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Bojo The Mighty
L.O.T.I.S.
3053
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Posted - 2014.02.06 01:29:00 -
[1] - Quote
Railguns are pretty good right now, AV and AI. Just gonna say well done with those. Missiles seem about the same and are still the dominant Dropship turret Blasters got nerfed to high hell. The range is cool but when 75% a clip doesn't register damage, tisk tisk.
Blasters used to be fined back when we had scattered, you could totally rack in kills with those and despite being all around better than the normal blaster, the fact that they are removed, dealing with blaster hit detection is impsossible. Tracking was also nerfed on their end so they are pretty pitiful for CQC and efficiency against vehicles seems rather....poor? Not even worth trying.
So the ADS thing is completely separate but blasters is just not an option, railguns are an OK option on a full spec incubus, but missiles just completely wreck with a deep specced Python which I don't mind but the fact that people use them on an Incubus as well more often then railguns says something: Hybrid 20GJ are just not viable in the air.
I will give the railgun some credit to hold it's own in the air with proper circumstances, but blasters are just such a joke on them. Back in the days I used to run dual Scattered 20GJ and my gunners would wreck havoc with upwards of 40+ kills total under them.
CCP take a page from the old days of blaster and you will have a fine 20 GJ balance. DON'T TOUCH 20GJ RAILGUNS, you finally got them right! They are an absolute blast to operate on an LAV. Missiles are pretty effective on LAV as well.
TLDR: Fix Blaster Hit Detection, tracking buff, Fix DS aiming to make non-splash turrets viable (more viable in case of Railgun)
Rifle Changes: DPS, range, and damage
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BL4CKST4R
WarRavens League of Infamy
1832
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Posted - 2014.02.06 01:30:00 -
[2] - Quote
Rail guns are not fine until that God forsaken infinite range is fixed. Unless you mean the 20GJ railgun.
Armor and Shields are not the same!
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Bojo The Mighty
L.O.T.I.S.
3053
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Posted - 2014.02.06 01:35:00 -
[3] - Quote
BL4CKST4R wrote:Rail guns are not fine until that God forsaken infinite range is fixed. Unless you mean the 20GJ railgun. Title: 20GJ
Rifle Changes: DPS, range, and damage
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Denn Maell
PIanet Express Canis Eliminatus Operatives
151
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Posted - 2014.02.06 01:44:00 -
[4] - Quote
I've noticed that both the blaster and rail small turrets don't always register hits. Its an annoyance, but when they do hit its at a satisfying bit of damage. But as far as balance for the small turrets, yeah they are pretty much at a good spot right now.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
537
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Posted - 2014.02.06 01:53:00 -
[5] - Quote
Bojo The Mighty wrote:Railguns are pretty good right now, AV and AI. Just gonna say well done with those. Missiles seem about the same and are still the dominant Dropship turret Blasters got nerfed to high hell. The range is cool but when 75% a clip doesn't register damage, tisk tisk.
Blasters used to be fined back when we had scattered, you could totally rack in kills with those and despite being all around better than the normal blaster, the fact that they are removed, dealing with blaster hit detection is impsossible. Tracking was also nerfed on their end so they are pretty pitiful for CQC and efficiency against vehicles seems rather....poor? Not even worth trying.
So the ADS thing is completely separate but blasters is just not an option, railguns are an OK option on a full spec incubus, but missiles just completely wreck with a deep specced Python which I don't mind but the fact that people use them on an Incubus as well more often then railguns says something: Hybrid 20GJ are just not viable in the air.
I will give the railgun some credit to hold it's own in the air with proper circumstances, but blasters are just such a joke on them. Back in the days I used to run dual Scattered 20GJ and my gunners would wreck havoc with upwards of 40+ kills total under them.
CCP take a page from the old days of blaster and you will have a fine 20 GJ balance. DON'T TOUCH 20GJ RAILGUNS, you finally got them right! They are an absolute blast to operate on an LAV. Missiles are pretty effective on LAV as well.
TLDR: Fix Blaster Hit Detection, tracking buff, Fix DS aiming to make non-splash turrets viable (more viable in case of Railgun)
Blasters, yes, a joke on a ADS. Missiles are awesome at killing infantry.
Railguns are mother ******* tank busters.
Had a spec'ed armor ADS with a railgun, hitting my double hardened tank, for about a 1/8 to a quarter of my shields. With both hardeners up. These things can be nasty against enemy armor, I'm surprised more ADS pilots haven't picked up on that.
While he couldn't manage to drop my tank, he did manage several times to drop my shields and force me deep into the redline. I was rather impressed, rare do you see a ADS pilot do that. Railguns are in a rather solid place. I use them on my tanks and gunners get a few kills with them. Tried them out with an LAV, and realized they are pretty awesome. Good ROF, and pinpoint accuracy.
I do have a small blaster on my rail tank, as it isn't exactly good at AI ( though tonight you wouldn't have know that. 15+ kills in 5 matches with a heavy railgun), and blueberries get a fair amount of kills with it. Bad design for a ADS. I wish though, the blaster was viable on the ADS.
Nuff Said
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TYCHUS MAXWELL
Ghosts of Dawn General Tso's Alliance
5
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Posted - 2014.02.06 02:19:00 -
[6] - Quote
Denn Maell wrote:I've noticed that both the blaster and rail small turrets don't always register hits. Its an annoyance, but when they do hit its at a satisfying bit of damage. But as far as balance for the small turrets, yeah they are pretty much at a good spot right now.
The blasters problem is it has pin needle accuracy, the issue you see with the rail turret is that it actually has spread fire when being fired fully automatic. I think both would be fine if the blasters had the same sort of accuracy as the rail turret, IE a little bit of spread kind of like the old halo warthog turrets from the first halo game. |
Tonka Legacy
THIRD EARTH INCORPORATED Dark Taboo
50
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Posted - 2014.02.06 02:29:00 -
[7] - Quote
Small rail turrets are my specialty, Use it on my LAV all the time, but that blaster...yeah it needs a tweak.
Why does my shotgun shoot confetti? Its like I'm throwing parties for my victims.
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Bojo The Mighty
L.O.T.I.S.
3058
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Posted - 2014.02.06 02:37:00 -
[8] - Quote
TYCHUS MAXWELL wrote:
The blasters problem is it has pin needle accuracy, the issue you see with the rail turret is that it actually has spread fire when being fired fully automatic. I think both would be fine if the blasters had the same sort of accuracy as the rail turret, IE a little bit of spread kind of like the old halo warthog turrets from the first halo game.
A little bit of dispersion would be OK and I'm not sure I've recognized any rail spread. Pretty pinpoint accurate in my Opinion, I got like a zillion headshots with it today. Halo CE Warthog though had much better range and RoF + really good tracking. It would be OP in Dust.
Blaster needs hit detection to work
Rifle Changes: DPS, range, and damage
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TYCHUS MAXWELL
Ghosts of Dawn General Tso's Alliance
5
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Posted - 2014.02.06 02:43:00 -
[9] - Quote
Bojo The Mighty wrote:TYCHUS MAXWELL wrote:
The blasters problem is it has pin needle accuracy, the issue you see with the rail turret is that it actually has spread fire when being fired fully automatic. I think both would be fine if the blasters had the same sort of accuracy as the rail turret, IE a little bit of spread kind of like the old halo warthog turrets from the first halo game.
A little bit of dispersion would be OK and I'm not sure I've recognized any rail spread. Pretty pinpoint accurate in my Opinion, I got like a zillion headshots with it today. Halo CE Warthog though had much better range and RoF + really good tracking. It would be OP in Dust. Blaster needs hit detection to work
I don't always see the railgun fire off the mark but every now and then it will kick the dirt next to what I'm aiming at on full auto instead of hitting the target, this is of course when I'm alone and the LAV isn't moving at all. |
Vulpes Dolosus
SVER True Blood Public Disorder.
881
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Posted - 2014.02.06 05:13:00 -
[10] - Quote
Small rails are not used on ADSs because of their low utility.
They work just as well, if not better, than missiles against other vehicles, in fact, they're the best dogfighting turret due to their range and accuracy.
But they can't hit infantry for anything. Believe me, I've tried. I've hovered 5m from an infantry and still could not hit him, and considering most infantry need 2 shots to be killed compounds the issue. So they're completely anti-vehicle, reducing their overall usefulness.
So you can chose between the queen of all trades missies (being very good at anti-vehicle and infantry), lolblasters (which aren't bad, just impractical), or highly specialized rails.
There's really nothing wrong with the rails, it's just how they work. The only way to make them viable in a dropship is to use them as side gunners (with a steady pilot), give them major aim assist (no), or large splash (no).
TL;DR: Rail is a niche dropship weapon that does its job well, its just the utility of missiles as both anti-infantry and AV that make it the better choice.
Dropship Specialist
Kills- Incubus: 4; Pythons: 3 Gêå1; Other DS: 31 Gêå2; Tanks: 33 Gêå2
2/2
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Bojo The Mighty
L.O.T.I.S.
3089
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Posted - 2014.02.07 21:25:00 -
[11] - Quote
Vulpes Dolosus wrote:Small rails are not used on ADSs because of their low utility.
They work just as well, if not better, than missiles against other vehicles, in fact, they're the best dogfighting turret due to their range and accuracy.
But they can't hit infantry for anything. Believe me, I've tried. I've hovered 5m from an infantry and still could not hit him, and considering most infantry need 2 shots to be killed compounds the issue. So they're completely anti-vehicle, reducing their overall usefulness.
So you can chose between the queen of all trades missies (being very good at anti-vehicle and infantry), lolblasters (which aren't bad, just impractical), or highly specialized rails.
There's really nothing wrong with the rails, it's just how they work. The only way to make them viable in a dropship is to use them as side gunners (with a steady pilot), give them major aim assist (no), or large splash (no).
TL;DR: Rail is a niche dropship weapon that does its job well, its just the utility of missiles as both anti-infantry and AV that make it the better choice. I've tried using FPV to use a railgun and blaster on an ADS and even then it nerfed ADS mobility freedom and was just so detrimental to use in tight confines of a city.
Do you have anything to say about blasters other than don't use them on an ADS?
Rifle Changes: DPS, range, and damage
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Evolution-7
The Rainbow Effect Negative-Feedback
338
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Posted - 2014.02.08 12:57:00 -
[12] - Quote
Bojo The Mighty wrote:Railguns are pretty good right now, AV and AI. Just gonna say well done with those. Missiles seem about the same and are still the dominant Dropship turret Blasters got nerfed to high hell. The range is cool but when 75% a clip doesn't register damage, tisk tisk.
Blasters used to be fined back when we had scattered, you could totally rack in kills with those and despite being all around better than the normal blaster, the fact that they are removed, dealing with blaster hit detection is impsossible. Tracking was also nerfed on their end so they are pretty pitiful for CQC and efficiency against vehicles seems rather....poor? Not even worth trying.
So the ADS thing is completely separate but blasters is just not an option, railguns are an OK option on a full spec incubus, but missiles just completely wreck with a deep specced Python which I don't mind but the fact that people use them on an Incubus as well more often then railguns says something: Hybrid 20GJ are just not viable in the air.
I will give the railgun some credit to hold it's own in the air with proper circumstances, but blasters are just such a joke on them. Back in the days I used to run dual Scattered 20GJ and my gunners would wreck havoc with upwards of 40+ kills total under them.
CCP take a page from the old days of blaster and you will have a fine 20 GJ balance. DON'T TOUCH 20GJ RAILGUNS, you finally got them right! They are an absolute blast to operate on an LAV. Missiles are pretty effective on LAV as well.
TLDR: Fix Blaster Hit Detection, tracking buff, Fix DS aiming to make non-splash turrets viable (more viable in case of Railgun)
Really it is like this:
Small turrets: Missiles - good for AP and AV (Aiming still needs work, awful when dropships are moving faster than a little roll) Railguns - good for AP and AV (Absolutely SUCK as a main turret, also SUCKs on a dropship as a side gun that is not completely still) Blasters - Just going to leave THIS here. my beloved blasters, untouched and perfect from codex till uprising 1.4. Then 1.4 till present... why CCP? just return pre 1.4 blasters FFS.
It also seems like anything that shoots from a aerial vehicle has awful aiming while moving.
Take a look at THIS, PERFECT aiming system even while going at high speeds.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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