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Charlotte O'Dell
Sooper Speshul Ponee Fors
2133
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Posted - 2014.03.14 03:04:00 -
[1] - Quote
Make it charge for every shot. Boom. Alpha kept the same. RPM reduced. CQC power reduced. More skill required.
Charlotte O'Dell is the highest level unicorn!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8213
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Posted - 2014.03.14 03:41:00 -
[2] - Quote
Charlotte O'Dell wrote:Make it charge for every shot. Boom. Alpha kept the same. RPM reduced. CQC power reduced. More skill required.
I was having a similar thought but instead rationalised it as re chambering a rail round to reduce RPM.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
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Harpyja
Molon Labe. General Tso's Alliance
1273
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Posted - 2014.03.14 04:27:00 -
[3] - Quote
Charlotte O'Dell wrote:Make it charge for every shot. Boom. Alpha kept the same. RPM reduced. CQC power reduced. More skill required. I'm not quite so sure on the reduced effectiveness in CQC. Sure, DPS is reduced but doesn't change the fact that their weakness (slow tracking) isn't a hinderence. If I'm in my missile tank and I come across a rail tank head on, it will just drive backwards so that I can't get around it and beat its tracking, all while it's shooting back at me and I have to soak up its full DPS.
I need about three full damage modded proto missile volleys to bring down a hardened shield tank. Now if you reduce the railgun's DPS so that I can just absorb enough damage to send three full missile volleys, then you got a severely underpowered railgun and it won't be able to kill anything.
Just tweaking DPS alone isn't enough to make it outmatched in CQC without making it ineffective at range as well. It needs DPS (though it is a bit too high currently) so that it can destroy targets at range, otherwise at such distances it'd be easy for the target to take a few shots and then avoid the railgun.
I'm sure you can see where I'm going with this, and I'm looking at its mobility as the problem in CQC. What's the point in having slow tracking if your tank hull is just as agile as your opponent's? Actually, you don't even need agility; just drive in a straight line and they can do nothing about it but scrape at you as you fire railgun shell after shell right into them.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Charlotte O'Dell
Sooper Speshul Ponee Fors
2136
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Posted - 2014.03.14 04:39:00 -
[4] - Quote
i want this:
blaster madrugar strong vs rail gunlogi at close range rail gunlogi strong vs everything at long range missile gunlogi strong vs blaster madrugar at medium range and short range IF all missiles are hits
i think specialized tank hulls should make a comeback. They should have no drawbacks compared to their standard counterparts, except a higher price, and get a race specific bonus to a turret(1 type of assault gallente HAV; 2 types of assault caldari HAVs). This way, like the dropsuits, tanks are encouraged to use specific turrets. (basicially the Marauders need to come back.)
Falchion - 5% increased zoom/lvl, 5% reduced spool up time/lvl for railguns Sagaris - 5% increased magazine size/lvl, 5% reduced missile spread during automatic fire/lvl for missiles Surya - 5% increased heat capacity, 5% increased cooldown rate when overheated.
Something like that would be nice, provided rails get a spool up time on every shot. I honestly believe we need to go back to tanks EITHER being glass cannons or bricks like in Chrome. Right now, they can do both and it isn't cool at all. a damage mod, a nitros, and a hardener can basically get you out of any situation and win every fight given a good opportunity if you have a particle cannon. OP. nerf it. Nerf it now.
Charlotte O'Dell is the highest level unicorn!
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ladwar
Death by Disassociation
2001
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Posted - 2014.03.14 08:26:00 -
[5] - Quote
lol.... no, ballistics is needed not a TTK change from rails.
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Harpyja
Molon Labe. General Tso's Alliance
1275
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Posted - 2014.03.14 13:34:00 -
[6] - Quote
ladwar wrote:lol.... no, ballistics is needed not a TTK change from rails. I already stated this in my other thread but I'll summarize it here.
Ballistics for rails won't do anything, because even at 600 meters the projectile drops only .04 meters, and flight time is only less than a tenth of a second, assuming velocity is 7000 m/s. It only provides a stronger argument for making the rail a hit-scan weapon.
"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 13:43:00 -
[7] - Quote
Charlotte O'Dell wrote:i want this:
blaster madrugar strong vs rail gunlogi at close range rail gunlogi strong vs everything at long range missile gunlogi strong vs blaster madrugar at medium range and short range IF all missiles are hits
i think specialized tank hulls should make a comeback. They should have no drawbacks compared to their standard counterparts, except a higher price, and get a race specific bonus to a turret(1 type of assault gallente HAV; 2 types of assault caldari HAVs). This way, like the dropsuits, tanks are encouraged to use specific turrets. (basicially the Marauders need to come back.)
Falchion - 5% increased zoom/lvl, 5% reduced spool up time/lvl for railguns Sagaris - 5% increased magazine size/lvl, 5% reduced missile spread during automatic fire/lvl for missiles Surya - 5% increased heat capacity, 5% increased cooldown rate when overheated.
Something like that would be nice, provided rails get a spool up time on every shot. I honestly believe we need to go back to tanks EITHER being glass cannons or bricks like in Chrome. Right now, they can do both and it isn't cool at all. a damage mod, a nitros, and a hardener can basically get you out of any situation and win every fight given a good opportunity if you have a particle cannon. OP. nerf it. Nerf it now. Yes, yes, yes. Basically, with good driving, any blaster or missile tank should be able to beat a rail tank at CQC, even if it's shield for missiles.
Blaster Madrugars vs missile Gunogis are already balanced. There've been a few that have managed to survive a full volley of proto damage modded missiles (though it's probably because they were facing me head-on and one or two missiles might have just barely missed). Though after that volley driver skill became the factor in who'd win and I was able to beat them with a second volley. They never seem to expect me to keep charging straight at them and then go behind them and actually evading their blaster turret for a few seconds as I finish my reload.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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VikingKong iBUN
Third Rock From The Sun
29
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Posted - 2014.03.15 02:16:00 -
[8] - Quote
Whoever allowed the current railguns to be in this game should be fired. |
Komodo Jones
Chaotik Serenity
611
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Posted - 2014.03.15 04:39:00 -
[9] - Quote
I thought the problem was more it's capability as a long range weapon, I think you should be justly rewarded if you can use it at close range.
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Harpyja
Molon Labe. General Tso's Alliance
1278
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Posted - 2014.03.15 14:07:00 -
[10] - Quote
Komodo Jones wrote:I thought the problem was more it's capability as a long range weapon, I think you should be justly rewarded if you can use it at close range. So then by that logic the RR is fine and doesn't need any nerfs.
The problems on the railgun are that it's DPS is a bit too high (1.6 stats would be balanced in 1.7) and it suffers very little in CQC. It seems that CCP just can't come up with creative methods of balancing ranged weapons at CQC, so I guess that they should just simply make damage fall off when you get too close, like the laser rifle. There, now everything's balanced without any creativity involved.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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ladwar
Death by Disassociation
2002
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Posted - 2014.03.15 14:23:00 -
[11] - Quote
Harpyja wrote:ladwar wrote:lol.... no, ballistics is needed not a TTK change from rails. I already stated this in my other thread but I'll summarize it here. Ballistics for rails won't do anything, because even at 600 meters the projectile drops only .04 meters, and flight time is only less than a tenth of a second, assuming velocity is 7000 m/s. It only provides a stronger argument for making the rail a hit-scan weapon. and since when did ccp actually follow their own description?
we all know they made them after they made the weapons. just change it to 1800 m/s and tell everyone there was a disgruntled employee who made it too high and they just now found out. it'll be just like armor reppers
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Komodo Jones
Chaotik Serenity
612
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Posted - 2014.03.15 16:05:00 -
[12] - Quote
Harpyja wrote:Komodo Jones wrote:I thought the problem was more it's capability as a long range weapon, I think you should be justly rewarded if you can use it at close range. So then by that logic the RR is fine and doesn't need any nerfs. The problems on the railgun are that it's DPS is a bit too high (1.6 stats would be balanced in 1.7) and it suffers very little in CQC. It seems that CCP just can't come up with creative methods of balancing ranged weapons at CQC, so I guess that they should just simply make damage fall off when you get too close, like the laser rifle. There, now everything's balanced without any creativity involved. DPS on the rail rifle is high because it's rapid fire and high damage, the rail turret is definitely not the same it's a tank cannon, have you tried to gun people down in close quarters? You need to get a direct hit if you want it to be effective, you need to time your shots you can't just spray and pray.
Now if you mean against other vehicles then it's another problem entirely that the railgun is not involved with, and that's the fact that we have a tank mounted large turret that's MEANT to kill infantry, the blaster turret should not be a part of the game, main turrets should not be the equivalent of a giant assault rifle it should be the small turret's primary job to deal with infantry. If the blaster turret were replaced with a different, slower firing and higher damage "tank cannon" style weapon then you can shift some numbers around to rebalance the vehicle vs vehicle combat without being too problematic for the infantry side of it, also it encourages drivers to rely on other players more, as gunners and just infantry support.
The only problem I currently see with the railgun is that it has a ridiculous amount of range and the firing angle, this has lead to the redline railgunners that nearly prevents dropship pilots from functioning as well as give a significant advantage over any vehicle that gets called into the game, and the damage is only high because the tank's ehp is high because of the lines crossing between vehicle and infantry combat.
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Charlotte O'Dell
Sooper Speshul Ponee Fors
2149
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Posted - 2014.03.15 16:38:00 -
[13] - Quote
Komodo Jones wrote:Harpyja wrote:Komodo Jones wrote:I thought the problem was more it's capability as a long range weapon, I think you should be justly rewarded if you can use it at close range. So then by that logic the RR is fine and doesn't need any nerfs. The problems on the railgun are that it's DPS is a bit too high (1.6 stats would be balanced in 1.7) and it suffers very little in CQC. It seems that CCP just can't come up with creative methods of balancing ranged weapons at CQC, so I guess that they should just simply make damage fall off when you get too close, like the laser rifle. There, now everything's balanced without any creativity involved. DPS on the rail rifle is high because it's rapid fire and high damage, the rail turret is definitely not the same it's a tank cannon, have you tried to gun people down in close quarters? You need to get a direct hit if you want it to be effective, you need to time your shots you can't just spray and pray. Now if you mean against other vehicles then it's another problem entirely that the railgun is not involved with, and that's the fact that we have a tank mounted large turret that's MEANT to kill infantry, the blaster turret should not be a part of the game, main turrets should not be the equivalent of a giant assault rifle it should be the small turret's primary job to deal with infantry. If the blaster turret were replaced with a different, slower firing and higher damage "tank cannon" style weapon then you can shift some numbers around to rebalance the vehicle vs vehicle combat without being too problematic for the infantry side of it, also it encourages drivers to rely on other players more, as gunners and just infantry support. The only problem I currently see with the railgun is that it has a ridiculous amount of range and the firing angle, this has lead to the redline railgunners that nearly prevents dropship pilots from functioning as well as give a significant advantage over any vehicle that gets called into the game, and the damage is only high because the tank's ehp is high because of the lines crossing between vehicle and infantry combat.
i blame the map design team. there is only 1 good map that is not a crater and we all know which one it is.
Charlotte O'Dell is the highest level unicorn!
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Archbot
W a r F o r g e d
110
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Posted - 2014.03.15 21:42:00 -
[14] - Quote
I, as a casual tanker who exclusively uses a railgun as a main tank weapon, would not mind if the 'automatic' firing mechanic was subtracted. I'd actually enjoy this because it'd feel like every shot that comes out of that railgun matters, this is a feeling exclusive to non-automatic weapons.
Making the railgun immobile while charging would also grant a huge disadvantage in CQC, which I wouldn't mind as well since that shouldn't even be my zone of operation anyway.
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