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Thread Statistics | Show CCP posts - 4 post(s) |
Alpha 443-6732
BurgezzE.T.F
496
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Posted - 2014.06.09 23:33:00 -
[1] - Quote
Bring back the railgun's old range, but nerf it's ROF (halve it at the very least)
An average ttk of 5 seconds may be good for infantry, but tanks cannot dart in and out of cover like them either.
Make the railgun the longest range, highest alpha (but the lowest dps in exchange) ambush and kiting weapon it should - no, it DESERVES to be
Right now the railgun does the job of the other turret, but far more efficiently
missiles only reach their max burst potential at close range, medium to max range is controlled firing (thus the railgun wins except for extremely scenarios at close range). Missiles are only useful in comparison to rails if you go proto dmod rails (seriously, the missiles burst is great, but its damage potential is severely lacking in comparison to the railgun)
Blasters were mediocre AV at best, but now are almost worthless in comparison to the railgun
Also, who thought 6 railgun shots before overheating was a great idea? The standard rail got triple buffed (at 1.7) when it shouldn't have been buffed at all. |
Alpha 443-6732
BurgezzE.T.F
496
|
Posted - 2014.06.09 23:51:00 -
[2] - Quote
Iron Wolf Saber wrote:Alpha 443-6732 wrote:Bring back the railgun's old range, but nerf it's ROF (halve it at the very least)
An average ttk of 5 seconds may be good for infantry, but tanks cannot dart in and out of cover like them either.
Make the railgun the longest range, highest alpha (but the lowest dps in exchange) ambush and kiting weapon it should - no, it DESERVES to be
Right now the railgun does the job of the other turret, but far more efficiently
missiles only reach their max burst potential at close range, medium to max range is controlled firing (thus the railgun wins except for extremely scenarios at close range). Missiles are only useful in comparison to rails if you go proto dmod rails (seriously, the missiles burst is great, but its damage potential is severely lacking in comparison to the railgun)
Blasters were mediocre AV at best, but now are almost worthless in comparison to the railgun
Also, who thought 6 railgun shots before overheating was a great idea? The standard rail got triple buffed (at 1.7) when it shouldn't have been buffed at all. Railguns win at all ranges. There is really no rail weak spot when most railgun fitted tanks can just drive faster than the turret can turn. Overheating and reload are the only two currently and unlike missiles you're likely to destroy most targets before overheating or reloading and this is without damage mods. Where as most missiles turrets have to reload and improper management of blasters can lead to a tank surviving your onslaught.
Exactly, railguns are blatantly OP and idiot proof. They are literally the biggest reason why tank v tank is so bad right now.
Some other issues however:
-Low price of tank hulls -Lack of viable low slot modules for shield tanks ( passive damage mods? the old shield efficiency mods?) -Tanks are mind numbingly simple to drive (I want to take damage when I hit a wall at the speed of sound, I want to slip and slide and flip upside down when my turret catches on something, I want to be punished for going offroad and rewarded for staying on the road) -There needs to be more opportunities for enemy infantry to zone tanks (deployable, nigh invincible tank traps; massive AOE webifier mines and EMP mines that disable a tank's modules and controls for 10 or so seconds) -and so on |
Alpha 443-6732
BurgezzE.T.F
496
|
Posted - 2014.06.09 23:55:00 -
[3] - Quote
I also believe that the infantry AV gameplay should resemble that of a saboteur and should never compete with vehicles in their specialized area (from a raw stats point of view). With that being said, I also don't believe it is fair to be 3-4 shotted consistently by someone who can drive up 5m from my tank and hold his R1 button down on a massive target.
Sorry for going off topic. |
Alpha 443-6732
BurgezzE.T.F
496
|
Posted - 2014.06.09 23:57:00 -
[4] - Quote
Oh yeah, there will never be any use for shield hardeners when a dmodded sica can take all your shields away with a single blow. |
Alpha 443-6732
BurgezzE.T.F
499
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Posted - 2014.06.10 18:32:00 -
[5] - Quote
CCP Rattati wrote:We propose the following: 1) Stacking penalties on Armor Repairers 2) Reduction and progression to Damage Amplifiers 3) Reduction of Large rail damage and ROF, increase of Heat Cost We won't change shield modules for tanks this time around, but with these changes Shield tanked vehicles should be more viable and Armor tanked a little less, such as the Madrugar and ADS. Here are the numbers: Numbers
You are a godsend my friend. This is taking community interaction to a whole new level.
I reckon this is because Dust has now become the practical beta for legion? |
Alpha 443-6732
BurgezzE.T.F
499
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Posted - 2014.06.10 18:34:00 -
[6] - Quote
Harpyja wrote:Tebu Gan wrote:CCP Rattati wrote:We propose the following: 1) Stacking penalties on Armor Repairers 2) Reduction and progression to Damage Amplifiers 3) Reduction of Large rail damage and ROF, increase of Heat Cost We won't change shield modules for tanks this time around, but with these changes Shield tanked vehicles should be more viable and Armor tanked a little less, such as the Madrugar and ADS. Here are the numbers: Numbers I don't really like most of what is suggested here. I'll go into more detail later this afternoon. Damage, ROF AND heat cost. Are you crazy? It's all needed to bring them back to 1.6 levels. No railgun in 1.6 had everything like it does now. Railguns just can't have negligible heat costs, high RoF, AND high damage.
I can tell you right now that the railgun would needs its range back to normal levels to perform adequately as a low DPS, high range weapon |
Alpha 443-6732
BurgezzE.T.F
499
|
Posted - 2014.06.10 18:36:00 -
[7] - Quote
Iron Wolf Saber wrote:Alpha 443-6732 wrote:Bring back the railgun's old range, but nerf it's ROF (halve it at the very least)
An average ttk of 5 seconds may be good for infantry, but tanks cannot dart in and out of cover like them either.
Make the railgun the longest range, highest alpha (but the lowest dps in exchange) ambush and kiting weapon it should - no, it DESERVES to be
Right now the railgun does the job of the other turret, but far more efficiently
missiles only reach their max burst potential at close range, medium to max range is controlled firing (thus the railgun wins except for extremely scenarios at close range). Missiles are only useful in comparison to rails if you go proto dmod missiles (seriously, the missiles burst is great, but its damage potential is severely lacking in comparison to the railgun)
Blasters were mediocre AV at best, but now are almost worthless in comparison to the railgun
Also, who thought 6 railgun shots before overheating was a great idea? The standard rail got triple buffed (at 1.7) when it shouldn't have been buffed at all. Railguns win at all ranges. There is really no rail weak spot when most railgun fitted tanks can just drive faster than the turret can turn. Overheating and reload are the only two currently and unlike missiles you're likely to destroy most targets before overheating or reloading and this is without damage mods. Where as most missiles turrets have to reload and improper management of blasters can lead to a tank surviving your onslaught.
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Alpha 443-6732
BurgezzE.T.F
504
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Posted - 2014.06.11 21:25:00 -
[8] - Quote
Godin Thekiller wrote:Alena Ventrallis wrote:Remove all railgun nerfs proposed for bravo.
The glass cannon fits are too powerful because of how effective damage mods are. Tweak those, then test out everything else. Even then, by itself it's still way too strong. This brings it back to 1.6 levels. Deal with it.
Except it needs it range back for it to be relevant |
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