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Monkey MAC
Rough Riders..
2148
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Posted - 2014.03.05 10:51:00 -
[31] - Quote
Jebus McKing wrote:The main problem I see is that Railguns and Forge Guns are too easy to use. They deal an awesome amount of damage, have an incredible range, a good ROF, and the projectile speed is so fast that it almost feels like a hitscan weapon on all targets but those which are close to the effective range. I hope we see some changes in the not so distant future.
Really? Too easy to use? What next, all AV weapons (be they vehicle or infantry) must complete 3 full loops before hitting the target to give the target time to outmanoeuvre them?
The reason is seemsmso easy to hit a tank with a forge gun is because the tank is as wide as the broadside of a barn door . Because its a tank. Charlotte is correct however, while the TTK is about right, the required accuracy is not.
Increase damage per shot but decrease RPM, either by making all shots have an individual spool or increasing the delay between shots.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Alena Ventrallis
The Neutral Zone
803
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Posted - 2014.03.05 10:54:00 -
[32] - Quote
I'm for this. perhaps increase damage, but make it a single shot weapon. You spool up, and you can hold the shot just like the charge shot of a scrambler rifle. When you release the trigger the shot fires, and you must wait for the railgun to spool down to fire again.
Increase damage to compensate for this, and I'm on board.
Best PVE idea I've seen.
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ROCKO THE HELLHOUND
Ultramarine Corp
9
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Posted - 2014.03.05 12:41:00 -
[33] - Quote
Monkey MAC wrote:ROCKO THE HELLHOUND wrote:because of the horrible OP-ness of the 80GJ Railgun in the vehicular-warfare aspect of the game, there are currently no vehicles in Dust514 anymore - but much more only Railgun-Fodder instead :( .
honestly - the 80GJ Railguns in their current state kill any diversity in this matter: 80GJ Particle Cannon with 3 Damage-Mods 2-Shots every 1200 + 4000 Armor-Tank and ADS's when catched without hardeners on (for the target it's a near insta-pop with 1,2 seconds minus lag to react) - and the question on the field these days is soley: "who will engage with the I-Win-Button on who first?"
it's so sad, it needs to go - whatever method, i don't care - but DPS !!AND!! Alpha-Damage Nerf are both un-avoidable in my opinion. Is Spkr your cousin or something?
1.: not as far as i know... .
2.: i take this as a compliment regardless as he is one of the so forum-active top-tankers as far as i remember.
3.: i am the UMC's top vehicle-specialist BTW, Armor LAV's, Tanks, DS's and ADS's - that's where i have sunken my 33mil. SP into - and on-topic: sure i could drive my Particle-Cannon Gunlogi's breakless all day, both - ISK and Aurum are of no concern to me, since i get heavily corp-donated and am a "Whale" who has spent more than 500 bucks in here already - but it is just not fun for ever:
i would love so much more to bring my ADS's with a decent chance of not insta-loosing them to a Rail-tank at some point during almost every match - or flying my Scanner + M-CRU DS for team-support - or just enjoying any diversity in tanking that goes beyond how the damage-amp/ hardener ratio is on a Particle-Cannon Gunlogi - 3/0, 2/1, 1/2 or 0/3... .
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Obodiah Garro
Tech Guard RISE of LEGION
729
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Posted - 2014.03.05 12:42:00 -
[34] - Quote
Spool before every shot? Lol are you serious or just a full time troll these days?
Nemo me impune lacessit
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ZDub 303
TeamPlayers Negative-Feedback
2303
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Posted - 2014.03.05 12:45:00 -
[35] - Quote
Spool before every shot makes a lot of sense for the railgun I feel like. At long range the spool will be relatively meaningless, at close range its gonna hold you back for sure.
Coupled with removing or reducing the 'spool down' time and a slight damage buff and railgun would be in a pretty good spot I feel like. |
Obodiah Garro
Tech Guard RISE of LEGION
729
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Posted - 2014.03.05 12:47:00 -
[36] - Quote
Currently the spool time is negated with engagement planning, having a spool up between each shot would easily break the weapon.
You know what could really use a spool up each time? The blaster turret
Nemo me impune lacessit
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The Robot Devil
Molon Labe. General Tso's Alliance
1827
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Posted - 2014.03.05 12:51:00 -
[37] - Quote
Atiim wrote:Vitharr Foebane wrote:Giving it a charge time that is noticeable would do wonders 80GJ Railguns already have a spool up time, which has an awfully long delay if you release the trigger when firing. Actually, that gives me an idea. Make Rail Rifles have the same spool effects as the 80GJ Railguns.
Maybe not that long but a longer spool up time might help with them. It just seems like that really short spool up time is kind of too low and it doesn't seem to decaffeinate them from anything else. I don't mind high damage as long as it has a downside somewhere. I don't know if you are trolling or not but a bit more time might make the weapon more skill intensive instead of just point and click.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Obodiah Garro
Tech Guard RISE of LEGION
733
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Posted - 2014.03.05 12:59:00 -
[38] - Quote
The Robot Devil wrote: I don't know if you are trolling or not but a bit more time might make the weapon more skill intensive instead of just point and click.
What about the CR, AR and even the AScR? The RR doesnt even get a sharpshooter skill to help with its terrible accuracy when firing on full auto down the scope lol. Accuracy sure as **** aint a problem for the AR under any circumstance.
RR takes more skill to use than other weapons, people are quick to skip the demerits and jump to QQ just because the weapon has range lol
Nemo me impune lacessit
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Takahiro Kashuken
Red Star. EoN.
2820
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Posted - 2014.03.05 13:20:00 -
[39] - Quote
Atiim wrote:Seems reasonable.
But prepare to have your thread bombed by Spkr4TheDead and Takahiro Kashkuken.
AV weapons 3HKing vehicles? That's OP.
HAV weapons 3HKing vehicles? That's Balanced.
Quite ironic eh?
What are you on about?
My AV weapon OHK vehicles
My HAV doesnt, best it can do is a 2HK
Not as ironic as my 20k AV fit should kill your 2mil+ vehicle
Intelligence is OP
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Charlotte O'Dell
Fatal Absolution General Tso's Alliance
2010
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Posted - 2014.03.05 15:40:00 -
[40] - Quote
Obodiah Garro wrote:Currently the spool time is negated with engagement planning, having a spool up between each shot would easily break the weapon. You know what could really use a spool up each time? The blaster turret
i dont get the blaster turret. outside of 10m, its falloff kills it in tank v tank, but at 150m, it still can kill infantry in a little over a second. These distances need to be brought closer together.
Charlotte O'Dell is the highest level unicorn!
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Lorhak Gannarsein
Science For Death
1929
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Posted - 2014.03.05 15:47:00 -
[41] - Quote
Obodiah Garro wrote:The Robot Devil wrote: I don't know if you are trolling or not but a bit more time might make the weapon more skill intensive instead of just point and click. What about the CR, AR and even the AScR? The RR doesnt even get a sharpshooter skill to help with its terrible accuracy when firing on full auto down the scope lol. Accuracy sure as **** aint a problem for the AR under any circumstance. RR takes more skill to use than other weapons, people are quick to skip the demerits and jump to QQ just because the weapon has range lol
Terrible accuracy? Where?
CR has kick if you're firing at a competitive rate. AScR kicks a bunch. RR has dead on accuracy and has a slow enough RoF and small enough kick that it's easy to compensate for.
Soulless, boring gun, though.
More skill to use?
Yep, that explains why I go into a pub and 20/32 people are using it.
Of course
MD/MSMG 514
Assault ak.0: 2x extender, 1x energiser, 2x regulator, 1x repper. Any advice?
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abarkrishna
WarRavens
337
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Posted - 2014.03.05 16:08:00 -
[42] - Quote
You do realize that ROF is just a variable used to find DPS right. You can raise the damage and lower rate of fire but still have the same DPS...
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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Heimdallr69
Red and Silver Hand Amarr Empire
1764
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Posted - 2014.03.05 16:11:00 -
[43] - Quote
Charlotte O'Dell wrote:Is the DPS fine? Yes.
Is the ROF fine? No. It is far too fast and is too forgiving for bad shots.
Increase damage, but decrease rate of fire so it is truly a skill shot weapon. One missed shot should be fatal. Blaster does too much damage at long range...blaster = EZ mode.
Removed inappropriate content - CCP Logibro
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CLONE117
True Pros Forever
711
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Posted - 2014.03.05 16:15:00 -
[44] - Quote
i chased a tank down with a blaster tank just yesterday..
sadly i was getting pummeled by the forgers. but i killed the gunlogi first. but within seconds i died shortly after. probably shouldnt have driven after the rail gunlogi after it started running. mainly with all the av around.
when targeting infantry and av like forgunners ive had much larger success killiing them with the rail turret. they tend to stay still when firing their weapons.
with the blaster turret some1 can just pop in an out and fire and do this little trick and not take hardly any damage. as its more suitable functioning as a suppression weapon. but still as the capability to mow down those who stand still for to long. its a pain in the ass to kill moving targets though. which i am perfectly fine with. shield tanks being easy to kill? thats utter bullshit right there. especially if shield hardeners are up. and if they have 2 active at the same time? good luck hitting through that with a mlt rail gun. as your not even doing a third of the base damage with out damage mods. doesnt actually matter if they have less total hp than an armor tank. with shield hardeners at 60% resist they might as well be considered more powerful.
the higher tiered turrets i havent much bother to spec into yet. as i was specing into tank core skills.
unlocking the capability to create a maddy fit that gets 500 reps a second. 2 complex and 1 enhanced heavy armor rep. sadly i could only fit mlt blaster. id go std but even with that i cant add anything extra so i used mlt to cheapen the price cost. only 1 cpu remaining.
most av and such will out dps 500 hps reps pretty fast. expensive but still fun to drive. get a few seconds out of combat and back to full with armor. so it has rather weak firepower but in turn has fast recovery. can only sustain heavy fire for a very short duration. unlike hardener vehicles.
i think i could get behind the one hardener per vehicle thing but this creates problems with dmg mods. and other things. i was thinking of allowing the stacked hardener stuff but removing the ability to cycle them.such as making one hardener activate all the other hardeners of the same type on the vehicle. creating a more decent window of opportunity moment for av to use. could also give a con to hardeners by slowing the vehicle down when active as to get rid of the running away with active hardeners. so instead of escaping successfuly while being pummeled heavily at av at the same time. theyll be forced to retreat during their periods of weakness. the vehicles that go passive in terms of modules are fine from what ive seen so far. especially when considering active module tanks.
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Spkr4theDead
Red Star. EoN.
1904
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Posted - 2014.03.05 19:04:00 -
[45] - Quote
CLONE117 wrote:i chased a tank down with a blaster tank just yesterday..
sadly i was getting pummeled by the forgers. but i killed the gunlogi first. but within seconds i died shortly after. probably shouldnt have driven after the rail gunlogi after it started running. mainly with all the av around.
when targeting infantry and av like forgunners ive had much larger success killiing them with the rail turret. they tend to stay still when firing their weapons.
with the blaster turret some1 can just pop in an out and fire and do this little trick and not take hardly any damage. as its more suitable functioning as a suppression weapon. but still as the capability to mow down those who stand still for to long. its a pain in the ass to kill moving targets though. which i am perfectly fine with. shield tanks being easy to kill? thats utter bullshit right there. especially if shield hardeners are up. and if they have 2 active at the same time? good luck hitting through that with a mlt rail gun. as your not even doing a third of the base damage with out damage mods. doesnt actually matter if they have less total hp than an armor tank. with shield hardeners at 60% resist they might as well be considered more powerful.
the higher tiered turrets i havent much bother to spec into yet. as i was specing into tank core skills.
unlocking the capability to create a maddy fit that gets 500 reps a second. 2 complex and 1 enhanced heavy armor rep. sadly i could only fit mlt blaster. id go std but even with that i cant add anything extra so i used mlt to cheapen the price cost. only 1 cpu remaining.
most av and such will out dps 500 hps reps pretty fast. expensive but still fun to drive. get a few seconds out of combat and back to full with armor. so it has rather weak firepower but in turn has fast recovery. can only sustain heavy fire for a very short duration. unlike hardener vehicles.
i think i could get behind the one hardener per vehicle thing but this creates problems with dmg mods. and other things. i was thinking of allowing the stacked hardener stuff but removing the ability to cycle them.such as making one hardener activate all the other hardeners of the same type on the vehicle. creating a more decent window of opportunity moment for av to use. could also give a con to hardeners by slowing the vehicle down when active as to get rid of the running away with active hardeners. so instead of escaping successfuly while being pummeled heavily at av at the same time. theyll be forced to retreat during their periods of weakness. the vehicles that go passive in terms of modules are fine from what ive seen so far. especially when considering active module tanks.
Why should someone else dictate how a tanker may fit their vehicle?
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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Charlotte O'Dell
Fatal Absolution General Tso's Alliance
2010
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Posted - 2014.03.05 22:33:00 -
[46] - Quote
Heimdallr69 wrote:Charlotte O'Dell wrote:Is the DPS fine? Yes.
Is the ROF fine? No. It is far too fast and is too forgiving for bad shots.
Increase damage, but decrease rate of fire so it is truly a skill shot weapon. One missed shot should be fatal. Blaster does too much damage at long range...blaster = EZ mode.
Against infantry. Vs tanks its useless like a shotgun for the grunts.
Charlotte O'Dell is the highest level unicorn!
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Charlotte O'Dell
Fatal Absolution General Tso's Alliance
2010
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Posted - 2014.03.05 22:34:00 -
[47] - Quote
abarkrishna wrote:You do realize that ROF is just a variable used to find DPS right. You can raise the damage and lower rate of fire but still have the same DPS...
No ****.
Charlotte O'Dell is the highest level unicorn!
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Arkena Wyrnspire
Fatal Absolution
10460
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Posted - 2014.03.05 22:35:00 -
[48] - Quote
This would give it a horrifying alpha damage. The problem might well become even worse as you get to the point where you can OHKO most dropships with damage mods.
You have long since made your choice. What you make now is a mistake.
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CLONE117
True Pros Forever
713
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Posted - 2014.03.05 22:39:00 -
[49] - Quote
its only changing how a specific module works. its not exactly nerfing. its removing the ability to endlessly have a perma hardened vehicle. which has been troublesome alot lately when concerning vehicles.
and who knows. it might prove useful to others as well. |
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