Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
774
|
Posted - 2014.04.09 13:09:00 -
[31] - Quote
tween tween wrote:Tebu Gan wrote:tween tween wrote:Not to be a ****, but get better at tanking. I can takeout railgun tanks with my blaster tank easily, if they bring out **** tanks. On the other hand, I rarely loose my sicas unless they use ion cannon and surprise me. Who are you? And any validity you had to begin with is lost now. You drive sica's You are one of those NUBS that knows nothing about tanking! Who am I? I'm tween. Yes, because I like kiling madrugars with Sica's. That being said, I have both gunnlogi's and madrugars fitted with plasma cannons, when needed. Why slag me off, when you're in DDD. When I end up having a squad of DDD on my team in domination, it usually Means I already lost that match unless you got another corp or individuals like me to carry you. I'm far from the best tankers left on this game, but I'm fairly decent and I'm pretty sure I'm a better tanker than you.
HAHA, at that last line. That IS funny.
All I got's for you fella, enjoy it while it lasts. ANYONE can be a "GUD" tanker when all you gotta do is 2 or 3 shot something. You really consider that skillful?
And plasma cannons, you sure you tank?
Tanks - Balancing Turrets
|
Fox Gaden
Immortal Guides
2896
|
Posted - 2014.04.09 13:32:00 -
[32] - Quote
Harpyja wrote:Fox Gaden wrote:Harpyja wrote: The third suggestion is to give railguns a range profile similar to the laser rifle. They should only deal 100% damage at say, between 200 and 350m. Damage should then drop to 50% at 100m and 450m, then down to 30% at 50m and 500m. This allows them to have their range back at the price of damage falloff. It also allows them to keep all of their attributes without nerfing any of them, that way they can still do their job at range while making them ineffective at CQC and extreme ranges. I personally prefer this suggestion over the second one, as it doesn't reduce ranged effectiveness
The Laser Turret is coming. Have patience. The railgun is just too good at CQC for being a ranged weapon. It needs damage falloff when it gets too close. You don't see rail and arty battleships in EVE engaging other ships at 10km. They engage at 100km+ Rail Gun Turrets in EVE have a slow tracking speed, as they do in DUST, which makes it much harder to apply damage at close range. A Rail Gun Turret in EVE will do full damage at close range when they are able to hit their target, such as if their target is not moving. In EVE, pilots try to maintain some traversal movement to make themselves harder to hit. I have noticed in DUST that many Tank Operators like to remain perfectly still when shooting. This does make them much easier to hit.
I do agree that a Rail Tank should not be able to two shot another tank, short of a double shot to the engine block of a Glass cannon fit tank with now hardeners. But this is more an issue of Damage Mods being too strong. They should have been nerfed when Hardeners were nerfed.
Combat is not fun if you donGÇÖt have any time to react.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Maximos Forcus
G.R.A.V.E INTERGALACTIC WARPIGS
18
|
Posted - 2014.04.11 18:24:00 -
[33] - Quote
Fox Gaden wrote:I do agree that a Rail Tank should not be able to two shot another tank, short of a double shot to the engine block of a Glass cannon fit tank with now hardeners. But this is more an issue of Damage Mods being too strong. They should have been nerfed when Hardeners were nerfed.
Combat is not fun if you donGÇÖt have any time to react.
I think it is more to do with RoF. The 1.4s charge time is to low. If it's be changed to 2s or 2.5s or so (and maybe a skill to lower it with 20 or 25% to still above to where it is now) is would also balance out more with the blaster. And it makes more "real life" sense. Large weapon with high damage takes long(er) to charge. |
tween tween
UrAnus Air Service
1
|
Posted - 2014.04.12 14:34:00 -
[34] - Quote
Tebu Gan wrote:tween tween wrote:Tebu Gan wrote:tween tween wrote:Not to be a ****, but get better at tanking. I can takeout railgun tanks with my blaster tank easily, if they bring out **** tanks. On the other hand, I rarely loose my sicas unless they use ion cannon and surprise me. Who are you? And any validity you had to begin with is lost now. You drive sica's You are one of those NUBS that knows nothing about tanking! Who am I? I'm tween. Yes, because I like kiling madrugars with Sica's. That being said, I have both gunnlogi's and madrugars fitted with plasma cannons, when needed. Why slag me off, when you're in DDD. When I end up having a squad of DDD on my team in domination, it usually Means I already lost that match unless you got another corp or individuals like me to carry you. I'm far from the best tankers left on this game, but I'm fairly decent and I'm pretty sure I'm a better tanker than you. HAHA, at that last line. That IS funny. All I got's for you fella, enjoy it while it lasts. ANYONE can be a "GUD" tanker when all you gotta do is 2 or 3 shot something. You really consider that skillful? And plasma cannons, you sure you tank?
You got me there, Ofcourse I meant particle cannon. Thank you for finding the last line funny and not denying it. Skillful and skillful, I said I was fairly decent. Yes, I prolly more than able to 2 shot people with a particle cannon, but I can get 2 shot myself, so in the end, it will even out.
Thank you, I will enjoy it, while it last - which will be for a long time. |
Harpyja
Molon Labe. General Tso's Alliance
1574
|
Posted - 2014.04.12 15:25:00 -
[35] - Quote
*sigh*
There's absolutely no skill to tanking anymore if it comes down to who has more damage mods and a higher tier railgun and gets the first shot like in a twitch shooter.
I started Dust because it was not a twitch shooter and fittings, skills, and tactics mattered, way back in closed beta. I'm sad to see that this game is only becoming more of a twitch shooter.
It should not come down to having damage mods, a railgun, and shooting first to win.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Harpyja
Molon Labe. General Tso's Alliance
1588
|
Posted - 2014.04.15 18:11:00 -
[36] - Quote
Bump of justice.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Harpyja
Molon Labe. General Tso's Alliance
1615
|
Posted - 2014.04.19 13:23:00 -
[37] - Quote
Bump
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Godin Thekiller
OSG Planetary Operations Covert Intervention
2027
|
Posted - 2014.04.19 16:24:00 -
[38] - Quote
Harpyja wrote:Azri Sarum wrote:I have to disagree with the notion of the large blaster being worked into a more anti-infantry role. Thats what the small turrets on your tank are for.... The large blaster should have its anti-infantry capabilities nerfed into the ground.
You want anti-infantry capability, then fit the weapons already designed for that role. Read one of my above replies on the large blaster. It will always be the easiest to use against infantry, that's why it should have the worst AV abilities. Also, it's the turret type that defines its role, not its size. Size only determines effectiveness and fitting ability. The SMG, combat rifle, and HMG are all projectile weapons. They are all bonused against armor, so they kill armor dropsuits more easily. What you're trying to say is like saying that the HMG should not be able to hit and kill light and medium suits and it should only be able to kill heavy dropsuits.
What about the Autocannon, or the pulse lasers?
click me
Blup Blub Bloop. Translation: Die -_-
|
Harpyja
Molon Labe. General Tso's Alliance
1616
|
Posted - 2014.04.19 20:56:00 -
[39] - Quote
Godin Thekiller wrote:Harpyja wrote:Azri Sarum wrote:I have to disagree with the notion of the large blaster being worked into a more anti-infantry role. Thats what the small turrets on your tank are for.... The large blaster should have its anti-infantry capabilities nerfed into the ground.
You want anti-infantry capability, then fit the weapons already designed for that role. Read one of my above replies on the large blaster. It will always be the easiest to use against infantry, that's why it should have the worst AV abilities. Also, it's the turret type that defines its role, not its size. Size only determines effectiveness and fitting ability. The SMG, combat rifle, and HMG are all projectile weapons. They are all bonused against armor, so they kill armor dropsuits more easily. What you're trying to say is like saying that the HMG should not be able to hit and kill light and medium suits and it should only be able to kill heavy dropsuits. What about the Autocannon, or the pulse lasers? They too should be more about AI than AV. For now, while we don't have them, the blaster will be the easiest to use for AI. Once we have autocannons and pulse lasers, they all should be more for AI than AV.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Harpyja
Molon Labe. General Tso's Alliance
1625
|
Posted - 2014.04.22 03:05:00 -
[40] - Quote
No one else has anything to comment on this?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
|
Lorhak Gannarsein
Science For Death Final Resolution.
3175
|
Posted - 2014.05.01 00:46:00 -
[41] - Quote
I honestly don't think any of the large turrets should have significant AI capabilities; I'm of the opinion that the blaster should have its damage scaled way up, significant dispersion added (I mean like a lot; not AR dispersion, and not HMG dispersion, but closer to the latter) and its RoF cut in such a way as to keep DPS stable. IMO AI should be the province of small turrets. Blasters would still be superior AI, true, but landing the second shot would be frustrating. And if that doesn't work, nerf damage to infantry. Otherwise this cycle of tanks chasing infantry with no other purpose just continues.
KalOfTheRathi wrote:Missile tanks should not be able to fire over half the clip at a time. Or the clip size should be reduced by half. Getting taking out in one volley is definitely over powered and the only tank that can do that consistently is the missile tanks.
The only time a tank gets taken out by a rail tank is if they won't move. There simply isn't enough time to move out of a missile tanks volley. They empty the entire clip before the tank can respond. And they need to be balanced.
Not mentioning that the missile firing solution is as buggy as the others. After a reload they can empty a clip, but a partial clip will release anything from 1 to four missiles. Who thinks that isn't a bug, and no Devs we don't need you waving your hands.
Then I also want reload times cut by two-thirds, because reloading in combat = dying. And if you got one-volley'd by a missile tank you can pretty safely say you just got outplayed.
NEEDZ MOAR FULL RESPEC (y'happy, Dildo?)
ak.0 // 4 LYFE
|
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
12
|
Posted - 2014.05.01 17:53:00 -
[42] - Quote
This is just my opinion:
No large turret should be able to be good at killing infantry. The 3 large turrets should just have different damage profiles for killing other vehicles.
Blaster +10/-10 Railgun -10/+10 Missile -20/+20 Laser(one day?) +20/-20
Infantry should only have to worry about SMALL TURRETS.
Offering up an example from EVE online, (I realize this game is not EVE and I wouldn't ever suggest that it should be) small ships take less damage from the really huge explosions because of surface contact. That's just an example, it's not really any type of suggestion. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
86
|
Posted - 2014.05.10 19:19:00 -
[43] - Quote
Here is how I understood rails/blasters(according to the eve universe).
Rails have extreme ranges but relatively low damage, because they are meant to be for sniping and keeping their targets well out of range. The idea that a rail can out DPS a blaster is a joke, the blaster should be able to wipe the floor with a rail tank in close combat. A sniping BS in eve can throw rounds over 130km away and do around 400+ damage per volley depending on skills. Blasters have super short ranges, but can deal out around 1200+ damage per volley.
Blasters are short range high damage and should not be anti infantry. They should have next to no accuracy past 100 meters. If the blaster tank gets in close to a rail tank, he should be able to melt the rail down pretty quickly, and on the other side, the rail tank should be able to slug out decent damage to a tank at range but be harder to track up close.
To be honest, the only weapons on a tank that should be anti infantry are the small turrets, the large turrets should be reserved for anti vehicle warfare. Tanks are a situational weapon and not meant to be kings of the battlefield. This whole using tank as a Swiss army knife weapon needs to be nipped in the bud, players consistently use tanks to pad their KDR, they run around with their blasters and infantry do not stand a chance against them. AV is a joke(I run tanks, and I can get away from anyone with a swarm or forge 9 out of 10 times)
If they want to re-balance turrets, then reduce the damage large turrets do to infantry. They could do this by factoring in the signature profile to damage. Infantry by effect would see a reduction in death by vehicle(unless they were run over). Additionally, they could add ammo types(like in eve) and then your range/damage would be dictated by what you were firing.
I don't see too many missile tankers out there(probably because they nerfed them to oblivion) so I can't speak to if they are overpowered or not.
|
Dunce Masterson
Savage Bullet
100
|
Posted - 2014.05.11 14:17:00 -
[44] - Quote
in EVE online Bigger turrets destroy smaller ships really fast if they can hit them battle ships for example can and do one shot frigates.
has it is now the Rail turret has higher dps then the blaster turret so to balance large turrets a few things need to happen.
Rail turrets these do to much alpha damage for their rate of fire either the rate of fire needs to be decreased to 2.5-2.75 or the damage per shot(standard forge gun) Large rail turret proficiency needs to change from turret rotation speed to a small rate of fire increase 2-4% per leve.
Large blasters these don't do enough damage per shot and need a 20-25% increase to their damage also their accuracy is to good they need to be more the Assault blaster and get less accurate the longer it is fired.
I don't even know why I bother.
|
Dalton Smithe
OSG Planetary Operations Covert Intervention
86
|
Posted - 2014.05.11 18:33:00 -
[45] - Quote
Dunce Masterson wrote:in EVE online Bigger turrets destroy smaller ships really fast if they can hit them battle ships for example can and do one shot frigates.
has it is now the Rail turret has higher dps then the blaster turret so to balance large turrets a few things need to happen.
Rail turrets these do to much alpha damage for their rate of fire either the rate of fire needs to be decreased to 2.5-2.75 or the damage per shot(standard forge gun) Large rail turret proficiency needs to change from turret rotation speed to a small rate of fire increase 2-4% per leve.
Large blasters these don't do enough damage per shot and need a 20-25% increase to their damage also their accuracy is to good they need to be more the Assault blaster and get less accurate the longer it is fired.
They can one shot frigates, yes, but what about drones? A battle ship with blasters will have a hell of a time knocking out a drone, think of infantry in the same aspect.
I stand by the statement I made, tanks should not be used to counter infantry, they should strictly be anti vehicle. Blasters should do more damage per hit, but only to other vehicles.
Small turrets are supposed to be the anti infantry weapon and its ignorant to think that any military would run around a battlefield gunning down infantry with a 40mm cannon....it's just not practical.
I would love for CCP to implement ammunition cost to the game, then see how many people run around blasting away at infantry, especially when their amunition costs 100-200 isk per round....25-50k per reload anyone?
Actually CCP -PLEASE- do that, implement ammunition cost into the game....that would counter quite a bit of tanks being the Swiss army knives they are now....
To reiterate, I am a tanker and I would fully support this. |
Harpyja
molon labe. General Tso's Alliance
1721
|
Posted - 2014.05.12 00:25:00 -
[46] - Quote
Dalton Smithe wrote:Dunce Masterson wrote:in EVE online Bigger turrets destroy smaller ships really fast if they can hit them battle ships for example can and do one shot frigates.
has it is now the Rail turret has higher dps then the blaster turret so to balance large turrets a few things need to happen.
Rail turrets these do to much alpha damage for their rate of fire either the rate of fire needs to be decreased to 2.5-2.75 or the damage per shot(standard forge gun) Large rail turret proficiency needs to change from turret rotation speed to a small rate of fire increase 2-4% per leve.
Large blasters these don't do enough damage per shot and need a 20-25% increase to their damage also their accuracy is to good they need to be more the Assault blaster and get less accurate the longer it is fired. They can one shot frigates, yes, but what about drones? A battle ship with blasters will have a hell of a time knocking out a drone, think of infantry in the same aspect. I stand by the statement I made, tanks should not be used to counter infantry, they should strictly be anti vehicle. Blasters should do more damage per hit, but only to other vehicles. Small turrets are supposed to be the anti infantry weapon and its ignorant to think that any military would run around a battlefield gunning down infantry with a 40mm cannon....it's just not practical. I would love for CCP to implement ammunition cost to the game, then see how many people run around blasting away at infantry, especially when their amunition costs 100-200 isk per round....25-50k per reload anyone? Actually CCP -PLEASE- do that, implement ammunition cost into the game....that would counter quite a bit of tanks being the Swiss army knives they are now.... To reiterate, I am a tanker and I would fully support this. The reason why I put blaster turrets as AI turrets is simply due to the fact that they have the easiest time hitting and killing infantry of all the turrets (with a few exceptions, such as small missiles, but they require the high-ground to be effective, good luck getting any direct hits on level ground).
You just can't give all large turrets equal capabilities for AV because the blaster will be inherently better against infantry. Thus, the blaster should give up AV potential in exchange for it being inherently better at AI.
Giving role based on turret size is not the way to balance. I still strongly believe that turret type should define the role while turret size only affects the effectiveness and fitting ability.
You also just cannot compare EVE's automated turret tracking to Dust's player operated turret tracking. EVE takes out all of the skill that there is to aiming, so it only simulates aiming abilities with variables such as target size. I'd even make the argument that EVE's automated turrets are dumber than Dust's player operated turrets. In reality, if you have a battleship sized turret, you only have to shoot it once to instapop a frigate (in EVE). Trying to keep up with the target is not the way to aim; instead you should predict flight path, aim ahead of the target, and fire at the right time. A true computer system will do that, but then that wouldn't be fun (and there'd be no point to flying anything smaller than a battleship) if it only took a few volleys to pop a frigate even if it's orbiting you at 1000m/s at 2km.
So again, going about balancing by turret size is the wrong path. Infantry weapons are definitely not balanced by size. If they were, then HMGs would only be able to kill heavies, light weapons would only be able to kill medium frames, and sidearms -> light frames.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Dalton Smithe
OSG Planetary Operations Covert Intervention
86
|
Posted - 2014.05.12 02:26:00 -
[47] - Quote
Quote: The reason why I put blaster turrets as AI turrets is simply due to the fact that they have the easiest time hitting and killing infantry of all the turrets (with a few exceptions, such as small missiles, but they require the high-ground to be effective, good luck getting any direct hits on level ground).
You just can't give all large turrets equal capabilities for AV because the blaster will be inherently better against infantry. Thus, the blaster should give up AV potential in exchange for it being inherently better at AI.
Giving role based on turret size is not the way to balance. I still strongly believe that turret type should define the role while turret size only affects the effectiveness and fitting ability.
You also just cannot compare EVE's automated turret tracking to Dust's player operated turret tracking. EVE takes out all of the skill that there is to aiming, so it only simulates aiming abilities with variables such as target size. I'd even make the argument that EVE's automated turrets are dumber than Dust's player operated turrets. In reality, if you have a battleship sized turret, you only have to shoot it once to instapop a frigate (in EVE). Trying to keep up with the target is not the way to aim; instead you should predict flight path, aim ahead of the target, and fire at the right time. A true computer system will do that, but then that wouldn't be fun (and there'd be no point to flying anything smaller than a battleship) if it only took a few volleys to pop a frigate even if it's orbiting you at 1000m/s at 2km.
So again, going about balancing by turret size is the wrong path. Infantry weapons are definitely not balanced by size. If they were, then HMGs would only be able to kill heavies, light weapons would only be able to kill medium frames, and sidearms -> light frames.
That's your opinion, but I disagree.
And I never said anything about giving all turrets equal capability, rails are long range, lower DPS. Blasters are short range, high DPS. Missiles fill the middle ground, but do more damage to armor than shields.
I also talk about reducing the damage to infantry was a way to counter the "twitch" factor inherent in FPS games, just doing an overall nerf to something isn't going to fix anything, it never does. You can't just hit something with a hammer and expect it to work, sometimes you need a scalpel to cut out the piece that isn't working, adjust it, and put it back.
As far as your remark about infantry weapons not being balanced, your wrong on the "HMG's would only kill heavies". They are built specifically for anti infantry rolls, and the forge gun is built to take out vehicles(although they also use it to kill infantry, but that's another thing)
|
Dunce Masterson
Savage Bullet
100
|
Posted - 2014.05.12 02:56:00 -
[48] - Quote
Dalton Smithe wrote:Dunce Masterson wrote:in EVE online Bigger turrets destroy smaller ships really fast if they can hit them battle ships for example can and do one shot frigates.
has it is now the Rail turret has higher dps then the blaster turret so to balance large turrets a few things need to happen.
Rail turrets these do to much alpha damage for their rate of fire either the rate of fire needs to be decreased to 2.5-2.75 or the damage per shot(standard forge gun) Large rail turret proficiency needs to change from turret rotation speed to a small rate of fire increase 2-4% per leve.
Large blasters these don't do enough damage per shot and need a 20-25% increase to their damage also their accuracy is to good they need to be more the Assault blaster and get less accurate the longer it is fired. They can one shot frigates, yes, but what about drones? A battle ship with blasters will have a hell of a time knocking out a drone, think of infantry in the same aspect. I stand by the statement I made, tanks should not be used to counter infantry, they should strictly be anti vehicle. Blasters should do more damage per hit, but only to other vehicles. Small turrets are supposed to be the anti infantry weapon and its ignorant to think that any military would run around a battlefield gunning down infantry with a 40mm cannon....it's just not practical. I would love for CCP to implement ammunition cost to the game, then see how many people run around blasting away at infantry, especially when their amunition costs 100-200 isk per round....25-50k per reload anyone? Actually CCP -PLEASE- do that, implement ammunition cost into the game....that would counter quite a bit of tanks being the Swiss army knives they are now.... To reiterate, I am a tanker and I would fully support this.
Ok ill agree to that if the large rail turret rounds cost 100,000 ISK each
I don't even know why I bother.
|
Dalton Smithe
OSG Planetary Operations Covert Intervention
86
|
Posted - 2014.05.12 03:43:00 -
[49] - Quote
Dunce Masterson wrote:Dalton Smithe wrote:Dunce Masterson wrote:in EVE online Bigger turrets destroy smaller ships really fast if they can hit them battle ships for example can and do one shot frigates.
has it is now the Rail turret has higher dps then the blaster turret so to balance large turrets a few things need to happen.
Rail turrets these do to much alpha damage for their rate of fire either the rate of fire needs to be decreased to 2.5-2.75 or the damage per shot(standard forge gun) Large rail turret proficiency needs to change from turret rotation speed to a small rate of fire increase 2-4% per leve.
Large blasters these don't do enough damage per shot and need a 20-25% increase to their damage also their accuracy is to good they need to be more the Assault blaster and get less accurate the longer it is fired. They can one shot frigates, yes, but what about drones? A battle ship with blasters will have a hell of a time knocking out a drone, think of infantry in the same aspect. I stand by the statement I made, tanks should not be used to counter infantry, they should strictly be anti vehicle. Blasters should do more damage per hit, but only to other vehicles. Small turrets are supposed to be the anti infantry weapon and its ignorant to think that any military would run around a battlefield gunning down infantry with a 40mm cannon....it's just not practical. I would love for CCP to implement ammunition cost to the game, then see how many people run around blasting away at infantry, especially when their amunition costs 100-200 isk per round....25-50k per reload anyone? Actually CCP -PLEASE- do that, implement ammunition cost into the game....that would counter quite a bit of tanks being the Swiss army knives they are now.... To reiterate, I am a tanker and I would fully support this. Ok ill agree to that if the large rail turret rounds cost 100,000 ISK each
I would go as far as 2000 isk per round for rails. |
Dunce Masterson
Savage Bullet
100
|
Posted - 2014.05.12 04:57:00 -
[50] - Quote
since the blaster turret is a single barrel weapon it should have kick and dispersion like the Assault blaster without any skills reducing it so short controlled burst would be necessary to engage infantry while blaster tanks can just spray on tanks.
having ammunition cost ISK is not something we want in the game unless we are paying for different types but not per shot.
Until the blaster has better DPS then the rail the rail is still OP.
I don't even know why I bother.
|
|
Dalton Smithe
OSG Planetary Operations Covert Intervention
86
|
Posted - 2014.05.12 11:35:00 -
[51] - Quote
Dunce Masterson wrote:since the blaster turret is a single barrel weapon it should have kick and dispersion like the Assault blaster without any skills reducing it so short controlled burst would be necessary to engage infantry while blaster tanks can just spray on tanks.
having ammunition cost ISK is not something we want in the game unless we are paying for different types but not per shot.
Until the blaster has better DPS then the rail the rail is still OP.
The rail is overpowered in certain situations, I'll agree to that, but it has to be that way(for now) to counter certain fits in the game.
Everything in Eve costs money, the same should hold true in dust, we are in the same universe. The thing is, most people who play console shooters aren't used to having to buy things every time they want to run with it.
More often than not I hear the argument that Dust isn't Eve, and they are right, but here is the thing, we all live on earth, and if you drive a car, you need to put gas in that car, regardless of where you live, you have to BUY gas.
Someone in England is going to pay more per gallon than someone in United States(yes I know they buy per liter in England). They still have to pay for gas regardless of where they live.
They should increase the rail gun range to pre nerf stats, lower the damage(decreasing it further for infantry) and rails would become the snipers they were supposed to be.
Blasters should have their damage increased(while making it do significantly less against infantry)
Either that or implement ammunition cost, whichever would be easier. Watch how it works(or doesn't) and go from there. |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
924
|
Posted - 2014.05.12 12:28:00 -
[52] - Quote
Dalton Smithe wrote:Dunce Masterson wrote:since the blaster turret is a single barrel weapon it should have kick and dispersion like the Assault blaster without any skills reducing it so short controlled burst would be necessary to engage infantry while blaster tanks can just spray on tanks.
having ammunition cost ISK is not something we want in the game unless we are paying for different types but not per shot.
Until the blaster has better DPS then the rail the rail is still OP. The rail is overpowered in certain situations, I'll agree to that, but it has to be that way(for now) to counter certain fits in the game. Everything in Eve costs money, the same should hold true in dust, we are in the same universe. The thing is, most people who play console shooters aren't used to having to buy things every time they want to run with it. More often than not I hear the argument that Dust isn't Eve, and they are right, but here is the thing, we all live on earth, and if you drive a car, you need to put gas in that car, regardless of where you live, you have to BUY gas. Someone in England is going to pay more per gallon than someone in United States(yes I know they buy per liter in England). They still have to pay for gas regardless of where they live. They should increase the rail gun range to pre nerf stats, lower the damage(decreasing it further for infantry) and rails would become the snipers they were supposed to be. Blasters should have their damage increased(while making it do significantly less against infantry) Either that or implement ammunition cost, whichever would be easier. Watch how it works(or doesn't) and go from there.
Just how overpowered do you think the rail is (or isn't)?
Tanking isn't expensive already? It is.
Yes dust isn't EVE. Things work differently with gravity, atmosphere, ect. As opposed to the vacuum of space. And you make it seem like rails are deadly against infantry, so damage must be reduced against them. Umm, how does any of this make sense?
--20mil + into tanking, with nearly a year of experience.--
Tanks - Balancing Turrets
|
Harpyja
molon labe. General Tso's Alliance
1722
|
Posted - 2014.05.12 13:06:00 -
[53] - Quote
Dalton Smithe wrote:Quote: The reason why I put blaster turrets as AI turrets is simply due to the fact that they have the easiest time hitting and killing infantry of all the turrets (with a few exceptions, such as small missiles, but they require the high-ground to be effective, good luck getting any direct hits on level ground).
You just can't give all large turrets equal capabilities for AV because the blaster will be inherently better against infantry. Thus, the blaster should give up AV potential in exchange for it being inherently better at AI.
Giving role based on turret size is not the way to balance. I still strongly believe that turret type should define the role while turret size only affects the effectiveness and fitting ability.
You also just cannot compare EVE's automated turret tracking to Dust's player operated turret tracking. EVE takes out all of the skill that there is to aiming, so it only simulates aiming abilities with variables such as target size. I'd even make the argument that EVE's automated turrets are dumber than Dust's player operated turrets. In reality, if you have a battleship sized turret, you only have to shoot it once to instapop a frigate (in EVE). Trying to keep up with the target is not the way to aim; instead you should predict flight path, aim ahead of the target, and fire at the right time. A true computer system will do that, but then that wouldn't be fun (and there'd be no point to flying anything smaller than a battleship) if it only took a few volleys to pop a frigate even if it's orbiting you at 1000m/s at 2km.
So again, going about balancing by turret size is the wrong path. Infantry weapons are definitely not balanced by size. If they were, then HMGs would only be able to kill heavies, light weapons would only be able to kill medium frames, and sidearms -> light frames.
That's your opinion, but I disagree. And I never said anything about giving all turrets equal capability, rails are long range, lower DPS. Blasters are short range, high DPS. Missiles fill the middle ground, but do more damage to armor than shields. I also talk about reducing the damage to infantry was a way to counter the "twitch" factor inherent in FPS games, just doing an overall nerf to something isn't going to fix anything, it never does. You can't just hit something with a hammer and expect it to work, sometimes you need a scalpel to cut out the piece that isn't working, adjust it, and put it back. As far as your remark about infantry weapons not being balanced, your wrong on the "HMG's would only kill heavies". They are built specifically for anti infantry rolls, and the forge gun is built to take out vehicles(although they also use it to kill infantry, but that's another thing) Reducing damage done to infantry by turrets just doesn't make sense. If anything, vehicles should get a damage reduction based on size, but that's already evident in the fact that they have more HP than infantry, so everything should and must receive the same damage value, regardless if it's infantry or a vehicle. You can't argue that an infantryman in real life will have some sort of resistance against a lot of weapons, can you? So making large turrets deal less to infantry makes no sense.
Second, the blaster will always be the most reliable of the current turrets to use against infantry. This means that you cannot give it a competitive DPS against other vehicles. Unless you make one shot deal like 10 damage to infantry, but then see my above statement. Tanks are meant to be inherently strong against infantry. You do not **** with the main cannon of an MBT in real life. It'd just be silly to make large turrets capable of destroying vehicles but only tickling infantry. And finally, what would be the point of having tanks in the first place if they don't have this natural strength against infantry? To kill ADS, that were never meant to be aerial gunships?
Sorry, I just don't feel you don't get the whole picture. Your opinion is that of an infantryman who only sees his side of the picture and thinks that any AI nerfs would balance the situation.
Also, I never said that infantry weapons were imbalanced. I was using an example to show how stupid it'd be to balance weapons on size, and not on type. Because yes, you got different types of weapons in each size class that have different roles (like the HMG vs forge gun, or the rifle vs swarm).
Bottom line: weapon types within size classes define roles, not the size classes.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Dalton Smithe
OSG Planetary Operations Covert Intervention
86
|
Posted - 2014.05.12 14:53:00 -
[54] - Quote
When is the last time you heard about an Abrams rolling across the battlefield targeting the lowly rifleman?
You wouldn't see a Battleship using it's 16 inch guns on a patrol boat.
Bottom line: Size does dictate the role of a weapon as any war will teach you.
The problem is the players who have found a way to exploit something and use it to their advantage.
ADS were designed to be aerial gunships, the whole reason was to give the pilots a way to fight, and ground targets are the most prevalent in Dust, so they are gunships.
As for my opinion, it is that of a merc that has played as both infantry and tanker, so I do see the big picture. You seem to think that by nerfing the damage to infantry it will somehow break the game, it won't.
If they continue to keep tanks in their current state then they need to give infantry a way to destroy them(with some effort). They should improve AV, or even give them a better weapon, such as a single fire, high damage missile.
Either way, you have your opinion and I have mine and it appears that neither one of us is going to change the others mind, so lets just agree to disagree. |
Dunce Masterson
Savage Bullet
101
|
Posted - 2014.05.12 19:10:00 -
[55] - Quote
Dalton Smithe wrote:Dunce Masterson wrote:since the blaster turret is a single barrel weapon it should have kick and dispersion like the Assault blaster without any skills reducing it so short controlled burst would be necessary to engage infantry while blaster tanks can just spray on tanks.
having ammunition cost ISK is not something we want in the game unless we are paying for different types but not per shot.
Until the blaster has better DPS then the rail the rail is still OP. The rail is overpowered in certain situations, I'll agree to that, but it has to be that way(for now) to counter certain fits in the game. Everything in Eve costs money, the same should hold true in dust, we are in the same universe. The thing is, most people who play console shooters aren't used to having to buy things every time they want to run with it. More often than not I hear the argument that Dust isn't Eve, and they are right, but here is the thing, we all live on earth, and if you drive a car, you need to put gas in that car, regardless of where you live, you have to BUY gas. Someone in England is going to pay more per gallon than someone in United States(yes I know they buy per liter in England). They still have to pay for gas regardless of where they live. They should increase the rail gun range to pre nerf stats, lower the damage(decreasing it further for infantry) and rails would become the snipers they were supposed to be. Blasters should have their damage increased(while making it do significantly less against infantry) Either that or implement ammunition cost, whichever would be easier. Watch how it works(or doesn't) and go from there.
Its a FPS no FPS charges you for ammo.
no the rail turret range is fine where it is.
what im suggesting for large blasters is for them to be inaccurate on small targets if the small targets get hit it should really hurt and have higher dps then rail turrets.
I don't even know why I bother.
|
Harpyja
molon labe. General Tso's Alliance
1722
|
Posted - 2014.05.12 19:50:00 -
[56] - Quote
Dunce Masterson wrote:Dalton Smithe wrote:Dunce Masterson wrote:since the blaster turret is a single barrel weapon it should have kick and dispersion like the Assault blaster without any skills reducing it so short controlled burst would be necessary to engage infantry while blaster tanks can just spray on tanks.
having ammunition cost ISK is not something we want in the game unless we are paying for different types but not per shot.
Until the blaster has better DPS then the rail the rail is still OP. The rail is overpowered in certain situations, I'll agree to that, but it has to be that way(for now) to counter certain fits in the game. Everything in Eve costs money, the same should hold true in dust, we are in the same universe. The thing is, most people who play console shooters aren't used to having to buy things every time they want to run with it. More often than not I hear the argument that Dust isn't Eve, and they are right, but here is the thing, we all live on earth, and if you drive a car, you need to put gas in that car, regardless of where you live, you have to BUY gas. Someone in England is going to pay more per gallon than someone in United States(yes I know they buy per liter in England). They still have to pay for gas regardless of where they live. They should increase the rail gun range to pre nerf stats, lower the damage(decreasing it further for infantry) and rails would become the snipers they were supposed to be. Blasters should have their damage increased(while making it do significantly less against infantry) Either that or implement ammunition cost, whichever would be easier. Watch how it works(or doesn't) and go from there. Its a FPS no FPS charges you for ammo. no the rail turret range is fine where it is. what im suggesting for large blasters is for them to be inaccurate on small targets if the small targets get hit it should really hurt and have higher dps then rail turrets. I'm not of the opinion that spread, or even kick, on the blaster turret will make it harder to use against infantry. Sure, you might be unable to snipe infantry from a distance, but I've also missed a lot of infantry kills due to the precision of the blaster where dispersion would've made hitting them easier.
I think that the blaster can keep its AI capability if it has a clear downside, and I think such a downside would be making it the weakest AV turret, not by a margin, but by a good amount.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Harpyja
molon labe. General Tso's Alliance
1722
|
Posted - 2014.05.12 20:04:00 -
[57] - Quote
Dalton Smithe wrote:When is the last time you heard about an Abrams rolling across the battlefield targeting the lowly rifleman?
You wouldn't see a Battleship using it's 16 inch guns on a patrol boat.
Bottom line: Size does dictate the role of a weapon as any war will teach you.
The problem is the players who have found a way to exploit something and use it to their advantage.
ADS were designed to be aerial gunships, the whole reason was to give the pilots a way to fight, and ground targets are the most prevalent in Dust, so they are gunships.
As for my opinion, it is that of a merc that has played as both infantry and tanker, so I do see the big picture. You seem to think that by nerfing the damage to infantry it will somehow break the game, it won't.
If they continue to keep tanks in their current state then they need to give infantry a way to destroy them(with some effort). They should improve AV, or even give them a better weapon, such as a single fire, high damage missile.
Either way, you have your opinion and I have mine and it appears that neither one of us is going to change the others mind, so lets just agree to disagree. Re-reading my post, I may have sounded a bit harsh, I apologize for that.
Your points are valid. Though, there's nothing stopping an Abrams from targetting infantrymen when there isn't anything bigger for it to do, such as engaging hostile armor.
Also, a battleship won't use its 16 inch guns on a patrol boat because it'd be too costly and labor intensive to fire and reload new rounds when there's a cheaper alternative that can get the job done as well.
What I was aiming at was that although it might be impractical, the job can still get done (though it'd be overkill and thus too costly if you figure in the costs associated with say, firing your main armament instead of using smaller arms that can still do the job).
And yes, you have your opinions and I got mine.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Harpyja
Molon Labe. General Tso's Alliance
1827
|
Posted - 2014.06.05 14:01:00 -
[58] - Quote
Bump from the dead
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Godin Thekiller
shadows of 514
2532
|
Posted - 2014.06.05 17:38:00 -
[59] - Quote
Still denied, as you haven't adjusted your OP.
click me
Blup Blub Bloop. Translation: Die -_-
|
Harpyja
Molon Labe. General Tso's Alliance
1827
|
Posted - 2014.06.05 19:15:00 -
[60] - Quote
Godin Thekiller wrote:Still denied, as you haven't adjusted your OP. Adjusted for....
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |