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Thread Statistics | Show CCP posts - 5 post(s) |
Takahiro Kashuken
Red Star. EoN.
2415
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Posted - 2014.02.07 14:59:00 -
[31] - Quote
Judge Rhadamanthus wrote:Takahiro Kashuken wrote:No rails = DS heaven ......notice how judge fails to hit the DS when its moving except when it lands which doesn't matter because the guy has landed and is fine and has got to where he wanted to go, try hitting when its moving You keep saying no rails = DS heaven. Which I myself explicitly stated the opposite to on two distinct occasions in the video and multiple times on the forum . Could you acknowledge please in your next post, as you keep throwing this at me, that you understand that I have explicitly advocated that rails must stay. Also, as I stated already on the video comments section I had to keep the DS in my sights so the range would show for the video so I couldn't lead it. It is also why you'll see my spooling each time, so the screen is not obscured by white flashes. I could have hit it if I wanted too.
As for railgun damage, infantry wanted turrets to have ammo so it was always going to do more damage than the handheld FG
Plus railgun turrets can fire across all of the map, sometimes you think it is a tank but in fact its a guy in an installation
Railguns can track but the shell has travel time and also can dip at extreme ranges so you generally have to lead your target, this is a skill to do
8000dmg in a quater of a second, yea now your lying your ass off
I fly DS and im fine with it, i dont even use ADS half the time so my agility is that of a rock anyways but i make up for it with defence, proper flying and you can easily survive in compounds and under 100m and know your area you can avoid smashing into buildings and GTFO out of the way
Spine cresent is the only map i really ever see you mention, on that map the rail installations are my main enemy, most railtanks pilots cant hit **** when its moving but the installations have better accuracy but then again i squad with ppl who can use rails so i act as bait find the tank and while they are shooting at me my squad takes them out
But spine cresent itself is okay to fly around, remove the installations and its great, sure a tank may get dropped in but it takes 3 shots to take me out and if your not moving fast after the 1 let alone 2nd your dead and hiding in the compound is fine since they tend to have high walls massive towers and break LOS to you
Elevation can be tampered with, you are assuming the land the tank is on is level, yet i could go up a slight incline which helps my elevation which means i can shoot targets which are higher up because i used my terrain to my advantage, you nerf the elevation of the turret doesnt matter because they can use the terrain to shoot higher up so what then nerf the terrain?
As for the redline needs to be a shield you cannot re-enter is all fine and dandy but thats a massive buff to DS and why is that? thats because the actualy flying zone is extended by a large amount so for example you could fly alot further into the back of the spawn than a tank can go before you even get a redline warning so that redline rail maybe 150m in the redline yet your DS can easily fly 300m back into the spawn before you get a redline warning
Intelligence is OP
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RemingtonBeaver
Molon Labe. Public Disorder.
112
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Posted - 2014.02.07 15:06:00 -
[32] - Quote
Great video. Go like it, sub, all that sh*t.
Is there anyone who doesn't think red line rail tanks are a huge problem with the game?
I'm not reading walls of text. Just need a list of names of people that are stupid.
We can pickle that.
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
543
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Posted - 2014.02.07 15:10:00 -
[33] - Quote
I think railguns need to have their Alpha damage nerfed, if they want to maintain the range. It just doesn't make sense that they have awesome damage AND range. They easily outperform the other turret variants with the advent of the ultra high resistance hardeners. The only thing that can break such high resistances, is equally high alpha damage.
While it won't fix the problem with redline rails, as that IS a terrain issue(and not something easy to fix), it will help to lessen the major impact railguns now play on the field. Dropships do have extreme mobility, but that feels wasted when you are easily shot down by something you can't even affect.
Less damage means more time for a DS pilot to react, whether that be flippin on hardeners, evasive maneuvers, or breaking LOS. Currently, I feel that is the biggest issue facing dropships pilots AND ALWAYS HAS BEEN. (Yes, I know redline setup is an issue, still, I easily drop dropships out of the sky, and I DON'T REDLINE SNIPE.
In turn, this would have a positive effect on tanks. Railguns are currently the go to weapon for anything vehicle destruction related above all other turrets. They work incredibly well at ANY RANGE. They outperform other variants on vehicles without hardeners and with hardeners. I feel there should be a trade off somewhere to bring it more inline with the performace of the other turret types.
You can't have both the highest alpha and the longest range. Well you could, if you reduced clip size, ROF, and heat cost. But that's the point, got to lose in order to gain.
Nuff Said
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rpastry
Carbon 7 CRONOS.
123
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Posted - 2014.02.07 15:13:00 -
[34] - Quote
rhadamanthus is all about protecting his DS and making the game easier for himself.
i actually sat through the video where he wanted forge guns to glow brightly so they were visible from space (as if being a FG wasnt dangerous enough) and swarms to have a lock-on indicator. ofc now those weps are nerfed to oblivion theres another crusade to take on.
so redline be abolished and railguns shouldnt be able to look up, effectively giving the DS a free fly zone either close up or far away or high up, and the railgunner a miniscule window with which to hit a DS; not only the fastest object in the game but the only one that can propel itsself in 3 dimensions simultaneously. lets not forget that to kill the fastest moving object in the game you need to use the slowest tracking weapon in the game.
theres some blahblah about tactics and other tanks but this is just padding to get his real goal;
NERF EVERYTHING THAT CAN KILL ME
so then he can hover and pelt infantry and tanks with his missile launcher all day long.
[Removed ASCII Art - CCP Logibro]
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
210
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Posted - 2014.02.07 15:16:00 -
[35] - Quote
Yet another great video by Judge. Rather informative and constructive on solutions that are both effective and fair (to both parties, which is rare on the internet).
Honestly, hit the nail on the head. The angle of engagement is the only true issue, with a slight range nerf being welcome, but, I would take just the angle change at this rate.
P.A.I.R.- Pilot Against Invisible RDVs.
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Fox Gaden
Immortal Guides
2434
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Posted - 2014.02.07 15:17:00 -
[36] - Quote
I definitely agree with JudgeGÇÖs suggestion that Rail tanks should only have an elevation angle of 22 degrees. They would still be able to cover the sky by finding a hill or some other feature to elevate the front end of the tank, but keeping track of and finding an appropriate ground feature when needed would require some spatial awareness and preparation. That is a lot more balanced than just being able to immediately shoot at anything in the sky. Having to find something to elevate the front of the tank introduced a tactical element into the fight.
As for the Red Line the problem with balancing it is remembering to consider a team that has been pushed back to the Red Line. They must be given the ability to defend themselves.
My preference has always been for map design to make it so there are no ideal Sniper Nests deep in the Read Line, but some of the more recent maps have snugged the Red Line right up close to the outlying Objectives, so map design balancing is sort of out.
My best proposals is to have two Red Lines. Leave the Red Line as it is, but add a second zone 40m behind the Red Line, behind which your weapons will not function. If a team is redlined they have a 40m buffer zone in which they can fight. Behind that is a safe area where they canGÇÖt shoot from, but they can call in vehicles or wait for their suits to repair.
A sniper operating in the 40m buffer zone is still within range of many weapons, and may be susceptible to LAVGÇÖs and Scouts making incursions into the Red Line to take them out.
A Rail Tank in the 40m buffer zone is still within range of a DropshipGÇÖs turret, and the Dropship can make quick incursions into the Red Zone to swing behind the tank. It would also bring Rail Tanks a lot closer to the Red Line and make them a more viable target for Swarms.
Anyway, the Double Red line is the best solution I have come up with off the top of my head. It is not perfect, but it gets hostiles withing range of a few more counters.
Fox Gaden: DUST Wall of Fame, 2014
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pdiddy anfama
KILL-EM-QUICK RISE of LEGION
115
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Posted - 2014.02.07 15:43:00 -
[37] - Quote
I say just get rid of rail turrets. Problem solved.
CCP fix PC your core game mode
Blah blah blah about locking districts as long as there is frame rate drops
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Judge Rhadamanthus
Amarr Templar One
1433
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Posted - 2014.02.07 17:01:00 -
[38] - Quote
rpastry wrote:theres some blahblah about tactics and other tanks but this is just padding to get his real goal;
NERF EVERYTHING THAT CAN KILL ME
so then he can hover and pelt infantry and tanks with his missile launcher all day long.
You don't seem to have followed the message in the video at all. Notice other people in this thread seem to have a completely different view to you. Did you actually watch it?
Also you are wrong in every way about my goals and seem to be willfully taking messages from videos that were not in them. O clearly show that tracking is not and issue, dropships speed is negligible when engaging at range and that escape is difficlt as there is no cover and the hostile air is many layers deep. Why would you make statements about game-play I just showed were not correct?
You are in Bamm Havocs corp right? Talk to him. He can get you into a squad with me and we can straighten out your misconceptions.
Everything Dropship youtube channel
my Community Spotlight
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Severance Pay
Krullefor Organization Minmatar Republic
1018
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Posted - 2014.02.07 17:25:00 -
[39] - Quote
CCP Saberwing wrote:Hey guys
We've had a discussion with the CPM before and are aware of issues around Red Line Railguns - honestly we're not happy with them and it's something we want to address.
I personally spoke with Judge last night about this and we threw around some suggestions. As far as I'm aware, it's unfortunately not a simple fix because of the way that the projectiles are handled (and they're not a server-side change). I'll be forwarding this video on to Wolfman/Remnant though and seeing what we can do. :)
Thanks for pulling it together - this sort of feedback is great. Sounds to me like you weren't even listening to the narrator. I appreciate your input and even more I appreciate your time to read and watch. I want to point out the focus of this video. You are talking about making weapon adjustments when what is discussed is not the issue with the weapon itself. The problem is the redline. The video proves holes in the game mechanics due to the redline i.e. "I must put my isk on the line to participate, and this guy can safely sit behind the redline with little to no risk of losing isk." There are snipers, tanks, and etc that take advantage of this. "I'm not saying nerf railtanks, but perhaps negate their ability to attack from the redline or to attack from extreme ranges."
We few, we happy few, we band of brothers; For he to-day that sheds his blood with me
Shall be my brother
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ANON Cerberus
Tiny Toons
320
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Posted - 2014.02.07 17:31:00 -
[40] - Quote
CCP Saberwing wrote:Hey guys
We've had a discussion with the CPM before and are aware of issues around Red Line Railguns - honestly we're not happy with them and it's something we want to address.
I personally spoke with Judge last night about this and we threw around some suggestions. As far as I'm aware, it's unfortunately not a simple fix because of the way that the projectiles are handled (and they're not a server-side change). I'll be forwarding this video on to Wolfman/Remnant though and seeing what we can do. :)
Thanks for pulling it together - this sort of feedback is great.
Just a minor suggestion I have. - I played BF3 / BF4 recently and I noticed the tank shells have drop over distance. This prevents them from being TOO over powered.
Now I know railgun tech would permit the projectile to fire in very straight lines very far, but for sake of game balance - could we get some drop on the railgun rounds in DUST? Is that possible?
Also I would like to see changes to the way the redline is. I do know though that Assault Derpships WILL be very overpowered without the proper checks in place. However I DONT want them to be swatted out of the sky so easily.
Tank round drop? |
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pegasis prime
BIG BAD W0LVES
1553
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Posted - 2014.02.07 17:33:00 -
[41] - Quote
Judge Rhadamanthus wrote:rpastry wrote:theres some blahblah about tactics and other tanks but this is just padding to get his real goal;
NERF EVERYTHING THAT CAN KILL ME
so then he can hover and pelt infantry and tanks with his missile launcher all day long.
You don't seem to have followed the message in the video very closely. Notice other people in this thread seem to have a completely different view to you. Did you watch it? Also you are wrong in every way about my goals and seem to be willfully taking messages from videos that were not in them. I clearly show that tracking a dropship with a turret is not and issue, dropships speed is negligible when engaging at range and that escape is difficult as there is no cover and the hostile air is many layers deep. Why would you make statements about game-play I just showed were not correct? You are in Bamm Havocs corp right? Talk to him. He can get you into a squad with me and we can straighten out your misconceptions.
Judge im all for buffing drop ships or altering red line mechanics but in no way should the rail turrets be nerfed. In your vid yes you showed how easy it is for a da to ve tracked at range but if you get above a tank there is nothing they can do to defend them selves against you shor of running to whare you cant fly. I have seen ads pilots making mince meat out of other tankers and my self with the only way to bring them down effectivly is to get range on your side this means the red kine in thw smaller maps . Now in this video you argued that some of the maps are too small for rails to have the range that they do , but from my point of view as a tanker some of the smaller maps are too small for arial combat not too small for ranged ground vehicle combat.
Its gone from suck .....to blow
level 1 forum warrior
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Serimos Haeraven
The Exemplars Top Men.
654
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Posted - 2014.02.07 17:48:00 -
[42] - Quote
Well done Judge, I was waiting eagerly for this one to come out!
Tankers are being diagnosed with a new disease; Cancer of the Assault Dropship.
Many of them don't survive.
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Judge Rhadamanthus
Amarr Templar One
1434
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Posted - 2014.02.07 18:10:00 -
[43] - Quote
Two issues here :
pegasis prime wrote:....but if you get above a tank there is nothing they can do to defend them selves against you...
That is like me saying that once a tank gets range from me there is nothing I can do to defend myself. That is the point. As i show in the video (fitting bug excluded) you can fit a top turret to take me on when above you. You have options. Your tank has range, that is its strength. I have altitude. If I can not use my strength against you what do i have left? Nothing. Plus you are faster with acceleration and base speed, and have 4 times my EHP. Exactly how many advantages do you need?
pegasis prime wrote:...but from my point of view as a tanker some of the smaller maps are too small for arial combat not too small for ranged ground vehicle combat.
This is not true. Look at he elevation and all maps. Plot elevation against effective altitude. Tanks can engage any dropship on any map from outside the redline when that dropship is 100m or lower. In fact you have too much air coverage.
Everything Dropship youtube channel
my Community Spotlight
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pegasis prime
BIG BAD W0LVES
1553
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Posted - 2014.02.07 18:50:00 -
[44] - Quote
Judge Rhadamanthus wrote:Two issues here : pegasis prime wrote:....but if you get above a tank there is nothing they can do to defend them selves against you...
That is like me saying that once a tank gets range from me there is nothing I can do to defend myself. That is the point. As i show in the video (fitting bug excluded) you can fit a top turret to take me on when above you. You have options. Your tank has range, that is its strength. I have altitude. If I can not use my strength against you what do i have left? Nothing. Plus you are faster with acceleration and base speed, and have 4 times my EHP. Exactly how many advantages do you need? pegasis prime wrote:...but from my point of view as a tanker some of the smaller maps are too small for arial combat not too small for ranged ground vehicle combat.
This is not true. Look at he elevation and all maps. Plot elevation against effective altitude. Tanks can engage any dropship on any map from outside the redline when that dropship is 100m or lower. In fact you have too much air coverage.
Top turrets do not get enough elavation to hit you they have a dead zone in the shape of a cone directly above the tank
Yes tanks have a high hp there tanks for gandalfs sake.
And yes yoi are saying that when we have range on you we have the advantage and when your close you have the advantage balance ????
On your last point there well have to dissagree. As lets say ashland with its bowl loke hills and long strait parallel roada is one of the smaller maps now do you think that mao is unsutible for ranged vehicle combat ? Or insutible for ariel combat with its towering structure right through the middle of it?
I get it I really do you want ds to be viable and I as a rail ginner want them to remain viable the best sollution is to remove or reduce the redlines not nerf tanks or rail turrets maby even a ds buff.
I have watched many of your vids in the oast regarding balance you do make some good points but you are too one sided and blind to any other form of play styke that isnt flying a ds.
Its gone from suck .....to blow
level 1 forum warrior
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Big miku
TeamPlayers Negative-Feedback
344
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Posted - 2014.02.07 18:56:00 -
[45] - Quote
A note.
Let's say we do something about the redline, you then run into this problem. That is, Tanks that simply hang just outside of the redline and pull back into it as soon as they get attacked. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
118
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Posted - 2014.02.07 18:58:00 -
[46] - Quote
Judge's video here, and other players threads elsewhere recently, highlight an issue I'd like to re-iterate:
"Balance" is something CCP rightfully wants to acheive. I think it is acheived in EVE Online through the elaborate earning and layering of modules onto an already-costly spaceship, to create a anxiety of "RISK" that never goes away in the players' minds. To address the very real threat of RISK, players in EVE Online (yes, RE-layer their modules, but also) choose what vehicles to invest in the engagement, and knit intense team-strategy with other players as their way of minimizing the risk of loss while in that engagement.
The "Waves of Opportunity" balancing idea in Dust tries to achieve "balance" by forcing any vehicle-player to WITHDRAW from play, not simply "retreat" around a building while remaining in play. CCP refers to the behavior as having to "retreat", but as Judge makes clear, Retreat and Withdraw don't mean the same thing.
Every time the "waves" balancing effect forces a withdraw, it is forcing a player OUT OF THE GAME, eliminating the player from team-play and team effectiveness. (I have mentioned before how my efforts to provide support in an engagement are lost because my cooldown periods and resulting vulnerability to hostile AV remove me so long from the fight that most fights have to end without my participation). We as CONSOLE players are "agressively resourceful" in our games, so many of us soon "compensate" for the problem by abandoning team-participation altogether, and coming up with loner behavior such as redlining with our vehicles, or racetrack-driving-while-shooting-on-the-run throughout the entire match... the heck with winning null objectives anymore. It has created a "BATTLE-map" full of vehicle-operators who look for ways to shoot from "OUTSIDE the battle", "without GETTING IN the battle", "without risking their vehicles as a PART of the battle and PART of our team for any usefull length of time".
"Balancing" in Dust shouldn't be attempted by constraining the modules/fittings, or forcing "retreat" cycles. It has to involve shaping the "Behavior" of the players. We're not EVE-Online, we're a genetic offshoot called Dust (and proud of it!). Judge's review touches a little on my suggestion: readjust the gameplay so that 'RISK' is the only constant thing every player is forced to address, no matter WHERE she squats on the map. Dust is about Team-interaction and about Risking your assets if you want to engage hostiles and win. Shape players' behavioral choices so that:
-- if she wants to risk her for a close and lenghty engagement with her vehicle, Celesta can do so only by investing in the juicy protective accessories, and investing in tighter coordination with her teammates. -- if she wants to provide support from afar and reduce her Risk (never effectively escaping risk), the game should "counterbalance" Celesta by SUBSTANTIALLY limiting her ability to reach hostiles offensively, limiting her ability to influence the gameplay in any way except protecting her cornered friendlies in a desperate redline defense, and limiting her opportunities to collect points for herself.
Don't "balance" us by sending us away from the fight every 60 seconds. We'll only respond by modfying our behavior to invent loopholes of imbalance. Balance us by making us meet the appropriate requirements for being closeup in the fight, and appropriate "nerfing" consequences for keeping a distance in the fight,... but never let us excel from OUTSIDE the fight.
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Sir Snugglz
Red Star. EoN.
347
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Posted - 2014.02.07 18:59:00 -
[47] - Quote
Omg!!! It's so simple!!! Most of the maps are like valleys surrounded by mountains, but the highest points in the mountains are in redline... So, keep the redline same size but push it behind the mountains.... There are already roads in place so climbing mountains is simple or one can simply go over them.
This allows tanks to still hold highest ground but risk taking damage if they fail...
But more importantly, if they run to redline, they'll have a chance to get away but will not have line of sight to fight back. They will need to reposition themselves outside the redline if they are to re engage the enemy...
No buffs/nerfs to anything, no changing the mechanics of redline. It's simple increasing the battlefield area a bit and pushing the redline back where the spawn is still safe but not a place for blue team to be offensive.
The redline is suppose to be a very strong defensive front.
The only problem is that it will take a little longer to meet the enemy but that will only happen at the beginning of the match.
Luck is just one of my skills
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Sgt Kirk
Fatal Absolution
4480
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Posted - 2014.02.07 19:17:00 -
[48] - Quote
CCP also needs to stop making Valley maps.
Is that all they think maps are?
remember the original bowl map anybody? That's a prime example of CCP's stagnant level design. |
Takahiro Kashuken
Red Star. EoN.
2417
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Posted - 2014.02.07 19:19:00 -
[49] - Quote
As for railgun damage, infantry wanted turrets to have ammo so it was always going to do more damage than the handheld FG
Plus railgun turrets can fire across all of the map, sometimes you think it is a tank but in fact its a guy in an installation
Railguns can track but the shell has travel time and also can dip at extreme ranges so you generally have to lead your target, this is a skill to do
8000dmg in a quater of a second, yea now your lying your ass off
I fly DS and im fine with it, i dont even use ADS half the time so my agility is that of a rock anyways but i make up for it with defence, proper flying and you can easily survive in compounds and under 100m and know your area you can avoid smashing into buildings and GTFO out of the way
Spine cresent is the only map i really ever see you mention, on that map the rail installations are my main enemy, most railtanks pilots cant hit **** when its moving but the installations have better accuracy but then again i squad with ppl who can use rails so i act as bait find the tank and while they are shooting at me my squad takes them out
But spine cresent itself is okay to fly around, remove the installations and its great, sure a tank may get dropped in but it takes 3 shots to take me out and if your not moving fast after the 1 let alone 2nd your dead and hiding in the compound is fine since they tend to have high walls massive towers and break LOS to you
Elevation can be tampered with, you are assuming the land the tank is on is level, yet i could go up a slight incline which helps my elevation which means i can shoot targets which are higher up because i used my terrain to my advantage, you nerf the elevation of the turret doesnt matter because they can use the terrain to shoot higher up so what then nerf the terrain?
As for the redline needs to be a shield you cannot re-enter is all fine and dandy but thats a massive buff to DS and why is that? thats because the actualy flying zone is extended by a large amount so for example you could fly alot further into the back of the spawn than a tank can go before you even get a redline warning so that redline rail maybe 150m in the redline yet your DS can easily fly 300m back into the spawn before you get a redline warning
Intelligence is OP
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Judge Rhadamanthus
Amarr Templar One
1437
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Posted - 2014.02.07 19:28:00 -
[50] - Quote
pegasis prime wrote:I have watched many of your vids in the oast regarding balance you do make some good points but you are too one sided and blind to any other form of play styke that isnt flying a ds.
I think I have clearly demonstrated the opposite. I had only pointed out an imbalance here. I was not asking for a severe reduction in performance or an asset removal. I play as a scout, heavy and assault with the odd logi session thrown in. I see EVERY side of the game. I play with players of many skill levels, talk directly to CCP developers and run trainning session and a channel to help new players.
There are issues all over the game. But pointing an issue out in one area does not mean I am blind to others. It simply menas I am pointing out an issue.
For clarity. Do you think rails ROF, damage, range, HP, elevation and use of the redline is just fine as it is now?
Everything Dropship youtube channel
my Community Spotlight
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CLONE117
planetary retaliation organisation ACME Holding Conglomerate
646
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Posted - 2014.02.07 19:37:00 -
[51] - Quote
in a few ways yes. in others no.
just pointing out one issue and focusing on fixing it will most often times create 20 more issues. safer to find a fix that wont cause the most problems. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
186
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Posted - 2014.02.07 19:53:00 -
[52] - Quote
-1
Rail tanks are the only thing besides a good fg that keeps the tank/derpship spammers from running rampant all over the map unchecked, until this problem is solved, rail tanks are fine.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Tesfa Alem
Death by Disassociation Legacy Rising
88
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Posted - 2014.02.07 19:59:00 -
[53] - Quote
Rogue Saint wrote:So what is the counter for derpships? Swarms are pointless, forges are an option but you can't be sure you have a decent forge gunner in the team so whats left? Rail Gun tank!
Sure, I'm not a DS pilot, so my comments are invalid, but until there is more sensible counter to DS I'm all for redline rails.
Being for redline (aka cowardice) rails, your comments are invalid. I can, you can, hell anyone can kill dropships with the rail turret from anywhere within the combat zone of the map. Its just that they and others can shoot you right back. Calling out "Dropships!" are just a crap excuse for players like you to hide where no one can touch you.
"why dont we leave the redline and fight?"
"but what if they shoot me?"
"what?"
Redline for Thee, but no Redline for Me.
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The dark cloud
The Rainbow Effect Negative-Feedback
2175
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Posted - 2014.02.07 20:32:00 -
[54] - Quote
CCP Saberwing wrote:Hey guys
We've had a discussion with the CPM before and are aware of issues around Red Line Railguns - honestly we're not happy with them and it's something we want to address.
I personally spoke with Judge last night about this and we threw around some suggestions. As far as I'm aware, it's unfortunately not a simple fix because of the way that the projectiles are handled (and they're not a server-side change). I'll be forwarding this video on to Wolfman/Remnant though and seeing what we can do. :)
Thanks for pulling it together - this sort of feedback is great. Yeah right go and remove railguns so that he can stomp around 24/7 with his derpship. Do you know how insanely hard it is to take down a dropship that has 3 shield hardeners with a forgegun? Its extreme difficult cause the charge time and damage had beeing reduced on them and swarms dont even get trough the shield recharge threshold when a hardener is running which means the damage doesnt even stick to shield vehicles. To even further enlight you swarms deal only 59% of their damage against dropships regardless if it is shield or armor. Can you please explain me why a light armoured vehicle is capable to do that?
So lets recap: - 2 out of 3 AV plattforms are uselss against dropships (swarms+plasma canon) -only real threat for dropships is a tank with a railgun or a forgegun which barely does the job
Judge may sounds you could reason with him but in fact he simply wants that his playstyle cannot be countered. If you touch the railguns then i would like to see forgeguns brought back to their former lvl. Swarm launcher damage efficency vs. dropships increased, lock range extended to 250 meters, swarm missile speed increase by 50%. You have to think about it WHY so many people are using a railtank vs. dropships cause most of the time its the only viable option. When you hit the pilot with a forge he just flips is afterburner on and gets out of range before i get the chance to hit im more then 2 times (proto assault forge).
And now about the "waves of opportunity" that judge mentioned. You notice that he has either 3 or 2 hardeners on his fits? With max skills there is no "wave of opportunity" there is just consistant stomping without a chance to strike back.
Or lets put it this way: how many deaths does a decent dropship pilot get per match? 1-2 max if you are lucky to catch him. So you really think he needs a buff for his playstyle?
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Bojo The Mighty
L.O.T.I.S.
3089
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Posted - 2014.02.07 21:18:00 -
[55] - Quote
Truly video exposes and explains feedback much more effectively
Rifle Changes: DPS, range, and damage
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AddictPunk
Nyain San Renegade Alliance
11
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Posted - 2014.02.07 21:30:00 -
[56] - Quote
I think they Should raise the price of tanks 1,000,000 ISK militia, so those without tank would be forced to spend much more ISK something up for a maddy / gunlogi. so would cease to be a large tank in the battlefield spam, touched me to play vs 7 tanks and militia ambushed Although I have my tanks are good beat no achievement goals. |
Judge Rhadamanthus
Amarr Templar One
1441
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Posted - 2014.02.07 21:35:00 -
[57] - Quote
The dark cloud wrote: Yeah right go and remove railguns so that he can stomp around 24/7 with his derpship. ....
Before we go on. Will you acknowledge that I clearly said twice in the video that rails need range and power and that it would be bad to remove them "and we must not do that". Until you can be honest about my opinion It can be hard for us to converse over this issue.
The dark cloud wrote: Yeah right go and remove railguns so that he can stomp around 24/7 with his derpship. ....Judge may sounds you could reason with him but in fact he simply wants that his playstyle cannot be countered.
Please provide evidence of this. It is an incorrect and unfounded accusation.
Everything Dropship youtube channel
my Community Spotlight
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KEROSIINI-TERO
The Rainbow Effect Negative-Feedback
1009
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Posted - 2014.02.07 21:35:00 -
[58] - Quote
@Judge:
Even though you oversimplified the railgun usage (railgun range was demonstrated at very optimum range and hitting DSs isn't always as simple)
I too agree to the angular elevation reduction. (actually, as smart rail tankers use terrain to their advantage the effective elevation can be as high as 70' with some maneuvering).
It would make sense for DSs to be better counter towards redline rails as they have and should have enough vulnerability towads their 'prey' at range.
Personally I think damamods having +30% effect that makes alpha monstrously effective is part of the problem.
Masochism L5.
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DUST Fiend
OSG Planetary Operations Covert Intervention
10624
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Posted - 2014.02.07 21:58:00 -
[59] - Quote
Judge Rhadamanthus wrote:The dark cloud wrote: Yeah right go and remove railguns so that he can stomp around 24/7 with his derpship. ....
Before we go on. Will you acknowledge that I clearly said twice in the video that rails need range and power and that it would be bad to remove them "and we must not do that". Until you can be honest about my opinion It can be hard for us to converse over this issue. The dark cloud wrote: Yeah right go and remove railguns so that he can stomp around 24/7 with his derpship. ....Judge may sounds you could reason with him but in fact he simply wants that his playstyle cannot be countered.
Please provide evidence of this. It is an incorrect and unfounded accusation. I miss the days when tank drivers had the tiniest degree of intelligence.
Now it's just.....
See above
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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CLONE117
planetary retaliation organisation ACME Holding Conglomerate
647
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Posted - 2014.02.07 22:00:00 -
[60] - Quote
flying or driving out of the redline a little ways back and dropping an uplink doesnt turn the tide of battle for a team thats already being slaughtered at the redline. its really only possible in better balanced matches.
but when the enemy team redlines at the beginning and is just destroying. it doesnt do much for aiding.
it only makes a few of them go to that objective thats been hacked and take it back pretty easily. and suddenly your back to being completely redlined. |
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