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Hawkin P
Molon Labe. General Tso's Alliance
426
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Posted - 2014.06.24 14:54:00 -
[1] - Quote
Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need more splash damage so they have some usefulness against infantry.
To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage
- Allow the turrets to angle downward more
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Kallas Hallytyr
Skullbreakers
500
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Posted - 2014.06.24 15:50:00 -
[2] - Quote
Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need more splash damage so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage
- Allow the turrets to angle downward more
Clip Size: that's going to an extreme. Just increasing it by a few (maybe from 12 up to 16 would be enough) and equalising the damage to be the same per clip. The reload, however, is way too much! I think most people would love a shotgun reload, but even if it were still a full reload, we'd be looking at around 4-6 seconds, instead of the three aeons we currently have.
Damage: as above, the damage per clip is not too ridiculous, but equalising it for a larger clip and reducing the RoF somewhat would go a long way to stopping Missile tanks being ambush gankers and more main battle tanks.
Splash: I think splash damage could do with a little buff, but I think splash radius is more important. Perhaps splash damage can stay the same with the bigger clip, but radius should be about 2m minimum.
Angle: this is more of a Maddy vs Gunny issue: Madrugars have insane depression compared to the Gunnlogi, which can barely look flat. |
Benjamin Ciscko
The Last of DusT. General Tso's Alliance
2363
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Posted - 2014.06.24 16:21:00 -
[3] - Quote
Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need more splash damage so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage
- Allow the turrets to angle downward more
Instapopping armor is their specialty don't take that away from them. Reloading could take a little less time though it takes forever to reload even with the skill at 5. Currently Missile > Blaster; Rail > Missile; Blaster > Rail; ADS > all Splash damage is fine however the radius needs to be more then a flaylock not less. completely agree with last point
Tanker/Logi
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Hawkin P
Molon Labe. General Tso's Alliance
426
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Posted - 2014.06.24 19:15:00 -
[4] - Quote
Benjamin Ciscko wrote:Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need more splash damage so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage
- Allow the turrets to angle downward more
Instapopping armor is their specialty don't take that away from them. Reloading could take a little less time though it takes forever to reload even with the skill at 5. Currently Missile > Blaster; Rail > Missile; Blaster > Rail; ADS > all Splash damage is fine however the radius needs to be more then a flaylock not less. completely agree with last point
What I am suggesting is taking away the ability to instapop tanks, and make it a little more all around useful. |
Hawkin P
Molon Labe. General Tso's Alliance
426
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Posted - 2014.06.24 19:16:00 -
[5] - Quote
Kallas Hallytyr wrote:
Splash: I think splash damage could do with a little buff, but I think splash radius is more important. Perhaps splash damage can stay the same with the bigger clip, but radius should be about 2m minimum. .
Thanks, I meant splash damage radius I corrected it above |
KEROSIINI-TERO
The Rainbow Effect
1087
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Posted - 2014.06.24 19:43:00 -
[6] - Quote
Hawkin P wrote: "They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. "
Yes to this, sensible balancing.
Hawkin P wrote: " They need to be able to angle down further then the current limits allow."
No, That limit IS annoying but it seems as somewhat balancing factor.
Hawkin P wrote: "They need a larger splash damage radius so they have some usefulness against infantry."
No at the moment. There's a way to use it well vs infantry. Splash damage is a dangerous thing to add.
:-S
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Kurai-Ronin
Onikanabo Brigade Caldari State
2
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Posted - 2014.06.24 19:45:00 -
[7] - Quote
Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need a larger splash damage radius so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage radius <---Edit to clarify what I meant
- Allow the turrets to angle downward more
QQ noobs they're already good against infantry I stole an enemy missile tank and got 52 kills. |
Kallas Hallytyr
Skullbreakers
503
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Posted - 2014.06.24 19:51:00 -
[8] - Quote
Kurai-Ronin wrote: QQ noobs they're already good against infantry I stole an enemy missile tank and got 52 kills.
Pics or it didn't happen. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
843
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Posted - 2014.06.24 20:24:00 -
[9] - Quote
Kallas Hallytyr wrote:Kurai-Ronin wrote: QQ noobs they're already good against infantry I stole an enemy missile tank and got 52 kills.
Pics or it didn't happen. It was 52 suicides. He gets his words mixed up. Also, the tank blew up about 20 seconds later...
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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Alpha 443-6732
BurgezzE.T.F
529
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Posted - 2014.06.24 23:18:00 -
[10] - Quote
Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need a larger splash damage radius so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage radius <---Edit to clarify what I meant
- Allow the turrets to angle downward more
This is pretty interesting.
Damage per clip remains the same, DPS is halved but missile turret gains actual practical AI capabilties.
Some good ideas here. |
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1395
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Posted - 2014.06.25 01:15:00 -
[11] - Quote
Increase missile magazine to 16.
Update damage profile.
Decrease reload time.
Calmanndo user with nova knives: Because someone has to do it.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11141
|
Posted - 2014.06.25 02:25:00 -
[12] - Quote
Alpha 443-6732 wrote:Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need a larger splash damage radius so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage radius <---Edit to clarify what I meant
- Allow the turrets to angle downward more
This is pretty interesting. Damage per clip remains the same, DPS is halved but missile turret gains actual practical AI capabilties. Some good ideas here.
Bearing in mind the mechanics of the game we are founded upon.
Large Turrets do not hit small targets.
Larger Missiles do not do much damage to smaller ships.
Missiles designed to hit hulls of equal size traditionally have Low DPS but great range and are auto targeted.
AKA- stop trying to make turrets AI oriented..... it really shouldn't be what tank pilots and main turrets focus on....if were ever to have meaningful and balanced role we cannot be jack of all trades and effective against both AI and Infantry with our turrets. This is inclusive of the Large blasters that poorly represents an actual example of blaster tech.
" Those men died loving duty more than they feared death..... they died well."
-Templar Ouryon after Iesa III
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
372
|
Posted - 2014.06.25 04:55:00 -
[13] - Quote
True Adamance wrote:Alpha 443-6732 wrote:Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need a larger splash damage radius so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage radius <---Edit to clarify what I meant
- Allow the turrets to angle downward more
This is pretty interesting. Damage per clip remains the same, DPS is halved but missile turret gains actual practical AI capabilties. Some good ideas here. Bearing in mind the mechanics of the game we are founded upon. Large Turrets do not hit small targets. Larger Missiles do not do much damage to smaller ships. Missiles designed to hit hulls of equal size traditionally have Low DPS but great range and are auto targeted. AKA- stop trying to make turrets AI oriented..... it really shouldn't be what tank pilots and main turrets focus on....if were ever to have meaningful and balanced role we cannot be jack of all trades and effective against both AI and Infantry with our turrets. This is inclusive of the Large blasters that poorly represents an actual example of blaster tech.
Every Gallente person I know (read: not you) likes blasters as is. Yet you want to change them to a PLC with more shots per mag.
And you've stated that you won't touch them again once energy weapons and Amarr vehicles comes out. Right. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
372
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Posted - 2014.06.25 04:57:00 -
[14] - Quote
Alpha 443-6732 wrote:Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need a larger splash damage radius so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage radius <---Edit to clarify what I meant
- Allow the turrets to angle downward more
This is pretty interesting. Damage per clip remains the same, DPS is halved but missile turret gains actual practical AI capabilties. Some good ideas here.
This. It'll also be able to annoy air targets more, especially if they were able to give it some kind of passive tracking abilities.
I like this |
Alena Ventrallis
The Neutral Zone Psychotic Alliance
1396
|
Posted - 2014.06.25 05:22:00 -
[15] - Quote
True Adamance wrote:
Bearing in mind the mechanics of the game we are founded upon.
Large Turrets do not hit small targets.
Larger Missiles do not do much damage to smaller ships.
Missiles designed to hit hulls of equal size traditionally have Low DPS but great range and are auto targeted.
AKA- stop trying to make turrets AI oriented..... it really shouldn't be what tank pilots and main turrets focus on....if were ever to have meaningful and balanced role we cannot be jack of all trades and effective against both AI and Infantry with our turrets. This is inclusive of the Large blasters that poorly represents an actual example of blaster tech.
Blasters need less dispersion buildup, but other than that, how are they a poor example?
Calmanndo user with nova knives: Because someone has to do it.
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OP FOTM
Commando Perkone Caldari State
11
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Posted - 2014.06.25 06:02:00 -
[16] - Quote
I agree with the notion that since rail and blaster were nerfed, so should Missile. |
Pvt Numnutz
Watchdoge Explosives
1550
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Posted - 2014.06.25 06:16:00 -
[17] - Quote
Hawkin P wrote:To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Allow the turrets to angle downward more
Woah that's a bit much on the clip size, 24 missiles? Plus only 2 seconds to reload? Nah man I'm sorry that would just be too much. A couple more missiles if you really want but like 2-4 not 12. Missiles are suppose to have a longer reload time than other turrets because of their burst damage. While it may be a bit long it shouldn't be 1-2 seconds. Though I would consider shaving off 1-2 seconds, though a shot gun like reload would be more preferred.
I would rather have an increase to the angle of elevation to 75-80-¦ to make them the primarily anti air turret. Giving the missile turret more depression would onlyreally be useful for fighting infantry, and without increasing splash radius/splash damage it wouldn't help much. I'd rather see it be AA than AI. |
Hawkin P
Molon Labe. General Tso's Alliance
432
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Posted - 2014.06.25 07:29:00 -
[18] - Quote
Pvt Numnutz wrote:Hawkin P wrote:To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Allow the turrets to angle downward more
Woah that's a bit much on the clip size, 24 missiles? Plus only 2 seconds to reload? Nah man I'm sorry that would just be too much. A couple more missiles if you really want but like 2-4 not 12. Missiles are suppose to have a longer reload time than other turrets because of their burst damage. While it may be a bit long it shouldn't be 1-2 seconds. Though I would consider shaving off 1-2 seconds, though a shot gun like reload would be more preferred. I would rather have an increase to the angle of elevation to 75-80-¦ to make them the primarily anti air turret. Giving the missile turret more depression would onlyreally be useful for fighting infantry, and without increasing splash radius/splash damage it wouldn't help much. I'd rather see it be AA than AI.
24 missles at half damage and I was saying 1-2 secs less to reload |
Pvt Numnutz
Watchdoge Explosives
1550
|
Posted - 2014.06.25 10:17:00 -
[19] - Quote
Hawkin P wrote:
24 missles at half damage and I was saying 1-2 secs less to reload
Ah sorry I miss read that, 1-2 seconds off the reload could be acceptable. I still think 2-4 missile increase keeping the same damage per clip as is would be better for keeping the missile turrets high burst damage. |
Harpyja
Legio DXIV
1934
|
Posted - 2014.06.25 14:45:00 -
[20] - Quote
Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need a larger splash damage radius so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds less to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage radius <---Edit to clarify what I meant
- Allow the turrets to angle downward more
I think 14 missiles would be fair and reducing damage to keep the same amount of damage per clip. Also increase max ammo to 168 to maintain the same amount of damage potential in max ammo. (I say 14 missiles per clip because there are 14 missile tubes on the model).
RoF shouldn't be brought down too much because you will get to the point where you can tap faster than you shoot missiles. Since the missile 'clip' isn't magazine fed, every missile should be fired independently of each other and the fire interval should be rather small. Also, they should have 'shotgun reload' because of this. If you fired only one, then you shouldn't have to reload the whole clip because they should be loaded independently.
As much as I'd love a splash radius increase, I think it'd be unbalancing missiles. The most effective way to kill infantry is to land direct hits on them and that's difficult to do, and it should remain that way.
And for the same reasons, I say no to more angle of depression as it'd make killing infantry easier. Though like others have said, give it more elevation so it can be the primary AA turret.
"By His light, and His will"- The Scriptures, 12:32
--
"Scouts should fart repeatedly while cloaked"- TechMechMeds
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calisk galern
BurgezzE.T.F General Tso's Alliance
2586
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Posted - 2014.06.25 14:57:00 -
[21] - Quote
yes missiles should be able to kill things in one volley, they have massive reload problems , and if you fail to instant kill a madrugar they rep up to max hp before you finish reloading thus it would then be impossible to ever kill a madugar.
as long as the reload is like this they need to be able to instant kill things to be able to kill things at all. |
Ld Collins
Molon Labe. General Tso's Alliance
154
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Posted - 2014.06.25 16:00:00 -
[22] - Quote
Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need a larger splash damage radius so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds less to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage radius <---Edit to clarify what I meant
- Allow the turrets to angle downward more
I thought all large turrets had the same reload speed like all small turrets have a max reload of 3 secs.
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MRBH1997
Knights Of Ender Proficiency V.
111
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Posted - 2014.06.25 16:28:00 -
[23] - Quote
I see no issues with their damage output. If they have the aim to nail all 12 missiles proto and you have nor hardener then you deserve to die. Proto missiles kill any tank that doesn't have a hardener and no plating with a full 12 missile hit.
CEO of Knights of Ender
Corporation Website: http://koe.shivtr.com
Public Channel: Knights of Ender Public
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KEROSIINI-TERO
The Rainbow Effect
1088
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Posted - 2014.06.25 20:50:00 -
[24] - Quote
Harpyja wrote:
As much as I'd love a splash radius increase, I think it'd be unbalancing missiles. The most effective way to kill infantry is to land direct hits on them and that's difficult to do, and it should remain that way.
And for the same reasons, I say no to more angle of depression as it'd make killing infantry easier. Though like others have said, give it more elevation so it can be the primary AA turret.
That truly works. All asking for LMsl anti-inf buff, try that method. Test it, master it. It works.
:-S
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11196
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Posted - 2014.06.26 00:50:00 -
[25] - Quote
Roger Cordill wrote:True Adamance wrote:Alpha 443-6732 wrote:Hawkin P wrote:Large missile turrets need serious re-balancing. They need to be able to angle down further then the current limits allow. They shouldn't be able to 1 shot a tanked Madruger, but also shouldn't take so long to reload. They need a larger splash damage radius so they have some usefulness against infantry. To fix missiles I would:
- Double Clip Size and Decrease Reload Time (about 1-2 seconds to reload a whole clip)
- Decrease damage per missile by half / Decrease Rate of fire by half
- Increase splash damage radius <---Edit to clarify what I meant
- Allow the turrets to angle downward more
This is pretty interesting. Damage per clip remains the same, DPS is halved but missile turret gains actual practical AI capabilties. Some good ideas here. Bearing in mind the mechanics of the game we are founded upon. Large Turrets do not hit small targets. Larger Missiles do not do much damage to smaller ships. Missiles designed to hit hulls of equal size traditionally have Low DPS but great range and are auto targeted. AKA- stop trying to make turrets AI oriented..... it really shouldn't be what tank pilots and main turrets focus on....if were ever to have meaningful and balanced role we cannot be jack of all trades and effective against both AI and Infantry with our turrets. This is inclusive of the Large blasters that poorly represents an actual example of blaster tech. Every Gallente person I know (read: not you) likes blasters as is. Yet you want to change them to a PLC with more shots per mag. And you've stated that you won't touch them again once energy weapons and Amarr vehicles comes out. Right.
Well given I have 2 Million SP invested in their Skill trees I can't say I won't..... but Missiles and Lasers would be my primaries.
" Those men died loving duty more than they feared death..... they died well."
-Templar Ouryon after Iesa III
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Pages: 1 :: [one page] |