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Harpyja
Molon Labe. General Tso's Alliance
1263
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Posted - 2014.03.13 13:37:00 -
[1] - Quote
Identifiable imbalances of the large railgun: - DPS is too high - Overheat mechanic is negligible - Damage and ROF is too high (which make DPS too high) - Too effective at CQC
Proposed balance solution: Revert stats to those of the compressed railguns in 1.6, in addition to adding a new mechanic.
This is just my opinion, but large railguns needed no other buff going into 1.7 other than the render fix. Large railguns had no problem destroying vehicles prior to 1.7, and they would've been balanced going into 1.7 if their attributes remained unchanged. Again, all they needed was the render fix so that they can actually engage at long range, which is quite the buff in my opinion.
The new mechanic I propose is aimed at reducing the large railgun's effectiveness in CQC. The factor at play here is mobility. A rail tank has just as much mobility as any other tank, so all that it has to do is drive in a straight line which prevents the other tank from out maneuvering them, while being able to apply its full DPS since the other tank is entirely trackable.
When a railgun is spooling up, down, or holding a charge for continuous fire, the tank becomes immobilized, just like the breach forge gun, while still allowing turret rotation. This in no way would affect long range sniping, because the tank is already stationary. On the other hand, this will give CQC tanks a higher chance of successfully engaging a rail tank at CQC since the rail tank can no longer be mobile and fire back at the same time.
Feedback would be appreciated, especially any Dev response
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1264
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Posted - 2014.03.13 17:46:00 -
[2] - Quote
Hoover Damn wrote:I'm glad you didn't suggest anything as silly as a maximum range that'd be meaningful on a Dust scale socket.
I think it'd be enough to give it a longer spool time. That'd make it much harder to use up close. Also, lower the rate of fire significantly.
So +spool, -rof, oh, and make it hitscan because it's silly for it not to be. If you're referring to redline rails, that's a whole different problem and not as easy to fix nor can you fix it by just tweaking the turret. Also, if the map is too small, then it's more of a map design issue than it is from the turret. And seeing as our maps are getting bigger, the rail needs to keep its range. The smaller maps should then either get some major redesign or taken out of rotation entirely.
Just simply reducing its RoF won't be enough to make it weak in CQC. The disadvantage of the railgun is supposed to be slow tracking speed, but if the hull is just as mobile as an enemy tank, then there's no point to the slow rotation of the turret. Immobilizing the hull like the breach forge gun will only make this weakness much more apparent.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1272
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Posted - 2014.03.14 04:02:00 -
[3] - Quote
Dunce Masterson wrote:300m range to rail turrets and sniper rifles would solve allot of problems with the game. No, it won't. Just because map design was bad doesn't mean that the rail needs a range nerf. Plus maps should only be getting bigger in the future.
And like Char said, it doesn't solve the problem of rails being OP against vehicles. Rails are meant to be RANGED. Decreasing their range would only encourage more CQC than sitting on a mountain, and they are supposed to be heavily disadvantaged at CQC, which they are from it currently.
Map design is a whole different issue. Here I'm talking about balance between turrets, and rails are far from balanced. Blasters need some minor tweaks (further reduced AV effectiveness if you ask me), and missiles are perfectly balanced, though I'm fine with blasters because I've yet to die to a lone blaster tank (once it actually took three blaster tanks to bring me down).
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1275
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Posted - 2014.03.14 13:28:00 -
[4] - Quote
ladwar wrote:ballistics..... its better than any nerf. yet i have a feeling people don't want to change rail from anti-vehicle(including air and ground) to anti-ground armor and learn how to counter drop.... point and click is too "HARD" for some people. By itself it won't solve the problem of its high DPS and high effectiveness in CQC. I only see ballistics making sniping require more skill.
However, given that lore states that the projectile goes at speeds of about 7000m/s, and assuming Earth-like gravity, it means that at max range the projectile should only drop 0.04 meters, and that's rounded up. So I'm afraid that ballistics won't do anything, especially since it takes less than a tenth of a second to reach max range.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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