still. Usually though, infantry are running around like chickens with their heads cut off that forgot to take their ADHD medication that morning. In that situation, you can try to hit them with splash, or try to score a direct hit. Either option usually results in firing an entire volley of missiles and the infantry scampering away nearly unharmed.
Targeting/Guidance System. I know CCP isn't known for actually implementing any features in the flavour-text of anything, but I think this would really make missiles shine. A slight homing effect on missiles would allow easier dispatch of infantry. Now I'm not talking about scoring directs hits 12 out 12 times at 10m, but rather enough of an effect that at least most missiles will cause splash damage to them. But if a Missile HAV is far enough away from an infantry, then the guidance would have enough distance to home right in on them, the equivalent of already being able to hit them standing still I feel, so the ability to score direct shots is not taken away. A guidance system would also increase missile's effectiveness against Dropships, although they already have problems with Rail Guns, so unless Rail Guns are balanced, I feel a missile guidance system would be unfair to Dropships.
Another issue with the guidance system is dealing with multiple targets a close range. Locking-on to a specific target could solve this issue. Perhaps also being able to dumb-fire missiles like normal when not locked on as well?
Could anybody else come up with any other change's Large Missile Turrets may or may not need?
This thing can shoot 12 missiles full auto and with a damage mod it can kill any tank instantly. |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
7881
|
Posted - 2014.01.14 13:27:00 -
[8] - Quote
Why is being unable to slaughter infantry wholesale barely aiming a problem?
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
|
sixteensixty4
CAUSE 4 C0NCERN
145
|
Posted - 2014.01.14 13:30:00 -
[9] - Quote
I use and like the missile turrets, but yeah, its stupid that you could only use 2 missiles, yet have to wait the full waiting time as if it was reloading all of them
not to sure about the spalsh radius \ dmg, i find infantry are hard to hit, but the turrets make up for it with there range and if you find a elevated position looking down on infantry then you can score alot of kills, i dont think it would take much to make them totaly op, and would say there in a good place as they are, you just have to know there limitations
homing missiles.... ummm NO
All in all, i think missiles are in a good place except for the reload, however, im not even too fussed about that even, reload +5 does wonders, i can generally reload infrount of rails and blasters (not that i need to with dmg mod) and still come out on top, i think running 3 shield hardeners needs looking into |
Jason Pearson
3898
|
Posted - 2014.01.14 14:09:00 -
[10] - Quote
Arkena Wyrnspire wrote:Why is being unable to slaughter infantry wholesale barely aiming a problem?
I try to aim but they never go where they're supposed too, you infantry are so small Q_Q
King of the Forums // Vehicle Specialist for Hire \\ Bad Mathematician
You're a total git, Jason. - Kingbabar
|
|
Harpyja
DUST University Ivy League
1082
|
Posted - 2014.01.14 14:58:00 -
[11] - Quote
I use missiles all the time and the only change I'll accept is shotgun reload style. Missiles are very BALANCED; lethal AV at short range but susceptible at medium to long range with difficulty at killing infantry, which takes skill and some luck (when I'm in a good mood I can easily get over 15 infantry kills).
Railguns need slight tweaking because they are a bit too powerful at CQC AV, making missiles a bit useless at that role.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Vulpes Dolosus
SVER True Blood Public Disorder.
606
|
Posted - 2014.01.14 15:20:00 -
[12] - Quote
The main problem is that they're utterly useless against shield vehicles. Get a Sica with a railgun and a hardener and you can take out any missile tank.
I want an EM variant for missiles that mirrors the explosive damage type (20% to shield -20% to armor). This will allow missiles to work as close to midrange AV (somewhat anti-infantry) but against one type of tank, meaning that teamwork must be used to cover weaknesses (not to mention rails would still have advantages at range), keeping things balanced.
Missiles need something to make the 50x SP investment worth it, because currently it isn't.
Dropship Specialist
Kills- Incubus: 4; Pythons: 1; Other DS: 28 Gêå1; Tanks: 27 Gêå2
1/1
|
Harpyja
DUST University Ivy League
1082
|
Posted - 2014.01.14 15:27:00 -
[13] - Quote
Vulpes Dolosus wrote:The main problem is that they're utterly useless against shield vehicles. Get a Sica with a railgun and a hardener and you can take out any missile tank.
I want an EM variant for missiles that mirrors the explosive damage type (20% to shield -20% to armor). This will allow missiles to work as close to midrange AV (somewhat anti-infantry) but against one type of tank, meaning that teamwork must be used to cover weaknesses (not to mention rails would still have advantages at range), keeping things balanced.
Missiles need something to make the 50x SP investment worth it, because currently it isn't. Now you're looking at having different types of ammo in the game. I'd much rather be able to have half of my ammo bay with EM missiles and the other half explosive. Changing ammo type would require a reload of course.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Dexter307
The Unholy Legion Of DarkStar
707
|
Posted - 2014.01.14 17:22:00 -
[14] - Quote
Remember when 1.8 came out and missles didn't have a burst delay? |
|
|
|
Pages: 1 :: [one page] |