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Glyd Path
Nec Tributis
1
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Posted - 2014.02.23 11:51:00 -
[1] - Quote
The missile tanks are currently the most powerful anti-armor tank weapon on the battlefield. The only reason they are this unbalanced is the first round of a reloaded missile turret will launch twelve missiles into the opponent. It will easily take out a tank that doesn't have its hardeners already active ... in that one 12 missile blast.
If they can they let me empty my rail gun. Heck, I wouldn't mind if you limited it to when the target was a missile tank. But balance needs to be established.
The funny part is the stupid missile turret will start firing one and two missiles after the killer volley. At least that is what happened in several of my tests.
Limit the volley to four missiles like in days of not this release ... 1.7 yeah that's the one. |
Hecarim Van Hohen
Bullet Cluster Legacy Rising
457
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Posted - 2014.02.23 12:59:00 -
[2] - Quote
You want to remove the only good thing about LMissile turrets?
I will show you fear in a handful of dust.
1.7 best match (HMG): 40/9/9 (K/A/D)
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Quirky CatchPhrase
Blacksand Voodoo
11
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Posted - 2014.02.23 13:56:00 -
[3] - Quote
rail turret damage per clip= what somewhere over 11,000
missile turret damage per clip= (not logged in atm) iirc =/= 400 per missile= 4800 per clip.
now factor in reload times and range.... yes yes i can see how we should think that nerfing the missile turret is the way to go. |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
608
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Posted - 2014.02.23 14:10:00 -
[4] - Quote
On a properly fit maddie, one volley of missiles won't be enough to drop them. (Considering ONE damage mod)
3 seconds to unload a full volley (Also consider the fact that one of those missiles can easily miss)
10 seconds to reload
13 seconds after the initial strike, they can strike again, and if all missile connect, kill you.
Trust me, I don't feel sorry for you, you have a whole 13 seconds to react compared to the 6 seconds and you are dead railgun.
Tanks - Balancing Turrets
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Heathen Bastard
The Bastard Brigade
989
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Posted - 2014.02.23 15:21:00 -
[5] - Quote
Tebu Gan wrote:On a properly fit maddie, one volley of missiles won't be enough to drop them. (Considering ONE damage mod)
3 seconds to unload a full volley (Also consider the fact that one of those missiles can easily miss)
10 seconds to reload
13 seconds after the initial strike, they can strike again, and if all missile connect, kill you.
Trust me, I don't feel sorry for you, you have a whole 13 seconds to react compared to the 6 seconds and you are dead railgun.
for consideration: tanks can fit 400 reps/s and a hardener. you will regen to nearly-full by the time he can fire a second time.
BUFF THE MISSILES!(CCP, IGNORE THIS PART, IT IS A JOKE.)
but yeah, if you're good with the missile tank, that armor tank will die, every time, mostly because without mods up, tanks are fairly weak. Sneak up, damage mod on, punch the first 5 straight through his unhardened crit point.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Bendtner92
Imperfects Negative-Feedback
1769
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Posted - 2014.02.23 15:27:00 -
[6] - Quote
Proto turret: 12 missiles * 540 damage * 1.3 damage mod = around 8400 damage.
Against a Madrugar you will need 1500 of that to punch through the shields, leaving 6900 damage for the armor.
6900 * 1.2 armor damage * 0.6 active hardener = around 5000 damage, so unless the Madrugar is using an armor plate it's dead. This is also assuming a hardener is active and it's just with one damage mod, with more it's even worse.
Does that mean I think the turret is broken at the moment? Actually no, but I would prefer it to be reverted back to burst firing instead of being full auto.
Oh and reload is only 7.5 seconds with max skills.
For those wondering how effective it is against Gunnlogis I'll run the numbers for that as well:
Proto turret with one damage mod is again around 8400 damage.
8400 * 0.8 shield damage * 0.4 active hardener = around 2700 damage, so exactly not enough damage to burn through the shields while there's a hardener active, plus there's also armor you need to burn through afterwards.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Lorhak Gannarsein
Science For Death
1796
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Posted - 2014.02.23 15:33:00 -
[7] - Quote
Bendtner92 wrote:Proto turret: 12 missiles * 540 damage * 1.3 damage mod = around 8400 damage.
Against a Madrugar you will need 1500 of that to punch through the shields, leaving 6900 damage for the armor.
6900 * 1.2 armor damage * 0.6 active hardener = around 5000 damage, so unless the Madrugar is using an armor plate it's dead. This is also assuming a hardener is active and it's just with one damage mod, with more it's even worse.
Does that mean I think the turret is broken at the moment? Actually no, but I would prefer it to be reverted back to burst firing instead of being full auto.
Oh and reload is only 7.5 seconds with max skills.
For those wondering how effective it is against Gunnlogis I'll run the numbers for that as well:
Proto turret with one damage mod is again around 8400 damage.
8400 * 0.8 shield damage * 0.4 active hardener = around 2700 damage, so exactly not enough damage to burn through the shields while there's a hardener active, plus there's also armor you need to burn through afterwards.
'Only' 7.5s.
Your burst DPS is huge, true, and you're pretty comfortably able to go toe to toe with a Madrugar, but a railgun has far more versatility and general performance.
My damage modded railgun deals 2400 damage per shot, for five shots before overheating on the sixth. I can also hit with the same damage up to 600m, which the missile can't really do even at ~150m.
I honestly could see the way to a missile buff, tbh.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Bendtner92
Imperfects Negative-Feedback
1769
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Posted - 2014.02.23 15:47:00 -
[8] - Quote
Lorhak Gannarsein wrote:'Only' 7.5s.
Your burst DPS is huge, true, and you're pretty comfortably able to go toe to toe with a Madrugar, but a railgun has far more versatility and general performance.
My damage modded railgun deals 2400 damage per shot, for five shots before overheating on the sixth. I can also hit with the same damage up to 600m, which the missile can't really do even at ~150m.
I honestly could see the way to a missile buff, tbh. Yes, like I said I don't really think the missile turret is broken. If it was you would see them a lot more, but you don't. I would just rather have them return to burst firing.
Railguns are deadly yeah, which is why I actually think they should overheat after 4 shots instead of after 6.
But all turrets (and vehicles in general) still need changes. Blasters need less shots in the clip I think. All turrets could probably use a slight max ammo nerf (but there also needs to be more/easier accessible supply depots in all maps at the same time).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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