Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Darken-Soul
Tal-Romon Legion Amarr Empire
62
|
Posted - 2014.01.21 22:56:00 -
[1] - Quote
Make the turret itself stationary. Have the drawback be they have to aim with the tank. You could then increase elevation.
I am the real Darken
|
Foundation Seldon
Gespenster Kompanie
390
|
Posted - 2014.01.21 23:04:00 -
[2] - Quote
Doesn't sound like it'd be all that much of a nerf for the Gunnlogi/Sica, their turn speed is actually quite good.
I keep saying it over and over, what you need to do first and foremost is scale back their damage to what it was back in 1.6. Right now they're doing the damage of the old Compressed Variant at the Normal variant's rate of fire with a lower heat per shot than the normal.
After that you want to look at the damage mods situation, consider either nerfing the overall bonus (30% is pretty high), making it so that the bonus isn't consistent throughout all tiers, or making it so that you can't fit more than 1 of the module on a vehicle at a time.
That'll buy you some time to figure out what to do with the Redline in the meantime.
Saga v. Methana Balance
|
Darken-Soul
Tal-Romon Legion Amarr Empire
67
|
Posted - 2014.01.21 23:09:00 -
[3] - Quote
Making the turret stationary would change the places a rail could engage from. Tracking things would be harder on most terrain. If they had to have relatively flat ground to fire from it would allow DS better safe zones on a map. There should be terrain counters for everything.
I am the real Darken
|
Foundation Seldon
Gespenster Kompanie
392
|
Posted - 2014.01.21 23:15:00 -
[4] - Quote
Darken-Soul wrote:Making the turret stationary would change the places a rail could engage from. Tracking things would be harder on most terrain. If they had to have relatively flat ground to fire from it would allow DS better safe zones on a map. There should be terrain counters for everything.
It amounts to doing whatever you can to effectively remove the Railgun from the match. Is this a serious topic or are we actually trying to put forward serious balance ideas? There's no doubt that thing is a problem now and, at least with respect to Dropships, they were a problem before 1.7 as well. It's now with the additional buffs that they've received that they're now a threat in pretty much every OTHER situation outside of just chilling in the redline.
I don't think that arbitrarily putting more restrictions on them and not doing anything to deal with their optimal range or damage output is the solution though.
Saga v. Methana Balance
|
Aizen Intiki
OSG Planetary Operations Covert Intervention
726
|
Posted - 2014.01.21 23:17:00 -
[5] - Quote
Foundation Seldon wrote:Doesn't sound like it'd be all that much of a nerf for the Gunnlogi/Sica, their turn speed is actually quite good.
I keep saying it over and over, what you need to do first and foremost is scale back their damage to what it was back in 1.6. Right now they're doing the damage of the old Compressed Variant at the Normal variant's rate of fire with a lower heat per shot than the normal.
After that you want to look at the damage mods situation, consider either nerfing the overall bonus (30% is pretty high), making it so that the bonus isn't consistent throughout all tiers, or making it so that you can't fit more than 1 of the module on a vehicle at a time.
That'll buy you some time to figure out what to do with the Redline in the meantime. All of the above is what I've been saying, and even then, still, weapons lock in the redline.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
|
Darken-Soul
Tal-Romon Legion Amarr Empire
67
|
Posted - 2014.01.21 23:19:00 -
[6] - Quote
Its an idea. I don't have much trouble with rails. A lot of people do however.
I am the real Darken
|
Operative 1171 Aajli
Bragian Order Amarr Empire
1083
|
Posted - 2014.01.21 23:21:00 -
[7] - Quote
No, just make them like they were. Low rate of fire through spool up and recharge time. Repeat fire does less damage per shot and overheats after three shots.
If the rail gun is supposed to be long range then make it for long range, not good at any range. Why use other turrets if the rail fits for any situation?
If anything make them have to go into siege mode and lock down as it were, not being able to move while firing if they want to do full damage. While firing regularly they could be like slow firing blasters.
Rommel, you magnificent bastard, I read your book!
|
Aizen Intiki
OSG Planetary Operations Covert Intervention
726
|
Posted - 2014.01.21 23:21:00 -
[8] - Quote
Darken-Soul wrote:Its an idea. I don't have much trouble with rails. A lot of people do however.
Because they are easymode, and easymode=boring to use, and hard-impossible to counter
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
1675
|
Posted - 2014.01.21 23:21:00 -
[9] - Quote
Thing in that the tank itself rotates faster than the turret does. That being said I actually use the tank itself for aiming most of the time because it's faster.
The funny thing rails have ALWAYS been the problem, people just notice it more now because anyone can fit a double damage mod Sica and pop you. At least before it had to be another tanker properly specced into the turrets to get the damage bonuses. I often complained pre-1.7 that most tank battles were dominated by rails because they were the superior turret, and if the other guy had one, the only way to compete was to have one as well.
It's just worse now because damage mods are so strong and you can fit a glass cannon HAV with 0SP and minimal ISK investment.
1.8 Sentinels
Damage Efficiency
Effective HP
|
Garrett Blacknova
Codex Troopers
4361
|
Posted - 2014.01.21 23:41:00 -
[10] - Quote
This would actually be pretty fun.
I'd be willing to give it a try. |
|
|
|
|
Pages: 1 :: [one page] |