MINA Longstrike
770
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Posted - 2014.05.20 01:40:00 -
[1] - Quote
I'm mostly a dropship user, my skills aren't really super-invested in dropships as I wanted to branch out and do a little bit more but here are my thoughts on on the various turrets.
Large blaster : Its RoF is probably a bit too high, and its range and precision are definitely too much. I'd cut the ROF by about 33-50% and increase the damage comparably - so it has the same DPS but its far less 'spray and pray' against infantry.
Large missile : Its damage is very, very burst oriented - you either instantly kill the vehicle you're fighting, or you lose the fight. I'd prefer to move it a bit closer to the old missiles by lowering the rate of fire (.25 instead of .15) allowing it to reload missiles passively (at about .45 secs after the missile is fired), this essentially makes it an unending torrent of missiles, I'd also lower the damage a bit on it because of this. The aoe is also way too small to even bother trying to using it against infantry.
Large rail : This thing is honestly just ****ing overpowered, with how it scales with damage modules and its terrifyingly impressive range (STILL!) a proto turret with 2 or 3 damage mods hits for something between 2700 damage and 3600 damage *per shot*, its rate of fire is really just way, way too high and it carries a boatload of ammo in every magazine. It can either keep the damage or lose rate of fire, or it can lose damage (a large chunk, about 400 per shot) and keep the RoF.
Small missiles : Currently this weapon overperforms a bit when fitted to dropships, allowing it to splash infantry to death, it has really good direct hit damage, great splash damage and aoe range, it fires reasonably fast and it makes a very, very good generalist weapon as it doesn't require extended amounts of time on target to get kills versus infantry. Against other vehicles however it has some (small) quality of life problems - Dropship and tank HP is too high / regenerates too fast to get a kill unless you've got python 5, damage mods and passengers with turrets. I would *slightly* buff direct hit damage, reduce splash damage a bit (splash range is fine) and either give it a larger magazine capacity or cause ammo modules to increase magazine capacity. Should probably have the slowest turning speed of the turrets in exchange for seemingly being above average everywhere else.
Small rails : Most people agree that this weapon is best when fitted to an LAV for use as a bit of a sniping tool, as when traveling at high speeds it always seems to miss for some reason. It does reduced damage to vehicles currently, the differences in damage between tiers are a little bit too big, and the overheat mechanic really prevents it from performing in what seems to be its actual role of AV. Overheating really, really needs to go on this weapon - it is really holding it back, it needs its damage profile looked into as it *should* be ripping apart vehicles... the 200m range is probably fine, its lack of splash damage makes it more or less functionally useless against infantry when fitted to a dropship, if you have time to line up your shots though like in a stationary LAV it's essentially having a vehicle mounted thales sniper. Needs slight improvements to turret rotation speed.
Small blasters : Low damage, Low range, Laser like precision, Low ammo, Bad damage profiles, Cannot even stop vehicle shield recharge, awful targeting reticule. I want to like this weapon, but in its current state it's just awful on dropships or on LAV's. To function properly, its reticule and dispersion should be more like the HMG's, its damage needs to go up a little bit, it could really use splash damage (something like 1.5m for half dmg), it should have *much* better base rotation speed and its ammo in magazine / ammo carried needs to be significantly improved (it drains too quickly and carries far too little). Overheat again holds this weapon back. When fitted to a dropship this thing should be a GAU-8, when fitted to a LAV it should be the best damn anti infantry turret in the game.
Potential bugs: The turret rotation speed skill doesn't seem to be applying to any turrets. Small gripe: The incubus' singular high slot really holds it back from being able to 'hunt' other dropships as almost all of them carry an afterburner and in order to do any actual damage the incubus *requires* a damage module on its railgun.
Ammo expansion modules should maybe have a subgroup that increases the amount of ammunition stored in the magazine.
I think that just about covers it. A lot of it is just spitballing ideas, but I think that some of the large weapons need adjustments (or nerfs), small missiles need some slight tweaking and small hybrid turrets need buffing.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
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