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Justin Tymes
Dem Durrty Boyz Renegade Alliance
624
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Posted - 2014.01.21 03:07:00 -
[31] - Quote
Kallas Hallytyr wrote:Justin Tymes wrote:This is a lie, you may can down a militia with 3 shots, my proto swarms with 2 damage mods is not downing them with a clip, because hardeners will always activate long before then. Flyers can also EASILY avoid swarms, veteran Flyers laughed at swarms before 1.7. If you are being hit by a 3rd swarm volley, you are a bad flyer.
A single swarmer isn't downing dropships, 2 more than likely not going to either. The flyers knows your location the moment you shoot your swarms, and with 150 range, DS can easily zone you while racking kills/transporting, while you and your buddy is sitting in that 1 spot being useless to the team and gaining no WP. The bolded portion shows your complete misunderstanding of pre-1.7 AV-Dropship balance: a single Swarm Launcher in 1.6 meant that every Python was shot down and every Incubus was either driven off for the majority of the battle...or shot down. Now ADS's are a very potent threat, but there exist dangers to them: they are certainly not easy to pilot, their controls required climatisation and practice and utilising their firepower requires further honing of skill; whilst Hardeners have given them a great lease of life, they are far from indestructible, a Forge Gun will do serious damage to an ADS and will at least force the pilot to attempt to remove the threat (not an easy task, as they need to acquire the target under buffeting fire and survive incoming fire while having enough time left to combat the threat) or disengage (which, whilst not yet rewarded, is just as valuable to your team as killing it), Swarm Launchers are incredibly powerful AV support weapons (they will do little to nothing to a Hardened vehicle but they still do substantial damage to an unhardened one: coordinated fire of a Forger and 1-2 Swarm Launchers is an extremely potent weapon against all forms of vehicle, but Dropships especially); Blaster and Missile turrets are both great threats to an ADS (a Blaster catching a low dropship will rip it apart in seconds unless the pilot has fast reflexes and decent skill enough to know how to manoeuvre post-engagement; a Missile turret can alpha a dropship quite reasonably [I've done it enough myself] it's just not as effective as a Railgun). The real crux of the debate is the Large Railgun turret. Almost every ADS pilot you will meet will say that the LRT is stupidly powerful: the reason for this is the range, hitting power and speed: it hits you from close to (if not out of) maximum rendering distance; it hits you with enough power to two-shot you out of the sky; and it fires the second shot so rapidly after the first lands that you have less than a second and a half to react - let me tell you something: a second and a half is nothing when you have to decide: what modules do I have to activate? In what order? What's the best way to regain control of my ship now that it's lurching wildly from the hit? Where do I move to? Up? Down? Where was the shot from, so I can evade it's line of fire? And at the end of the day, the LRT is probably fine. It is the safety of the redline that boils the blood of so many pilots. A railgun can, with impunity, swat Dropships from the sky all day long and have no predators to worry about except for other railguns. Without the threat of retaliation, it makes it trivial to destroy Dropships and that's where the imbalance lies. Without the threat of retaliation, without the potential for repercussions, a redline railgun has no reason to venture forward (since it has no predators and can reach out to the engagement area anyway), has no reason to fit survivability modules (since the only threat is another railgun) and has no reason to care. TL;DR:The redline facilitates the power of the railgun, which takes it from 'extremely deadly but counterable' to 'extremely deadly with no counter but itself.'
Yeah, complete bullshit, veteran Flyers activated burners and outran swarms pre-1.7 don't try to say it wasn't true. This was when swarms had a range for 400 meters. It took 3 full proto swarm shots to down dropships then, and you never got that full 3rd shot alone against dedicated flyers. Between the range and damage nerf, + hardeners buffed, avoiding swarms now is easy, you can do with with a militia ship without burners activated. |
killer carrot top
Eternal Beings Proficiency V.
5
|
Posted - 2014.01.21 03:11:00 -
[32] - Quote
Has any one took into account that while remaining a one player vehicle platform they still have to use an incredible amount of strategy when flying in solo or in tandem with another player is just calling it in and when lifting off the debate should I go to the ceiling or should I hug the terrain and look for a place to pounce and keep in mind constantly trying to detect the enemy from range with horrible rendering and so on and so forth whilst a ds is spotted a foot of the ground or a hundred. My thing is a time and thought consuming vehicle shouldn't be this easily trumped by a guy looking for a easy choice to lvl the playing field. Mind you I got respect for alot of aver due to the fact I would come storming and be met by many swarm or forge with players using team work to bait me really a thrill to out fly and win not always so but there is a fighting chance at least. With redline rails it take all that away. And yes horrible grammer, punctuation and run on sentences and what not. But this just my thoughts as a new ads pilot |
Aizen Intiki
Hell's Gate Inc League of Infamy
716
|
Posted - 2014.01.21 03:13:00 -
[33] - Quote
KING CHECKMATE wrote:ANON Cerberus wrote:Vulpes Dolosus wrote:KING CHECKMATE wrote:Judge Rhadamanthus wrote:Rail tanks have made dropships almost unusable and ruined strategic play for real tankers and LAV specialists. While we understand that fixing things takes time, and that resources are limited there are some issues that are a problem and some that are so bad that the game is broken. Rail tanks fall into the latter. They ruin every single match. So this is a simple request. Here it is below :
CCP please acknowledge that rails need work. Tell us in this thread that you have heard our complaints. No need to say what you will do or when you will do it, Just let us know you hear our voices. WHAT I ACKNOWLEDGE is=DS have only 2 true counters, F.Guns and Rail turrets. Nerfing one of them would result in total DS domination. NO Ty. What's the counter to a redline rail tank? Removing the red like or adjusting it in some way - this would solve many problems in my honest opinion. Exactly. The problem is the Redline. Not the rail turrets themselves.
Rail turrets are still broken, just even more so in the redline. Damage mod nerf and slight rail turret nerf is in order.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Aizen Intiki
Hell's Gate Inc League of Infamy
716
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Posted - 2014.01.21 03:14:00 -
[34] - Quote
As for the ADS being OP, I have one solution: Flak cannon
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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killer carrot top
Eternal Beings Proficiency V.
5
|
Posted - 2014.01.21 03:17:00 -
[35] - Quote
Ads v infantry might be a little op but v a tank that's bs even basic fits are hard to kill with a xt missile launcher |
Jason Pearson
4058
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Posted - 2014.01.21 03:17:00 -
[36] - Quote
Your problem is the rail and map design, not the rails, as I explained before.
A rail cannot look up that far unless on a hill that props the tank upwards. I know the DPS from the railgun is slightly excessive, it's why I wish for the Rail to have to charge each shot, allowing it to have a high alpha BUT won't fire as fast. The next step needs to be a nerf to damage mods, or make it so the "Railgun Damage Amplifier" does not increase the damage as much as a "Blaster Damage Amplifier", make sense?
As I explained previously, the redzoned areas should be a no go area for all teams, and they should replace our current "safe" areas with green zones for you, and yellow zones for the enemy. Anybody can go into these zones but if a red is in the yellow zone (your green zone) it will light him up. Add defensive installations to the MCC that cannot be killed that can only hit inside the greenzone and must be manned to fire (no A.I) and you have a decent solution. Adding pods that fire you from the MCC that can only be activated if you're either redlined or there are enemies in your greenzone would also be a nice addition.
King of the Forums // Vehicle Specialist for Hire \\ Bad Mathematician
You're a total git, Jason. - kingbabar
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KING CHECKMATE
Ametat Security Amarr Empire
3856
|
Posted - 2014.01.21 03:18:00 -
[37] - Quote
Aizen Intiki wrote:
Rail turrets are still broken, just even more so in the redline. Damage mod nerf and slight rail turret nerf is in order.
QQ NErf is in order.
;)
GIVE ME A RESPEC CCP.
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Jimbo Boilstaff
THE MASSIVE DYNAMIC
83
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Posted - 2014.01.21 03:18:00 -
[38] - Quote
i'm a dropship pilot...... and i risk a huge amount of isk each time out for what could be a very quick encounter (damn you MCC!!)....
I'm not annoyed about this,,,, its what this games like,, part of the risk and fun of being a pilot...... however it is frustrating, unfair even, to be repeatedly taken out by people who haven't even taken the slightest chance by leaving the safezone so no effective counter is feasible (apart from jihads perhaps but in the long-term i doubt these will be a feature much more)
keep the rails as strong as they are,,, people are right-- ADS's unchecked would have a major impact on infantry battles (far moreso than the lumbersome cross-map tank battles that happen currently)....
Just INCREASE the cost of tanks slightly (maybe x1.5),, ensure the damage mods are stacking correctly,,, and find a mechanic that prevents them sitting in a safezone hill all match killing all the turrets and vehicles that dare step into the actual playable part of the map
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KING CHECKMATE
Ametat Security Amarr Empire
3857
|
Posted - 2014.01.21 03:19:00 -
[39] - Quote
Jimbo Boilstaff wrote:i'm a dropship pilot...... and i risk a huge amount of isk each time out for what could be a very quick encounter (damn you MCC!!)....
I'm not annoyed about this,,,, its what this games like,, part of the risk and fun of being a pilot...... however it is frustrating, unfair even, to be repeatedly taken out by people who haven't even taken the slightest chance by leaving the safezone so no effective counter is feasible (apart from jihads perhaps but in the long-term i doubt these will be a feature much more)
keep the rails as strong as they are,,, people are right-- ADS's unchecked would have a major impact on infantry battles (far moreso than the lumbersome cross-map tank battles that happen currently)....
Just INCREASE the cost of tanks slightly (maybe x1.5),, ensure the damage mods are stacking correctly,,, and find a mechanic that prevents them sitting in a safezone hill all match killing all the turrets and vehicles that dare step into the actual playable part of the map
At last. Unbiased opinon by a DS pilot +1
GIVE ME A RESPEC CCP.
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killer carrot top
Eternal Beings Proficiency V.
5
|
Posted - 2014.01.21 03:19:00 -
[40] - Quote
+1 on idea jason |
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Thor Odinson42
Molon Labe. Public Disorder.
2537
|
Posted - 2014.01.21 03:23:00 -
[41] - Quote
Sir Snugglz wrote:it takes 2-3 clips of proto swarms to take down a DS. Which means 2-3 people running swarms can coordinate to to fire 1 volley each together and take down a derpship..... instant death
It takes 2 Breach forge shots to take down derpship... you need atleast 2 people with a breach and coordinate a shot at the same time.... instant death if both shots hit
Takes two damage modded rail shots to kill a derpship, with two tanks coordinating at the same time they can kill a derpship easily.... instant death if both shots hit
Is it possible to solo a derpship? Yes, two breach shots tactically shot will kill a derpship by ONE forger.... A lot harder than using two people forging...
two damage modded rail shots can kill a derpship.... 1 tank with 2 strategic shots can kill a derpship...
The most difficult one.... 2 clips of swarms can kill a derpship (6 volleys assuming a clip holds 3)... you cant just shot whenever... you need to wait until a derpship ends up in a vulnerable spot and then unload on it...
Patience is the key. Same applies to tanks. People that seen me fly see me hovering over an enemy tank without shooting at it... I wait until I have it in a place where I know I'll have the advantage.... I wait until the tank moves a bit away from the redline... I wait until the tank places himself in a tight spot so when I start shooting he'll just start driving into walls and boxes... I am a bird of prey... and like most predators, I know that patience is the required to achieve victory.
I dont believe tanks are op... I believe the rail turret is... I know how to kill a tank with its hardeners on... and believe me its not easy. But it isnt impossible. Same applies to derpships. But if you are not willing to take the time and own your skills and learn the weaknesses of a derpship... you will fail... I am not an AV... But I took the time to learn where the strengths in swarsm, rails, and forges are... And made sure I never put myself in such a spot where they have the advantage.... but sometimes they give me no choice.
I don't even waste swarm ammo on DS.
I'm not sure why I still try to kill tanks with them. I recently swapped out Lai Dai AV nades for Allotek Fluxes to see if it helped but it doesn't.
I guess I'll just keep practicing with my militia rail tank.
The thing about all this BS from vehicle people is that you still have infantry to contend with. There are only 16 players on one side. If it takes 10 minutes and 4 people to find that perfect window to kill something, why not just back out of the match? You are going to lose if that's what it takes. And in pubs? Most of your blueberries quit after they see a few vehicles and FRONTLINE AV isn't going to help much.
They made vehicles cheaper. The AV needs buffed. That's the bottom line.
ML Director
Eve Toon - Raylan Scott
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Horizen Kenpachi
Holdfast Syndicate Amarr Empire
110
|
Posted - 2014.01.21 03:29:00 -
[42] - Quote
So i also speced into dropships again to lose so much isk to this crap tank spam rail poooo iv stoped using them and i hate what tanks have done to the game ie tank corps twankers so i bought a 100 sicas now i sit in the redline destroying every ******* tank i see killed two maddys in 6 shots same clip rails are way over powered but im not gonna stop until iv killed them all its dirty but as a merc its the only thing ccp has forced me to do i had ten mill into tanks but i changed to infantry being an ex tanker i hate them now ccp dropped the ball on this one cant beat em **** em two damage mods plate and repper redline ***** tank il continue dropships when there ciable untill then goodbye tanks fight fire with fire
Hit me with your nerf bat.
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Horizen Kenpachi
Holdfast Syndicate Amarr Empire
110
|
Posted - 2014.01.21 03:34:00 -
[43] - Quote
Ps commando with 2x nova knives for the win
Hit me with your nerf bat.
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Ghosts Chance
Inf4m0us
849
|
Posted - 2014.01.21 03:42:00 -
[44] - Quote
the redline is the problem not the railguns.
i realise your going for shock value to draw attention but insisting the its the rails and not the redline is doing nothing but hurting the cause |
Atiim
Living Like Larry Schwag
3735
|
Posted - 2014.01.21 03:43:00 -
[45] - Quote
ANON Cerberus wrote: Removing the red like or adjusting it in some way - this would solve many problems in my honest opinion.
Removing the redline would cause way more problems than it solves.
Besides, the redline itself is only a slight problem. Almost nothing would be fixed because:
- Railguns can also be used as Shotguns. Enemy HAVs will still be eaten for breakfast.
- AV is pretty much a non-factor. They wouldn't be able to stop me.
- I can still aim high enough to vaporize dropships, even without the redline.
- Dropships have far too little cover. No redline will affect this.
- No Hardener can save you when my Railgun can alpha you into non-existence.
Also, I find it highly ironic how everyone's so quick to call for AV nerfs when they deal 2k HP damage per shot, yet people scratch their heads and wonder if it's necessary to call for nerfs when Railgun turrets deal 2k HP of damage per shot.
What Would Larry Do?
He'd probably drink some Quafe...
Goes To Refrigerator
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killer carrot top
Eternal Beings Proficiency V.
5
|
Posted - 2014.01.21 03:43:00 -
[46] - Quote
Yep went from 22 mil saved up to now 399k yeah ccp way to keep your players I'm laughing at how this has 5 years left on its contract and everyone knows it won't last that much longer |
Ghosts Chance
Inf4m0us
849
|
Posted - 2014.01.21 04:00:00 -
[47] - Quote
Atiim wrote:ANON Cerberus wrote: Removing the red like or adjusting it in some way - this would solve many problems in my honest opinion.
Removing the redline would cause way more problems than it solves. Besides, the redline itself is only a slight problem. Almost nothing would be fixed because:
- Railguns can also be used as Shotguns. Enemy HAVs will still be eaten for breakfast.
- AV is pretty much a non-factor. They wouldn't be able to stop me.
- I can still aim high enough to vaporize dropships, even without the redline.
- Dropships have far too little cover. No redline will affect this.
- No Hardener can save you when my Railgun can alpha you into non-existence.
Also, I find it highly ironic how everyone's so quick to call for AV nerfs when they deal 2k HP damage per shot, yet people scratch their heads and wonder if it's necessary to call for nerfs when Railgun turrets deal 2k HP of damage per shot.
yah no... nearly time i have been shot down by an alpha rail its been from 75+m deep into the redline.
a railgun on my team cant counter due to them having elevation and cover making me the only target they can even hope to shoot at my dropship and my rails on the ground cant even get LOS on them.
removing the redline makes sence really, if a team gets redlined they have proven that they cant hold ground having a redline doesnt change that as evidenced by the fact that in a redline game the winning team throws themselves deep intot he redline to scrape a few extra kills.
right now its being abused in gamebreaking ways while not even providing protection to anyone who isnt 50+m deep who have no intention of leaving to taking ground.
the MCC would still remain as a way to spawn in to prevent being kicked or farmed, but lets be honest if you get redlined you have either already lost the game or you would end up finding a way to get back into the game with our without the redline.
its not currently not benifiting anyone except those who sit back 50+m in with no intention of leaving. if your redlined the enemy team is going to rush your redline and smoke you out anyways so its not even providing the protection it was designed to give.
in short: the redline isnt fullfilling its original purpose the redline is only useful to those who never intend to leave it.
remove it |
TechMechMeds
Swamp Tempo Canis Eliminatus Operatives
2256
|
Posted - 2014.01.21 04:06:00 -
[48] - Quote
Rof nerf to railgun and turrets as it needs to charge to produce enough kinetic energy, forge gun does it, why not rail.
I'm neither here nor there one this really, I know there's a problem but I'm just chucking that out there.
Level 2 forum warrior.
Swamp iz on dat welevant flex fam
I sold my family to the Amarr for isk, its a valid tactic
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TechMechMeds
Swamp Tempo Canis Eliminatus Operatives
2256
|
Posted - 2014.01.21 04:33:00 -
[49] - Quote
I would like to add that I am bored as fk having to blow up between 6-8 gunloggis and sicas on my tanker alt, I have to use my rail tank. These fking nubs just don't stop calling them in, so much butthurt that its depressing how fking pathetic they are.
Spamming sht tanks repeatedly does not win, it just ruins it for tankers dedicated solely to tanks. I have proto large rocket turrets, profs, reload and ammo. ADV blasters with some sp in ammo and reload, adv railgun with some sp in reload and ammo.
Well fk all that, its railguns or nothing.
Level 2 forum warrior.
Swamp iz on dat welevant flex fam
I sold my family to the Amarr for isk, its a valid tactic
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aqua network
STAGNANT WATER INC.
20
|
Posted - 2014.01.21 04:36:00 -
[50] - Quote
We don't need DS domination. CCP why you make Red Line so big.
Also CCP stop moving the red line up ever other map up date because it **** me off when the red line so close to a obj.
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DUST Fiend
OSG Planetary Operations Covert Intervention
10205
|
Posted - 2014.01.21 04:37:00 -
[51] - Quote
Ghosts Chance wrote:the redline is the problem not the railguns.
i realise your going for shock value to draw attention but insisting the its the rails and not the redline is doing nothing but hurting the cause That, and stacking damage mods. You should only be allowed to have one active at any time, or if you want to be even more extreme, only one fit at a time, like nitrous.
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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akira 1999
The Unholy Legion Of DarkStar DARKSTAR ARMY
12
|
Posted - 2014.01.21 04:46:00 -
[52] - Quote
hmmm another I want the game dust 514 to be the game I want and to hell with everyone else.
you simply want to be able to fly around in a ADS with impunity and get a nice inflated KDR from that.
sorry this is eve and well you adapt or you die.
and you think rails are bad just wait for large beam cannons and large artillery.
most of the forum posts I see are... I don't like "whatever the issue" fix it NOW!!. I WANT this buffed or I WANT this nerfed. well no, this game is open to what 45000 toons and not just you or just me.
there is a tonne I want to see changed, but with sensible compromises and trade offs and not just a list of demands to make dust 514 the game I want.
you have an issue with rail tanks fine make some suggestions.
people had issue with the swarmers and now it has a pitiful 150 meter range (450 feet).. man a modern day stinger missile made from 1969-1982 can hit a aircraft at approx.. 5000 meters (15000 feet). and that single missile can bring down most planes and helicopters with a single hit.
compromise and a open discussion of issues is needed.. not a list of I want this nows |
Varjac Theobroma Montenegro
Omega Elite Mercs INC.
68
|
Posted - 2014.01.21 04:53:00 -
[53] - Quote
Quick brain storm:
Decrease all vehicle HP to very low amounts, like 1500-2000 for nearly all of them. Increase time hardeners are active, like 60-80 seconds. Decrease cool down time to 25-35 seconds. Increase resistance to 70-80 percent of damage.
(Assume redline issue is not present)
This would not change the rail mechanic but would change the time the rail (or blaster for infantry) could be used in a given area. The vehicle will have to seek an area that is not a hot zone and will eventually return, but in that time the vehicle will be extremely vulnerable. This mechanic works for DS as well. Between hardeners a vehicle will be very weak against AV , and ideally a vehicle could only have one, like a turbo.
I think this scheme would boost current AV, prevent tanks from rolling around tread deep in red-berries, and give vehicle users a sense of skill as to: gauge time and plan runs.
FAME
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Ghosts Chance
Inf4m0us
849
|
Posted - 2014.01.21 04:55:00 -
[54] - Quote
DUST Fiend wrote:Ghosts Chance wrote:the redline is the problem not the railguns.
i realise your going for shock value to draw attention but insisting the its the rails and not the redline is doing nothing but hurting the cause That, and stacking damage mods. You should only be allowed to have one active at any time, or if you want to be even more extreme, only one fit at a time, like nitrous.
i was a hardcore railtanker back in the day, not the redline kind, the mountain climbing kind, elevation and cover were my weapons, and it was alll about positional advantage.
the damage mod situation is worse now then it ever has been and it was pretty bad in chrome, but those who rely on the redline arnt that good, and if forced into a position where they can actually be vulerable they wont survive very long reguardless of how many damage mods they strap to their sicas thats why they dont leave the redline in the first place.
and the good tankers that are left... dont really need the damage mods in the first place, my rail tank doesnt even have dmg mods on it (i still always have my railtank i wont ever spec out of it :P)
remove the redline and the epidemic will solve itself now that you can get more then 3 seconds of fire on them before you have to make a mad dash back out of the redline.
bad tankers sitting 75+m deep with 2-3 dmg mods always message me to brag when they shoot my dropship down... the truth is that it shouldnt take the redline to kill my paper airplane when they are using the most powerful AV platform in the game. i say remove their magical redline shield and force them into the meat grinder with everyone else and ill pop em like the poor infantry i shoot out of LAVs |
Mobius Wyvern
Ahrendee Mercenaries EoN.
4501
|
Posted - 2014.01.21 05:27:00 -
[55] - Quote
Judge Rhadamanthus wrote:Rail tanks have made dropships almost unusable and ruined strategic play for real tankers and LAV specialists. While we understand that fixing things takes time, and that resources are limited there are some issues that are a problem and some that are so bad that the game is broken. Rail tanks fall into the latter. They ruin every single match. So this is a simple request. Here it is below :
CCP please acknowledge that rails need work. Tell us in this thread that you have heard our complaints. No need to say what you will do or when you will do it, Just let us know you hear our voices. I will definitely second this.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Eurydice Itzhak
Providence Guard Templis CALSF
365
|
Posted - 2014.01.21 05:46:00 -
[56] - Quote
Iron Wolf Saber wrote:While Rail tanks are a problem to both DS and HAVs the problem is there isn't any really good ground to air options if removed. Swarm Launchers I see try an fail and I have had ADS shrug off an entire forge gun clip and still be ballsy enough to fly low enough to va grenade him to death.
Both Blasters and missiles are not that efficient in dropship killing due to the small envelopes and horrible damage compression.
Railguns are bad because they excel in damage compression.
There is no high angle option between the railgun and blaster and there should be.
Either bring railgun damage lower OR introduce fall off (but this would change railguns to hit scan so that's a scary thing to even to consider) AND THEN Increase the fitting difficulty of the railgun currently its the easiest turret to install.
If rails cannot be touched then buff dropship HP and increase swarm damage and speed.
This just in, even though a full salvo (without Dmods) pops every single dropship i've encountered, its horrible at killing them because I can only keep them at bay for 250-300m and not 600m.
Railgun is an awful gameplay decision. It has no counter play. its the best in CQC, the best at range, and its easy as heck to snipe infantry to boot.
I knew as soon as I saw the first picture that showed railgun damage that no HAV will have anything but a railgun.
And look at where we are. |
Tesfa Alem
Death by Disassociation Legacy Rising
68
|
Posted - 2014.01.21 05:53:00 -
[57] - Quote
Iron Wolf Saber wrote:While Rail tanks are a problem to both DS and HAVs the problem is there isn't any really good ground to air options if removed. Swarm Launchers I see try an fail and I have had ADS shrug off an entire forge gun clip and still be ballsy enough to fly low enough to va grenade him to death.
Both Blasters and missiles are not that efficient in dropship killing due to the small envelopes and horrible damage compression.
Railguns are bad because they excel in damage compression.
There is no high angle option between the railgun and blaster and there should be.
Either bring railgun damage lower OR introduce fall off (but this would change railguns to hit scan so that's a scary thing to even to consider) AND THEN Increase the fitting difficulty of the railgun currently its the easiest turret to install.
If rails cannot be touched then buff dropship HP and increase swarm damage and speed.
Railguns are not bad in themselves, but, as Judge and many other stated before, how is sitting in the redline and 3 shotting vehicles at the opposite redline not game breaking? Infantry have cover to hide behind from snipers, dropships have what....Sky?
Nobody, not even pilots mind if rail gun tanks are fighting within the map. Its that ridiculous 'I kill you but you cant kill me because magic redline.' thats game breaking
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation Legacy Rising
68
|
Posted - 2014.01.21 05:58:00 -
[58] - Quote
akira 1999 wrote:hmmm another I want the game dust 514 to be the game I want and to hell with everyone else.
you simply want to be able to fly around in a ADS with impunity and get a nice inflated KDR from that.
sorry this is eve and well you adapt or you die.
and you think rails are bad just wait for large beam cannons and large artillery.
most of the forum posts I see are... I don't like "whatever the issue" fix it NOW!!. I WANT this buffed or I WANT this nerfed. well no, this game is open to what 45000 toons and not just you or just me.
there is a tonne I want to see changed, but with sensible compromises and trade offs and not just a list of demands to make dust 514 the game I want.
you have an issue with rail tanks fine make some suggestions.
people had issue with the swarmers and now it has a pitiful 150 meter range (450 feet).. man a modern day stinger missile made from 1969-1982 can hit a aircraft at approx.. 5000 meters (15000 feet). and that single missile can bring down most planes and helicopters with a single hit.
compromise and a open discussion of issues is needed.. not a list of I want this nows
Dopships have a effective 50 M Range. They have to get 100 M into your lock on range. And the missiles still travel the full 400M when fired.
Redline for Thee, but no Redline for Me.
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Chunky Munkey
Amarr Templars Amarr Empire
2913
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Posted - 2014.01.21 06:45:00 -
[59] - Quote
Judge Rhadamanthus wrote:Rail tanks have made dropships almost unusable and ruined strategic play for real tankers and LAV specialists. While we understand that fixing things takes time, and that resources are limited there are some issues that are a problem and some that are so bad that the game is broken. Rail tanks fall into the latter. They ruin every single match. So this is a simple request. Here it is below :
CCP please acknowledge that rails need work. Tell us in this thread that you have heard our complaints. No need to say what you will do or when you will do it, Just let us know you hear our voices.
Are you kidding? A rail tank is currently the ONLY way to take down a dropship. And even then, all you have to do is fly close or high and you're completely invulnerable to them.
By your "plight" I can only assume you mean "the only thing killing me right now".
No.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
486
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Posted - 2014.01.21 06:53:00 -
[60] - Quote
ANON Cerberus wrote:Judge Rhadamanthus wrote:ANON Cerberus wrote:Judge, I like you and I like what you do with your videos for the community but...
Not content with the general non-consensus in your other thread so you decide to create a new one? The only thing I will concede is that the red line is the bane of your problems. Would you agree?
Those rail tanks can only hit you when you are at a low angle and out at range, once you come in close you can barrage them to death should you so desire. Understood. But we sometimes need to know they hear us. Just so we can shut up. Also the low angle is not true,, look at this... the red circle is where a rail can hit us from.. the blue where they are too close to hit us. IF we are at 100m up. At 50m... there is nowhere to hide...ever. I can totally understand certain frustrations. Just for clarification - where would the enemy tank be in that scenario? At the red line or bang in the middle of the blue dot? Also for arguments sake, say the railgun was changed in some fashion - what then would be the way to destroy dropships. I am not talking about the militia fit basic ones, I mean those of you like yourself and foxhound as well as others that are either really damaging with there ADS or tank the hell out of there ships?
They'd have to be at the edge, cause you can't shoot out of that node with a tank.
If you can read this, it means you are reading.
Unless you are skimming
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