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Dalton Smithe
OSG Planetary Operations Covert Intervention
97
|
Posted - 2014.06.16 04:36:00 -
[1] - Quote
Alright, there are a lot of people out there who think that rail turrets are far too powerful. There are also those of us who think that the rail turrets range is appalling....especially when compared to the forge gun.
Drop ships use this to their advantage especially when they get hit and climb out of range in an instant, making killing drop ships virtually impossible.
Considering that the rail gun's range is only 300m (which is a joke, considering what a rail gun actually does) and a rail gun round travels at hyper-sonic velocities, there should be no delay from the firing of the round to hitting the target.
Drop ship pilots will no doubt scream bloody murder at this idea, but it does make sense.
You would think that rail guns in the future would be able to launch a projectile at least as fast as the prototypes we have today, which are in the area of MACH 7, or 2.4KM per second. At most the delay should be .125 sec, and as it sits now, it takes around a second for the round to reach 300 meters.
At least with that speed there would be a reasonable explanation for the range: "The round is traveling so fast that it is only able to withstand the friction of the atmosphere for that long before atomizing...."
Tankers would also benefit/drawback of this.
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Pvt Numnutz
Watchdoge Explosives
1492
|
Posted - 2014.06.16 04:58:00 -
[2] - Quote
Hi, I'm a dedicated dropship pilot. I do hope you understand the reasoning behind the reduced range of the large rail turret as it was put in place for a reason. As to your suggestion I find it interesting. From a gameplay aspect it might troublesome, not just for dropships but for all vehicles. If this were to be implemented I would like a compromise as both a tanker and a dropship pilot, the large rail must charge before every shot. The rate of charge doesn't increase after the first shot. Sound fair? |
duster 35000
Algintal Core Gallente Federation
42
|
Posted - 2014.06.16 05:27:00 -
[3] - Quote
Dalton Smithe wrote:Alright, there are a lot of people out there who think that rail turrets are far too powerful. There are also those of us who think that the rail turrets range is appalling....especially when compared to the forge gun.
Drop ships use this to their advantage especially when they get hit and climb out of range in an instant, making killing drop ships virtually impossible.
Considering that the rail gun's range is only 300m (which is a joke, considering what a rail gun actually does) and a rail gun round travels at hyper-sonic velocities, there should be no delay from the firing of the round to hitting the target.
Drop ship pilots will no doubt scream bloody murder at this idea, but it does make sense.
You would think that rail guns in the future would be able to launch a projectile at least as fast as the prototypes we have today, which are in the area of MACH 7, or 2.4KM per second. At most the delay should be .125 sec, and as it sits now, it takes around a second for the round to reach 300 meters.
At least with that speed there would be a reasonable explanation for the range: "The round is traveling so fast that it is only able to withstand the friction of the atmosphere for that long before atomizing...."
Tankers would also benefit/drawback of this.
Considering dropships get 2 or 3 shotted, rails need no buffs.
Choo Choo
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XxGhazbaranxX
Eternal Beings Proficiency V.
1475
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Posted - 2014.06.16 05:32:00 -
[4] - Quote
Dalton Smithe wrote: Considering that the rail gun's range is only 300m (which is a joke, considering what a rail gun actually does) and a rail gun round travels at hyper-sonic velocities, there should be no delay from the firing of the round to hitting the target.
You also have to understand that if things where to be implemented as they were in real life the projectile should have a falloff. If you want this mechanic to happen then I also suggest applying falloff to the turret. What would happen is longer range but smaller amount of damage at range.
optimal 200 meters 70% damage 300 meters 40% damage 400 meters 10% damage 500 meters 0% damage beyond
The overall effect would be that you would game more range and "faster hit registration" but at the cost of reduced damage at a distance since, if we look at how a railgun functions, the projectile will always lose energy the longer it travels.
This would seem fair. Longer range for reduced damage at a range but not a lack of it.
ON ANOTHER THOUGH
Missile turret users, being missiles a self propelled projectile, should have more range than they currently have yet, they do not seem to mind having less range than rail guns. It doesn't seem fair since Like I've already said, if we were to make the functions of the weapons as they are supposed to function then missiles would have no fallof (which they do) and the railgun would have fallof. Missiles would have longer range (which they currently don't) and the railgun would have less range which it currently doesn't.
CONCLUSION
While there are some valid point to your suggestion the current balancing systems are in place for a reason and, while many railgun users would certainly enjoy the range they once had, this amount of range and the instant hit mechanic that you are asking for would completely be abused like it once was in the past.
Plasma Cannon Advocate
Dust 514 Survivor
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Cross Atu
OSG Planetary Operations Covert Intervention
2371
|
Posted - 2014.06.16 05:33:00 -
[5] - Quote
Pvt Numnutz wrote:Hi, I'm a dedicated dropship pilot. I do hope you understand the reasoning behind the reduced range of the large rail turret as it was put in place for a reason. As to your suggestion I find it interesting. From a gameplay aspect it might troublesome, not just for dropships but for all vehicles. If this were to be implemented I would like a compromise as both a tanker and a dropship pilot, the large rail must charge before every shot. The rate of charge doesn't increase after the first shot. Sound fair? Interesting concept, I don't feel I'm in any position to render conclusive judgment here but I will be keeping an eye on this thread and the conversation that (hopefully) develops within it. +1 for your constructive post
Cheers, Cross
Cross Atu for CPM1- An emergent candidate
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Dalton Smithe
OSG Planetary Operations Covert Intervention
97
|
Posted - 2014.06.16 06:02:00 -
[6] - Quote
XxGhazbaranxX wrote:Dalton Smithe wrote: Considering that the rail gun's range is only 300m (which is a joke, considering what a rail gun actually does) and a rail gun round travels at hyper-sonic velocities, there should be no delay from the firing of the round to hitting the target.
You also have to understand that if things where to be implemented as they were in real life the projectile should have a falloff. If you want this mechanic to happen then I also suggest applying falloff to the turret. What would happen is longer range but smaller amount of damage at range. optimal 200 meters 70% damage 300 meters 40% damage 400 meters 10% damage 500 meters 0% damage beyond The overall effect would be that you would game more range and "faster hit registration" but at the cost of reduced damage at a distance since, if we look at how a railgun functions, the projectile will always lose energy the longer it travels. This would seem fair. Longer range for reduced damage at a range but not a lack of it. ON ANOTHER THOUGH Missile turret users, being missiles a self propelled projectile, should have more range than they currently have yet, they do not seem to mind having less range than rail guns. It doesn't seem fair since Like I've already said, if we were to make the functions of the weapons as they are supposed to function then missiles would have no fallof (which they do) and the railgun would have fallof. Missiles would have longer range (which they currently don't) and the railgun would have less range which it currently doesn't. CONCLUSION While there are some valid point to your suggestion the current balancing systems are in place for a reason and, while many railgun users would certainly enjoy the range they once had, this amount of range and the instant hit mechanic that you are asking for would completely be abused like it once was in the past.
I could see a reduction in damage at ranges greater than 300 meters, that would be justifiable, even if the damage decreased using larger percentages, but at a different ranges:
350m - 60% 450m - 30% 550m - 5%
This way the damage would remain the same at the 300 meters, but at greater ranges it would become less effective and abuse of the range mechanic would be virtually eliminated....
Missile turrets don't complain about range because most of the time, they get up close and unleash hell on an armor tank, completely destroying them in the process.....
I understand why they reduced the range, the abuse was pretty bad, but now, drop ship pilots are abusing their ability to climb out of any weapon range.
Either way, if you balance one thing, someone is going to complain about it, it's just the nature of the beast..... |
Dalton Smithe
OSG Planetary Operations Covert Intervention
97
|
Posted - 2014.06.16 06:11:00 -
[7] - Quote
Pvt Numnutz wrote:Hi, I'm a dedicated dropship pilot. I do hope you understand the reasoning behind the reduced range of the large rail turret as it was put in place for a reason. As to your suggestion I find it interesting. From a gameplay aspect it might troublesome, not just for dropships but for all vehicles. If this were to be implemented I would like a compromise as both a tanker and a dropship pilot, the large rail must charge before every shot. The rate of charge doesn't increase after the first shot. Sound fair?
I do understand the reasoning, and I don't fault CCP for doing it. I can't even fault them for the result of the reduction, they can't see everything before it happens.
I also think this is a great idea. It would essentially reduce the rate of fire of the tank gun, but still keep it viable on the field.
This implemented with the range increase(with falloff) would allow tanks to be more effective on the field when it comes to dropships....
I don't want to see any vehicle or weapon be nerfed to oblivion, just as I don't want to see any weapon buffed to the all mighty "God-mode". I would just like to see a happy medium across the board. Each weapon would fill its roll and do it well.....(some more than others) |
XxGhazbaranxX
Eternal Beings Proficiency V.
1475
|
Posted - 2014.06.16 06:12:00 -
[8] - Quote
Dalton Smithe wrote: I understand why they reduced the range, the abuse was pretty bad, but now, drop ship pilots are abusing their ability to climb out of any weapon range.
Either way, if you balance one thing, someone is going to complain about it, it's just the nature of the beast.....
Well it's not abuse, you see, before the balance of rail turrets dropships could not get away and rail tankers got used to this. Now they have a chance to escape so what they don't have in tank they make up for in being able to escape.
And dropships die all the time to rails... all the time
Plasma Cannon Advocate
Dust 514 Survivor
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Kallas Hallytyr
Skullbreakers
474
|
Posted - 2014.06.16 08:16:00 -
[9] - 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. |
Pvt Numnutz
Watchdoge Explosives
1495
|
Posted - 2014.06.16 09:23:00 -
[10] - Quote
Dalton Smithe wrote:Pvt Numnutz wrote:Hi, I'm a dedicated dropship pilot. I do hope you understand the reasoning behind the reduced range of the large rail turret as it was put in place for a reason. As to your suggestion I find it interesting. From a gameplay aspect it might troublesome, not just for dropships but for all vehicles. If this were to be implemented I would like a compromise as both a tanker and a dropship pilot, the large rail must charge before every shot. The rate of charge doesn't increase after the first shot. Sound fair? I do understand the reasoning, and I don't fault CCP for doing it. I can't even fault them for the result of the reduction, they can't see everything before it happens. I also think this is a great idea. It would essentially reduce the rate of fire of the tank gun, but still keep it viable on the field. This implemented with the range increase(with falloff) would allow tanks to be more effective on the field when it comes to dropships.... I don't want to see any vehicle or weapon be nerfed to oblivion, just as I don't want to see any weapon buffed to the all mighty "God-mode". I would just like to see a happy medium across the board. Each weapon would fill its roll and do it well.....(some more than others) Yes there would defiantly have to be fall off if there was a range increase.
Personally I think that the large rail gun shouldn't be very good against dropships. Its my belief that each turret should have a sort of role that's somewhat flexible but has its ups and downs. Rail: anti tank/installation turret, decent ai if you can hit Blaster: anti infantry and anti shield vehicle Missile: anti air and anti armor vehicle Of course for this to work missile turrets would need to change, they would need a higher elevation angle for their main turret and would need longer range of the missiles. Which would be okay because you have to factor in flight time. As a missile tanker/dropship pilot I would fully support this.
If you want to fit AA on your tank you can do so, slap a rail on top and have a gunner along. This can be quite an effective anti dropship weapon on a tank. Also with the model above if rail and blaster tanks wanted AA they could do this, or have a missile tank along with them in support.
How would you feel about this? |
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Apothecary Za'ki
Biomass Positive
76
|
Posted - 2014.06.16 13:19:00 -
[11] - Quote
current day railguns hit over 5000MPH for even a 3.5kg rail-slug @ 100miles
so for the future i think the rail guns are completely underpowered.
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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Dalton Smithe
OSG Planetary Operations Covert Intervention
97
|
Posted - 2014.06.16 13:25:00 -
[12] - Quote
Kallas Hallytyr wrote: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.
The red-line has always been a point of contention for dust. Some people feel it's fine the way it is, others want to see it reduced to reduce the amount of abuse suffered from snipers and (in the past) rail tanks. There are ways CCP could mitigate the problem, but that is a point for another thread.
I completely agree that there should be fall off, but I still think that bringing back the old range, just with the numbers I posted. This way at extreme ranges(450+) the damage of the rail would be reduced enough to make a tanker think before he fires....
A proto rail(and I don't know the exact number but this is close enough) does around 1800 damage, at 450m, this would be reduced to around 540. At 550m this would be further reduced to 90, so even if they were able to line infantry up at a distance, the infantry would most likely be able to eat the damage without dying. Couple that with the cycle time(charge up) which is probably more around 1.6 seconds, the DPS of 337(roughly). As it sits now the DPS of a proto rail is around 1285. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
97
|
Posted - 2014.06.16 13:33:00 -
[13] - Quote
Pvt Numnutz wrote:Dalton Smithe wrote:Pvt Numnutz wrote:Hi, I'm a dedicated dropship pilot. I do hope you understand the reasoning behind the reduced range of the large rail turret as it was put in place for a reason. As to your suggestion I find it interesting. From a gameplay aspect it might troublesome, not just for dropships but for all vehicles. If this were to be implemented I would like a compromise as both a tanker and a dropship pilot, the large rail must charge before every shot. The rate of charge doesn't increase after the first shot. Sound fair? I do understand the reasoning, and I don't fault CCP for doing it. I can't even fault them for the result of the reduction, they can't see everything before it happens. I also think this is a great idea. It would essentially reduce the rate of fire of the tank gun, but still keep it viable on the field. This implemented with the range increase(with falloff) would allow tanks to be more effective on the field when it comes to dropships.... I don't want to see any vehicle or weapon be nerfed to oblivion, just as I don't want to see any weapon buffed to the all mighty "God-mode". I would just like to see a happy medium across the board. Each weapon would fill its roll and do it well.....(some more than others) Yes there would defiantly have to be fall off if there was a range increase. Personally I think that the large rail gun shouldn't be very good against dropships. Its my belief that each turret should have a sort of role that's somewhat flexible but has its ups and downs. Rail: anti tank/installation turret, decent ai if you can hit Blaster: anti infantry and anti shield vehicle Missile: anti air and anti armor vehicle Of course for this to work missile turrets would need to change, they would need a higher elevation angle for their main turret and would need longer range of the missiles. Which would be okay because you have to factor in flight time. As a missile tanker/dropship pilot I would fully support this. If you want to fit AA on your tank you can do so, slap a rail on top and have a gunner along. This can be quite an effective anti dropship weapon on a tank. Also with the model above if rail and blaster tanks wanted AA they could do this, or have a missile tank along with them in support. How would you feel about this?
I agree that the missile tank needs to be able to fit more of the AA roll. If they could give the missile tank a 90 degree vertical firing arc, that would suit me just fine, and if need be, increase the range so they could hit the flight ceiling.
The thing that I don't like about the top rail is that it doesn't have the elevation needed to be effective against a dropship. Other than that, your ideas have merit, and I think CCP should look into this.....Whether or not they do is another matter...lol
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iKILLu osborne
Hellstorm Inc League of Infamy
5
|
Posted - 2014.06.16 13:44:00 -
[14] - Quote
i run rail tank, and i can honestly say it is impossible to kill a well fitted ads unless he is low altitude, cause as soon as i hit he launches himself with afterburner above my turret's maximum height angle , so i would love to see the height at which i can shoot increased
hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp
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Dalton Smithe
OSG Planetary Operations Covert Intervention
98
|
Posted - 2014.06.16 14:38:00 -
[15] - Quote
XxGhazbaranxX wrote:Dalton Smithe wrote: I understand why they reduced the range, the abuse was pretty bad, but now, drop ship pilots are abusing their ability to climb out of any weapon range.
Either way, if you balance one thing, someone is going to complain about it, it's just the nature of the beast.....
Well it's not abuse, you see, before the balance of rail turrets dropships could not get away and rail tankers got used to this. Now they have a chance to escape so what they don't have in tank they make up for in being able to escape. And dropships die all the time to rails... all the time
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....) |
XxGhazbaranxX
Eternal Beings Proficiency V.
1485
|
Posted - 2014.06.16 15:01:00 -
[16] - Quote
Dalton Smithe wrote:XxGhazbaranxX wrote:Dalton Smithe wrote: I understand why they reduced the range, the abuse was pretty bad, but now, drop ship pilots are abusing their ability to climb out of any weapon range.
Either way, if you balance one thing, someone is going to complain about it, it's just the nature of the beast.....
Well it's not abuse, you see, before the balance of rail turrets dropships could not get away and rail tankers got used to this. Now they have a chance to escape so what they don't have in tank they make up for in being able to escape. And dropships die all the time to rails... all the time 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
Plasma Cannon Advocate
Dust 514 Survivor
|
Kallas Hallytyr
Skullbreakers
476
|
Posted - 2014.06.16 15:12:00 -
[17] - 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. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
98
|
Posted - 2014.06.16 17:42:00 -
[18] - Quote
Kallas Hallytyr wrote: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.
If they are running hardeners as well as an armor rep, then yes, they can get out of it easily. You are drop ship pilots, so I understand you wanting to find flaws in my argument. There might be more than a few, but this is not one of them.
I have hit a drop ship with my first shot, hardeners come on, hit it again, afterburner follows, drop ship runs to the safety of altitude.....hitting it one more time(if lucky) and the drop ship gets away..... |
XxGhazbaranxX
Eternal Beings Proficiency V.
1489
|
Posted - 2014.06.16 18:36:00 -
[19] - Quote
Dalton Smithe wrote:Kallas Hallytyr wrote: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. If they are running hardeners as well as an armor rep, then yes, they can get out of it easily. You are drop ship pilots, so I understand you wanting to find flaws in my argument. There might be more than a few, but this is not one of them. I have hit a drop ship with my first shot, hardeners come on, hit it again, afterburner follows, drop ship runs to the safety of altitude.....hitting it one more time(if lucky) and the drop ship gets away.....
adv turret 3 shots = 5004 damage
pro turret 3 shots = 5655 damage
max armor on incubus is 4200 sacrificing the xt for an at missile turret and with fitting optimization 5 for armor and missile turrets and including a complex powergrid expansion (MAX skills) for a total HP of 5150 at max skills in which case a max skilled tank can three shot a max skilled ADS.
Even with hardeners the current effective HP doesn't go above the 5150 mark and it's impossible fittings wise to fit that much HP and a hardener at the same time.
average fits only include an enhanced or basic 120 plate in which case the maximum armor with an enhanced plate would be 3800 armor for a total of 4750 which can be more than three shot by an adv raail turret. In this ase it is also impossible to fit a hardener because you would not have a repper which no pilot in dust ever does.
Chances are you are trying to kill a maxed out pilot with a not so maxed out turret
Plasma Cannon Advocate
Dust 514 Survivor
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Kallas Hallytyr
Skullbreakers
476
|
Posted - 2014.06.16 20:04:00 -
[20] - Quote
Finding holes in not difficult in such a porous argument... |
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Dalton Smithe
OSG Planetary Operations Covert Intervention
98
|
Posted - 2014.06.16 21:04:00 -
[21] - Quote
Kallas Hallytyr wrote:Finding holes in not difficult in such a porous argument...
No need to be ignorant and disrespectful. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
98
|
Posted - 2014.06.16 21:09:00 -
[22] - Quote
XxGhazbaranxX wrote:Dalton Smithe wrote:Kallas Hallytyr wrote: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. If they are running hardeners as well as an armor rep, then yes, they can get out of it easily. You are drop ship pilots, so I understand you wanting to find flaws in my argument. There might be more than a few, but this is not one of them. I have hit a drop ship with my first shot, hardeners come on, hit it again, afterburner follows, drop ship runs to the safety of altitude.....hitting it one more time(if lucky) and the drop ship gets away..... adv turret 3 shots = 5004 damage pro turret 3 shots = 5655 damage max armor on incubus is 4200 sacrificing the xt for an at missile turret and with fitting optimization 5 for armor and missile turrets and including a complex powergrid expansion (MAX skills) for a total HP of 5150 at max skills in which case a max skilled tank can three shot a max skilled ADS. Even with hardeners the current effective HP doesn't go above the 5150 mark and it's impossible fittings wise to fit that much HP and a hardener at the same time. average fits only include an enhanced or basic 120 plate in which case the maximum armor with an enhanced plate would be 3800 armor for a total of 4750 which can be more than three shot by an adv raail turret. In this ase it is also impossible to fit a hardener because you would not have a repper which no pilot in dust ever does. Chances are you are trying to kill a maxed out pilot with a not so maxed out turret
Your sidestepping the issue, regardless of what your numbers say, the issue of catapulting upward is a problem.
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Kallas Hallytyr
Skullbreakers
476
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Posted - 2014.06.16 21:34:00 -
[23] - 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... |
Dalton Smithe
OSG Planetary Operations Covert Intervention
98
|
Posted - 2014.06.17 03:55:00 -
[24] - Quote
Kallas Hallytyr wrote: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...
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..... |
XxGhazbaranxX
Eternal Beings Proficiency V.
1501
|
Posted - 2014.06.17 06:59:00 -
[25] - Quote
Dalton Smithe wrote:
Your sidestepping the issue, regardless of what your numbers say, the issue of catapulting upward is a problem.
It's not a problem I gave you the numbers; I use tanks and am an ADS Pilot. I know what I am talking about. The real problem is people wanting easy kills and not wanting to fit decent weaponry or train decent weaponry for their tanks and think that the tank should just kill everything regardless of turret tier and I disagree.
Again I gave you the numbers that show a dropship will always die at the third consecutive shot as long as the turret dealing the damage is of the same skill level as the pilot.
Plasma Cannon Advocate
Dust 514 Survivor
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Racro 01 Arifistan
501st Knights of Leanbox
352
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Posted - 2014.06.17 07:21:00 -
[26] - Quote
duster 35000 wrote:Dalton Smithe wrote:Alright, there are a lot of people out there who think that rail turrets are far too powerful. There are also those of us who think that the rail turrets range is appalling....especially when compared to the forge gun.
Drop ships use this to their advantage especially when they get hit and climb out of range in an instant, making killing drop ships virtually impossible.
Considering that the rail gun's range is only 300m (which is a joke, considering what a rail gun actually does) and a rail gun round travels at hyper-sonic velocities, there should be no delay from the firing of the round to hitting the target.
Drop ship pilots will no doubt scream bloody murder at this idea, but it does make sense.
You would think that rail guns in the future would be able to launch a projectile at least as fast as the prototypes we have today, which are in the area of MACH 7, or 2.4KM per second. At most the delay should be .125 sec, and as it sits now, it takes around a second for the round to reach 300 meters.
At least with that speed there would be a reasonable explanation for the range: "The round is traveling so fast that it is only able to withstand the friction of the atmosphere for that long before atomizing...."
Tankers would also benefit/drawback of this.
Considering dropships get 2 or 3 shotted, rails need no buffs. the good thing is their being nerfed.
Elite Gallenten Soldier
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Dalton Smithe
OSG Planetary Operations Covert Intervention
98
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Posted - 2014.06.17 11:26:00 -
[27] - Quote
XxGhazbaranxX wrote:Dalton Smithe wrote:
Your sidestepping the issue, regardless of what your numbers say, the issue of catapulting upward is a problem.
It's not a problem I gave you the numbers; I use tanks and am an ADS Pilot. I know what I am talking about. The real problem is people wanting easy kills and not wanting to fit decent weaponry or train decent weaponry for their tanks and think that the tank should just kill everything regardless of turret tier and I disagree. Again I gave you the numbers that show a dropship will always die at the third consecutive shot as long as the turret dealing the damage is of the same skill level as the pilot.
You also failed to put into your equation the shields and the fact that the armor rep is running all the time.
Your numbers are not complete. This would put your total EHP over 5100, and that is without max skills. Again, I am not talking about an easy kill, I would just like something more in line with reality.
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Kallas Hallytyr
Skullbreakers
477
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Posted - 2014.06.17 13:57:00 -
[28] - 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. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1139
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Posted - 2014.06.17 14:23:00 -
[29] - Quote
XxGhazbaranxX wrote:Dalton Smithe wrote:XxGhazbaranxX wrote:Dalton Smithe wrote: I understand why they reduced the range, the abuse was pretty bad, but now, drop ship pilots are abusing their ability to climb out of any weapon range.
Either way, if you balance one thing, someone is going to complain about it, it's just the nature of the beast.....
Well it's not abuse, you see, before the balance of rail turrets dropships could not get away and rail tankers got used to this. Now they have a chance to escape so what they don't have in tank they make up for in being able to escape. And dropships die all the time to rails... all the time 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
Hit it with what?
I've seen DS take 3 assault forge gun shots and keep flying in PC. Proto swarms...yeah, sure. The large rail turret...again it's situational. If you catch a unhardened and unaware pilot at your optimal engagement range (about 200-250m) where distance can even out the very slow turret tracking you are spot on, Ghaz.
The combination of a hardener and afterburner makes DS's a very tough kill if the pilot has any thing on the ball. I will absolutely grant you that it's probably the most skill intensive (real skill not SP) activities in the game and that that skill should be rewarded.
Quick additional note, i noticed the discussion on missile turrets being the optimized anti-air platform. I could get behind that idea and I would also say that if we go with that logic the Swarm missile launcher needs to be noticeably more effective against DS.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Kallas Hallytyr
Skullbreakers
477
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Posted - 2014.06.17 15:11:00 -
[30] - 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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Dalton Smithe
OSG Planetary Operations Covert Intervention
100
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Posted - 2014.06.17 22:08:00 -
[31] - Quote
Kallas Hallytyr wrote: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.
I have to concede that your numbers do point to drop ships only being able to take 3 hits before dropping out of the sky. My experience, however, is that ADS pilots have taken said hits(from advanced rails) and been able to climb out. They were damn close to 0 armor, but they had a small tick left.
Perhaps I have just been right at the cusp where damage of the rails falls hard...who knows, it's just what I have experienced.... |
XxGhazbaranxX
Eternal Beings Proficiency V.
1501
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Posted - 2014.06.18 00:56:00 -
[32] - Quote
Kallas Hallytyr wrote: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.
Yes I was talking about ADV/PROTO rails without any damage mods on them.
I have to agree that killing dropships with forge guns is difficult but it's not impossible. CCP has also stated that AV weaponry should help to chase away as a function and not always kill therefore the inclusion of warpoints per damage done in one of the iterations post 1.7 vehicle rebalance.
I do understand the frustrations because I too am a proto forger and it bothers me when an ADS just swooshes away but then Again That's where the real challenge comes from. With an assault forge and the right skills you can lead your shot enough to kill it even though it's hard as hell. With swarms, I believe that people should completely specialize into them before judging because MY friend with minmamatar commando 5 and swarm spec 3 can decimate tanks and ADS with wyrkomi swarms in a way I never thought possible; so full specialization is key to these weapons.
I would also like to include that any real change should also be done after the proficiencies are fixed to see what kind of impact it will have vs vehicles
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Proficiency V.
1501
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Posted - 2014.06.18 01:17:00 -
[33] - Quote
Jaysyn Larrisen wrote: You are correct that a well fitted ADS vs a Proto turret equals a "3 shot game" for the most part. In fairness, with a pilot who has any skill getting those shots to hit home in the critical time window is particularly tough. ADS pilots have a lot of tactical advantages that are extremely difficult to overcome. .
You might feel this is true but you also have to understand that dropships are a lot easier to spot. There is a lot less cover in the air than there is for a ground vehicle. We are openly exposed so our ability to evade incoming hits is the balancing aspect. In the same fashion ADS pilots alone don't have the strength to kill a tank as fast as a tank can kill us so most of the time while we pose a low/moderate threat to tanks as individual pilots, tanks pose an enormous threat to us. Even when difficult to hit and experienced tanker will most likely kill us in third hit. These encounters usually go as follows and usually happen during ADS attacking infantry or unaware: The first hit is the warning shot. This shot, most of the times, lets you know you are the target. The second is always the freebie, it comes in almost always before/when you are reacting and the third is where the tankers true skill comes into play; we have already been warned, we have already reacted and are on our way to safety usually moving at high speed.
Even with the proposed changes a proto rail turret can still kill a proto ads in 3 shots with a basic damage mod and most vanilla builds without one most .
Plasma Cannon Advocate
Dust 514 Survivor
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Beld Errmon
1680
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Posted - 2014.06.18 01:38:00 -
[34] - Quote
so basically give railguns back their range so you can sit in the redline and 2 shot any vehicle you see without risking a tank, you can have the range back when my dropship is allowed to stay in your redline for longer than 20 seconds.
Pilot - Tanker - FOTM (insert here)
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Dalton Smithe
OSG Planetary Operations Covert Intervention
100
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Posted - 2014.06.18 04:08:00 -
[35] - Quote
Beld Errmon wrote:so basically give railguns back their range so you can sit in the redline and 2 shot any vehicle you see without risking a tank, you can have the range back when my dropship is allowed to stay in your redline for longer than 20 seconds.
No, if you actually read the entire thread, I was wanting an increase in range with a falloff trade. At max range(550-600) the damage would be 5% of the damage.
Red line rail with a tank would no longer allow tanks to deal extreme damage at range.... |
Beld Errmon
1681
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Posted - 2014.06.18 07:19:00 -
[36] - Quote
Why would I bother to read the entire thread, rail tankers are only interested in 2 things, nuking everything and doing it from safety.
Pilot - Tanker - FOTM (insert here)
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Dalton Smithe
OSG Planetary Operations Covert Intervention
100
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Posted - 2014.06.18 11:18:00 -
[37] - Quote
Beld Errmon wrote:Why would I bother to read the entire thread, rail tankers are only interested in 2 things, nuking everything and doing it from safety.
Nice try, I'm not biting....go get your food somewhere else.... |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1141
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Posted - 2014.06.18 15:01:00 -
[38] - Quote
XxGhazbaranxX wrote:Jaysyn Larrisen wrote: You are correct that a well fitted ADS vs a Proto turret equals a "3 shot game" for the most part. In fairness, with a pilot who has any skill getting those shots to hit home in the critical time window is particularly tough. ADS pilots have a lot of tactical advantages that are extremely difficult to overcome. .
You might feel this is true but you also have to understand that dropships are a lot easier to spot. There is a lot less cover in the air than there is for a ground vehicle. We are openly exposed so our ability to evade incoming hits is the balancing aspect. ADS pilots alone don't have the strength to kill a tank as fast as a tank can kill us so most of the time and while we pose a low/moderate threat to tanks as individual pilots, tanks pose an enormous threat to us. Even when difficult to hit an experienced tanker will most likely kill us in third hit. These encounters usually go as follows and usually happen during ADS attacking infantry or unaware: The first hit is the warning shot. This shot, most of the times, lets you know you are the target. The second is always the freebie, it comes in almost always before/when you are reacting and the third is where the tankers true skill comes into play; we have already been warned, we have already reacted and are on our way to safety usually moving at high speed. Even with the proposed changes a proto rail turret can still kill a proto ads in 3 shots with a basic damage mod and most vanilla builds without one.
I think i have a fairly good idea of how cover and concealment work in relation to tactics.
You are correct that often DS pilots are pretty exposed. However, cover and concealment can become irrelevant if i can see you jetting away or loitering just outside my range and can't engage you just as though you were around a wall or outrunning swarm missiles...that's pretty ridiculous. This is also somewhat map dependent...several maps offer prime hunting ground that offer vertical cover to DS.
Honestly i think 3 shooting a vehicle with a tank main gun is pretty legit...it's the most powerful weapon that is active in the game. They also have the slowest tracking speed (that i'm aware of) and some pretty poor gun tube elevation so the closer you are the more advantages you have. Also, l've seen a lot of tankers get taken out by other tanks or AV infantry while trying to finish a DS.
As for your earlier comment about "chasing off vehicles" and AV...I'm well aware of that concept. That doesn't need you need to be near unkillable either. You also don't get points for engaging hardened or repping vehicles either and usually by the time you can lay enough damage on a DS to really make them take you seriously they've either a) killed you, or b) bugged out.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Pvt Numnutz
Watchdoge Explosives
1504
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Posted - 2014.06.18 16:49:00 -
[39] - Quote
Jaysyn Larrisen wrote:
The combination of a hardener and afterburner makes DS's a very tough kill if the pilot has any thing on the ball. I will absolutely grant you that it's probably the most skill intensive (real skill not SP) activities in the game and that that skill should be rewarded.
Quick additional note, i noticed the discussion on missile turrets being the optimized anti-air platform. I could get behind that idea and I would also say that if we go with that logic the Swarm missile launcher needs to be noticeably more effective against DS.
An afterburner should make a dropship hard to kill, it is essentially our countermeasure to av giving our ships the advantage of speed and maneuverability. If we don't use an afterburner we are toast.
I'm not understanding your logic on making swarms more effective because large missiles being geared to the anti air role. Is it just because they are both missile based weapons? I have to disagree, large missiles require you to actually aim, factoring in a lead for the missiles flight time to hit the target, where as swarms are lock and fire. I do think swarms could have variations that are geared towards downing a dropship or hitting it as it escapes like rattati suggested, but making all swarms more effective against dropships isn't the way to go. |
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