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Kallas Hallytyr
Skullbreakers
474
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Posted - 2014.06.16 08:16:00 -
[1] - Quote
Currently, the Fire Interval is 1.4 (in CCP units) which roughly translates to being the average human reaction time. This is why any assertion that dropships 'abusing' the reduced range of Railguns is simply hyperbolic nonsense. Any DS pilot receiving a rail hit and then escaping has had their reflexes honed to that point by 1.6 (the Dark Ages) where 600m range, 1 second travel time, no fall off and tiny fire interval meant any and every DS in the sky was simply wasted money...or you got good.
Personally, I'd like to see the range of Railguns increased to something like 450m and the projectile speed increased, but I *would* scream bloody murder if it wasn't accompanied by the introduction of damage fall off and better redline positioning. |
Kallas Hallytyr
Skullbreakers
476
|
Posted - 2014.06.16 15:12:00 -
[2] - Quote
XxGhazbaranxX wrote:Dalton Smithe wrote:When I hit a drop ship 3 times and he simply climbs out of range there is something wrong with that. I'm not saying that it should be impossible to escape, I am just saying it needs to not be super easy. Perhaps making it so the afterburner only effect acceleration and not climb....that could be a medium everyone could agree on(except for the people who "need" to use that mechanic....) If you hit a dropship 3 times and it's not dead you are doing something wrong
Yeah, my thoughts exactly: a militia railgun does 1450/hit, all three shots are landing within 4 seconds currently, so that's around 4350 damage/1087 DPS. An Incubus with Heavy Rep (aka, the toughest dropship build) is looking at a ceiling of around 3000ish armour, maybe a maximum of 3400. Even with the current damage profile of the railgun being erroneously +10/-10, that's almost enough to destroy it.
With a militia railgun and no damage mods. |
Kallas Hallytyr
Skullbreakers
476
|
Posted - 2014.06.16 20:04:00 -
[3] - Quote
Finding holes in not difficult in such a porous argument... |
Kallas Hallytyr
Skullbreakers
476
|
Posted - 2014.06.16 21:34:00 -
[4] - Quote
Dalton Smithe wrote:Kallas Hallytyr wrote:Finding holes in not difficult in such a porous argument... No need to be ignorant and disrespectful.
He says, dismissing numbers/facts and experiences... |
Kallas Hallytyr
Skullbreakers
477
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Posted - 2014.06.17 13:57:00 -
[5] - Quote
Dalton Smithe wrote:Kallas Hallytyr wrote: He says, dismissing numbers/facts and experiences...
Please, why don't you present some of your facts for me? I would gladly engage in some meaningful discourse, if you have anything relevant to say in the matter. Up until this point, however, all you have managed to do, is some poor attempt at trolling.....
I presented numbers initially which you swept under the rug and then you dismissedGhazbaran's numbers, entirely accurate, because of you want to focus on a tiny portion of ADS/Railgun balance.
Some people decide to villainize ADS pilots as wanting to rule the game, or that we somehow cannot present balance arguments, when the majority of ADS pilots are, in fact, very reasonable people who actually enjoy the challenge - which is why the best stuck through the painful eras and why the FotM chasers who use ADSs are used as scapegoats for people annoyed by the real, gruellingly veteran pilots who are few and far between.
I'm sorry I was brusque and rude. It irritates me to no end when people attack the balance on ADS/AV in a poor manner: focusing on simply Railgun travel time is a minute portion of that gun's balance and simply cannot be looked at in a vacuum. I'll leave you alone to talk to Ghazbaran, who is making excellent points. Just bear in mind that without the Afterburner almost any DS is wasted money if the enemy has a Railgun. |
Kallas Hallytyr
Skullbreakers
477
|
Posted - 2014.06.17 15:11:00 -
[6] - Quote
I think Ghaz/Dalton were referring to Large Railguns. Ghaz did the maths and showed that a Hardened, Plated Incubus couldn't stand up to three hits from a Railgun at ADV/PRO level, and I believe that is without even factoring in pre-Hotfix Bravo damage mods (30%, no stacking penalties) though maybe he was including them.
Forge Guns certainly are not nearly as capable against a dropship as a Railgun, partly this is due to the Incubus being able to reach ungodly amounts of reps and partly due to agility allowing a good pilot to bob and weave. I believe Hotfix Bravo will alleviate the FG/ADS balance somewhat through two things: - they are fixing the bug that meant Proficiency did not apply to Swarms/FGs - Heavy Armour Repairers are losing a good chunk of HP/S
That should go a long way towards balancing ADS/infantry AV balance, and Rattati and Logibro have been pretty awesome on the current round of Hotfixes so far. |
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