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Charlotte O'Dell
Fatal Absolution Covert Intervention
1763
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Posted - 2014.01.27 15:57:00 -
[1] - Quote
Missile turrets may finally be perfect. They are capable of killing anything and everything, short of hardened shield tanks, but they're not QQ'd about because they take skill to use.
Perhaps the way to balance blasters and rails is around these.
Rails are cried about bc of their ability to kill quickly at long range. What needs to happen is that DPS needs to stay the same and range needs to stay the same, but ROF needs to be drastically reduced so that a shot has extremely high alpha, but this shot NEEDS to hit or the gunner will be SOL, especially in a brawl. However, an accurate shot will not lose any of his ability.
A blaster is a very good infantry killer...perhaps too good. The best way to fix this is the same was that the rail has been fixed- keep DPS, but reduce ROF (increase Alpha, though). Another change would be to increase damage within 8m by 10%, but increase the falloff rate.
Charlotte O'Dell is the highest level unicorn!
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Cooper Eudaemon
DUST University Ivy League
164
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Posted - 2014.01.27 16:00:00 -
[2] - Quote
+1,000,000
Though for the Blaster turret, what about reducing accuracy instead? Giving it more spread, and as you suggest lowering the effective range.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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Obodiah Garro
Tech Guard RISE of LEGION
557
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Posted - 2014.01.27 16:01:00 -
[3] - Quote
Its a good compromise but giving the rail more alpha at the cost of ROF will just encourage more sniping/ HAV sitting far too away from infrantry AV.
The blaster just needs a plain DPS nerf.
Missles are perfectly balanced, shockingly enough, theyre splash radius means you need to actually kinda know what your doing and they take a good heap of skill points to actually use. |
CLONE117
planetary retaliation organisation ACME Holding Conglomerate
602
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Posted - 2014.01.27 16:12:00 -
[4] - Quote
apparently the blaster turret must have an invisible dispersion or something. why else would it take me 20-50 freaking rounds to kill some1 in a dropsuit. they die fast if they stand still but thats the only time. as there is alot of missing involved.or hit detection problems for it what ever the reason.
i feel majority of the current turrets r balanced as well. the only tanks ive been able to kill quickly with the rail turret r those few low hp tanks that were caught out in the open. missile feel perfect. capable of killing tanks extremely fast. with the downside of that long reload. after the missile burst/barrage. thats its main opening weakness/ vulnerability.
as for the few sicas. ive managed to kill them with my blaster tank easily.
damage modded railtank/ glass cannons. have the much bigger disadvantage in tankabillity. they can make short work of some poorly driven vehicles (when both dmg mods r active). but ive managed to survive against them for the most part. a tank with at least 1-2 hardeners active against the glass cannon can survive almost up to 4-6 rounds pretty easily from what ive seen. |
Vulpes Dolosus
SVER True Blood Public Disorder.
732
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Posted - 2014.01.27 16:52:00 -
[5] - Quote
Railgun range needs nerfed to 350m effective range with a drop off ending at 450m.
No way is 600m (full damage, btw) going to be utilized on our maps without redline abuse.
For example, on the Impact Ridge Dom Map, a rail tank can literally shoot at the objective from the redline (or close to it) for full damage and perfect accuracy (bar a little travel time that can be compensated for).
Each of those squares is 100m (I've measured it). At 350m, rails are still able to keep a safe distance from enemy tanks (not like they need to anyway), but abuse of the redline is more limited.
Dropship Specialist
Kills- Incubus: 4; Pythons: 2; Other DS: 29 Gêå1; Tanks: 31 Gêå3
1/26
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REDBACK96USMC
Chaotic-Intent General Tso's Alliance
1
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Posted - 2014.01.27 17:08:00 -
[6] - Quote
So basically the argument is, "No one should be able to use range to advantage. Make everyone scrum it out like a fist fight."
Lets do it! |
pyramidhead 420
Carbon 7 CRONOS.
293
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Posted - 2014.01.27 17:57:00 -
[7] - Quote
Vulpes Dolosus wrote:Railgun range needs nerfed to 350m effective range with a drop off ending at 450m. No way is 600m (full damage, btw) going to be utilized on our maps without redline abuse. For example, on the Impact Ridge Dom Map, a rail tank can literally shoot at the objective from the redline (or close to it) for full damage and perfect accuracy (bar a little travel time that can be compensated for). Each of those squares is 100m (I've measured it). At 350m, rails are still able to keep a safe distance from enemy tanks (not like they need to anyway), but abuse of the redline is more limited. do you have a link where i can find names, pictures, and layouts of maps? |
Takahiro Kashuken
Red Star. EoN.
2302
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Posted - 2014.01.27 18:10:00 -
[8] - Quote
Blaster already takes skill
I have to actually aim the turret at some one, if i dont aim i cant get a kill, if the aiming reticule isnt red it means i wont hit my target
Maybe i should be allowed to lock onto infantry and my bullets just track and kill them 100% of the time, no escape, it could be called the blaster launcher
Intelligence is OP
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Vulpes Dolosus
SVER True Blood Public Disorder.
741
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Posted - 2014.01.27 19:03:00 -
[9] - Quote
pyramidhead 420 wrote:Vulpes Dolosus wrote:Railgun range needs nerfed to 350m effective range with a drop off ending at 450m. No way is 600m (full damage, btw) going to be utilized on our maps without redline abuse. For example, on the Impact Ridge Dom Map, a rail tank can literally shoot at the objective from the redline (or close to it) for full damage and perfect accuracy (bar a little travel time that can be compensated for). Each of those squares is 100m (I've measured it). At 350m, rails are still able to keep a safe distance from enemy tanks (not like they need to anyway), but abuse of the redline is more limited. do you have a link where i can find names, pictures, and layouts of maps? Dust Forums > Map Feeback
Just look through the stickied posts, they should be imbedded.
Dropship Specialist
Kills- Incubus: 4; Pythons: 2; Other DS: 29 Gêå1; Tanks: 31 Gêå3
1/26
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Atiim
Living Like Larry Schwag
4044
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Posted - 2014.01.27 20:01:00 -
[10] - Quote
Takahiro Kashuken wrote:Blaster already takes skill
I have to actually aim the turret at some one, if i dont aim i cant get a kill, if the aiming reticule isnt red it means i wont hit my target
Maybe i should be allowed to lock onto infantry and my bullets just track and kill them 100% of the time, no escape, it could be called the blaster launcher By that logic, the rifles should be hailed as the most skilful weapons in DUST.
And sure you can have a turret with tracking capabilities. But the AI has to go straight into the ground or turn into an obstacle whenever possible.
No escape? I'm rolling around in a Gunnlogi and I can easily escape Swarm Launchers by turning the corner.
L2Tank.
PEANUT BUTTER COOKIE MASTER COOKIE
So when are we gonna get those Matari Vehicles?
Please don't be SoonGäó
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1755
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Posted - 2014.01.27 20:53:00 -
[11] - Quote
Blasters are be far the worst AV turret in the game, because alpha damage is key to killing vehicles.
I'd actually like to see Large Blaster range decreased, overall DPS increased, but fire rate decreased. This would make them less effective against infantry (though still the best compared to Rails and Missiles), but allow them to be more competitive at close range against other vehicles.
1.8 Sentinels
Damage Efficiency
Effective HP
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True Adamance
Kameira Lodge Amarr Empire
6227
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Posted - 2014.01.27 20:58:00 -
[12] - Quote
Charlotte O'Dell wrote:Missile turrets may finally be perfect. They are capable of killing anything and everything, short of hardened shield tanks, but they're not QQ'd about because they take skill to use.
Perhaps the way to balance blasters and rails is around these.
Rails are cried about bc of their ability to kill quickly at long range. What needs to happen is that DPS needs to stay the same and range needs to stay the same, but ROF needs to be drastically reduced so that a shot has extremely high alpha, but this shot NEEDS to hit or the gunner will be SOL, especially in a brawl. However, an accurate shot will not lose any of his ability.
A blaster is a very good infantry killer...perhaps too good. The best way to fix this is the same was that the rail has been fixed- keep DPS, but reduce ROF (increase Alpha, though). Another change would be to increase damage within 8m by 10%, but increase the falloff rate.
I feel that would be the wrong move...for the most part Missile turrets neither operate like similarly designed real world missile projection systems (to my knowledge admittedly) neither do they function in the role that the main battle cannon of real world vehicles do.
Now I more than most appreciate this game is a work of fiction, I RP heavily, and I also realise I am talking to a much better tanker than I as well as someone who has some for of military training.....but I don't feel we should balance HAV turrets around something so "arcadey" as missile turrets.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Joseph Ridgeson
WarRavens League of Infamy
385
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Posted - 2014.01.27 20:59:00 -
[13] - Quote
Missiles are not complained about because they are far less common than the Blaster or the Railgun. I am guessing that is the only reason they are not called overpowered or underpowered one way or another. |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
8593
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Posted - 2014.01.27 21:06:00 -
[14] - Quote
Obodiah Garro wrote: The blaster just needs a plain DPS nerf.
This would make it even more useless against tanks than it already is, so no. Rather, retool it so it doesn't massacre infantry almost exclusively.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Charlotte O'Dell
Fatal Absolution Covert Intervention
1767
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Posted - 2014.01.27 22:21:00 -
[15] - Quote
Joseph Ridgeson wrote:Missiles are not complained about because they are far less common than the Blaster or the Railgun. I am guessing that is the only reason they are not called overpowered or underpowered one way or another.
Because they are skill weapons. Contrary to popular belief, the first shot is almost dead accurate and OHKs median suits.
Charlotte O'Dell is the highest level unicorn!
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Charlotte O'Dell
Fatal Absolution Covert Intervention
1767
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Posted - 2014.01.27 22:22:00 -
[16] - Quote
Pokey Dravon wrote:Blasters are be far the worst AV turret in the game, because alpha damage is key to killing vehicles.
I'd actually like to see Large Blaster range decreased, overall DPS increased, but fire rate decreased. This would make them less effective against infantry (though still the best compared to Rails and Missiles), but allow them to be more competitive at close range against other vehicles. +1
Charlotte O'Dell is the highest level unicorn!
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