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Thread Statistics | Show CCP posts - 12 post(s) |
Foundation Seldon
Molon Labe. General Tso's Alliance
725
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Posted - 2014.09.04 18:38:00 -
[1] - Quote
SMALL RAIL
The Small Rail turret RoF changes are fair, this will reign back their effectiveness against infantry on ground based vehicles and hopefully allow other turrets to shine in their stead while the Rail still maintains its niche.
Still seems weird that the Small Rail efficiency against vehicles isn't 100% though. I'd genuinely consider rolling back the damage buff you gave them a couple of hotfixes ago and just bumping up their efficiency instead. The way Small Rails were buffed before not only allowed them to take down vehicles more effectively but it also reinforced their "omni-role" of being both great against vehicles and infantry alike. Doing what I suggested in this instance would make it so that their power against infantry is brought back in line to pre-Hotfix *Whatever* levels (They were still very effective against infantry without the damage buff) while also reinforcing that these are primarily meant to be an anti-vehicle weapon.
Any word on being able to fix the Small Rail's hitdetection issues? The thing in my experience is still very prone to bugs like the Turret unloading ammo after the gunner's reported to not be shooting anymore (The Gunner won't see that his turret is firing but the ammo count will decrease for him and the DRIVER will see the turret unloading, some sort of desynch is happening and it causes things like delayed kill shots and random overheating of the turret). And the thing still has instances where a direct hit simply won't apply any damage (often with targets at a higher elevation).
I'm a bit mixed on the profile change though. I understand for consistencies sake that Rail technology SHOULD do more damage to Armor but in the game's current state there's going to be a distinct lack of Small Turret Anti-Shield based weaponry because Small Blasters wont be able to break regen. Still, with only a -10% to Shields I think they'll probably end up being adequate against shields like they're still more or less adequate against armor in the present game. Would have been nice to see those Laser turrets come out though ...
SMALL BLASTER
Small Blaster splash radius is a welcome change, I'm trusting that the .5m radius in testing proved to be enough to allow them to be effectively used in a moving vehicle and the added turret rotation bonus will go a LONG way in being able to circle a target and having your gunner still be able to keep a bead on them. I'm glad you listened to feedback regarding their clip size as well though they'll still be frequently running back to supply depots regardless. I still feel like damage wise the Proto Small Blaster is the only turret that feels really "right" with respect to its overall damage but with the list of these changes I'm willing to re-evaluate pending getting in the game and testing myself. The additional range is going to be a welcome change regardless, hopefully we'll see their use in Dropships jump as a result.
TURRET PROFICIENCY SUGGESTION
As a down the line suggestion I think standardizing the rotation speed for each turret type and changing the proficiency bonus to something that doesn't directly effect one's ability to aim should be considered, though I shudder at whatever additional balance changes that would entail. I've found for me at least, that people with excessive points in Rail proficiency for example hinder my ability to take on different targets than it does to help it since I'm used to a certain rotation speed for each turret and my aim is thrown off as a result. I can only imagine what the additional turret rotation speed is going to do to some of my gunners who liked and skilled into Blaster proficiency to get their aim "just right". The point is where every other skill bonus in the game acts like a distinct increase in that weapon's fitting or functionality that a person would want to skill into if they wanted to specialize, the turret proficiency bonuses are setup in a way where you may distinctly not want to skill into it at the risk of genuinely effecting your performance in a negative way.
Logistics LAV *waits patiently*
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Foundation Seldon
Molon Labe. General Tso's Alliance
735
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Posted - 2014.09.06 20:34:00 -
[2] - Quote
The RoF nerf needed to happen guys.
The dark cloud wrote: Excuse me but you are overdoing it far too much. First off you cut down the rate of fire and now aswell the alpha damage? Are you out of your mind? I make a example of how much the DPS drop is going to be:
-20GJ particle accelerator direct hit damage: 400HP rate of fire: 120 RPM DPS: 800
-20GJ praticle accelerator after the fix: direct hit damage: 280 (30% damage nerf) rate of fire: 92 RPM DPS: 429
You are nerfing a turret by ~ 46%. This way too much espacially cause its a highly underused too. Allmost nobody is using it and i see mainly python pilots with missiles flying around. Sure you see here and there a incubus WITH A GUNNER and small rails but they take skill to use cause the dropship is constantly moving and you need to get direct hits. And you seem to forget that lowering the rate of fire has aswell a unintended side issue. Because the turret has heat build up per second it means that you will get less shots off before overheating with reduced rate of fire.
So if you want to get trough with this ridicoulus change then you either get rid off the heat build up completely on small rails or if its not within your possibility then reduce it to a very low number. So that i can get all 24 rounds off without the turret jamming up.
Instead of going full nerfhammer you better reduce the direct hit damage only by 20% instead of 30%.
It may seem like a lot but I'm going to explain where you're mistaken in a number of key ways and why the nerf to the Small Railgun is justified to bring it to the level of the other small turrets in the game.
1. They're easily the most used small turret on ground vehicles. Yes their use is decreased in the air from an infantry perspective but their use on the ground has always made them king in that arena. They're a high powered rapid fire tactical sniper turret that are EXTREMELY effective against both infantry and vehicles with their current output. So this nerf will simultaneously incentivize the use of the Small Blaster as the primary infantry killing turret while still allowing the Small Rail to have its niche at longer ranges and against other vehicles.
2. Your DPS comparison only applies to their strength as an infantry killing turret. Their efficiency against vehicles is going up to compensate for a base damage nerf. So you should add :
-20GJ particle accelerator *AGAINST VEHICLES* after the fix: direct hit damage: 400 (30% damage nerf mitigated by 30% increase in efficiency against vehicles) rate of fire: 92 RPM DPS: 613
Which amounts to a 25% decrease in DPS in the field they were originally designed to be used.
3. This will help the Dropship v. Dropship situation and curb the power of the Incubus as a Dropship that singlehandedly destroys every vehicle in the game in a 1v1 situation. Please compare the AT-1's damage output next to the proposed output of the Small Railgun for some context into how much more absurdly powerful the Railgun still will be compared to the output of other Small Turrets.
AT-1 Missile Launcher Direct Hit Damage : 420 Rate of Fire : 50 RPM DPS: 350
Yeah. The Missile ends up paying a lot for its ability to take on both Infantry and Vehicles from the air and the Railgun will maintain its ability to do that when used on ground vehicles instead of the air.
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Foundation Seldon
Molon Labe. General Tso's Alliance
735
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Posted - 2014.09.07 05:46:00 -
[3] - Quote
The dark cloud wrote:Small blasters beeing a alternative? Dont make me laugh. Sure they got buffed and they are going to receive more buffs but the horrible hit detection makes them unreliable.
Small Rails also have horrible hit detection, and it effects them much more than the Blaster turret due to their lower rate of fire and other separate bugs.
The dark cloud wrote: 1 single swarmer on top a rooftop means the death sentence to LAV's cause with small blasters you cant really fight back. While with small rails i can reposition and let my gunner have a go at it. Blasters look good on paper but are horrid in practice. And ya know what the slpash damage addition will cause to small blasters? Raining death from stacked incubus pilots.
A swarm isn't going to have full map coverage with the ranges that they're operating at. Couple this with the speediness of an LAV and somehow I don't think a single swarmer is going to shut down a Blaster LAVs entire game. I never argued that the Small Rail wasn't going to still be used as an effective anti-infantry turret either, its just now they wont be the overwhelmingly obvious choice for every situation. The scenario you layed out is a good one for why the Rail is still going to be used on ground vehicles.
The dark cloud wrote: I know about it cause small blasters did had splash damage in the closed beta. They worked okish but small missiles where ridicoulusly OP at that stage so nobody cared about them. So what happends when we take super buffed small blasters, stick them on a incubus and add 2 pilots on it (gunner+pilot)? Hmm i think a turret that fires 2700 rounds per minute with a weapon that has splash damage and a 200 round clip might be something not too healthy for infantry. But hey dont listen to me im just the crazy one around here. Nothing that i say could be right? So lets start this show by throwing cactuses at each others head. I start by throwing 6 at Ratatti.
We'll see how the Blaster change pans out in the full game. The point of my post was just to discount the idea that the Small Rail nerf was too much. Kinda looking forward to running a Rail Incubus with Blaster side turrets in Delta.
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Foundation Seldon
Molon Labe. General Tso's Alliance
735
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Posted - 2014.09.07 13:49:00 -
[4] - Quote
The dark cloud wrote:Pvt Numnutz wrote:Awesome. Didnt realize that missile turrets profile was broken. With the fixes to small rails I might be able to fight an incubus now rather than recall because one was called in. I'm happy. lol no you wont. infact its a indirect nerf on the python. Current damage profile from small missiles: shields: -31% armor: +29% New damage profile: shields: -20% armor: +20% So good luck with that shoting down a incubus which is a armor tanked dropship. So your missiles will be doing LESS DAMAGE vs armor. Enjoy it fool.
Why are you being so antagonistic? There's no reason for calling anyone a "fool" in this situation. Even with the old profile one didn't find themselves in many situations where a Python could take on an Incubus due to the extra tankiness of the Incubus and the low overall damage of the Small Missiles compared to the Small Rail in a Vehicle v. Vehicle confrontation. Add that fact to the the change to the Rail Profile (-10% Shield / +10% Armor) and rate of fire and I think we can say that this amounts to an overall buff to the Python even if they lose some bite to their armor cutting teeth.
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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 01:20:00 -
[5] - Quote
CommanderBolt wrote:Night 5talker 514 wrote:Could I suggest a somewhat out there concept for the missile turrets? Can the missile go where you aim (specifically on passenger missiles). I've noticed when shooting missile turrets the missile seems to have a mind of it's own, e.g. shoot at a right direction and the missile heads left in the wrong direction. If video proof is needed just ask and I'll get some. I like the idea, can CCP do it though?
It's something that they've changed before. Missiles used to shoot independently of the motion of the vehicle back in Chromosome before they nerfed it all.
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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 12:31:00 -
[6] - Quote
CCP Rattati wrote: Unmanned direction is killing me, it never seems to line up how I want it, sometimes I even try to get into the turret, line it up, and then drive into battle and hope it is looking in the right way.
In closed beta an unmanned turret would always be "reset" to the forward direction of the vehicle in question, so jumping in would have you lined up with wherever the LAV was last facing. Sometime after that it was changed. Turrets now start out (after called in with an RDV) always facing the Northern cardinal direction based on where N is on the map and will always be pointing in the cardinal direction they were last left in. If I jump in my turret and point east to take on someone, the next time I jump in that turret it will still be facing east.
BUT
There's something that occurs with people firing on your vehicle that will reset the direction of the turret to wherever the LAV is pointing like it was behaving back in closed beta, so if I drive into a place with my turret pre-positioned to be facing west and take some small arms fire (automatic weapons or something) then when I jump in my turret it won't be facing West but instead where my LAV is pointing. After this point it'll be "set" in whatever direction that is until I manually move it to point in a different direction.
It doesn't happen often but it's there.
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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 12:38:00 -
[7] - Quote
While we're on Small Turrets though, is it possible to tweak the hardener effect so that it doesn't obscure the aim of the small turret gunners? This has been super annoying ever since 1.7 dropped.
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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 12:45:00 -
[8] - Quote
And ya know, the turret gunner camera "resetting" itself on a Dropship when trying to aim at certain angles? That's annoying too. JudgeRhadamanthus should be able to elaborate on that.
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Foundation Seldon
Molon Labe. General Tso's Alliance
743
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Posted - 2014.09.09 15:40:00 -
[9] - Quote
SponkSponkSponk wrote:CCP Rattati wrote:SponkSponkSponk wrote:
increase top turret max elevation?
Something along those lines, as I mentioned by "upwards and downwards" aiming. It also can't look silly so needs some testing. FYI the turrets on a RL tank are generally +20/-10 degrees, and the top-mounted machine guns are usually +65/-10 so you may or may not have too much leeway before things 'look silly' :(
**** it. Full spherical motion for all turrets. I want to be able to aim my Large Missiles straight down into the hull of my tank and use the explosive power to launch my soon-to-be flaming metal coffin 200 meters into the air. That'll fix your Dropship problem, justify the SP sink into Large Missiles, and give us Heavy Aircraft in one fell swoop.
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Foundation Seldon
Molon Labe. General Tso's Alliance
743
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Posted - 2014.09.10 01:30:00 -
[10] - Quote
Anmol Singh wrote:CCP Rattati wrote:SponkSponkSponk wrote:CCP Rattati wrote:An HAV shuold have a way to defend against dropships, increase top turret max elevation? Something along those lines, as I mentioned by "upwards and downwards" aiming. It also can't look silly so needs some testing. I don't think it's fair that a large turret can point up so easily. The defense should have to do with small turrets, not large turrets.
If we're re-purposing Tanks to not be able to effectively take on infantry then they need to be able to utilize basic defenses against other vehicles. Dropships still rule the sky but the engagements shouldn't be as one sided as they are currently.
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Foundation Seldon
Molon Labe. General Tso's Alliance
743
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Posted - 2014.09.10 09:51:00 -
[11] - Quote
SponkSponkSponk wrote:Tanks die to helicopters in RL. Choppers are also vulnerable to infantry in ways that tanks are resistant to.
It all works out.
But this is a videogame so why would real world parallels take precedence over game balance?
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