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Thread Statistics | Show CCP posts - 5 post(s) |
DUST Fiend
OSG Planetary Operations Covert Intervention
10628
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Posted - 2014.02.08 14:59:00 -
[91] - Quote
Takahiro Kashuken wrote:Rails dont effect me or my DS, i can fly on spine cresent all day long if i need to, i fit my DS right because i expect rails in every game i play but also im squadded up with enough people who can help to counter the rail Lmao, and this is you talking out your ass
Videos please, no one believes you.
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Logi Stician
The Vanguardians INTERGALACTIC WARPIGS
203
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Posted - 2014.02.08 15:17:00 -
[92] - Quote
Takahiro Kashuken wrote: TROLL TROLL TROLL TROLL TROLL TROLL TROLL TROLL TROLL
Are you guys not seeing it?
"...and I'm the seventh out of seven sons, my pappy was a pistol, I'm a son of a gun. "
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Harpyja
Molon Labe.
1151
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Posted - 2014.02.08 15:38:00 -
[93] - Quote
Completely remove the redline while adding indestructible large turret installations on the MCC capable of only looking down to the current redzone. The terminals should be inside and these turrets should have no AI.
Also while on the topic of railguns, they should immobilize the tank when there is a charge. I don't want a nerf to their range to make people use them as CQC AV, obliterating my role as a CQC missile tank. Not being able to move while firing will allow CQC tanks to outmaneuver the railgun.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Beld Errmon
0uter.Heaven
1299
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Posted - 2014.02.08 15:46:00 -
[94] - Quote
Judge Rhadamanthus wrote:It is good to see they care about this difficult issue.
Your video is a work of brilliance and I am logging in now to send you 10mil isk to show how much I approve of the work you've done regarding this issue - signed ADS pilot and tanker.
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GVGMODE
WorstPlayersEver
131
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Posted - 2014.02.08 16:19:00 -
[95] - Quote
Good thing I have my dropship fits ready, I'm ready to bring death from heaven to those mundane infantry peasants
- The turret assault dropships is extremely good since they are so easy to maneuver (360 in seconds) - The altitude they are capable can make them reach the map ceiling, where they are literally immune to almost anything, they are supposed to be low altitude vehicles yet they have the map ceiling when things get rough ( Isn't that a redline too?) - If you see a rail tank you can just get above him, since the tank turrets are not able to aim them due to gun depression levels - Waves of opportunity? LOL an ADS can be on hardeners 24/7 and well afterburners
It would be fun to have a rail turret nerf. It would turn the battlefield into a slaughter since ADS and blaster tanks will be rampant
So from a tank perspective +1 for this
Takahiro Kashuken wrote: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
The dark cloud wrote: 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?
Dual Pilot (Tank / Assault Dropship)
FREE DUST ITEMS HERE
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Sir Snugglz
Red Star. EoN.
353
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Posted - 2014.02.08 18:34:00 -
[96] - Quote
but but... no nerf/buffs to anything...
Just increase the battlefield like 200-400m and push the redline similarly. it works
Luck is just one of my skills
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Judge Rhadamanthus
Amarr Templar One
1450
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Posted - 2014.02.08 18:38:00 -
[97] - Quote
Sir Snugglz wrote:but but... no nerf/buffs to anything...
Just increase the battlefield like 200-400m and push the redline similarly. it works
The most solid solution for sure, but the dev team is pushed as it is. Map redesign is a long term solution. We need something sooner I feel.
Everything Dropship youtube channel
my Community Spotlight
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Harpyja
Molon Labe.
1151
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Posted - 2014.02.08 18:48:00 -
[98] - Quote
Judge Rhadamanthus wrote:Sir Snugglz wrote:but but... no nerf/buffs to anything...
Just increase the battlefield like 200-400m and push the redline similarly. it works The most solid solution for sure, but the dev team is pushed as it is. Map redesign is a long term solution. We need something sooner I feel. Remove redline - add large turret installations to the sides of the MCC looking down. See my post further up, I believe it's number 93.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Sir Snugglz
Red Star. EoN.
353
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Posted - 2014.02.08 18:56:00 -
[99] - Quote
Harpyja wrote:Judge Rhadamanthus wrote:Sir Snugglz wrote:but but... no nerf/buffs to anything...
Just increase the battlefield like 200-400m and push the redline similarly. it works The most solid solution for sure, but the dev team is pushed as it is. Map redesign is a long term solution. We need something sooner I feel. Remove redline - add large turret installations to the sides of the MCC looking down. See my post further up, I believe it's number 93.
Not really... the map has already been designed for huge scale warfare... only like 40% of all maps is actually used. Removing the redline is just the same as pushing it back. :D
No redesign, nerfs/buffs, change in redline mechanics... everything stays the same with the exception of high points no longer being in the redline.
Luck is just one of my skills
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CaoticFox
Axis of Chaos
170
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Posted - 2014.02.08 19:24:00 -
[100] - Quote
Dauth Jenkins wrote:Charlotte O'Dell wrote:pretty spot on. map design sucks.
the redlines are always elevated over the battlefield. it needs to be the other way around. That may not work.... having the battlefield higher than the red line would make dropping in dropships after the start of the match more dangerous... and on that note, why do FLYING units get dropped of by flying units...why can't they launch from the MCC.. Also why do they have to reload at the ground, and not at the MCC? Maybe it's just me wanting the MCC to do more than just float there and take damage. MCC = Mobile Command Center I havent seen it MOBILE in over 2 years... name should change to CS (Command Ship), or any number of creative NON-"M"CCvarients
Im on the FORUMS because im P!$$ED off @ the game.
as of 1920 CST USA 02-03-14 i have...
53,765,260 SP
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CaoticFox
Axis of Chaos
170
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Posted - 2014.02.08 19:27:00 -
[101] - Quote
Sir Snugglz wrote:Harpyja wrote:Judge Rhadamanthus wrote:Sir Snugglz wrote:but but... no nerf/buffs to anything...
Just increase the battlefield like 200-400m and push the redline similarly. it works The most solid solution for sure, but the dev team is pushed as it is. Map redesign is a long term solution. We need something sooner I feel. Remove redline - add large turret installations to the sides of the MCC looking down. See my post further up, I believe it's number 93. Not really... the map has already been designed for huge scale warfare... only like 40% of all maps is actually used. Removing the redline is just the same as pushing it back. :D No redesign, nerfs/buffs, change in redline mechanics... everything stays the same with the exception of high points no longer being in the redline. shouldn't have redLINES... but several NO-FIRE BASES, spherical - NOFLY-ZONES... 100% safe (both ways) far enough apart and larger enough to prevent 100% CAMP-ABILITY (both ways) (both ways) means, cant fire in or out
Im on the FORUMS because im P!$$ED off @ the game.
as of 1920 CST USA 02-03-14 i have...
53,765,260 SP
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:39:00 -
[102] - Quote
There isn't much of a problem really, more just a lack of bringing enough tools for the job. Can't take out an Incubus and not expect it to be challenged by a tank.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:40:00 -
[103] - Quote
Arkena Wyrnspire wrote:Redline faggotry ftw I expect this to be fixed SoonTM. If rails can't do anything from the redline, then snipers can't do anything from the redline, and that includes on top of the MCC.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:42:00 -
[104] - Quote
Foundation Seldon wrote:True Adamance wrote:About bloody time....players have been telling CCP for months red line rail turrets are ridiculous....I hope CCP finally takes note. Made even more ridiculous thanks to stacking 30% damage mods and a buff to their base damage amounts. Various comments from CCP members make it sound like they've payed attention to Judge's videos and discuss them among the dev team, hopefully they're listening now. We all know what happened to Dust / vehicles when CCP listened to just a few people.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:43:00 -
[105] - Quote
Dauth Jenkins wrote:Charlotte O'Dell wrote:pretty spot on. map design sucks.
the redlines are always elevated over the battlefield. it needs to be the other way around. That may not work.... having the battlefield higher than the red line would make dropping in dropships after the start of the match more dangerous... and on that note, why do FLYING units get dropped of by flying units...why can't they launch from the MCC.. Also why do they have to reload at the ground, and not at the MCC? Maybe it's just me wanting the MCC to do more than just float there and take damage. Jesus Christ, can't you see this game from a 5-year view? Does everything have to be done the next month?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:44:00 -
[106] - 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. Can one or two of you guys squad with tankers sometime? I play with Taka practically every day, we'd be more than happy to talk about stuff.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:47:00 -
[107] - Quote
Fiddlestaxp wrote:Make railguns behave like the mass driver(of old?). Have the projectile disappear after a certain duration. Make this distance ONLY so short as to make the railguns all but useless on anything but their home point from the red line.
Lol wut? Rails are already hard-capped at 600m. You want to nerf their range? Then how about a sniper's maximum range gets nerfed in return too? You really think a turret that long, with so many magnetic rings to accelerate projectiles, will have a short range?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:49:00 -
[108] - Quote
Joseph Ridgeson wrote:I don't think changing the firing angle for tanks is a good idea. Being unable to hit something because it is close and high like a Forge Gunner on a roof or a Tank on a ridge sucks. Good Assault Dropships pilots are already a decent enough hazard for tanks if they can get in out dead zones so I am unsure that increasing those is a great idea (and a shout out to all the DS pilots that have run me out of a location; damn fine job). Saying that tanker could easily see the dropship coming before it gets in the tank's deadzone is a little hazy as the dropship can maneuver into position fairly easily without being spotted, providing the tank isn't being a giant redline sissy.
The problem is the fact that the only way to beat a redline tank is to be in the redline. Pause the video at about 2 minutes. The enemy tank in the redline probably was in the redline because Judge's team had a sniper tank (left side of the map). I am an avid tanker, I have been since about 2 months of playing the game so maybe early March 2013, but the redline railgun thing sucks. Not being able to field a tank without getting pelted by some giant sissy deep in the enemy redline is really lame.
I don't know what the fix is but I eagerly await it.
Good ADS pilots, which doesn't include Ramalamadingdong.
You know what I do when I see an enemy redline tank? I go to THEIR redline, and destroy it. Yeah, I complain that he's pulling a daishi, but then I kill the scrub. I don't allow red vehicles to exist when I'm in a tank. All must die.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:52:00 -
[109] - Quote
richiesutie 2 wrote:Takahiro Kashuken wrote:Judge Rhadamanthus wrote:Takahiro Kashuken wrote: You made an entire thread devoted to the removal of rails, that is your 1st choice if it was an option to you, a leopard doesnt change its spots
Keep asking for unkillable dropships but instead learn to fly better instead
Since you will NOT listen I am through with you until you acknowledge my clear thoughts on rail removal, just watch the video again. Read this link. And also since your last comment was clearly an attempt to insult me I am feeling more disappointed with you. I cant listen on a forum, i can read the forums tho and i read that epic 15page QQ about big bad rails and how you want them removed Also that last line is a hint, learn to fly better, the more you do something the better you get at it, the old saying practise makes perfect, if its an insult is simply because you dont think your good enough Rails dont effect me or my DS, i can fly on spine cresent all day long if i need to, i fit my DS right because i expect rails in every game i play but also im squadded up with enough people who can help to counter the rail In other words you run in tanks squads? Yes, we squad with tankers!! A novel, revolutionary idea, isn't it!????!?!!
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Aaroniero d'Lioncourt
0uter.Heaven
362
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Posted - 2014.02.08 19:55:00 -
[110] - Quote
His voice and the dropship's engine noise in his videos when he's flying around is making me sleepy... |
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:57:00 -
[111] - Quote
WUT ANG wrote:Rails should be long range just not 600m (across the map) make it like 400 then they will be forced to come off that hill and CCP PLEASE DO SOMETHING ABOUT HAVS ON TOP OF TOWERS.
Oh can anyone tell me if this looks right
Swarms 175m
Rail Turret 600m
Blaster Turret 225m (the longest I've been killed by one)
Missile Turret ? I haven't seen a long distance kill yet cause their not really used.
Missile Turret from Asslt Dropship 215m my longest death
SWARMS SUCK I WANT MY SP BACK Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun?
I'll accept a nerf to rail range if snipers get a range nerf.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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DUST Fiend
OSG Planetary Operations Covert Intervention
10642
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Posted - 2014.02.08 20:04:00 -
[112] - Quote
Spkr4theDead wrote:WUT ANG wrote:Rails should be long range just not 600m (across the map) make it like 400 then they will be forced to come off that hill and CCP PLEASE DO SOMETHING ABOUT HAVS ON TOP OF TOWERS.
Oh can anyone tell me if this looks right
Swarms 175m
Rail Turret 600m
Blaster Turret 225m (the longest I've been killed by one)
Missile Turret ? I haven't seen a long distance kill yet cause their not really used.
Missile Turret from Asslt Dropship 215m my longest death
SWARMS SUCK I WANT MY SP BACK Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun? I'll accept a nerf to rail range if snipers get a range nerf. You do realize that this whole topic is about railguns relation to the redline, right?
You do know todays tanks can't park in the redline, right?
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Vell0cet
SVER True Blood Public Disorder.
909
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Posted - 2014.02.08 20:25:00 -
[113] - Quote
Great video. I disagree with the proposal to nerf turret elevation though. This would really gimp rail tanks (especially those driving into the middle of the field). I am neither a tanker or a pilot (waiting for Amarr stuff), but I think the obvious hard counter to redline rail sniping should be Dropships getting above them and killing them.
The trick of course is how to make changes to the aerial redline mechanics to allow for this to be possible without allowing ADS to spawn camp. I wonder if increasing the time dropships could be in the enemy redline by something like 30-40 seconds might be sufficient. Maybe all hardeners & boosters would be inactive on the drop ships while in enemy airspace. This would allow them to quickly move above a tank, destroy it, and leave the redline, but make it vulnerable to prolonged spawn camping over the enemy redline.
Best PvE idea ever!
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Foundation Seldon
Molon Labe.
436
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Posted - 2014.02.08 20:27:00 -
[114] - Quote
Spkr4theDead wrote:Fiddlestaxp wrote:Make railguns behave like the mass driver(of old?). Have the projectile disappear after a certain duration. Make this distance ONLY so short as to make the railguns all but useless on anything but their home point from the red line.
Lol wut? Rails are already hard-capped at 600m. You want to nerf their range? Then how about a sniper's maximum range gets nerfed in return too? You really think a turret that long, with so many magnetic rings to accelerate projectiles, will have a short range?
Considering 600m nets them near full map coverage from the redline I don't see that as being unreasonable. If Snipers had a 600m optimal range then I don't think nerfing that would be unreasonable either. The look of the weapon shouldn't have any bearing on how that weapon is balanced. :P
Spkr4theDead wrote: Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun?
I'll accept a nerf to rail range if snipers get a range nerf.
This is an irrelevant point at the end of the day. If we were at all concerned about making the game jive with real world war conventions then Tanks wouldn't be able to be effectively operated by a single pilot to begin with. The Railgun could have a 20m range if it provided an overall positive effect to the balance in the game (it wouldn't so I'm not suggesting that).
Spkr4theDead wrote: We all know what happened to Dust / vehicles when CCP listened to just a few people.
It's a good thing the case for nerfing Rails isn't held by just a few people then. In their current incarnation in the game they're acting like a Shotgun with 600m range. You make comparisons between it and the Sniper rifle but, last time I checked, I couldn't effectively use a Sniper Rifle in 20m just as easily I could use it at 200m. It's overall flexibility compared to other turrets isn't just a problem when it comes to Tank v. Dropship, they're a problem in Tank v. Tank as well.
Saga v. Methana Balance
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 20:35:00 -
[115] - Quote
Foundation Seldon wrote:Spkr4theDead wrote:Fiddlestaxp wrote:Make railguns behave like the mass driver(of old?). Have the projectile disappear after a certain duration. Make this distance ONLY so short as to make the railguns all but useless on anything but their home point from the red line.
Lol wut? Rails are already hard-capped at 600m. You want to nerf their range? Then how about a sniper's maximum range gets nerfed in return too? You really think a turret that long, with so many magnetic rings to accelerate projectiles, will have a short range? Considering 600m nets them near full map coverage from the redline I don't see that as being unreasonable. If Snipers had a 600m optimal range then I don't think nerfing that would be unreasonable either. The look of the weapon shouldn't have any bearing on how that weapon is balanced. :P Spkr4theDead wrote: Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun?
I'll accept a nerf to rail range if snipers get a range nerf.
This is an irrelevant point at the end of the day. If we were at all concerned about making the game jive with real world war conventions then Tanks wouldn't be able to be effectively operated by a single pilot to begin with. The Railgun could have a 20m range if it provided an overall positive effect to the balance in the game (it wouldn't so I'm not suggesting that). Spkr4theDead wrote: We all know what happened to Dust / vehicles when CCP listened to just a few people.
It's a good thing the case for nerfing Rails isn't held by just a few people then. In their current incarnation in the game they're acting like a Shotgun with 600m range. You make comparisons between it and the Sniper rifle but, last time I checked, I couldn't effectively use a Sniper Rifle in 20m just as easily I could use it at 200m. It's overall flexibility compared to other turrets isn't just a problem when it comes to Tank v. Dropship, they're a problem in Tank v. Tank as well. The look? The look of the weapon? I don't care about the look of the weapon. I care about how it works. It's using electromagnetism to move projectiles at hypersonic speeds.
How are rails a problem in tank v tank? Are you mad? Will infantry only be happy when the only turrets tanks have are missile turrets?
But wait, tankers will use those too effectively! Then those must be nerfed! Then subsequently removed, and tanks will have no more purpose, and infantry will achieve their goal of having tanks removed.
I also love all this "tanks can't be operated by one person BS." In what video game does it require more than one person to operate? Even in World of Tanks, there's a 4-man crew, but it's still a video game, and that one person playing that specific video game controls the whole of the tank.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 20:36:00 -
[116] - Quote
DUST Fiend wrote:Spkr4theDead wrote:WUT ANG wrote:Rails should be long range just not 600m (across the map) make it like 400 then they will be forced to come off that hill and CCP PLEASE DO SOMETHING ABOUT HAVS ON TOP OF TOWERS.
Oh can anyone tell me if this looks right
Swarms 175m
Rail Turret 600m
Blaster Turret 225m (the longest I've been killed by one)
Missile Turret ? I haven't seen a long distance kill yet cause their not really used.
Missile Turret from Asslt Dropship 215m my longest death
SWARMS SUCK I WANT MY SP BACK Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun? I'll accept a nerf to rail range if snipers get a range nerf. You do realize that this whole topic is about railguns relation to the redline, right? You do know todays tanks can't park in the redline, right? There isn't any logical argument, just "I can't stomp with my chosen style, so nerf what's defeating me."
Infantry doesn't like tanks, tanks get nerfed, infantry still complains, they want large blasters removed. See?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Nguruthos IX
Ancient Exiles. Renegade Alliance
2453
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Posted - 2014.02.08 21:21:00 -
[117] - Quote
DUST Fiend wrote:Spkr4theDead wrote:WUT ANG wrote:Rails should be long range just not 600m (across the map) make it like 400 then they will be forced to come off that hill and CCP PLEASE DO SOMETHING ABOUT HAVS ON TOP OF TOWERS.
Oh can anyone tell me if this looks right
Swarms 175m
Rail Turret 600m
Blaster Turret 225m (the longest I've been killed by one)
Missile Turret ? I haven't seen a long distance kill yet cause their not really used.
Missile Turret from Asslt Dropship 215m my longest death
SWARMS SUCK I WANT MY SP BACK Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun? I'll accept a nerf to rail range if snipers get a range nerf. You do realize that this whole topic is about railguns relation to the redline, right? You do know todays tanks can't park in the redline, right?
lololol
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Foundation Seldon
Molon Labe.
437
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Posted - 2014.02.08 21:59:00 -
[118] - Quote
Spkr4theDead wrote: The look? The look of the weapon? I don't care about the look of the weapon. I care about how it works. It's using electromagnetism to move projectiles at hypersonic speeds.
How are rails a problem in tank v tank? Are you mad? Will infantry only be happy when the only turrets tanks have are missile turrets?
But wait, tankers will use those too effectively! Then those must be nerfed! Then subsequently removed, and tanks will have no more purpose, and infantry will achieve their goal of having tanks removed.
I also love all this "tanks can't be operated by one person BS." In what video game does it require more than one person to operate? Even in World of Tanks, there's a 4-man crew, but it's still a video game, and that one person playing that specific video game controls the whole of the tank.
I love how you'll simultaneously cite real world conventions (electromagnetism to move projectiles at hypersonic speeds!) to justify not changing the excessive range of the Railgun in the exact same post that you'll use "it's a video game!" to justify the effective 1 man operation of a Tank. If that's not an example of cherry picking then I don't know what is. You're right, it's a video game, which is why we shouldn't be concerned about the real world physics of a particular turret type with respect to its balance. I hope you won't bring up that point anymore.
Rails are absolutely a problem in Tank v. Tank as they're the only Large Turret worth fitting on the damn things that won't get you hard countered by any and everything else on the field. Blasters are **** in the vehicle department and Missiles, a turret that's arguably even less effective against infantry than the Large Railgun is, are all but useless against an entire segment of the tanking population (ie. all Shield Tanks) and even if they weren't their anti-vehicle prowess is only useful up close and is only maybe just as effective as Large Railguns within that range. All while the Large Railgun operates hilariously effectively from anywhere between 10 ~ 600m and can take on any type of Tank that's called on the field.
Feel free to explain why I should bother with anything else.
I'm not an infantry dude by the way. :P
Saga v. Methana Balance
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DUST Fiend
OSG Planetary Operations Covert Intervention
10646
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Posted - 2014.02.09 00:56:00 -
[119] - Quote
Foundation Seldon wrote:I'm not an infantry dude by the way. :P If you don't agree with and prostrate yourself before Spkr, you're an infantry dude
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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hgghyujh
Expert Intervention Caldari State
270
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Posted - 2014.02.09 01:39:00 -
[120] - 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.
oh wait here's and Idea you get no WPs for actions taken while in the read line. |
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