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Eurydice Itzhak
Providence Guard Templis CALSF
341
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Posted - 2014.01.19 09:59:00 -
[1] - Quote
Why do i 3 shot them with an adv forge? (It also happens tp nearly flip them and make them easy targets)
Why do they die in half a second to 12 missiles?
Why do the best ads pilots I've seen get a measly 10 to 15 kills with no av present?
Why is piloting and aiming from an ads incredibly complex? Requires far more skill than a rifle. More map awareness than tanking which already requires you to know whats going on in every corner of the map and respond.
Rail turret scrubs grasping at straws.
Introduce a 200m shield av turret. Modestly effective vs infantry. Profit. |
Eurydice Itzhak
Providence Guard Templis CALSF
341
|
Posted - 2014.01.19 10:08:00 -
[2] - Quote
Aero Yassavi wrote:"Without RDVs assault dropships would go unchecked!" True facts. |
Eurydice Itzhak
Providence Guard Templis CALSF
344
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Posted - 2014.01.19 10:36:00 -
[3] - Quote
TechMechMeds wrote:I understand the issue but its a railgun, the slu g would travel about 3 miles before drop off so stop being ridiculous. An ROF nerf would be better or lower the shots before overheat by one. People calling for a rof nerf make me laugh.
It can output at well over 3k a shot.
Even if it overheated with 1 shot its still absolutely ridiculous. |
Eurydice Itzhak
Providence Guard Templis CALSF
344
|
Posted - 2014.01.19 10:58:00 -
[4] - Quote
ADAM-OF-EVE wrote:all rail turrets need a tiny pinpoint reticle. this way big slow targets die the same as normal but smaller faster targets such as DS and infantry are much harder to hit. if the ads is moving it doesn't die as easy but its aim suffers. if it sits still its aim is deadly but rail turrets have a strong chance of killing you. the problem is rail turrets can just as easily kill a fast moving scout as they can a tank. the "if the reticle is red,shoot" mechanic needs to go and the size of the reticle needs a massive reduction
There could be no reticule and it wouldn't make a single difference to anyone who's played old shooters.
I'm not exactly sure what youre getting at. The fire is already extremely tight. |
Eurydice Itzhak
Providence Guard Templis CALSF
349
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Posted - 2014.01.19 19:29:00 -
[5] - Quote
ADAM-OF-EVE wrote:Eurydice Itzhak wrote:ADAM-OF-EVE wrote:all rail turrets need a tiny pinpoint reticle. this way big slow targets die the same as normal but smaller faster targets such as DS and infantry are much harder to hit. if the ads is moving it doesn't die as easy but its aim suffers. if it sits still its aim is deadly but rail turrets have a strong chance of killing you. the problem is rail turrets can just as easily kill a fast moving scout as they can a tank. the "if the reticle is red,shoot" mechanic needs to go and the size of the reticle needs a massive reduction There could be no reticule and it wouldn't make a single difference to anyone who's played old shooters. I'm not exactly sure what youre getting at. The fire is already extremely tight. damn right it would make a difference. there is not a chance in hell you are going to strike down a moving ads with no reticle from a rail tank or rail installation. its hard enough to hit something your aiming at with the reticle let alone without one. the problem with dust is you can shoot as soon as the reticle turns red regardless of movement and weather your actually on target and you will hit. this is the mechanic most people use and what makes forge sniping work so well. reducing the reticle down to a pinpoint one instead of a massive box would limit what it can hit to large slow moving targets and anything sitting still. if your fast moving then your not going to be hit as easy. current rail guns can shoot anything moving or not regardless of size and that is down to the reticle size and the red marker saying you are on target. with what i suggested an ads hovering above an objective is deadly until a rail shoots it down. a moving ads above an objective is ineffective yet the rail cant shoot it down because its hard to hit. the choice is for the ads guy to take.
You aim in front of targets with a railgun due to spool up and travel time so it never turns red... It's incredibly easy to shoot any target moving at any speed.
Tons of games and weaponry have no reticule... It doesn't matter. The center of your screen is where the ball of death will occur.
But also I don't think youve ever used a railgun. The reticule is already tiny and the hitbox is tiny as well. |
Eurydice Itzhak
Providence Guard Templis CALSF
350
|
Posted - 2014.01.19 19:41:00 -
[6] - Quote
richiesutie 2 wrote:You must of seen some really shet pilots. Best I've gone this builds is 47/1 with other dedicated pilots going similar.
10-15 kills jezz 10 to 15 is is if im running a dropship or lav.
If im in a missile tank they generally get less.
If im in a rail tank they generall never leave the ground.
Why have i never seen these legendary pilots who get 50 kills? |
Eurydice Itzhak
Providence Guard Templis CALSF
361
|
Posted - 2014.01.20 10:19:00 -
[7] - Quote
Alpha 443-6732 wrote:Eurydice Itzhak wrote:TechMechMeds wrote:I understand the issue but its a railgun, the slu g would travel about 3 miles before drop off so stop being ridiculous. An ROF nerf would be better or lower the shots before overheat by one. People calling for a rof nerf make me laugh.It can output at well over 3k a shot. Even if it overheated with 1 shot its still absolutely ridiculous. What, because it doesn't fit with your ASS dropship agenda? Also not related to the issue, but if you are getting killed by railguns with over 3000 damage a shot, they don't have any defense! The reason railguns are so easy to use is because you can abuse the redline AND use them as shotguns to destroy everything with ease. Railguns need to have a fixed area of rotation (redesign the turret to be locked to a small angle of movement to allow the use of an insanely powerful gun like the railgun) like tank destroyers or nerfed through DPS, turn speed and heat build up. They should always be a threat to all vehicles, but they should be used in the proper caldari manner AND have a drawback to spamming shots in cqc. Oooh alpha. I remember when we were in the same corp :P
If you'd recall from our playtime i run caldari tanks 90% of the time. I have no dropship agenda. I hate rail turrets for being too good. And even with triple dmods I still have two lows for plates with plenty of tank.
I have nothing against your idea for rail turrets except that would require Ccp to put in effort which makes it extremely unlikely to happen. |
Eurydice Itzhak
Providence Guard Templis CALSF
361
|
Posted - 2014.01.20 10:24:00 -
[8] - Quote
KING CHECKMATE wrote:Scheneighnay McBob wrote:3 shot?
My ADS gets one-shotted by proto forges. QQ more. Your obviously doing it wrong since i cant 1HKO a DS with my Breach Fg , Proto level, Prof 5 and 2 complex dam mods. You're right in that you cant one shot a ds unless its naked with a forge (I'm pretty sure at any rate)
But you must be fookan bad. Who uses a breach to shoot at dropships? Two from an ias would down any dropship and would fire off faster than your breach.
Baddies Gunna bad though. |
Eurydice Itzhak
Providence Guard Templis CALSF
361
|
Posted - 2014.01.20 10:36:00 -
[9] - Quote
Fizzer94 wrote:Lock the aiming reticle in place when ever the railgun is charging up. Power is being drawn from the rotational servos to power the gun, so it can't aim while charging. This injects a bit more skill into railguns. Fixed. /thread Nerfs it in cqc, +10 points. Nerfs it for infantry sniping, +3 point. Nerfs it against dropships reacting to being shot, +3 points.
Leaves it to do 3k damage to any dropship who isn't reacting to something he hasn't seen yet. -50 points from hufflepuff.
(The tank in me is fine with it. The part of me that wants to use/see lavs and dropships again is unhappy) |
Eurydice Itzhak
Providence Guard Templis CALSF
361
|
Posted - 2014.01.20 10:50:00 -
[10] - Quote
steadyhand amarr wrote:This is not CoD face the fact AV is designed to kill vehicles. I simply take this whiny QQ as the guns working as intented. Its not CCPs fault your using the verc incorrectly
I... What?
Please read the op or one of the many other posts in here and then respond to it.
Babbling about nothing confuses me :( |
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Eurydice Itzhak
Providence Guard Templis CALSF
361
|
Posted - 2014.01.20 11:14:00 -
[11] - Quote
Galvan Nized wrote:Brynjar Reko wrote:TechMechMeds wrote:I understand the issue but its a railgun, the slug would travel about 3 miles before drop off so stop being ridiculous. An ROF nerf would be better or lower the shots before overheat by one. Actually, air resistance figures for something at that speed are INCREDIBLE even for something tiny, any payload would disintigrate in atmosphere pretty quickly. To be clear I'm arguing that we should balance around gameplay rather than dust players' grasp of sci-fi physics. I'd love to see ADS become a serious gameplay component, and tanks being relevant at ranges less than rail snipe range would be fun. This would be the most logical and best lore answer to limiting their range. Even explains why in Eve you have an incredibly extended range. This added in with a nerf to rof and we are good. rof nerf only helps havs. Dropships and lavs still screwed. It needs more than that. Small range nerf with tiny elevation/depression nerf would be my thoughts to go along with your idea. (Depression only would apply to gallente. Caldari already have inherit depression nerf.) |
Eurydice Itzhak
Providence Guard Templis CALSF
367
|
Posted - 2014.01.22 05:06:00 -
[12] - Quote
ANON Cerberus wrote:Fizzer94 wrote:Lock the aiming reticle in place when ever the railgun is charging up. Power is being drawn from the rotational servos to power the gun, so it can't aim while charging. This injects a bit more skill into railguns. Fixed. /thread I have shot at that gallente ADS before with a rail turret. I do not know what he had fit, all I know is the first shot took his shields, he turned on his hardener, I then proceded to put another 3 rail rounds into him and he just casually drifted behind a building. Granted not all pilots fit like that but that's player choice! Tankers these days think fitting damage mods is the be all and end all of rail tanking. I fit for tank with 0 damage mods and beat these so called glass cannons in one on one rail combat in my maddy. Ok so I guess I must consider than damage mod stacked rail tanks are going to be doing more damage, so then is the problem not too much damage when using lots of damage mods? Then also I point back to the red line issues. If you fly high up, and over towards that enemy tanks position, assuming you were not to be red line counted out, you can follow him anywhere he goes with immunity. Once you are above that rail tank what can he do? I try to position up tall hills waiting for the ADS to mistakenly go back into my narrow firing arc now pointing in the sky but it generally fails. Granted red line tanks are a pain, remove the red line and I would think ADS would be smashing tanks or at the very least making them tuck tail and run for what ever cover they can see, licking their wounds.
Necrobumping but I didn't notice this post.
You see if you HIT with those rail shots, he would have died.
You inexperience leads you to miss, which is understandable. You will get used to it very quickly im sure.
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Eurydice Itzhak
Providence Guard Templis CALSF
367
|
Posted - 2014.01.22 06:09:00 -
[13] - Quote
Lorhak Gannarsein wrote:XxGhazbaranxX wrote:To be honest the real problem with rail gun tanks and turrets is that when they see an ADS they get their double or triple damage modded redline railgun tank to take them out.
The before mentioned tactic has no drawbacks or risk due to positioning and just plainly getting behind cover if hit. These people put no isk at risk when they redline rail tank, they cannot be destroyed easily and because of their safety they can put double or triple damage mods to wreak havoc on a dropship that is on average 100k more expensive than it's tank counterpart.
If I can have my tanking buddies destroy a railgun tank, then it's no problem. It's when they can kill anything on the map without risk that a problem is created. I'm pretty sure that railgun tanks would not be going into battle triple or double damage modded if they knew there was a possibility of death unless they created an inexpensive suicide fit. So remove active mod stacking. This includes hardeners. Problem solved. ADSes can live. LAVs can live. Redline sniping isn't as devastating. AV is relevant. Eurydice Itzhak wrote:Necrobumping but I didn't notice this post.
You see if you HIT with those rail shots, he would have died.
You inexperience leads you to miss, which is understandable. You will get used to it very quickly im sure.
Wow, you're a douche.
Proto rail with no Dmod still two/three shots any dropship. nothing has changed. same thing for any tank (if theyre hit without hardeners)
I'm a douche but it was uncalled for with that post. He said himself hes inexperienced. Theres next to no instances of any dropship ever surviving 5 shots. I'm not entirely sure with any setup that its even possible. |
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