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Judge Rhadamanthus
Amarr Templar One
1328
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Posted - 2014.01.21 21:18:00 -
[91] - Quote
Speaker you say I want tanks nerfed. but all I requested was that the Devs let us know if the consider them an issue or not. btw if you reed the sticky on recent topics the Devs are looking into militia tank already.
What I want is fair balance. currently the greater number in the community agree that rail tanks need a balance pass. this does not mean a nerf. in fact what would be a nerd in your eyes? for example if they reduced range but increased you elevation? Is that a nerf? Or if they doubled your range? Is that a nerf? A change may make your tank different in some way but not less effective at completing is role, just reduce it from being too effective.
A lot of people have said they feel rail tanks have an unfair advantage over other vehicles and infantry too. Many find that the game is made less enjoyable by them. it's not about hitting rid of threats but making fighting them fun .
So here is the simple question.... Do you think rail tanks do not need any changes? If they do not need a change then explain why so we can make sure we are not asking for changes that ruin the game for rail tankers either.
Everything Dropship youtube channel
my Community Spotlight
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Lanius Pulvis
Bullet Cluster Legacy Rising
129
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Posted - 2014.01.21 21:37:00 -
[92] - Quote
I'd be rather curious to know if they're looking at this. It appears that range is the major issue.
Not new, just new to you.
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Atiim
Living Like Larry Schwag
3765
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Posted - 2014.01.21 21:56:00 -
[93] - Quote
Spkr4theDead wrote: Of course you all want tanks nerfed. What's the point of these threads if they're not to have tanks nerfed? And again, you have/had access to tanks, yet still had to use AV to destroy other vehicles, because you were so bad in your own tank. You should see it from our side before going on an antitank crusade.
What we want here is balance. What we don't want however, is to make vehicles obselete to the point where nobody would want to use them.
Why do you assume that I specced AV simply because I couldn't destroy enemy tanks with my own HAV? I specced into AV for many reasons, but that's not one of them.
I'm not on an Anti-Tank crusade. Do people even read my posts? Or do they automatically assume that it's a blob of nerf tanks?
Next On To-Do List:
Particle Cannons
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Iron Wolf Saber
Den of Swords
12445
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Posted - 2014.01.21 22:15:00 -
[94] - Quote
Eurydice Itzhak wrote: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.
Missile turrets don't move fast enough and coupled with travel time equate to an reliable engagement envelope in shape of a flattened donut or ufo shape where
Due to bad damage compression, range, and angle blasters effective envelope is very similar to the missile with exception someone trimmed around the outer edge of the donut at its peak point.
Rail Tank is a massive hemisphere of engagement and by visual estimates its envelope is nearly 10x more massive.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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NK Scout
Storm Wind Strikeforce Caldari State
47
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Posted - 2014.01.21 22:26:00 -
[95] - Quote
Ninjanomyx wrote:NK Scout wrote:NK Scout wrote:Ninjanomyx wrote: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. Stop using Vocabulary to feign relevance by attempting to mask your ignorance...... The bulk of what you stated is utter rubbish, & the BOLD statement most of all....... FFS you have no place in Vehicle Balancing Discussio, GTFO. As for everyone else......NOBODY, not F**KING 1 of you, has taken into account that there is no ADS Spam. Get 3 or more "Birds" in the air & then F**KING talk. An Experienced Pilot in a PROPERLY fit Dropship can survive 3-4 2x Damage Modded ADV Rail Shots from a SINGLE Source. You are being Focus Fired.....get over it. As for the 3x Damage Modded Gunnlogi with a Proto Rail.....1-2 Rail Shots & they go POOF. Without Resistances they are basically a "Genji Sword", High Alpha w/ Low Constitution. The Redline is often the ONLY area of the Map, with the exception of the opposite East/West side (Assuming the Dropship is not flying Mid-Field), that a Rail can even get a bead on a Dropship. The Rail's Range is not Infinite...... But w/e the hell CCP decides to Break.......errrr....."Tweak" matters not much to me. I Adapt & Overcome, this is a proven FACT. TL;DR: Get Gud, & IWS = Duncecap King Umm, hahaha, you survive 3-4 shots? Bullshit, a dsmage modded railgun 3 shots any ship and I've been 2 shotted by mlt railguns with [ highest shields or armor. You must be unaware of your Damage Sources. Also, you're not taking into account that Shield & Armor Vehicles act differently. Example: Shield as Main HP means if you were not Pre-Hardened you will die fast. Armor as Main HP means you have 1 hit of leeway before your Main HP takes a considerable hit, allowing more time to HTFU & GTFO. I personally watched my 4 2x Damage Modded ADV Rail Shots get shrugged off by a Shield ADS, & it was back @ Full HP by the time I readjusted & cooled down on Heat Build-up. Lastly.....as per your statement in BOLD, you are doing it wrong..... HP Stacking is trash compared to Hardening. L2P KthxBAI 2555 shield Adv heavy shield extender Complex shield hardenee Complex booster 2 or 3 shotted and takes slightly less time to kill than a hardened sica, and if you hit a python without a hardener you will 2 shot it. I know what im doing railkiddie.
I'm sorry that you fly like a molasses soaked derpy & fit like a Pre-K Pubtard. The "Get Gud" moniker still applies. Also noted your BOLD Statement as PROOF that ADSers want to be Flying Tanks w/ Jet Speed....... LOL @ "Railkiddie :P[/quote] Lol rail kiddie how cute Judge also uses that And that shield is required so I can survive you noobs and fyi=I pwn the **** out of sica with my mlt railgun, so damm easy, plus a air target will get hit before its hardeners are up so that hp is needed Next time learn your **** beforr posting.
Pps Getting 2 or 3 shotted is beyond stupid |
VALCORE72
NECROM0NGERS The CORVOS
10
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Posted - 2014.01.21 22:28:00 -
[96] - Quote
Borne Velvalor wrote: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. Flak cannons confirmed. u know ''''''''''give the heavy suit a back mounted dual flak cannon . wouldnt take much . act like the breach you cant move |
Denchlad 7
Freek Coalition Freek Alliance
61
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Posted - 2014.01.21 22:51:00 -
[97] - Quote
Neither dropships or railguns need major changes. But both need minor changes.
I would suggest:
20% nerf to current railgun damage. 25% buff to overall dropship HP across both STD and ADS. No change to tank HP.
This should make dropships last 4-5 shots, enough time for an experienced pilot to escape, but still not long enough for them to be unkillable. However it is not long enough for an amateur to escape. It also makes tanks more resilient to railguns, making tank v tank last longer.
When it comes to the power of dropships, since 1.7 dropped, I have yet to be killed by one while on the ground (aside from myself of course). Maybe thats because as a pilot I know how to evade, but if you understand how to strafe, only the very best pilots will get you.
The redline could do with tweaks too, but nothing extreme.
If you can't accept change, you will fail in this world.
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Sir Snugglz
Red Star. EoN.
264
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Posted - 2014.01.22 01:10:00 -
[98] - Quote
rpastry wrote:there was no bitching about railguns before swarms and forges were nerfed. people just switch to what is most effective.
and NO, expecting multiple infantry to take time out from fighting a whole team of enemy infantry and coordinate perfectly in expensive gear to take down your lone wolfing spawn camping kill farming DS is not an answer.
One AV should be able to force off a DS, after all they're sacrificing 90% of their effectiveness as an infantry unit and making themselves incredibly vulnerable to enemy infantry as well as becoming #1 kill priority to the vehicle(s) they are trying to destroy.
PS tanks aint god mode, at long range use cover - you may need to use the TEAMWORK that you so insist AV must use - IE have tank spotter looking at the map.
At short to mid range a DS can fly faster and higher than a railgun can track.
Thats because the rendering sucked and rails were forced to move up and out of the redline.... now that the rendering has improved they are not required to leave the redline any more.
Luck is just one of my skills
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Sir Snugglz
Red Star. EoN.
264
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Posted - 2014.01.22 01:13:00 -
[99] - Quote
Spkr4theDead wrote:Atiim wrote:Spkr4theDead wrote:Or you could squad with a tanker, and stop crying to have tanks nerfed. I respected you before, but not anymore. Now you sound like the people that want tanks needed so bad that people stop using them. Why exactly should everyone be forced to squad up with a tanker again? Nobody wants tanks to be nerfed to the point where nobody wants to use them. I don't even want that. But you cannot be the best counter to yourself. That's broken. Of course you all want tanks nerfed. What's the point of these threads if they're not to have tanks nerfed? And again, you have/had access to tanks, yet still had to use AV to destroy other vehicles, because you were so bad in your own tank. You should see it from our side before going on an antitank crusade.
I dont believe tanks need to be changed.its clear the issue is redline. There is no risk. There are a lot of matches where im at the edge of the redline just staring at 3 rail tanks BEHIND the MCC just firing away. I can not do anything. There is no risk. Nothing can hurt them. But yet they can hurt anything. Explain to me how that is balanced? Where is the risk vs reward?
Luck is just one of my skills
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Sir Snugglz
Red Star. EoN.
264
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Posted - 2014.01.22 01:22:00 -
[100] - Quote
Denchlad 7 wrote:Neither dropships or railguns need major changes. But both need minor changes.
I would suggest:
20% nerf to current railgun damage. 25% buff to overall dropship HP across both STD and ADS. No change to tank HP.
This should make dropships last 4-5 shots, enough time for an experienced pilot to escape, but still not long enough for them to be unkillable. However it is not long enough for an amateur to escape. It also makes tanks more resilient to railguns, making tank v tank last longer.
When it comes to the power of dropships, since 1.7 dropped, I have yet to be killed by one while on the ground (aside from myself of course). Maybe thats because as a pilot I know how to evade, but if you understand how to strafe, only the very best pilots will get you.
The redline could do with tweaks too, but nothing extreme.
No. lol. Please, this is 1.4 all over again.... or was it 1.5. Believe me, this is not the answer. We are arguing about redline... tanks are fine.... DS are fine too...
Luck is just one of my skills
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Thor Odinson42
Molon Labe. Public Disorder.
2544
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Posted - 2014.01.22 02:33:00 -
[101] - Quote
Sir Snugglz wrote:Spkr4theDead wrote:Atiim wrote:Spkr4theDead wrote:Or you could squad with a tanker, and stop crying to have tanks nerfed. I respected you before, but not anymore. Now you sound like the people that want tanks needed so bad that people stop using them. Why exactly should everyone be forced to squad up with a tanker again? Nobody wants tanks to be nerfed to the point where nobody wants to use them. I don't even want that. But you cannot be the best counter to yourself. That's broken. Of course you all want tanks nerfed. What's the point of these threads if they're not to have tanks nerfed? And again, you have/had access to tanks, yet still had to use AV to destroy other vehicles, because you were so bad in your own tank. You should see it from our side before going on an antitank crusade. I dont believe tanks need to be changed.its clear the issue is redline. There is no risk. There are a lot of matches where im at the edge of the redline just staring at 3 rail tanks BEHIND the MCC just firing away. I can not do anything. There is no risk. Nothing can hurt them. But yet they can hurt anything. Explain to me how that is balanced? Where is the risk vs reward?
Yeah this is BS
ML Director
Eve Toon - Raylan Scott
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ugg reset
Molon Labe. Public Disorder.
445
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Posted - 2014.01.22 02:44:00 -
[102] - Quote
Vulpes Dolosus wrote:Just change the range and RoF slightly.
Our maps are too small to utilize 600m (no drop off, I might add) with out redline abuse. Not only to mention that with that range and the angle of the gun, rails can shoot very high into the air into a dropship's "safe height." Reduce the range to 350m effective range (100% damage) with a steep damage curve to 450m at 20% damage or so. Cap it any further.
you couldn't hit the broad side of a Dropship and 400m let alone 600m
Thr33 is the magic number.
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Vulpes Dolosus
SVER True Blood Public Disorder.
652
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Posted - 2014.01.22 03:04:00 -
[103] - Quote
ugg reset wrote:Vulpes Dolosus wrote:Just change the range and RoF slightly.
Our maps are too small to utilize 600m (no drop off, I might add) with out redline abuse. Not only to mention that with that range and the angle of the gun, rails can shoot very high into the air into a dropship's "safe height." Reduce the range to 350m effective range (100% damage) with a steep damage curve to 450m at 20% damage or so. Cap it any further. you couldn't hit the broad side of a Dropship and 400m let alone 600m Maybe you can't, scrub.
Still, the only way to utilize 600m is from the redline in most if not all maps. Reducing the range will force tanks out of the redline if they wish to be effective in an even battle, while still being effective during a pub-stomping.
I'm working on a visual showing the ridiculous range of current rails compared to what I think they should be at.
Dropship Specialist
Kills- Incubus: 4; Pythons: 2 Gêå1; Other DS: 28 Gêå1; Tanks: 29 Gêå2
1/20
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Operative 1171 Aajli
Bragian Order Amarr Empire
1083
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Posted - 2014.01.22 03:16:00 -
[104] - Quote
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.
The RoF and stacked damage mods is the problem. The rail was effective at killing dropships before but yet had to spool up and recharge. If you held down fire and shot repeatedly each shot would hit for less.
The way it is now not only makes it far easier to hit dropships but also makes the rail effective at CQC. A rail should not outclass the missile launcher at CQC AV. Rail tankers shouldn't feel comfortable moving into a CQC situation. If it's long range it needs to be slower RoF. The rail was fine as it was.
Rommel, you magnificent bastard, I read your book!
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Borne Velvalor
Endless Hatred
2231
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Posted - 2014.01.22 04:21:00 -
[105] - Quote
ugg reset wrote:Vulpes Dolosus wrote:Just change the range and RoF slightly.
Our maps are too small to utilize 600m (no drop off, I might add) with out redline abuse. Not only to mention that with that range and the angle of the gun, rails can shoot very high into the air into a dropship's "safe height." Reduce the range to 350m effective range (100% damage) with a steep damage curve to 450m at 20% damage or so. Cap it any further. you couldn't hit the broad side of a Dropship and 400m let alone 600m I OHKO'd a Python at 489m recently. Used a rail, don't remember popping anything but one ADS before I swapped to blasters. The thing with ADS is that in order to actually hit something, they need to make themselves relatively easy to hit. Shield ADS are often OHKOs without a hardener. Armor ADS are usually 2HKO.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4517
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Posted - 2014.01.22 17:43:00 -
[106] - Quote
Hey, this thread still needs a blue tag.
Come on Saberwing, if you can make a reply to a random post I made in a thread someone tossed up about being disgruntled over no confirmation of Fighters, you, LogiBro, or Frame could at least hit this thread up too.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Judge Rhadamanthus
Amarr Templar One
1340
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Posted - 2014.01.25 00:50:00 -
[107] - Quote
I am disappoint CCP.
Everything Dropship youtube channel
my Community Spotlight
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NK Scout
Storm Wind Strikeforce Caldari State
72
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Posted - 2014.01.25 00:51:00 -
[108] - Quote
Judge Rhadamanthus wrote:I am disappoint CCP. rail is still broken rail still does more damage to shields
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
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Alena Ventrallis
The Neutral Zone
505
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Posted - 2014.01.25 01:45:00 -
[109] - Quote
Why not just put the redline behind a hill line, or some sort of obstacle that you must drive over in order to see the battle proper? The problem isn't the redline. The problem is how much of the map is visible from the redline.
Therefore, if the redline is behind a row of small hills, rail tanks must venture to at minimum on top of the hills to find something to shoot. Which means they, in turn, can be shot. |
Thorn Badblood
Dust2Dust. Top Men.
128
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Posted - 2014.01.25 01:46:00 -
[110] - Quote
Personally I don't like the fact that the rail tank does so much damage at close range.
D2D. A Non-Prophet Organization
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Shiruba Ryou
160
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Posted - 2014.01.25 02:45:00 -
[111] - 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'll acknowledge bro.......
That nothing else really packs the required punch to dispatch you permanently in the short amount of time one has before you pick up speed and fly away. And since we don't have a reward for simply chasing your ass away, your permanent demise is the only result any of us here really care about. That being the case, people will do what has the best chance of killing you.
You have my condolences but no one's gonna stop.
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Gloomy Cobra
POISION ROSES Public Disorder.
64
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Posted - 2014.01.25 02:52:00 -
[112] - Quote
NERF NERF NERF :P Honestly i really hate that word in this game, it just makes the whole game dull... To be honest rails are not op (if they are in the right hands, hell yeah they are). The main issue with rails is that they can shoot from really long range and at a fast rate of fire AND there is ~100% of the time no counter to them. Something that is really strong should have really slow shooting rate, and something that is really weak should have more chances to keep on attacking. Now im not saying do not nerf them, just saying nerf the milita ones or take them out from the milita store like the large missile have been and add the large missiles back (if you want). Dropships are at a really good spot right now, and since we have small maps, WHY THE F**K did you think it was a good idea to give them hella long range, DAM! And bing either damage back to swarms or their range cuz only a few players use them now and the rest just rail tank...Btw ccp where are the flares?READ descrip for swarms!!!
The so called negative feedback is often love in disguise. Take full advantage!
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Vulpes Dolosus
SVER True Blood Public Disorder.
688
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Posted - 2014.01.25 03:09:00 -
[113] - Quote
Shiruba Ryou 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. I'll acknowledge bro....... That nothing else really packs the required punch to dispatch you permanently in the short amount of time one has before you pick up speed and fly away. And since we don't have a reward for simply chasing your ass away, your permanent demise is the only result any of us here really care about. That being the case, people will do what has the best chance of killing you. You have my condolences but no one's gonna stop. NO ONE FREAKING CARES THAT RAILS CAN TAKE OUT DROPSHIPS.
Get it through your heads people, the problem is that rails have rediculous range, capable of denying whole maps to dropships and other vehicles from the redline. That combined with high damage, high RoF for its class, and high accuracy make redline rail snipers OP, map-denying, untouchable behemoths that are ruining the game for vehicles, dropships especially.
All I'm asking for (not speaking for everyone) is an effective range nerf to 350m, with a sharp dropoff range out to 450m max. This is more than enough range to keep at a distance (and yes, you can still hit dropships engaging your team at this distance) and prevents redline abuse.
Dropship Specialist
Kills- Incubus: 4; Pythons: 2 Gêå1; Other DS: 28 Gêå1; Tanks: 29 Gêå2
1/20
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Shiruba Ryou
161
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Posted - 2014.01.25 03:31:00 -
[114] - Quote
Vulpes Dolosus wrote:[quote=Shiruba Ryou][quote=Judge Rhadamanthus] NO ONE FREAKING CARES THAT RAILS CAN TAKE OUT DROPSHIPS.
Get it through your heads people, the problem is that rails have rediculous range, capable of denying whole maps to dropships and other vehicles from the redline. That combined with high damage, high RoF for its class, and high accuracy make redline rail snipers OP, map-denying, untouchable behemoths that are ruining the game for vehicles, dropships especially.
All I'm asking for (not speaking for everyone) is an effective range nerf to 350m, with a sharp dropoff range out to 450m max. This is more than enough range to keep at a distance (and yes, you can still hit dropships engaging your team at this distance) and prevents redline abuse.
You may not care but the OP worded it like he did. Instead of getting your panties in a bunch why not ask for some clarification? I responded to what I saw, as I'm about to do with you.
I agree that what your saying is a valid point. I'm not a tanker so don't expect a decent rebuttal for that. Though redline abuse is shared by snipers as well. Seems that your actual issue is the redline issue and not particularly rail tanks. For example, the only reason why a snipes range is an issue is because they can back up far into the redline for safety. Unless I'm missreading something thats also why rail tanks are an issue. And not the tank itself. You should probably redirect yourself to the appropriate thread.
And here's a 1 Card Minor Arcana reading for you as a parting gift: 5 of Wands upright. Fitting if I might say. Branches from a common source with a high chance of conflict and disagreement. Those that draw this card would benefit from reevaluating their personal stance and try a different process or strategy. Remembering that your roots don't dictate your path, yet ultimately hold the truth in your endeavors.
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Lorhak Gannarsein
1330
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Posted - 2014.01.25 04:01:00 -
[115] - Quote
Often the only way it's possible to get an angle on a dropship (including its escape route) is to head back to the redline; for some reason the maps are designed with the largest hills in the safest locations. The hills in Like Harvest and Manus Peak are good examples of what I mean; the maps are narrow enough that you start to have difficulties if you've not maximised your firing angle. And because of all this, OHKO is important, because otherwise I might not get a second shot.
Borne Velvalor wrote:ugg reset wrote:Vulpes Dolosus wrote:Just change the range and RoF slightly.
Our maps are too small to utilize 600m (no drop off, I might add) with out redline abuse. Not only to mention that with that range and the angle of the gun, rails can shoot very high into the air into a dropship's "safe height." Reduce the range to 350m effective range (100% damage) with a steep damage curve to 450m at 20% damage or so. Cap it any further. you couldn't hit the broad side of a Dropship and 400m let alone 600m I OHKO'd a Python at 489m recently. Used a rail, don't remember popping anything but one ADS before I swapped to blasters. The thing with ADS is that in order to actually hit something, they need to make themselves relatively easy to hit. Shield ADS are often OHKOs without a hardener. Armor ADS are usually 2HKO.
But at 500m it has to be OHKO or you're wasting your time.
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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Varjac Theobroma Montenegro
Omega Elite Mercs INC.
78
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Posted - 2014.01.25 04:11:00 -
[116] - Quote
Lorhak Gannarsein wrote:Often the only way it's possible to get an angle on a dropship (including its escape route) is to head back to the redline; for some reason the maps are designed with the largest hills in the safest locations. The hills in Like Harvest and Manus Peak are good examples of what I mean; the maps are narrow enough that you start to have difficulties if you've not maximised your firing angle. And because of all this, OHKO is important, because otherwise I might not get a second shot. Borne Velvalor wrote:ugg reset wrote:Vulpes Dolosus wrote:Just change the range and RoF slightly.
Our maps are too small to utilize 600m (no drop off, I might add) with out redline abuse. Not only to mention that with that range and the angle of the gun, rails can shoot very high into the air into a dropship's "safe height." Reduce the range to 350m effective range (100% damage) with a steep damage curve to 450m at 20% damage or so. Cap it any further. you couldn't hit the broad side of a Dropship and 400m let alone 600m I OHKO'd a Python at 489m recently. Used a rail, don't remember popping anything but one ADS before I swapped to blasters. The thing with ADS is that in order to actually hit something, they need to make themselves relatively easy to hit. Shield ADS are often OHKOs without a hardener. Armor ADS are usually 2HKO. But at 500m it has to be OHKO or you're wasting your time.
OHKO is fine, but at 400k isk a ship it gets to be a little obnoxious. Would you like your tanks to be OHKO?
FAME
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Blaze Ashra
DROID EXILES General Tso's Alliance
146
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Posted - 2014.01.25 06:35:00 -
[117] - Quote
Ninjanomyx wrote:Blaze Ashra wrote:Taken from hereBlaze Ashra wrote:Place a small barrier 50 meters below the height ceiling that only prevents rails to pass through. This way if a rail tanker is hiding in the redline we can put on our hardeners and afterburner to to the height ceiling wait for our stuff to cool down, find drop location and turn on hardeners and dive, then after the pick up/ drop turn on after burners until needed again.
No nerfs. No messing with the redline. No need for counter measures. Balances by giving a safe zone to counter someone hiding in a safe zone. Pretty much recycles the MCC barrier code. Should stop a lot of QQ. The basic idea is that since we are the only ting in the game with no cover, we don't have anywhere near the same range, and it's surpemely difficult to transport due to how long we are vulnerable, we should have a safe zone at the very top of the map. You already do..... Oh.....I get it now, you wanna Hover with a MCRU & never take Damage. LOL.....just....lol. & "No Cover"??? Get F**KING Gud Scrub. Lol. You want me to get good? No problem, I will be getting better as time goes on.
What's your issue with that idea? We cant shoot anyone from the height ceiling which is less than what you can do cowering in the redline. MCRU's don't give any rewards and I'm pretty sure this would make it so we can drop off/pick up our infantry as transports rather than free kills. If you think there's lots of cover in the sky then perhaps you can point out where, all we really have are towers buildings and the MCC.
And if you're incapable of going up a small hill to angle at the sky you're a worse rail tanker then 1/2 the militia scrub berries.
The AV vs tank thing you said you had more skill points invested so you should be OP. Well we have more invested than you so we should be at least viable. You said you shouldn't lose your tank to something that cost less sp to get than your tank well it's not even 1/8 the sp to get into a standard tank as it is to get into a dropship. Your rail/blaster large turrest cost less sp than my small missile. Your faster than my dropship unless I'm using my after burners and even then if you just use nitro you're back there. You have nearly 4 times the hp, more modules, more killing potential, fitting options and cover yet you're afraid to grow a pair and leave your crutch ass redline. CCP bent over backwards to give you tankers every thing you asked for and you're upset about an idea that does nothing but lowers the time you can have your free kills? ******* lame.
ADS Pilot/Amarr Loyalist/Logi/WP Whore
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NK Scout
Storm Wind Strikeforce Caldari State
76
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Posted - 2014.01.25 07:10:00 -
[118] - Quote
Blaze Ashra wrote:Ninjanomyx wrote:Blaze Ashra wrote:Taken from hereBlaze Ashra wrote:Place a small barrier 50 meters below the height ceiling that only prevents rails to pass through. This way if a rail tanker is hiding in the redline we can put on our hardeners and afterburner to to the height ceiling wait for our stuff to cool down, find drop location and turn on hardeners and dive, then after the pick up/ drop turn on after burners until needed again.
No nerfs. No messing with the redline. No need for counter measures. Balances by giving a safe zone to counter someone hiding in a safe zone. Pretty much recycles the MCC barrier code. Should stop a lot of QQ. The basic idea is that since we are the only ting in the game with no cover, we don't have anywhere near the same range, and it's surpemely difficult to transport due to how long we are vulnerable, we should have a safe zone at the very top of the map. You already do..... Oh.....I get it now, you wanna Hover with a MCRU & never take Damage. LOL.....just....lol. & "No Cover"??? Get F**KING Gud Scrub. Lol. You want me to get good? No problem, I will be getting better as time goes on. What's your issue with that idea? We cant shoot anyone from the height ceiling which is less than what you can do cowering in the redline. MCRU's don't give any rewards and I'm pretty sure this would make it so we can drop off/pick up our infantry as transports rather than free kills. If you think there's lots of cover in the sky then perhaps you can point out where, all we really have are towers, buildings, and the MCC. And if you're incapable of going up a small hill to angle at the sky you're a worse rail tanker then 1/2 the militia scrub berries. The AV vs tank thing you said you had more skill points invested so you should be OP. Well we have more invested than you so we should be at least viable. You said you shouldn't lose your tank to something that cost less sp to get than your tank well it's not even 1/8 the sp to get into a standard tank as it is to get into an assault dropship while being cheaper isk wise. Your rail/blaster large turrest cost less sp than my small missile. Your faster than my dropship unless I'm using my after burners and even then if you just use nitro you're back there. You have nearly 4 times the hp, more modules, more killing potential, fitting options and cover yet you're afraid to grow a pair and leave your crutch ass redline. CCP bent over backwards to give you tankers every thing you asked for and you're upset about an idea that does nothing but lowers the time you can have your free kills and allows us to do our actual roles? ******* lame. Scrub down, good job.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
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darkiller240
WarRavens Auxiliaries League of Infamy
300
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Posted - 2014.01.25 07:29:00 -
[119] - Quote
Im not sure ho suggested this but crdit to him, replace the reline with a shield the MMc creats Shots cant go through and enemies cant go through hitting the shield with a dropship should be like hitting a normal wall
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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darkiller240
WarRavens Auxiliaries League of Infamy
300
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Posted - 2014.01.25 07:32:00 -
[120] - Quote
We could start by making ADS cheaper, yes they are a variant but they shoudent cost more more then 7 times the normal price it should cost around 100-159k
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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