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Thread Statistics | Show CCP posts - 12 post(s) |
Gabriella Grey
Onslaught Inc RISE of LEGION
143
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Posted - 2014.09.06 05:22:00 -
[61] - Quote
ugg reset wrote:I'm Really happy that my swarms will be able to hit an ADS. that said, these new swarms are going to hammer LAVs. I don't see any good reason to nerf fuel injectors along with ABs.
In my experience injectors are good for two things: splattering infantry and escaping tanks.
when you're up against troop AV you're better of using a shield booster to rep between (for the most part) unavoidable hits.
The new changes is only going to be felt significantly on dropship side. Swarms are not going to be able to turn well as stated by Rattati, but I just don't know with all this buffing swarms stuff. As it is most dropship fittings are forcing players to use HAV modules as it is, just to be able to survive and play. Boosting the HP on basic dropships isn't really going to help them, because there real problem is that they are extremely to slow with acceleration. As a good pilot I have extreme issues trying to get away with swarms in a standard dropship, and if I am aggressive fighting AV users I usually take a great deal of damage before I am either shot down or forced to get away before I receive that final death blow. On a flip side if this is pulled off well It would be nice to see swarm users complaining again that they are having a harder time to kill ADS pilots.
Always Grey Skies
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
53
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Posted - 2014.09.06 06:15:00 -
[62] - Quote
Oh I almost forgot hey Rattati there is another thing you have to look at with the small blasters The thing is when you manage to deplete the shields of any vehicle with the blaster the shield depleted delay doesn't activate and instead continues to regenerate at the normal rate.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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The dark cloud
The Rainbow Effect
4060
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Posted - 2014.09.06 06:41:00 -
[63] - Quote
CCP Rattati wrote:Vulpes Dolosus wrote:The dark cloud wrote:CCP Rattati wrote:Hi all Rail Turrets to fix the inverted Profile, from +10%/-10% to -10%/+10% Erm for small rails this is kinda pointless if the fix is only against dropsuits. They are still plagued with the -23%/-36% profile against tanks,LAV's and dropships (except shield dropships take 100% damage). So my question is will this aswell apply to small rails vs vehicles? Small rails currently do something like 76/66 or similar, not quite as low as you say. Still, if the goal is to make them AV and not AI, then give them the correct profile but reduce the damage accordingly. dark cloud and others, the intent is to remove the 70% efficiency agains vehicles and nerf damage by 30% so net net no change, just that you will see the proper damage in target intel. 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%.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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The dark cloud
The Rainbow Effect
4060
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Posted - 2014.09.06 06:48:00 -
[64] - Quote
Oh and you are soo going to regret it giving small blasters splash. Even if its just 0.5m. I know why you do it cause hiting someting from a dropship with them is really hard. But hey keep it up im gonna make it broken within a day. And no im not going to spoil it yet. If been here since the closed beta and i know how things work.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Shooter Somewhere
Molon Labe. General Tso's Alliance
83
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Posted - 2014.09.06 11:18:00 -
[65] - Quote
CCP Rattati wrote:Ld Collins wrote:CCP Rattati wrote:Hi all
these are our Turret proposals:
Remove all splash damage from Large Rail Turrets from 2m to 0m
Remove all splash damage from Small Rail Turrets from 1m to 0m
Reduce Small Rail Turret Fire Delay from 0.5 to 0.65, ROF from 120 to 92
Remove all splash damage from Large Blaster Turrets from 0.5m to 0m
Increase Small Blaster Turret Splash Radius from 0 to 0.5m
Increase Small Blaster Turret Effective Range from 100.00m to 120.00m
Increase Small Blaster Turret Ammo per clip from 150 to 200
Increase Small Blaster Turret Rotation speed by 25%
Also, Missile Turrets to get proper Explosive Damage Profile of -20% Shield/+20% Armor and
Rail Turrets to fix the inverted Profile, from +10%/-10% to -10%/+10% I would like to know when you guys plan on removing tanks from the game completely because all you seem to be doing is making tanking verses infantry worse. Please stop trying to make large turrets vehicle only defensive and offensive measures unless you plan to make small turrets on Havs exponentally better. Splash damage is needed for large railguns and blasters if you are trying to kill swarmers and forge gunners these people move around its hard enough as it is to kill infantry with large rails than itbhas ever been in dust history. Blasters also need splash damage please stop listening to players who dont have any experience. Meaningful changers that need to be made are the reduction of fitting costs for Mcru scanners missile turrets large and small. Keep everything above except removing slash damage. Also do not reduce the fire rate of small railguns turrets just reduce the fire rate of hybrid turrets on ADS. These things are a serious problem on the incubus tanks dropships and lavs are melting when they come in contact with a maxed out Incubus and the R is literally no escape from them. If you are having problems with AV infantry, then maybe try fitting small turrets, even with a dedicated gunner or ask teammates to help, get a direct hit with blaster, rail or blaster, or flee. Reduction of fitting costs for the mcru, and maybe missile turrets, is something we will consider in the future.
Oh trust me your small gunner theory does not work for the fact small turrets don't fit like they should. I did the math with the skill maxed out on small rails and it is not that great just a waste. If I could fit all my turrets I would give 0 fucks how much damage this AV is doing but seeing 22mil SP in tanks still does not allow you to have that kind of fitting. (but yet 3mil SP and your AV god & and or combat rifle/ rooftop god)
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Pvt Numnutz
Prophets of the Velocirapture
1859
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Posted - 2014.09.06 14:40:00 -
[66] - Quote
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.
Master Skyshark rider
Kaalaka dakka tamer
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1253
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Posted - 2014.09.06 16:01:00 -
[67] - Quote
CCP Rattati wrote:Hi all
these are our Turret proposals:
Remove all splash damage from Large Rail Turrets from 2m to 0m
Remove all splash damage from Small Rail Turrets from 1m to 0m
Reduce Small Rail Turret Fire Delay from 0.5 to 0.65, ROF from 120 to 92
Remove all splash damage from Large Blaster Turrets from 0.5m to 0m
Increase Small Blaster Turret Splash Radius from 0 to 0.5m
Increase Small Blaster Turret Effective Range from 100.00m to 120.00m
Increase Small Blaster Turret Ammo per clip from 150 to 200
Increase Small Blaster Turret Rotation speed by 25%
Also, Missile Turrets to get proper Explosive Damage Profile of -20% Shield/+20% Armor and
Rail Turrets to fix the inverted Profile, from +10%/-10% to -10%/+10%
I've seen it mentioned a few times but I did want to put my .02 ISK in as a frequent user of Small Rail turrets.
I'm strongly asking you to reconsider the ROF reduction...if you are removing all splash damage, no problem. That will help a bit with folks that complain about it against infantry. Let me also be clear...i actually think it's about right in that a direct hit will OHK quite a few suits but you do have to work to get it on target.
My concern is that i can remember prior to 1.7 when the Small Rail ROF was much lower and frankly those turrets were damn near useless. Right now...one of the more effective AV tools vs Dropships is the small rail turret. That is a direct result of the ability to apply consistent damage at enough range to potentially kill a dropship and the coupled with the mobility of a LAV...it's an effective tool.
I honestly think you need to relook the ROF nerf. You already have a heat build up factor, small ammo capacity, and its the slowest tracking small turret with the SRs. It's a solid AV tool (which is as intended) and certainly not anywhere near OP vs vehicles...I'm really not sure why the nerf hammer is swinging so hard against it.
One other note reference Small Rails...i am requesting that you change the reticule to the circle style similar to the laser rifle / new sniper reticule.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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shaman oga
Nexus Balusa Horizon
2791
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Posted - 2014.09.06 16:55:00 -
[68] - Quote
I must repeat myself. Eliminating splash damage from rail turrets it's an error, splash isn't used to slay, splash is there for equipments and targets with low health, 2 meters isn't that much, especially because you have to calculate bullet travel time and charge time.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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Benjamin Ciscko
Fatal Absolution
3084
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Posted - 2014.09.06 20:34:00 -
[69] - Quote
There is a problem that requires one of these solutions 1 A decrease heat cost of Large Rails 2 Increase heat cost of Large Rails w/ a Major increase in damage (Like the compressed rail guns of 1.6) 3 Removal of damage mod stacking penalty or keep stacking Penalty and raise the complex variant to 30% or a combination of 1+3 or 2+3 Currently Shield vs. Shield is stale as no one Damage stacks unless they are camping in the redline. Generally shield tanks use 2x Hardeners and a shield booster and since no one damage stacks it's just these Identical fits brawling it out.
This leads to long drawn out battles and the days of simultaneously taking on 2-3 tanks and winning are far behind me, while I like some TTK this is over the top. Currently it's quite dry because you over heat twice before you kill anyone, while yes I manage my over heat by holding my shot to cool down this leads to players doing things like hopping out with swarms/FG/AVnades which detracts from TvT.
If I gave a rough estimate I would say it takes 7-8 shots to kill a tank like this and I move while I shoot in order to try an out turn his turret this makes it a tad harder for both parties to hit as he is likely doing the same and a single shot missed could mean a reload allowing him to regen and it taking even longer.
Now you plan on Fixing the Profile (Not necessarily a bad thing) which will lead to a 10% decrease in damage as well as mentioned in another sticky increasing HP on shield tanks (also not necessarily a bad thing) which will make TvT even more dry and filled with BS tactics like bailing w/ AV
Tanker/Logi/Assault
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Foundation Seldon
Molon Labe. General Tso's Alliance
735
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Posted - 2014.09.06 20:34:00 -
[70] - 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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Benjamin Ciscko
Fatal Absolution
3084
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Posted - 2014.09.06 20:43:00 -
[71] - Quote
shaman oga wrote:I must repeat myself. Eliminating splash damage from rail turrets it's an error, splash isn't used to slay, splash is there for equipments and targets with low health, 2 meters isn't that much, especially because you have to calculate bullet travel time and charge time. The issue I was more that Rails can just nail the console with splash to keep people off hacks. Making it only possible to hack points using codebreaker stacked min scouts or codebreaker stacked heavies and even then it would sometimes take a second person on the hack. I will still be that ******* in the mounts who snipes though I'll probably go closer to the point because I know how to aim and can generally get them of if their not cloaked though I have an almost fool proof way of getting people off certain PC points using two tanks as long as friendly FG's can keep enemy ADS and Tanks away.
Tanker/Logi/Assault
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Kallas Hallytyr
Skullbreakers
739
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Posted - 2014.09.06 22:22:00 -
[72] - Quote
Numbers warning. Warning, this post contain excessive use of numbers. For those with a feint heart, or are currently with child, I advise you read the TL;DR at the bottom.
DPS Comparison (using Particle Cannon, for simplicity) Base Damage, current: 434.2 Shield Damage, current (77%): 334.334 Armour Damage, current (68%): 295.256
Base Damage, HF Delta (70% of current): 303.9 Shield Damage, HF Delta (90%): 273.51 Armour Damage HF Delta (110%): 334.29
DPS Values (DPS = Damage x ROF / 60) Base, current: 868.4 Shields, current: 668.668 Armour, current: 590.512
Base, HF Delta: 466.0413 (-46.3%) Shields, HF Delta: 419.382 (-37.3%) Armour, HF Delta: 512.578 (-13.2%)
DPS Values, Gallente ADS 5 Current ROF: 180 (120 x 1.5) HF Delta ROF: 138 (92 x 1.5)
Base, current: 1302.6 Shields, current: 1003.002 Armour, current: 885.768
Base, HF Delta: 698.97 Shields, HF Delta: 629.073 Armour, HF Delta: 768.867
I hope that format isn't ungodly to read.
Essentially, Small Railguns, with current change numbers, will be getting nerfed in every aspect. I don't know what numbers to suggest, but to me this is not a good fix for Small Railguns being too effective against infantry. Despite the efficaciousness vs armour increasing, the reduction in base damage means it will actually be harder to kill not only shield vehicles (fair enough, it should be an anti-armour weapon like the Hybrid - Rail profile is supposed to be) but also 13.2% less effective against armour.
In layman's terms that means it will take roughly 7 shots in Delta to do the same amount of damage as 6 shots currently does. This does not sound like much, but shields will also take almost 14 shots to do the same damage as 10 currently. What this means is that Small Rails will lose all power versus vehicles, rendering them, for all intents and purposes, impotent against their primary target whilst doing little (reduced ROF only) to really dissuade use vs infantry.
Currently, armour vehicles are substantially less afraid of Incubi than Shields vehicles and this situation will actually worsen with this change while shield vehicles will also get a break.
I would suggest a change of -10% Damage and ROF down to 92 (ROF as suggested) These are the numbers of the 10% change:
New Proposal DPS Base Damage: 390.78 Shield Damage (90%): 351.702 Armour Damage (110%): 429.858
Base DPS: 599.196 (-31%) Shield DPS: 539.2764 (-19.4%) Armour DPS: 659.1156 (+11.6)
This change means that Small Railguns are almost 20% less effective against shields than currently, but slightly more than 10% more effective against armour.
For those interested, Incubus Level 5 @ -10% base: Base DPS: 898.794 (-31%) Shield DPS: 808.9146 (-19.4%) Armour DPS: 988.6734 (+11.6%)
TL; DR The changes to be made to the Small Railgun should be: * ROF reduced from 120 to 92 * Damage reduced by 10% (not 30%)
Alt of Halla Murr.
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The dark cloud
The Rainbow Effect
4068
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Posted - 2014.09.07 04:47:00 -
[73] - Quote
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. 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.
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.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Foundation Seldon
Molon Labe. General Tso's Alliance
735
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Posted - 2014.09.07 05:46:00 -
[74] - 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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shaman oga
Nexus Balusa Horizon
2796
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Posted - 2014.09.07 08:52:00 -
[75] - Quote
Benjamin Ciscko wrote:shaman oga wrote:I must repeat myself. Eliminating splash damage from rail turrets it's an error, splash isn't used to slay, splash is there for equipments and targets with low health, 2 meters isn't that much, especially because you have to calculate bullet travel time and charge time. The issue I was more that Rails can just nail the console with splash to keep people off hacks. Making it only possible to hack points using codebreaker stacked min scouts or codebreaker stacked heavies and even then it would sometimes take a second person on the hack. I will still be that ******* in the mounts who snipes though I'll probably go closer to the point because I know how to aim and can generally get them of if their not cloaked though I have an almost fool proof way of getting people off certain PC points using two tanks as long as friendly FG's can keep enemy ADS and Tanks away. Splash helps, but it's not a key factor, you can use everything to guard a point as long as you have a line of sight, it's up to your opponent to make you move from a good position.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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Shi no Hauru
La Muerte Eterna Dark Taboo
0
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Posted - 2014.09.07 09:05:00 -
[76] - Quote
I was looking foward for some Large Missile Turret buffs and ended up in something I didn't even knew (dmg profiles)
I don't post very often so I'll just dump some ideas now, (btw I love the large missile turret even though sometimes is stressfull to use, so some of the last ideas would come a bit biased):
1.- Fix that damn hud, many times I've tell other tank pilots to shoot one missile at a time because the hud doesn't tell you that unlees you go 1 by one the missiles come out either side from the sheath (wich I'm cool with). It's just sad to see a full 12 clip never hit an assault afk'ing because you put the aim right at it.
2.- Make it uniform the way the missiles come out, sometimes I pull the trigger and the number of missiles that come out is so random 4, 3, 8 maybe all of them. Hell there're times when I'm sniping with the LMT and on a light pull of the trigger 3 missiles come out. I just resorted to mash the trigger in the end to be sure.
3.- Can it be more mobile, out of the 3 large turrets the missile one is the least mobile (maybe is by desing idk) but when I can take down scouts putting me explosives right in my face with my blaster and on the other hand my missile turret can't even go below 0 in his "y" angle. I think that is good for not blowing yourself, but in exchange why not make it the one that can AIM THE HIGHEST since unlike the other turrets there's no complication for the model to aim higher for the missiles.
4.- Do something with the reload or the clip, some people were sayng that it should have a shotgun type reload but in my opinion that would make it somewhat OP to the other turrets since the blaster and the rail both have overheating mechanics but at least reduce the reload time (even with reload skill lv 4 it fells like an eternity) or give it 2 more missiles because to even kill an unsuspected madrugar you need 9-11 missiles from the medium type (speaking from experience, not a number guy) and not even talk about missing against a gunlogi.
I was thinking on giving it some sort lock to the turret on for small vehicles because some shamefull chases with dropships and LAVs, but if some of these changes can be cosidered I'd be more than happy to still call it "Large Rocket Turret".
TL;DR: Make the Large Missile Turret more viable than just the premature ejaculator AV. Fix that atrocious HUD, the inconsisting missile launching, the aiming restrictions (aim higher) and the year that takes it to reload. |
Evolution-7
The Rainbow Effect
650
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Posted - 2014.09.07 10:43:00 -
[77] - Quote
CCP Rattati wrote:Hi all
these are our Turret proposals:
Remove all splash damage from Large Rail Turrets from 2m to 0m
Remove all splash damage from Small Rail Turrets from 1m to 0m
Reduce Small Rail Turret Fire Delay from 0.5 to 0.65, ROF from 120 to 92
Remove all splash damage from Large Blaster Turrets from 0.5m to 0m
Increase Small Blaster Turret Splash Radius from 0 to 0.5m
Increase Small Blaster Turret Effective Range from 100.00m to 120.00m
Increase Small Blaster Turret Ammo per clip from 150 to 200
Increase Small Blaster Turret Rotation speed by 25%
Also, Missile Turrets to get proper Explosive Damage Profile of -20% Shield/+20% Armor and
Rail Turrets to fix the inverted Profile, from +10%/-10% to -10%/+10%
I knew it all along that blasters had splash.
EVE: LEGION ON PS4
RIP DUST. So much potential, December 2011 to May 2014
Veteran Pilot, Fight on and fly on!
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The dark cloud
The Rainbow Effect
4068
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Posted - 2014.09.07 11:42:00 -
[78] - Quote
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.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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shaman oga
Nexus Balusa Horizon
2797
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Posted - 2014.09.07 13:08:00 -
[79] - Quote
What could balance splash removal on large rail are different buffs: 1) Increase rotation speed by 100% 2) Increase upward and downward movement possibility 3) increase upward and downward movement speed by 100%
If you want to turn large rails in sniper rifles at least you should grant some freedom in movements.
But i still think that have that little AoE is more balanced.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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Foundation Seldon
Molon Labe. General Tso's Alliance
735
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Posted - 2014.09.07 13:49:00 -
[80] - 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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ADAM-OF-EVE
Dead Man's Game
1626
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Posted - 2014.09.07 17:24:00 -
[81] - Quote
create a set of skills for small turret use in vehicles which don't require the crew to pay sp into turret fitting which they have no use for. in the old days you could do your fitting and operation skills seperate allowing for crew to train in weapons but not the fitting options.
most tankers would skip training small turret skills now over fitting better main turret and tank. why should they put sp into something they don't use when the more efficient way would be to allow crew to train their own weapon skills for vehicles.
i did this when i had the option and got about 2mil sp refunded when they got rid of it. thats 2 mil sp the tanker/dropship pilot could and should use elsewhere.
All Hail Legion
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3100
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Posted - 2014.09.08 02:14:00 -
[82] - Quote
Kevall Longstride wrote:I've always found it odd that Rails had splash damage, when it's all about punching holes with kinetic power and accuracy. So this seems more real to me.
Because if a large metal projectile impacts the ground next to you at supersonic speeds, it's going to still cause some damage. You should see some videos of a real railgun, is pretty much ignites the air because its moving with so much force. So does splash damage make sense in actual terms? Absolutely.
Does it make sense for good game design? Possibly not.
Hotfix Delta Sentinel eHP Calcs
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The dark cloud
The Rainbow Effect
4071
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Posted - 2014.09.08 03:37:00 -
[83] - Quote
Foundation Seldon wrote: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. I would worry more about blasters if i where you. I know a little secret about them which nobody knows yet. And it will blow your mind. Not gonna go into detail i just wait till the fix is done. You are going to regret it badly to nerf small rails. And im antagonastic simply cause if i dont do it nobody will. Only "yes sayers" around here.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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HK MaxiRecon
Edimmu Warfighters Gallente Federation
2
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Posted - 2014.09.08 11:18:00 -
[84] - Quote
MarasdF Loron wrote:Large Blaster had splash? Lol. Still only 600 total ammo for small blaster? And a 2 meter effective range increase? Range increase sounds useless, but we'll see, ammo count still forces you to stick close to a supply depot. And on some maps there still are none available for ground vehicles. If there is really no supply depot, you can recall your vehicles and depoy once, of course in a safe place to do it so
HK= Hong Kong
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Night 5talker 514
Freek Coalition Freek Alliance
300
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Posted - 2014.09.08 12:21:00 -
[85] - Quote
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.
Gaming Freek DUST 514 YouTube Channel
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CommanderBolt
Osmon Surveillance Caldari State
1493
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Posted - 2014.09.08 20:08:00 -
[86] - Quote
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?
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 01:20:00 -
[87] - 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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CCP Rattati
C C P C C P Alliance
6794
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Posted - 2014.09.09 12:19:00 -
[88] - Quote
Small Rail ROF - reduced on purpose, both on landed dropships, ADS rapid fire and long range LAV sniper platforms
Rail efficiency (damage profile), reduced against infantry, increased against vehicles - intended
Both damage profile changes apply to all vehicles and infantry, not just dropships
Large blaster turret - reduced efficiency against infantry - intended
Large Rail turret - stop console pummeling from a range, also the ease of which Large turrets (Blasters and Rails) can remove Proximity Mines with splash
We need to stop vehicles overall, murdering infantry wholesale unless you dedicate your vehicle towards that. If you do so, you also must bring your vehicle closer so it is at risk, i.e. small blasters. Risk free playstyles are going the way of the dodo.
We will look at LAV and HAV shield recharge delay and how it works with small blasters, maybe reduce it on LAV's specifically.
We are also reducing small turret ISK prices across the board by 30%.
I would like to revisit HAV engagement cycles in the future, especially if we try and bring back vehicle variants.
That includes damage, behaviour and range for all Large Turrets, still just tweaks but a holistic review.
Second, we will look at aiming more upwards and downwards, and also look into the difference between the turrets and racial hulls themselves in that regard. An HAV shuold have a way to defend against dropships, I just wish we could have a swarm launcher small turret
Proper placement of small turrets based on the fitting screen is also something on the backlog.
Rotation speed and proficiency skills is also something we need to take a look at.
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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SponkSponkSponk
The Southern Legion Final Resolution.
1065
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Posted - 2014.09.09 12:28:00 -
[89] - Quote
CCP Rattati wrote:An HAV shuold have a way to defend against dropships,
increase top turret max elevation?
Dust/Eve transfers
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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 12:31:00 -
[90] - 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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