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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
267
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Posted - 2014.03.10 23:05:00 -
[1] - Quote
Today I lost a total of 7 pythons (2 hours of playing). Each 500k isk to free redline railgun installations and 70k isk tanks. The railguns fire too fast, I don't even have enough time to turn on my modules. Somebody please fix this. This is getting OLD ccp. Losing fking expensive as hell assault dropships to cheap bullshit. 1.6, forge guns decimated all dropships, and now rails guns can almost kill it faster than the blink of the eye from 600m away. Forge guns are good but they also take skill and have a smaller range, you can literally one hit a incubus and even a python with a breach. It's like fighting an invincible enemy who is indestructible because how deep they are in redline and the fact that they repair so fast. And these fking tanks are invincible outside of redline too. Invincible to infantry, they take no skillpoints and cost 1/2 the price of a good forge gunning fit and are 20x as effective.
Suggestion: -nerf ROF (like seriously) -nerf range to 300m -remove the ones in the fking redline that can cover the whole map and the sky. -make it so they can only use 1 damage mod.
A prototype railgun with 3 damage mods can do 3150 damage per second. That is almost like one hitting my python (200-300 armor hp left if you dont hit it in the weakspot.. And this is a tanked python with 2555 shield and 950 armor.
Foreges are fine IMO.
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
268
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Posted - 2014.03.10 23:15:00 -
[2] - Quote
One Eyed King wrote:What is even more ridiculous is how impotent they are with tank spam. At one point, I was shooting at a tank directly in front of me, and when it started to shoot back at the installation, I exited, with the gun still pointing directly at the tank.
You would think it would continue shooting, because, you know, the tank is red. But no. Yet there is no end to them lighting up a red null cannon for no apparent reason.
Installations are a train wreck to date on a lot of fronts.
except they can track an LAV with nitros going fullspeed horizontally infront of the railgun and the freking thing can track it.
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
268
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Posted - 2014.03.11 00:01:00 -
[3] - Quote
Draxus Prime wrote:ME: I WILL CLEAR THAT ROOF! *Calls in ADS* Squad Member: Enemy has tanker in Redline ME: HUH? *gets hit once* ME: OMFG *stumbles with controller trying to use Shield Recharger and Shield Hardener* *DEAD* ME: D:
so true... it's comparable to SL locking on the infantry, traveling at the speed of sniper rounds and fire as fast as a sniper. Simply put; Railguns are OP.
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
268
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Posted - 2014.03.11 00:02:00 -
[4] - Quote
Mejt0 wrote:You guys alwsys about them. I can find only few redliners a day (mostly these dumb). Rest, just roll down and take a fight
Are we playing the same Dust 514?
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
268
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Posted - 2014.03.11 00:04:00 -
[5] - Quote
Mejt0 wrote:My sica cost 80k :).
Maybe it is too strong vs dropships, but if it will get nerfed, then tanks (blasters etc) will run free like old murder taxi.
no because I can kill a soma, sica, and anyother tank with proto FG just fine. A shot to the rear of a tank from my proto breach can take 80% of an unhardened tank.
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
270
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Posted - 2014.03.11 01:16:00 -
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Joel II X wrote:It's like losing a Thale's to a STD Tactical Sniper Rifle or STD Breach Scrambler Pistol
But I agree the redline should be fixed.
it's like losing proto heavy suit worth 150k isk and millions of SP to a militia suit when facing each other at 10m.
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
272
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Posted - 2014.03.11 10:50:00 -
[7] - Quote
Atiim wrote:Vegetation Monster wrote:Joel II X wrote:It's like losing a Thale's to a STD Tactical Sniper Rifle or STD Breach Scrambler Pistol
But I agree the redline should be fixed. it's like losing proto heavy suit worth 150k isk and millions of SP to a militia suit when facing each other at 10m. So perfectly balanced? ((I don't believe 80GJ Railguns are balanced, but the above scenario is perfectly balanced.))
so if a heavy with 1000 armor and 600 shield was to point to the head of a militia suit with a boundless HMG and the militia suit was to point to the head of the heavy, both were to stand still and have 10m in between them and militia suit wins?
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
272
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Posted - 2014.03.11 10:52:00 -
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Patrick57 wrote:Vegetation Monster wrote:Joel II X wrote:It's like losing a Thale's to a STD Tactical Sniper Rifle or STD Breach Scrambler Pistol
But I agree the redline should be fixed. it's like losing proto heavy suit worth 150k isk and millions of SP to a militia suit when facing each other at 10m. I agree that Railguns are very unbalanced, but if you can't kill a Militia Suit with a Proto Heavy then you're just bad. Even FWARM nubs can kill with a Rail Rifle in a Heavy suit.....sort of... It was a price comparison... 150k scout suit then...
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
273
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Posted - 2014.03.11 16:03:00 -
[9] - Quote
Sam Tektzby wrote:Vegetation Monster wrote:Today I lost a total of 7 pythons (2 hours of playing). Each 500k isk to free redline railgun installations and 70k isk tanks. The railguns fire too fast, I don't even have enough time to turn on my modules. Somebody please fix this. This is getting OLD ccp. Losing fking expensive as hell assault dropships to cheap bullshit. 1.6, forge guns decimated all dropships, and now rails guns can almost kill it faster than the blink of the eye from 600m away. Forge guns are good but they also take skill and have a smaller range, you can literally one hit a incubus and even a python with a breach. It's like fighting an invincible enemy who is indestructible because how deep they are in redline and the fact that they repair so fast. And these fking tanks are invincible outside of redline too. Invincible to infantry, they take no skillpoints and cost 1/2 the price of a good forge gunning fit and are 20x as effective.
Suggestion: -nerf ROF (like seriously) -nerf range to 300m -remove the ones (installations) in the fking redline that can cover the whole map and the sky. -make it so they can only use 1 damage mod. (30% not enough for some... whatt??) -nerf their elevation so it will be 3/4 of it is now.
A prototype railgun with 3 damage mods can do 3150 damage per second. That is almost like one hitting my python (200-300 armor hp left if you dont hit it in the weakspot.. And this is a tanked python with 2555 shield and 950 armor.
Foreges are fine IMO. I know about the problem with armors now, but hell why you keep spawn your thingies if you know its expensive. Im not big plazer, bit i know if i have something precious i will use that wisely. Man 7x500k honestly its your fault, if i will be on "your shoes" i will stop with it after third loose.
7 dropships is different games not in one but all were 2-3 hitted in a matter of seconds from 600m away is fked up especailly to triple and double damage modded 70k is/ free installations that are practically invincible in there redline.
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
273
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Posted - 2014.03.11 16:04:00 -
[10] - Quote
Monkey MAC wrote:Vegetation Monster wrote:Today I lost a total of 7 pythons (2 hours of playing). Each 500k isk to free redline railgun installations and 70k isk tanks. The railguns fire too fast, I don't even have enough time to turn on my modules. Somebody please fix this. This is getting OLD ccp. Losing fking expensive as hell assault dropships to cheap bullshit. 1.6, forge guns decimated all dropships, and now rails guns can almost kill it faster than the blink of the eye from 600m away. Forge guns are good but they also take skill and have a smaller range, you can literally one hit a incubus and even a python with a breach. It's like fighting an invincible enemy who is indestructible because how deep they are in redline and the fact that they repair so fast. And these fking tanks are invincible outside of redline too. Invincible to infantry, they take no skillpoints and cost 1/2 the price of a good forge gunning fit and are 20x as effective.
Suggestion: -nerf ROF (like seriously) -nerf range to 300m -remove the ones (installations) in the fking redline that can cover the whole map and the sky. -make it so they can only use 1 damage mod. (30% not enough for some... whatt??) -nerf their elevation so it will be 3/4 of it is now.
A prototype railgun with 3 damage mods can do 3150 damage per second. That is almost like one hitting my python (200-300 armor hp left if you dont hit it in the weakspot.. And this is a tanked python with 2555 shield and 950 armor.
Foreges are fine IMO. Wether your view is valid I don't agree with You for the reasons highlighted, come back with some decent arguments as to why its unfair to shoot a flying gun turret out the sky and I will listen.
overpowerd are railguns. that's my view.
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
274
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Posted - 2014.03.11 20:19:00 -
[11] - Quote
calisk galern wrote:i know it looks pretty up their in your shiney drop ship raining instant kills on the infantry, but rail tanks are about the only thing stopping blaster tanks atm.
until something is done about them I don't think rail guns should be touched even if drop ships suffer for it.
so railtanks will stop being good at taking out blaster tanks because they have less range, less elevation and a slower rate of fire? A proto railgun can decimate anything in the game.. militia ones will be less powerful but that makes sense because its militia.
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