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Pvt Numnutz
R 0 N 1 N
1060
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Posted - 2014.04.03 08:38:00 -
[1] - Quote
The large rail gun turret is the source of imbalance in the vehicle world. The range reduction was good and has made redline tankers come onto the battlefield yet they are still imbalanced.
Switch the sp requirements of large rails and large missiles. The railgun is effective against both shield and armor with its damage, it is the most powerful weapon system in the game and should require the most sp.
Remove the milita large rail gun and replace it with a milita large missile instead. The milita rail is too easily exploitable with damage mods. The kind of firepower a rail spits out should not be available at a milita level.
Make large rail guns charge before every shot. Two shots in .26 seconds is crazy, for a dropship that's an instant kill, for a tank that's almost death. Instead of just holding down r1 this would make it more player skill Dependant. Pilots would have to place their shots and know how to use a rail.
This would make the vehicle world much more balanced. |
Odigos Ellinas
Mannar Focused Warfare Gallente Federation
39
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Posted - 2014.04.03 09:20:00 -
[2] - Quote
Railguns are perfect AV weapons thats why they have so match damage. The militia ones are fine too so a non vehicle skilled person can fight against anther vehicles. Where exactly is the imbalance? The blaster is more a anti infantry weapon. Missiles are useless if you don't have skilled into armor plating or hardeners to do close combat. |
Funkmaster Whale
Ancient Exiles.
1703
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Posted - 2014.04.03 09:51:00 -
[3] - Quote
The charge mechanic would be fine if they reduced the damage to compensate.
It's stupid how much more DPS a Rail Gun does compared to a Forge Gun. I can have a maxed out Prof. V Ishukone Assault Forge Gun with Rapid Reload V and 2x Complex Damage mods and I can't even get NEAR the DPS that a Militia Rail Gun has, let alone when it activates it's crazy 30% damage mods.
Let me play you the song of my people!
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Alena Ventrallis
PAND3M0N1UM Lokun Listamenn
1114
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Posted - 2014.04.03 10:07:00 -
[4] - Quote
Funkmaster Whale wrote:The charge mechanic would be fine if they reduced the damage to compensate.
It's stupid how much more DPS a Rail Gun does compared to a Forge Gun. I can have a maxed out Prof. V Ishukone Assault Forge Gun with Rapid Reload V and 2x Complex Damage mods and I can't even get NEAR the DPS that a Militia Rail Gun has, let alone when it activates it's crazy 30% damage mods. Mainly because your forge gun is about 1/20th the size of a large railgun. Or would you prefer that ARs have comparable DPS to large blaster turrets as well?
Honestly, the problem isn't alpha damage, it's that militia modules are just as good as proto modules. Imagine a militia AR doing the same range and damage as the Duvolle. Which would you use? What we need to do is have turret skills give a benefit. For instance, nerf railgun damage by 15% and have the railgun skill give 3% damage per level in addition to unlocking the higher tiers. The damage they do have is good damage for someone who has skilled into them, but it's too much power for someone who has no SP in vehicles, let alone turrets.
Best PVE idea I've seen.
Fixed link.
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Pvt Numnutz
R 0 N 1 N
1060
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Posted - 2014.04.03 10:55:00 -
[5] - Quote
Odigos Ellinas wrote:Railguns are perfect AV weapons thats why they have so match damage. The militia ones are fine too so a non vehicle skilled person can fight against anther vehicles. Where exactly is the imbalance? The blaster is more a anti infantry weapon. Missiles are useless if you don't have skilled into armor plating or hardeners to do close combat. Your right they are perfect, too perfect, which is exactly my point. with two milita damage mods and no sp what so ever in vehicles any player can destroy a fully skilled vehicle, be it dropship tank or lab by simply holding the r1 button for the cheap price of 60k. What's imbalanced about that? I have spent well over 12 million sp in my dropship and I can be shot down in .26 of a second by someone with no skill. Feels bad man. There are infantry weapons that require skill to bring down a vehicle, why shouldn't it be the same for the premier anti vehicle weapon? Bias against pilots doesn't count.
I say this as both a tanker and a pilot. |
Pvt Numnutz
R 0 N 1 N
1060
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Posted - 2014.04.03 11:01:00 -
[6] - Quote
Alena Ventrallis wrote:Funkmaster Whale wrote:The charge mechanic would be fine if they reduced the damage to compensate.
It's stupid how much more DPS a Rail Gun does compared to a Forge Gun. I can have a maxed out Prof. V Ishukone Assault Forge Gun with Rapid Reload V and 2x Complex Damage mods and I can't even get NEAR the DPS that a Militia Rail Gun has, let alone when it activates it's crazy 30% damage mods. Mainly because your forge gun is about 1/20th the size of a large railgun. Or would you prefer that ARs have comparable DPS to large blaster turrets as well? Honestly, the problem isn't alpha damage, it's that militia modules are just as good as proto modules. Imagine a militia AR doing the same range and damage as the Duvolle. Which would you use? What we need to do is have turret skills give a benefit. For instance, nerf railgun damage by 15% and have the railgun skill give 3% damage per level in addition to unlocking the higher tiers. The damage they do have is good damage for someone who has skilled into them, but it's too much power for someone who has no SP in vehicles, let alone turrets. Very good point. Your idea is sound and I would be happy with it. I support the hardener Nerf, however when encountering rail tanks in my missile tank it is extremely hard to fight back. If they had invested in it to make it as powerful as it is then I can't complain, they skilled into the role of a vehicle killer. However a milita tank killing my decked out gunnlogi in a few hits is unfair. It makes it seem like a waste of sp to skill into any vehicle when a 0 sp 60k tank trumps all. If they weren't as effective with no sp then it would give actual pilots an edge when encountering these milita tanks. +1 good sir. |
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