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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1357
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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.
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trollface dot jpg
The Bacon Corporation
166
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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
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Stefan Stahl
Seituoda Taskforce Command
594
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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
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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
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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!
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CLONE117
True Pros Forever
819
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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.
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1016
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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
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2356
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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: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. 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
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Fox Gaden
Immortal Guides
3793
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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.
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Mortedeamor
Imperfects Negative-Feedback
1569
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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 |
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Mortedeamor
Imperfects Negative-Feedback
1569
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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: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. 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
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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: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. 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!
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
686
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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
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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
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2359
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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
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10923
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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
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1364
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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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