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demonkiller 12
G.L.O.R.Y Public Disorder.
339
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Posted - 2014.01.19 12:12:00 -
[61] - Quote
Jason Pearson wrote:They're not broken..
:P
but theyre not, its just damage mods dont have a stacking penalty as i understand, really thought they are huge weapons they should do maybe a bit more damage but have WAY slower rate of fire, or maybe do damage to the tank the more you fire while getting closer to overheating
no they shouldnt be able to fire superfast because thats eve and we're in the future, if it were like that the madrugar should be unkillable up close with a super turret and a full flight of attack drones to control |
Spkr4theDead
Red Star. EoN.
1672
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Posted - 2014.01.19 12:14:00 -
[62] - Quote
Patrick57 wrote:Because I'm tired of being two shot out of the air before I can even react. Squad............ with............... a................... *head explodes*
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Doc DDD
TeamPlayers Negative-Feedback
137
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Posted - 2014.01.19 12:17:00 -
[63] - Quote
Only thing I am concerned about is if the rail alpha damage or rate of fire is nerfed now, and in a couple years the proto hulls are released, there won't be a counter to some blaster builds being god mode. These are now proto turrets vs standard hulls ( in tank vs tank ) |
XxGhazbaranxX
The New Age Outlaws WINMATAR.
889
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Posted - 2014.01.19 12:18:00 -
[64] - Quote
rail guns need some fine tuning but the biggest problem is that they are being used from the red line most of the time. I havent been shot down by any tanker that is not in the redline where they can stack damage mods without fear of being killed,
Plasma Cannon Advocate
For every niche there is a Rifle
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pegasis prime
BIG BAD W0LVES
1534
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Posted - 2014.01.19 12:18:00 -
[65] - Quote
demonkiller 12 wrote:Jason Pearson wrote:They're not broken..
:P but theyre not, its just damage mods dont have a stacking penalty as i understand, really thought they are huge weapons they should do maybe a bit more damage but have WAY slower rate of fire, or maybe do damage to the tank the more you fire while getting closer to overheating no they shouldnt be able to fire superfast because thats eve and we're in the future, if it were like that the madrugar should be unkillable up close with a super turret and a full flight of attack drones to control
I havent had much problems with dammage stacked rails tbh as I norm run with 2 hardners and 1 dmg mod as it allows me to abzorb allot of dammage aswell as returning fire.. remember it takes 2 dammage mods to override 1 hardner also most dammage stacked havs cannot withstand return fire as the will have little fitted in the way of defensive mods
Lohark will confirm this as his double dammage modded gunlogi has melted about 70% of the times hes met my doubke hardner single dmg mod fit.
Its gone from suck .....to blow
level 1 forum warrior
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Slim Winning
BIG BAD W0LVES
20
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Posted - 2014.01.19 12:30:00 -
[66] - Quote
Rails got caught in a snag. Tankers actually didn't consider the railgun when they complained for their buff. With 40% and 60% hardeners, what did you expect? Railguns are used for AV mainly so they needed a crazy buff to deal with the hardeners.
Nobody complained about rails in 1.6 because it was a classic case of only focusing on what your weaknesses as a player were and expecting CCP to fix them for you.
It was mainly blaster tankers that complained. They just wanted an easy-button to mow down infantry with and got mad when the infantry pulled out AV to fight back. You could build Rail tanks in 1.6 that could explode tanks into pieces in 1-2 shots, but tankers didn't care to use them, they wanted their easy-button blaster turrets. They never could see the big picture for tanks, AV, all vehicles, and the game as a whole...
You hate rail guns? Blame the crybaby tankers that couldn't deal with the fact that they only wanted them to be all powerful, but nothing else. Tankers hate anything that can outplay them, but don't say a word when they have obvious advantages.
Tankers now tell AV to "get good"... but pre-1.7, if you told them "get good" they backlashed with excuses. Now you can pop a tank with a militia rail and they complain more because they think nothing should ever counter them, ever.
And Dropships get caught in the crossfire because tankers never looked at the big picture.
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Patrick57
Fatal Absolution Covert Intervention
4046
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Posted - 2014.01.19 14:38:00 -
[67] - Quote
Atiim wrote:Patrick57 wrote: Where exactly do railguns fail?
Railguns are at an extreme disadvantage against infantry, just like other forms of AV. Not really a problem when you're sitting in the redline.
Winner of at least 9 King ThunderBolt hate videos :D
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Patrick57
Fatal Absolution Covert Intervention
4046
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Posted - 2014.01.19 14:43:00 -
[68] - Quote
Cedric Reeg wrote:A Sica/Gunnlogi with 2-3xDMG Mods is built to wreck any/all vehicles that get caught and stay in it's sights. The same tank is also called a -Glass Cannon- and has MUCH less bite with those mods on CD. Not to mention it has poor EHP and a sitting duck for other tanks. Perhaps even the Assault Dropship that then flies over to the tank and proceeds pop proto-grade missiles for at best a Shooting Range target in difficulty. Quack Quack.
Dropships that "deserve" to live are those that utilize cover to evade such firepower. Moving in open sky is not cover and just comes down to can you fly sporadically enough till the clip is empty or the gun overheats.
Tank drivers almost always get killed with their tank, dropship pilots rarely do. Are we playing the same game?
I'm talking about anything with a Railgun. My particular case was two Particle Cannon tankers shooting me out of the sky before I can even realize it.
Half the match they were sitting in the redline. If I'd known they were there, there still would've been no way to take one of them out, as it would take most of my redline time just to get to them.
Winner of at least 9 King ThunderBolt hate videos :D
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Benjamin Ciscko
The Generals General Tso's Alliance
1261
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Posted - 2014.01.19 14:54:00 -
[69] - Quote
Atiim wrote:Patrick57 wrote: Where exactly do railguns fail?
Railguns are at an extreme disadvantage against infantry, just like other forms of AV. I can still go a good 10-0 vs. Infantry, a good game and some tank destructions 16-20/0
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Bethhy
Ancient Exiles. Renegade Alliance
865
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Posted - 2014.01.19 15:04:00 -
[70] - Quote
Railgun is nothing....
I'd be more worried about Minmatar Artillery Cannons...
OR Amarrian Beam Laser turret's shooting one consistent beam at the dropship. |
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Benjamin Ciscko
The Generals General Tso's Alliance
1261
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Posted - 2014.01.19 15:07:00 -
[71] - Quote
Slim Winning wrote:Rails got caught in a snag. Tankers actually didn't consider the railgun when they complained for their buff. With 40% and 60% hardeners, what did you expect? Railguns are used for AV mainly so they needed a crazy buff to deal with the hardeners.
Nobody complained about rails in 1.6 because it was a classic case of only focusing on what your weaknesses as a player were and expecting CCP to fix them for you.
It was mainly blaster tankers that complained. They just wanted an easy-button to mow down infantry with and got mad when the infantry pulled out AV to fight back. You could build Rail tanks in 1.6 that could explode tanks into pieces in 1-2 shots, but tankers didn't care to use them, they wanted their easy-button blaster turrets. They never could see the big picture for tanks, AV, all vehicles, and the game as a whole...
You hate rail guns? Blame the crybaby tankers that couldn't deal with the fact that they only wanted them to be all powerful, but nothing else. Tankers hate anything that can outplay them, but don't say a word when they have obvious advantages.
Tankers now tell AV to "get good"... but pre-1.7, if you told them "get good" they backlashed with excuses. Now you can pop a tank with a militia rail and they complain more because they think nothing should ever counter them, ever.
And Dropships get caught in the crossfire because tankers never looked at the big picture.
lolololololololol with 2 damage mods it took 11 proto railgun shots to kill me with 5 it might take 10 or 9 but still no way did you 2 shot any tank in 1.6.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Patrick57
Fatal Absolution Covert Intervention
4046
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Posted - 2014.01.19 15:07:00 -
[72] - Quote
Bethhy wrote:Railgun is nothing....
I'd be more worried about Minmatar Artillery Cannons...
OR Amarrian Beam Laser turret's shooting one consistent beam at the dropship. Look how long it took for us to get racial heavies and scouts, you really think CCP will get us that stuff any time soon?
Winner of at least 9 King ThunderBolt hate videos :D
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Atiim
Living Like Larry Schwag
3668
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Posted - 2014.01.19 15:10:00 -
[73] - Quote
Patrick57 wrote:Bethhy wrote:Railgun is nothing....
I'd be more worried about Minmatar Artillery Cannons...
OR Amarrian Beam Laser turret's shooting one consistent beam at the dropship. Look how long it took for us to get racial heavies and scouts, you really think CCP will get us that stuff any time soon? They always get stuff in SoonGäó
Kill 1 and 7 more come right back.
Makes you wonder if tankers are like zombies.
Although, that would explain a lot.
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Benjamin Ciscko
The Generals General Tso's Alliance
1265
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Posted - 2014.01.19 15:11:00 -
[74] - Quote
Spkr4theDead wrote:Patrick57 wrote:Because I'm tired of being two shot out of the air before I can even react. Squad............ with............... a................... *head explodes* He...........Was but I could not find and kill the tank in the time it took for him to fire 2 shots, I did kill the Particle accelerator Twice and the Aurum tank/turret Particle cannon twice though I died three times because if there was a moment I was in a bad position with a hardener down or right after killing an enemy tank he would swoop in.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Patrick57
Fatal Absolution Covert Intervention
4050
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Posted - 2014.01.19 15:14:00 -
[75] - Quote
Benjamin Ciscko wrote:Spkr4theDead wrote:Patrick57 wrote:Because I'm tired of being two shot out of the air before I can even react. Squad............ with............... a................... *head explodes* He...........Was but I could not find and kill the tank in the time it took for him to fire 2 shots, I did kill the Particle accelerator Twice and the Aurum tank/turret Particle cannon twice though I died three times because if there was a moment I was in a bad position with a hardener down or right after killing an enemy tank he would swoop in. I remember that, I saw you take that Soma when you had your hardener on and then that Madrugar swooped right in while your hardener was down
Winner of at least 9 King ThunderBolt hate videos :D
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Atiim
Living Like Larry Schwag
3668
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Posted - 2014.01.19 15:15:00 -
[76] - Quote
Benjamin Ciscko wrote:Atiim wrote:Patrick57 wrote: Where exactly do railguns fail?
Railguns are at an extreme disadvantage against infantry, just like other forms of AV. I can still go a good 10-0 vs. Infantry, a good game and some tank destructions 16-20/0 I've also gone 16/2 with nothing but a Swarm a few months ago.
I didn't say it was impossible, but you'd be a fool to disagree that they are at a disadvantage in terms of killing infantry; especially when compared to 80GJ Blasters.
Kill 1 and 7 more come right back.
Makes you wonder if tankers are like zombies.
Although, that would explain a lot.
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Judge Rhadamanthus
Amarr Templar One
1271
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Posted - 2014.01.19 15:18:00 -
[77] - Quote
Cedric Reeg wrote:Dropships that "deserve" to live are those that utilize cover to evade such firepower. Moving in open sky is not cover ....
What are you talking about? Cover? Lets looks at that shall we......Border Gulch. The red zone is the airspace above 20 meters and up to 382 meters that a rail tank parked at the yellow dot can hit. All maps are like this. There is a tiny bit of cover at best and when actually doing a dropships job there is effectively none.
Range from the redline? This is a death at 624 meters from a tank 130 metres into the redline.
How about elevation? Fine is it? Look at the green. At 566 meters away you can hit a dropship too meters into the air. What does the world look like to us at 200 m? This. Or in words a tiny spec below that we can not even attempt to interfere with.
Before you condemn Dropships or their pilots you need to ensure you really grasp the issues they face. Rails need a balance pass. There are good reasons why.
Everything Dropship youtube channel
my Community Spotlight
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Atiim
Living Like Larry Schwag
3668
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Posted - 2014.01.19 15:19:00 -
[78] - Quote
Patrick57 wrote:Atiim wrote:Patrick57 wrote: Where exactly do railguns fail?
Railguns are at an extreme disadvantage against infantry, just like other forms of AV. Not really a problem when you're sitting in the redline. That's why we need fall-off damage.
If you realize that your bullets aren't doing damage, how long would it be before you stop firing at nothing and get out the redline?
I'd say 175m is perfect for the Railgun. After that, you do reduced damage similar to the effective and optimal ranges on infantry weapons.
Kill 1 and 7 more come right back.
Makes you wonder if tankers are like zombies.
Although, that would explain a lot.
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Atiim
Living Like Larry Schwag
3668
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Posted - 2014.01.19 15:23:00 -
[79] - Quote
Doc DDD wrote:Only thing I am concerned about is if the rail alpha damage or rate of fire is nerfed now, and in a couple years the proto hulls are released, there won't be a counter to some blaster builds being god mode. These are now proto turrets vs standard hulls ( in tank vs tank ) I highly doubt that there will ever be ADV and PRO hulls.
If CCP ever adds anymore hulls; it will most likely be specialized hulls like pre 1.7's Enforcers were.
Kill 1 and 7 more come right back.
Makes you wonder if tankers are like zombies.
Although, that would explain a lot.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
475
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Posted - 2014.01.19 15:24:00 -
[80] - Quote
Doc DDD wrote:Only thing I am concerned about is if the rail alpha damage or rate of fire is nerfed now, and in a couple years the proto hulls are released, there won't be a counter to some blaster builds being god mode. These are now proto turrets vs standard hulls ( in tank vs tank ) Proto hulls?... Last I heard hulls are supposed to become specialized, not proto'd.
*edit* *Looks up one post* Har looks like I were aforn-ted whilst I bees typing! AVast ye!
If you can read this, it means you are reading.
Unless you are skimming
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Texs Red
DUST University Ivy League
114
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Posted - 2014.01.19 15:40:00 -
[81] - Quote
Judge Rhadamanthus wrote:Cedric Reeg wrote:Dropships that "deserve" to live are those that utilize cover to evade such firepower. Moving in open sky is not cover .... What are you talking about? Cover? Lets looks at that shall we...... Border Gulch. The red zone is the airspace above 20 meters and up to 382 meters that a rail tank parked at the yellow dot can hit. All maps are like this. There is a tiny bit of cover at best and when actually doing a dropships job there is effectively none. Range from the redline? This is a death at 624 meters from a tank 130 metres into the redline. How about elevation? Fine is it? Look at the green. At 566 meters away you can hit a dropship 200meters into the air. What does the world look like to us at 200 m? This. Or in words a tiny spec below that we can not even attempt to interfere with. What do we look to a tank at 450 meters? Big and easy to hit. Before you condemn Dropships or their pilots you need to ensure you really grasp the issues they face. Rails need a balance pass. There are good reasons why. Many base our opinions on the matter on solid and careful analysis. We are not just making stuff up. You have been Judged
So what would you like to see done to railguns then Judge? Or do you see it more as a issue with map construction? Personally I think all maps should be no smaller than the Impact Ridge map. The redline is limited to 50 meters deep and five spawn locations are spread out over your half of the map, result is a redline you cannot hide in but would be difficult or impossible to camp due to size.
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Judge Rhadamanthus
Amarr Templar One
1274
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Posted - 2014.01.19 15:47:00 -
[82] - Quote
See we need long range rails, but the maps are a bit small and I just don't think the developers have the resources to address the maps at this stage. The maps are the main issue. But they exist and they are all we have.. I don't want to nerf rails. Without them dropships are missing a counter and tanks are likely to feel less fear.
The big issue is the redline. If they are forced out then pilots and infantry can send other tanks or AV players to go sort them out. So We need to look to realistic fixes that the developers can do until such time can be found to sort the redline and the maps.
I would limit the elevation. MAYBE as far as down to 14 degrees. This is to balance against dropships. At 14 degrees they could hit a dropship that was 100m up from 300 meters away. Remember rails are balanced against tanks so leaving them their power but stopping them swatting a dropship with ease would stem some of the complaints. Dropships have swarms and forges to worry about too.
A LONG video on this topic from me will be out on the 21st (2 days time) The script is 7000 words long. so the comments in this post are a rather abbreviated form of my solutions. Only the video will give the full picture.
ROF seems a touch fast too. Might need to reign that back a bit.
Everything Dropship youtube channel
my Community Spotlight
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Jason Pearson
4026
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Posted - 2014.01.19 15:54:00 -
[83] - Quote
Judge Rhadamanthus wrote:See we need long range rails, but the maps are a bit small and I just don't think the developers have the resources to address the maps at this stage. The maps are the main issue. But they exist and they are all we have.. I don't want to nerf rails. Without them dropships are missing a counter and tanks are likely to feel less fear.
The big issue is the redline. If they are forced out then pilots and infantry can send other tanks or AV players to go sort them out. So We need to look to realistic fixes that the developers can do until such time can be found to sort the redline and the maps.
I would limit the elevation. MAYBE as far as down to 14 degrees. This is to balance against dropships. At 14 degrees they could hit a dropship that was 100m up from 400 meters away Note that above 100 m we are next to being zero threat). Remember rails are balanced against tanks so leaving them their power but stopping them swatting a dropship with ease would stem some of the complaints. Dropships have swarms and forges to worry about too.
A LONG video on this topic from me will be out on the 21st (2 days time) The script is 7000 words long. so the comments in this post are a rather abbreviated form of my solutions. Only the video will give the full picture.
ROF seems a touch fast too. Might need to reign that back a bit.
I want nothing done to elevation, without a red line the tanks die quickly with no chance to aim up, it's ******* stupid. Fix the red line, do not **** with the elevation, we need an increase tbf.
King of the Forums // Vehicle Specialist for Hire \\ Bad Mathematician
You're a total git, Jason. - kingbabar
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Texs Red
DUST University Ivy League
114
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Posted - 2014.01.19 16:00:00 -
[84] - Quote
Jason Pearson wrote: I want nothing done to elevation, without a red line the tanks die quickly with no chance to aim up, it's ******* stupid. Fix the red line, do not **** with the elevation, we need an increase tbf.
So tanks should have an increased ability to fight dropships because otherwise they actually might kill you. Would you like railgun rotation speed matched to a blaster too because clearly a blaster tank getting close enough to you where rotation speed is a problem for a rail tank obviously unfair.
Don't blame the dropship for doing it's job correctly. |
Judge Rhadamanthus
Amarr Templar One
1277
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Posted - 2014.01.19 16:02:00 -
[85] - Quote
Jason Pearson wrote:I want nothing done to elevation, without a red line the tanks die quickly with no chance to aim up, it's ******* stupid. Fix the red line, do not **** with the elevation, we need an increase tbf.
Support and explain this please. EDIT : For example a rail incubus will to 500 damage a shot or their abouts. How many would it take to kill your tank? not a redline fit all damage modded up but a fit to survive the field.
Why should I not be able to kill you. You have 600m to see me coming and hit me. You have 4 times my damage output, you have 4 time my HP 2 time my fire rate and you are faster unless I am on an AB.
Everything Dropship youtube channel
my Community Spotlight
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Varjac Theobroma Montenegro
Omega Elite Mercs INC.
60
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Posted - 2014.01.19 16:02:00 -
[86] - Quote
DOOOOOOOOOOOOOOM!
Lol, just wanted to do it. It's a tough problem to fix.
FAME
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Jason Pearson
4026
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Posted - 2014.01.19 16:04:00 -
[87] - Quote
Texs Red wrote:Jason Pearson wrote: I want nothing done to elevation, without a red line the tanks die quickly with no chance to aim up, it's ******* stupid. Fix the red line, do not **** with the elevation, we need an increase tbf.
So tanks should have an increased ability to fight dropships because otherwise they actually might kill you. Would you like railgun rotation speed matched to a blaster too because clearly a blaster tank getting close enough to you where rotation speed is a problem for a rail tank obviously unfair. Don't blame the dropship for doing it's job correctly.
"Don't blame a dropship for doing it's job correctly." I don't see any troops dropping out of it, I don't see it transporting anyone, pretty sure the dropship is a TRANSPORT vehicle (which needs more HP btw). I'm not saying an Aerial Vehicle shouldn't have the advantage over a ground vehicle, it should, but people crying about the tanks elevation is ******* ********, the only way I've been able to kil Assault Dropships recently is using the redline because otherwise I get done in, and my heavy gets two shotted by the missiles with no problem.
But yeah, tanks are the OP things. suuuuure.
King of the Forums // Vehicle Specialist for Hire \\ Bad Mathematician
You're a total git, Jason. - kingbabar
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Varjac Theobroma Montenegro
Omega Elite Mercs INC.
60
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Posted - 2014.01.19 16:04:00 -
[88] - Quote
Texs Red wrote:Jason Pearson wrote: I want nothing done to elevation, without a red line the tanks die quickly with no chance to aim up, it's ******* stupid. Fix the red line, do not **** with the elevation, we need an increase tbf.
So tanks should have an increased ability to fight dropships because otherwise they actually might kill you. Would you like railgun rotation speed matched to a blaster too because clearly a blaster tank getting close enough to you where rotation speed is a problem for a rail tank obviously unfair. Don't blame the dropship for doing it's job correctly.
I always thought that blaster tanks faired much better up close, and as a rail tanker if I couldn't kill the blaster before he got to me then he effectively countered me.
FAME
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Judge Rhadamanthus
Amarr Templar One
1278
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Posted - 2014.01.19 16:10:00 -
[89] - Quote
I want to hear your view Jason, but you are shouting at us. Do you look at my elevation chart in the other post? Could you tell me what degree of elevation you think would keep tank vs dropship balance?
For example does 14 degrees look to harsh? what about 20?
Everything Dropship youtube channel
my Community Spotlight
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Varjac Theobroma Montenegro
Omega Elite Mercs INC.
60
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Posted - 2014.01.19 16:10:00 -
[90] - Quote
Jason Pearson wrote:Texs Red wrote:Jason Pearson wrote: I want nothing done to elevation, without a red line the tanks die quickly with no chance to aim up, it's ******* stupid. Fix the red line, do not **** with the elevation, we need an increase tbf.
So tanks should have an increased ability to fight dropships because otherwise they actually might kill you. Would you like railgun rotation speed matched to a blaster too because clearly a blaster tank getting close enough to you where rotation speed is a problem for a rail tank obviously unfair. Don't blame the dropship for doing it's job correctly. "Don't blame a dropship for doing it's job correctly." I don't see any troops dropping out of it, I don't see it transporting anyone, pretty sure the dropship is a TRANSPORT vehicle (which needs more HP btw). I'm not saying an Aerial Vehicle shouldn't have the advantage over a ground vehicle, it should, but people crying about the tanks elevation is ******* ********, the only way I've been able to kil Assault Dropships recently is using the redline because otherwise I get done in, and my heavy gets two shotted by the missiles with no problem. But yeah, tanks are the OP things. suuuuure.
I run transport, really it's all I want to do. But most of the time with uplink development I just sit up in the sky and wait, pulling any where from 300 to most games to 700 for a really active match. But I lose ships nearly every time. 60 percent forge, 20 percent tank, 20 percent ground turret. Low grade tanks and turrets take about 2-3 hits, will only a skilled prototype forge can get 2-3 hits. I run all advanced modules, and mlt gear can whip my ship and cost me any reward for just one death.
FAME
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