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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Alena Ventrallis
 The Neutral Zone
 Psychotic Alliance
 
 1357
 
 
      | Posted - 2014.06.20 10:21:00 -
          [1] - Quote 
 The damage mod Nerf was good. The ROF Nerf was alright. The damage Nerf was too much. Bring the damage back. The damage mod Nerf was plenty to stop cheap glass cannons. Now the only reason rails are even viable is that blasters are so inaccurate. Rails can't do enough damage before blasters can close the distance or escape.
 
 Calmanndo user with nova knives: Because someone has to do it. | 
      
      
        |  trollface dot jpg
 The Bacon Corporation
 
 166
 
 
      | Posted - 2014.06.20 11:02:00 -
          [2] - Quote 
 My rail can't 2 shot Incubus out of the sky anymore!
 
 QQ MOAR
 
 RIP MAG, you will be missed. MAG Vet ~ Raven | 
      
      
        |  Stefan Stahl
 Seituoda Taskforce Command
 
 594
 
 
      | Posted - 2014.06.20 12:09:00 -
          [3] - Quote 
 I have a question I need answered for my dropship research:
 How many shots can a railgun get off post-nerf before overheating?
 | 
      
      
        |  Kallas Hallytyr
 Skullbreakers
 
 485
 
 
      | Posted - 2014.06.20 12:13:00 -
          [4] - Quote 
 Not certain, but I think shot #6 was the overheat shot, pre-Bravo.
 
 Edit: derp, you asked for post-Bravo....
 | 
      
      
        |  Lorhak Gannarsein
 Legio DXIV
 
 3642
 
 
      | Posted - 2014.06.20 13:50:00 -
          [5] - Quote 
 Railgun is awesome now. Take the time to line up your shots. Don't rely on DPS anymore. Fit for tank, not gank. Outlasting the enemy is absolutely possible now with the repper nerf.
 
 It's a good time to be a railgunner.
 
 
 Stefan Stahl wrote:I have a question I need answered for my dropship research:How many shots can a railgun get off post-nerf before overheating?
 Fifth is the overheat shot now, where it was sixth prior.
 
 CCP Rattati Best Dev AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5 CalLogi, you're next! | 
      
      
        |  CLONE117
 True Pros Forever
 
 819
 
 
      | Posted - 2014.06.20 17:15:00 -
          [6] - Quote 
 yeah... large missile turret seems to be better than rails now.
 
 as for glass cannons. whats stopping stacked hardeners now?. well reps were nerfed. stacked hp in effective. oddly enough mlt reps beat enhanced(LOL).
 
 tripple rep maddy beats solo av and cheaper due to using mlt reps.
 
 dust 514 shall be eternal.
pve for dust 514. RIP 512.5 hps reps. ur 400 now. | 
      
      
        |  Tebu Gan
 Dem Durrty Boyz
 General Tso's Alliance
 
 1016
 
 
      | Posted - 2014.06.20 18:26:00 -
          [7] - Quote 
 
 Stefan Stahl wrote:I have a question I need answered for my dropship research:How many shots can a railgun get off post-nerf before overheating?
 
 Oh post nerf, never mind!
 
 Guess I need to lay my forge gun down for a bit and actually try tanks out. It's just too much fun forging tanks down though.
 
 Tanks - Balancing Turrets | 
      
      
        |  Benjamin Ciscko
 Fatal Absolution
 General Tso's Alliance
 
 2356
 
 
      | Posted - 2014.06.20 18:51:00 -
          [8] - Quote 
 
 Lorhak Gannarsein wrote:Railgun is awesome now. Take the time to line up your shots. Don't rely on DPS anymore. Fit for tank, not gank. Outlasting the enemy is absolutely possible now with the repper nerf. It's a good time to be a railgunner. Stefan Stahl wrote:Fifth is the overheat shot now, where it was sixth priorI have a question I need answered for my dropship research:How many shots can a railgun get off post-nerf before overheating?
 . I wish, it's 4 consecutive shots to over heat which is ridiculous a combination of Base damage nerf + Heat nerf + Damage mod nerf + the previous range nerf + ROF nerf. A good fix is to make it 6 shots till overheat render all damage to and from the redline to 0 and bump range to 550 with fall off.
 
 Tanker/Logi | 
      
      
        |  Fox Gaden
 Immortal Guides
 
 3793
 
 
      | Posted - 2014.06.20 19:03:00 -
          [9] - Quote 
 I think Militia Rail turret should at the very least be tuned up enough to be able to 3 shot a Turret Installation. Currently 3 hits leaves the Turret with about 5% armor left. We should at least be able to 3 shot a Turret Installation.
 
 Personally I thought the Militia Rail was in a good spot before the nerf, when used with only one Damage mod, or without damage mods. It was the two or three Damage Mod tanks that were the big problem.
 
 I am ok with a small Militia Rail nerf, but I think it went too far, particularly since it hit Damage, Overhead, and Damage Mods at the same time. I think applying both Damage and Overheat at the same time was too much. Should have done the overheat nerf in one patch, and then determined if a Damage nerf was necessary for the next patch.
 
 Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition. | 
      
      
        |  Mortedeamor
 Imperfects
 Negative-Feedback
 
 1569
 
 
      | Posted - 2014.06.20 19:18:00 -
          [10] - Quote 
 the reason blasters seem so ****** is they actually require skill to use and there are just so few skilled tanker in dust
 | 
      
      
        |  Mortedeamor
 Imperfects
 Negative-Feedback
 
 1569
 
 
      | Posted - 2014.06.20 19:19:00 -
          [11] - Quote 
 
 Benjamin Ciscko wrote:Lorhak Gannarsein wrote:Railgun is awesome now. Take the time to line up your shots. Don't rely on DPS anymore. Fit for tank, not gank. Outlasting the enemy is absolutely possible now with the repper nerf. It's a good time to be a railgunner. Stefan Stahl wrote:Fifth is the overheat shot now, where it was sixth priorI have a question I need answered for my dropship research:How many shots can a railgun get off post-nerf before overheating?
 . I wish, it's 4 consecutive shots to over heat which is ridiculous a combination of Base damage nerf + Heat nerf + Damage mod nerf + the previous range nerf + ROF nerf. A good fix is to make it 6 shots till overheat render all damage to and from the redline to 0 and bump range to 550 with fall off. yeah i was under the impression that it is four as well
 | 
      
      
        |  Lorhak Gannarsein
 Legio DXIV
 
 3652
 
 
      | Posted - 2014.06.21 01:51:00 -
          [12] - Quote 
 
 Mortedeamor wrote:Benjamin Ciscko wrote:Lorhak Gannarsein wrote:Railgun is awesome now. Take the time to line up your shots. Don't rely on DPS anymore. Fit for tank, not gank. Outlasting the enemy is absolutely possible now with the repper nerf. It's a good time to be a railgunner. Stefan Stahl wrote:Fifth is the overheat shot now, where it was sixth priorI have a question I need answered for my dropship research:How many shots can a railgun get off post-nerf before overheating?
 . I wish, it's 4 consecutive shots to over heat which is ridiculous a combination of Base damage nerf + Heat nerf + Damage mod nerf + the previous range nerf + ROF nerf. A good fix is to make it 6 shots till overheat render all damage to and from the redline to 0 and bump range to 550 with fall off. yeah i was under the impression that it is four as well  
 Oops.
 I've spent most of my time in a small turret; must be that I was releasing the trigger to cool down a bit. Will edit my post.
 
 CCP Rattati Best Dev AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5 CalLogi, you're next! | 
      
      
        |  Alabastor 'TheBlaster' Alcar
 Silver Bullet Solutions
 DARKSTAR ARMY
 
 686
 
 
      | Posted - 2014.06.21 02:05:00 -
          [13] - Quote 
 yeah it didnt need the heat nerf at all
 | 
      
      
        |  True Adamance
 Praetoriani Classiarii Templares
 Praetoria Imperialis Excubitoris
 
 10920
 
 
      | Posted - 2014.06.21 02:13:00 -
          [14] - Quote 
 
 Alena Ventrallis wrote:The damage mod Nerf was good. The ROF Nerf was alright. The damage Nerf was too much. Bring the damage back. The damage mod Nerf was plenty to stop cheap glass cannons. Now the only reason rails are even viable is that blasters are so inaccurate. Rails can't do enough damage before blasters can close the distance or escape. 
 
 As it should be, in combat vehicles need to be given a chance to counter and or make mistakes. While I can say the Large Railgun nerfs was heavy handed I don't think any real alterations are required to change them, all turrets should be viable on the map..... ON THE MAP.
 
 I rarely seer railguns able to instantly gib me new from off the map, this is nice gives my 8000 Armour Tank a place to fight in, however if any alterations are made to Large Rails guns I feel it needs to be giving them back their range, or in 5% damage increments.
 
 Rails now are now the be all end all of CQC tanking, and certainly have a place in a supportive long range role, surprisingly I have seen so many more missile tanks on the field. Its great.
 
 " Those men died loving duty more than they feared death..... they died well."
-Templar Ouryon after Iesa III | 
      
      
        |  Benjamin Ciscko
 Fatal Absolution
 General Tso's Alliance
 
 2359
 
 
      | Posted - 2014.06.21 02:17:00 -
          [15] - Quote 
 
 True Adamance wrote:Alena Ventrallis wrote:The damage mod Nerf was good. The ROF Nerf was alright. The damage Nerf was too much. Bring the damage back. The damage mod Nerf was plenty to stop cheap glass cannons. Now the only reason rails are even viable is that blasters are so inaccurate. Rails can't do enough damage before blasters can close the distance or escape. As it should be, in combat vehicles need to be given a chance to counter and or make mistakes. While I can say the Large Railgun nerfs was heavy handed I don't think any real alterations are required to change them, all turrets should be viable on the map..... ON THE MAP.  I rarely seer railguns able to instantly gib me new from off the map, this is nice gives my 8000 Armour Tank a place to fight in, however if any alterations are made to Large Rails guns I feel it needs to be giving them back their range, or in 5% damage increments. Rails now are now the be all end all of CQC tanking, and certainly have a place in a supportive long range role, surprisingly I have seen so many more missile tanks on the field . Its great. Oh that thing that I have like 4 million SP into any never use I should try those out again now just to remake my fit.
 
 Tanker/Logi | 
      
      
        |  True Adamance
 Praetoriani Classiarii Templares
 Praetoria Imperialis Excubitoris
 
 10923
 
 
      | Posted - 2014.06.21 02:51:00 -
          [16] - Quote 
 
 Benjamin Ciscko wrote:True Adamance wrote:Alena Ventrallis wrote:The damage mod Nerf was good. The ROF Nerf was alright. The damage Nerf was too much. Bring the damage back. The damage mod Nerf was plenty to stop cheap glass cannons. Now the only reason rails are even viable is that blasters are so inaccurate. Rails can't do enough damage before blasters can close the distance or escape. As it should be, in combat vehicles need to be given a chance to counter and or make mistakes. While I can say the Large Railgun nerfs was heavy handed I don't think any real alterations are required to change them, all turrets should be viable on the map..... ON THE MAP.  I rarely seer railguns able to instantly gib me new from off the map, this is nice gives my 8000 Armour Tank a place to fight in, however if any alterations are made to Large Rails guns I feel it needs to be giving them back their range, or in 5% damage increments. Rails now are now the be all end all of CQC tanking, and certainly have a place in a supportive long range role, surprisingly I have seen so many more missile tanks on the field . Its great. Oh that thing that I have like 4 million SP into any never use I should try those out again now just to remake my fit. 
 I only call it as I see it.
 
 I hate what was done to rails, reducing their range was ridiculous, but reducing their DPS to Sub Blaster Levels is the correct move, these are all large turrets we are talking about and frankly none of them should be divided into Anti Infantry and Anti Tank.
 
 All Large Turrets should be Anti Tank/ Vehicle weapons
 All Small Turrets should be Anti Infantry weapons.
 
 E.G- In the same way a Battleships Large Turret will not be able to easily hit a MWD Frigate and is designed to deal with other battleships, so too should the Large HAV turrets be hard to hit infantry and designed for combat against larger targets.
 
 However when you compare Blasters to Rails in dust two issues became apparent.
 
 Rails had higher DPS, and greater DPS gains from the damage modules, and significantly greater range. However when you compare how the technology should actually work.
 
 Blasters having Low Range, Good RoF, and Massive DPS
 vs
 Rails with High Range, Slow RoF, and Massive Alpha with Low DPS.
 
 Changed moved to reinforce those stereo types.
 
 With larger Legion maps in mind HAV's primary focus should move away from Anti infantry counters and focus more on shutting down enemy vehicles and destroying and beseiging large targets. If tanks want AI capacity they fit small turrets and have players man them.
 
 
 " Those men died loving duty more than they feared death..... they died well."
-Templar Ouryon after Iesa III | 
      
      
        |  Alena Ventrallis
 The Neutral Zone
 Psychotic Alliance
 
 1364
 
 
      | Posted - 2014.06.21 03:41:00 -
          [17] - Quote 
 
 True Adamance wrote:Benjamin Ciscko wrote:True Adamance wrote:Alena Ventrallis wrote:The damage mod Nerf was good. The ROF Nerf was alright. The damage Nerf was too much. Bring the damage back. The damage mod Nerf was plenty to stop cheap glass cannons. Now the only reason rails are even viable is that blasters are so inaccurate. Rails can't do enough damage before blasters can close the distance or escape. As it should be, in combat vehicles need to be given a chance to counter and or make mistakes. While I can say the Large Railgun nerfs was heavy handed I don't think any real alterations are required to change them, all turrets should be viable on the map..... ON THE MAP.  I rarely seer railguns able to instantly gib me new from off the map, this is nice gives my 8000 Armour Tank a place to fight in, however if any alterations are made to Large Rails guns I feel it needs to be giving them back their range, or in 5% damage increments. Rails now are now the be all end all of CQC tanking, and certainly have a place in a supportive long range role, surprisingly I have seen so many more missile tanks on the field . Its great. Oh that thing that I have like 4 million SP into any never use I should try those out again now just to remake my fit.  I only call it as I see it. I hate what was done to rails, reducing their range was ridiculous, but reducing their DPS to Sub Blaster Levels is the correct move, these are all large turrets we are talking about and frankly none of them should be divided into Anti Infantry and Anti Tank. All Large Turrets should be Anti Tank/ Vehicle weapons All Small Turrets should be Anti Infantry weapons. E.G- In the same way a Battleships Large Turret will not be able to easily hit a MWD Frigate and is designed to deal with other battleships, so too should the Large HAV turrets be hard to hit infantry and designed for combat against larger targets. However when you compare Blasters to Rails in dust two issues became apparent. Rails had higher DPS, and greater DPS gains from the damage modules, and significantly greater range. However when you compare how the technology should actually work. Blasters having Low Range, Good RoF, and Massive DPS vs Rails with High Range, Slow RoF, and Massive Alpha with Low DPS. Changed moved to reinforce those stereo types. With larger Legion maps in mind HAV's primary focus should move away from Anti infantry counters and focus more on shutting down enemy vehicles and destroying and beseiging large targets. If tanks want AI capacity they fit small turrets and have players man them. I agree with your theory, however, the problem is that a blaster tank can close the distance and kill me before I can, even if I get the jump on him.
 
 Assuming white room (god, I hate using this example) a blaster should win a DPs battle if both are in their optimals and all shots hit. But a rail, attacking from its optimal and outside of blaster range, should win the fight before the blaster can enter its optimal and kill the rail.
 
 Some of this has to do with rails doing more shield damage than armor, but rails definitely need more damage if they are to properly do high alpha at range, with they have neither of now.
 
 Calmanndo user with nova knives: Because someone has to do it. | 
      
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