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Posted - 2014.05.25 11:08:00 -
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Harpyja wrote: If you're in a tank and come across a glass Sica, you cannot jump strafe to avoid the shots. You're a large target to hit and those railgun shots are lethal and takes only a couple seconds to kill you.
More like four or five shots to kill you if you have any armor.
If the gun fires at all. If the gun does fires but does no damage. If the gun fires the round, reduces the amount in the clip by one (only) and the round leaves the barrel and actually hits the target. Firing at the feet means we have less splash damage than the overly expensive (in ISK and SP) small turrets.
Given all those possibilities heavies and tanked scouts take more than one large rail gun clip to kill. Considering we need to reload ammo and deal with heat I rarely get a kill with large rail gun turrets. At least 75% of my shots are worthless when shooting infantry of any type.
And a couple times a day (not match) I get a OHK with a rail gun. Turn the weapon, pull the trigger and dead red. It is pure chance as skill has nothing to do with shooting a rail gun. A squad mate just had his neutron blaster stop firing in the middle of a clip. No over heat, no problems except no bullets. A rock solid foundation for project legion.
But none of the turret problems can be solved because we are limited to server side changes.
Nobody at CCP cares because we ain't Legionnaires.
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Posted - 2014.05.25 11:58:00 -
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CCP Rattati wrote: Vehicles GÇóWe believe, based on data, that Tank v Tank is in a good place. However, with the grenade number being reduced, we believe that AV grenades need to do more damage overall to become a viable threat to vehicles again.
Turrets GÇóWe want to boost efficiency for Small Rails against vehicles so there is a stronger purpose for them. A tank with a small railgun co-pilot should have an advantage in tank vs tank combat. This shouldnGÇÿt mess with their effectiveness against infantry, but weGÇÿll certainly be keeping an eye on it. GÇóWe want to increase Small Blaster ROF, keep damage, reduce overheat, and improve hit detection so as to make it a viable anti-infantry weapon. WeGÇÿre also considering a range increase, but we would like to see the impact the other three changes make first. GÇóThe Large Blaster dispersion will be increased a little bit to make it less reliable against infantry, without majorly impacting itGÇÿs power against vehicles at closer ranges. Reducing its range a little is on the table, but weGÇÿre looking to see if the dispersion impact brings it back far enough on its own due to reduced accuracy.
It is mostly true that Tank v Tank isn't bad. The current problem is double damaged mod Sicas with advanced or prototype rail guns. Personally, not a big problem once they were identified. They pop really easy as they cannot do anything but power their weapon and damage mods. It does generate lots of QQs though and I would recommend not over reacting to the stream of tears. A river, maybe.
You are absolutely wrong on small turrets. The biggest secret OP anti-tank weapon is a three person tank. Either armor or shield. The reason the are few of them is the blues have caused so much trouble in tanks that most drivers don't want them in a tank no matter what. If you could limit gunners to squad members that would eliminate much of their complaints.
However, the larger problem is the totally incomprehensible SP cost for small turrets. They allow dolts into your tank. They do a small fraction of the damage of the large gun but all the small turrets have larger splash radius and damage than the larger weapon. However, they cost exactly the same amount of SP/ISK to skill into. Unless you are a dedicated driver and do nothing else there is no incentive to skill into small turrets. That and two of the turrets require that the tank and turret remain absolutely still or their rounds go in very many directions but not at a target. All of which means adding small turrets makes your tank less functional and must remain stationary too often. The SP/ISK cost means drivers just getting into tanks are forced to use militia or basic small turrets and those will be difficult to fit.
You can look into my skills, you have the database after all, and you will see that I am skilled into small turrets but I also fly ADS and rarely fly or drive with a gunner. Flying assault Derps is fun and dust has little enough fun left in the game that I decided to try them. Which required skills in small missile turrets and small rail guns.
One last thing is blaster dispersion. The QQs on the forums are basically wrong. From inside the tank the large blaster must be advanced or prototype to be of much use. Many of the mercs are using prototype suits and the militia or basic blaster will not even dent them. If that is how it should be then fine. But it has nothing to do with dispersion. Just watching the rounds go everywhere but at the target lets actual gun user know there is plenty of dispersion.
If the mercs are NOT using the stacked armor plates to get 900HP scouts then a standard blaster can hurt them. But if they are ... forget it. Quit wasting the hard to acquire bullets and get away before he goes invisible and blows you up with a remote. If there are tanked scouts then everybody else has to step up as well or just get mowed down by them. OP, why do you ask?
And give me back head shots with my large rail gun! I miss them. A 195% effective rail gun round on an infantry unit meant you had their head targeted. When the round hit they vaporized! It was great.
Nobody at CCP cares because we ain't Legionnaires.
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Posted - 2014.05.29 23:02:00 -
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Cu' Chulainn wrote:Swarm Missiles are the most "dumb" weapon I have seen. The lock on is useless, runs into boxes, small terrestrial variations confuse them, etc... We have missiles now that can fly through a window from a mile away....
Sniper rifles are also terrible. Almost not worth skilling into anymore. Zoom has no variation at skill levels or for higher class weapons. When zooming a sniper should be able to slow down time slightly when fully proficient. The human brain works this way.
I have had swarms pivot 420 degrees chasing me. All around in a circle and then some. The lock on is too aggressive, the developers claimed there were going to tone down the hunting past 180 degrees but no, it got worse. We used to be able to break the target lock but no longer.
Missiles that can fly through a window from a mile away would be significantly over powered in any video game. Unless you are one of the av players that insist on being able to one hit kill anything with their particular av fit. And your twist seems to include at any distance as well. You would user forth a new era of red line av use. What fun.
How would you be able to slow down time for any single player in a multiplayer video game? Because that makes no sense whatsoever.
Nobody at CCP cares because we ain't Legionnaires.
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Posted - 2014.06.02 03:49:00 -
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FroO Bg wrote:I believe Assault Dropship's basic price should be reduced to 150K ISK. It's stupid how a proto ADS that costs 500K ISK can be taken out by a Militia Railgun Tank with no skills and that only costs 82K ISK with only two-three shots. They claimed at or directly after fan fest they were going to address that very issue. It would appear that was not the truth.
I am ... not at all surprised considering how little about dust has been true. At least if it came directly from ccp. They are consistently a disappointment in every sense, as a company, as to their abilities, to their commitment and to their honesty. None have approached even the most minimum level.
It would appear they have not skilled into any of them.
Nobody at CCP cares because we ain't Legionnaires.
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Posted - 2014.06.03 00:30:00 -
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medomai grey wrote:It's possible to down a python with 2 large rail turret slugs and active damage mods.
The delay between firing a large rail turret is so small, most people can't react to doge the second shot. So long as the tank operator has good aim, they're pretty much guaranteed to hit an unaware ADS twice.
Redline rail tanks are especially annoying on maps were the redline is way too close to the objectives, which is most maps.
Not saying ADS shouldn't be destroyed by mlt gear. I just don't completely agree with your experience on the matter of ADS versus rail tank.
Aim and position is key but @medomai grey is definitely correct. Then there is the situation where you want to run something in the meager high slots that isn't and after burner.
Although as an incubus pilot I tend to survive the militia versions. Its the prototype forge guns and swarms that are most difficult. That and how long it takes to retreat, recharge and re-engage. Wow, who thought this 1.7 change would be so little fun? Me (raises hand).
Nobody at CCP cares because we ain't Legionnaires.
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