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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Rattati
C C P C C P Alliance
6590
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Posted - 2014.09.04 08:38:00 -
[1] - Quote
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 10.000m to 12.000m
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%
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kevall Longstride
DUST University Ivy League
1633
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Posted - 2014.09.04 08:58:00 -
[2] - Quote
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.
CPM 1 member
CEO of DUST University
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SponkSponkSponk
The Southern Legion Final Resolution.
1053
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Posted - 2014.09.04 09:17:00 -
[3] - Quote
I don't really see the need for losing the splash on the large blaster turret, but I'll deal with it.
Dust/Eve transfers
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MarasdF Loron
Fatal Absolution General Tso's Alliance
988
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Posted - 2014.09.04 09:59:00 -
[4] - Quote
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.
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CCP Rattati
C C P C C P Alliance
6603
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Posted - 2014.09.04 10:07:00 -
[5] - 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.
20 m increase actually, more ammo can be discussed, my understanding was that more in the clip was what was primarily required
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6604
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Posted - 2014.09.04 10:09:00 -
[6] - Quote
SponkSponkSponk wrote:I don't really see the need for losing the splash on the large blaster turret, but I'll deal with it.
Large Blasters are back to their shenanigans after Charlie reverted Bravo LB nerf, it's too OP against infantry.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Evan Gotabor
Prima Gallicus
57
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Posted - 2014.09.04 10:44:00 -
[7] - Quote
CCP Rattati wrote: Remove all splash damage from Small Rail Turrets from 1m to 0m
If small rails had splash damages, I would have stopped using missiles incubus to destroy rhe uplinks of roof campers... The fact is, small rail have indeed splash AREA of 1m but no splash DAMAGES... First time I see a change that change nothing
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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shaman oga
Nexus Balusa Horizon
2784
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Posted - 2014.09.04 10:46:00 -
[8] - Quote
I will not give feedback on blaster, simply because i use them rarely.
CCP Rattati wrote:
Remove all splash damage from Large Rail Turrets from 2m to 0m
That's an error imo. Large rails On large rail you always search for a direct hit, against vehicles you don't need splash damage, but against infantry is the only thing that keep you alive, normally you always try to hit infantry with direct hits, splash is useful to finish targets with low health. With large rail, you have to take in account charge time and travel time and it's not the easiest thing to do, it's certainly more difficult than the AV job. Some heavies can even tank a direct hit, that's not fair, but if you remove splash, it would be an unbalanced fight. Swarm launcher are generally fast suits built to improve their damage and mobility, so splash is needed to fight them too. Lastly, equipments, they would be incredibly difficult to destroy without splash.
CCP Rattati wrote:
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
Small rails Nothing to say on fire delay and ROF, it's probably needed, when those things hit, they hit very hard.
On splash, it's almost the same of large rails, 1 meter is not that much and it's needed, both to kill equipments and infantry, especially because they don't shoot where you aim. When i play as a gunner, i've started to fire a little to the left / right of my target, even if they are immobile and even if you have "the red dot", you have more chance to actually hit them aiming on their sides. Before any nerf, i suggest to fix them.
That's it, i hope you will not go further with the nerf on splash.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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CCP Rattati
C C P C C P Alliance
6604
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Posted - 2014.09.04 10:46:00 -
[9] - Quote
Evan Gotabor wrote:CCP Rattati wrote: Remove all splash damage from Small Rail Turrets from 1m to 0m
If small rails had splash damages, I would have stopped using missiles incubus to destroy rhe uplinks of roof campers... The fact is, small rail have indeed splash AREA of 1m but no splash DAMAGES... First time I see a change that change nothing
Cleaning the house ;)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
1261
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Posted - 2014.09.04 11:30:00 -
[10] - Quote
CCP Rattati wrote: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. 20 m increase actually, more ammo can be discussed, my understanding was that more in the clip was what was primarily required
No, the clip size was whatever, it's the fact that it only had 5 total magazines compared to vastly more efficient weapons like missiles (yay 10+ magazines and a practically guaranteed infantry kill every 2-3 shots). I'd recommend starting out with 900 reserve ammo in the blaster and going from there.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
175
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Posted - 2014.09.04 12:16:00 -
[11] - Quote
Small turret rotation will help immensely! Although, when mounted on the back of an LAV it seems really unstable depending on the driver. I think you need some stabilization for small turrets so they aren't affected by vehicle bumps and jumps. I still think the small blaster circle could be a little tightened up. Since its range is so short, you need to reliably hit what your pointing at rapidly to be of any use. This would net more consistent performance and be a good infantry suppression weapon even if your unable to hit your target.
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
220
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Posted - 2014.09.04 13:01:00 -
[12] - Quote
Evan Gotabor wrote:CCP Rattati wrote: Remove all splash damage from Small Rail Turrets from 1m to 0m
If small rails had splash damages, I would have stopped using missiles incubus to destroy the uplinks of roof campers... The fact is, small rail have indeed splash AREA of 1m but no splash DAMAGES... First time I see a change that change nothing Awww. Why did you have to say it?
I was hoping someone would come on here and whine about the "nerf" to small railgun splash. You had to go and point it out, and ruin all my fun... |
anaboop
NECROM0NGERS
145
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Posted - 2014.09.04 14:01:00 -
[13] - Quote
Poor missiles, wheres their love? :)
Fully sick Anaboop trading card
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
201
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Posted - 2014.09.04 15:03:00 -
[14] - Quote
Can you kick up the efficency of the small blasters on at least LAVs?
You know so it can actually break another LAV's shield regen.
Planetside 2
Eventually
Eh
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Sgt Kirk
Fatal Absolution
7464
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Posted - 2014.09.04 15:07:00 -
[15] - Quote
anaboop wrote:Poor missiles, wheres their love? :) The only other thing missiles need is a mag size Nerf and RoF Nerf.
Lucent Echelon -The Brightest Ranks
Gallente Faction Warfare Chanel
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1988
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Posted - 2014.09.04 15:36:00 -
[16] - Quote
Sort of on topic, but I know that you guys are trying to cook up balance for ADSs and I wanted to put my say in:
As far as the engagements of swarms vs ADSs go, I think it's balanced. A single swarmer is enough to disrupt an ADS, though not necessarily kill it. Swarms are almost guaranteed 2 hits, with 3 at high levels either killing or severely threatening most ADSs (that is, killable by within 1 forge or rail shot). I really am hesitant to accept any more buffs to swarms in this regard.
So I'd like to propose other rebalancing options:
Increase to AB cooldown by tier. Yes, 10/10/10 is too low across tiers. I think 25/20/15 would be more reasonable, or missing duration and cooldown like nitro mods.
Slight nerf to missile splash damage. To make it a hit more difficult to kill tanky infantry. Keep the direct damage as the AV capability is balanced imo. |
The dark cloud
The Rainbow Effect
4056
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Posted - 2014.09.04 15:47:00 -
[17] - Quote
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?
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"GAME OVER! PLEASE INSERT COIN"
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Tread Loudly 2
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
45
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Posted - 2014.09.04 16:28:00 -
[18] - Quote
How about increase the Blast Radius on Large Missiles?
However overall I could enjoy all of this at least on paper, Madrugar's are going to feel shafted about the switch to how rail's are supposed to be though xD
I Like Tanks, Nova Knives and MagSec SMG's.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1990
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Posted - 2014.09.04 16:30:00 -
[19] - Quote
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. |
Shadow of War88
0uter.Heaven
446
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Posted - 2014.09.04 16:32:00 -
[20] - Quote
CCP Rattati wrote:SponkSponkSponk wrote:I don't really see the need for losing the splash on the large blaster turret, but I'll deal with it. Large Blasters are back to their shenanigans after Charlie reverted Bravo LB nerf, it's too OP against infantry.
I don't really agree with this statement. I think blasters are decent, but nowhere near OP unless we are talking about shooting at militia suits with a Ion Cannon.
Aside with the hard data i would like to point out that the times you can effectively employ a blaster tank is rather limited. In city maps the tank is almost useless. AV grenade spam and RE littering the road equal almost certain death.
In ambush half the time you cant call in a tank. During the other half the map is saturated with installations that limit movement. A nice dynamic and adds teamwork but i think the amount of installations that drop, especially on bridge map, needs to be revised.
In skirmish and dom a 25k jlav can ohk a 500k tank in a instant. :/ not cool man. ADS is far more versatile and deadly than a blaster tank while immune to jlav and can out-fly swarms. The only change large turrets should receive is a range increase. Specifically the large rail turrets. Give them 400m instead of 300m so they can hit drop ships in the distance. Create a AV net over a 400m radius. Nerfs to RoF, damage and damage mods guarantee that a tank will never ohk a ADS. Fallow up shots are incredibly hard to pull off vs a decent pilot. The faster overheat also means that the tank cant engage targets consecutively and if engaging aerial targets you become very vulnerable to ground fire.
In close range the ADS would remain uncontested vs. the tank. In long range unsuspecting ADS become more vulnerable to AA fire. That should create a need for the ADS to engage the tank or call for friendly vehicle backup.
600m range in 1.7 was very extreme. 400m is a more sensible spot in my opinion. Would allow for a more diverse vehicle dynamic without breaking the game. Please consider sneaking that in the turret changes
& justice for all
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Devadander
Woodgrain Atari
87
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Posted - 2014.09.04 17:50:00 -
[21] - Quote
Large blasters are ONLY op against infantry when zero people try to run tank off.
If I go 42/0 in a blaster fit, it's because I encountered zero resistance.
Keep nerfing them, I'll keep getting headshots with them.
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Cody Sietz
Evzones Public.Disorder.
3978
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Posted - 2014.09.04 18:17:00 -
[22] - Quote
Love all of it.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Devadander
Woodgrain Atari
87
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Posted - 2014.09.04 18:36:00 -
[23] - Quote
Rational Dev sez.
If large is meant for AV then we need to make sure the smalls are THE definitive word in AI
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Foundation Seldon
Molon Labe. General Tso's Alliance
725
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Posted - 2014.09.04 18:38:00 -
[24] - 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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Dustbunny Durrr
ReD or DeaD
265
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Posted - 2014.09.04 18:58:00 -
[25] - Quote
Foundation Seldon wrote:SMALL RAILAny word on being able to fix the Small Rail's hitdetection issues?
Yeah. I'd gladly trade ROF for hit detection any day of the week. |
Hector Carson
Hellz Gate of Awakening
7
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Posted - 2014.09.04 19:15:00 -
[26] - 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%
Well that's it I'm done trying to help CCP they have officially destroyed this game
DESTINY FOREVER |
Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
866
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Posted - 2014.09.04 19:29:00 -
[27] - Quote
Sgt Kirk wrote:anaboop wrote:Poor missiles, wheres their love? :) The only other thing missiles need is a mag size Nerf and RoF Nerf.
What are you high on? The last time I got killed by a missile turret was almost never.
Sagaris lover!!!
Commando <3
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1183
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Posted - 2014.09.04 19:33:00 -
[28] - 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%
So, why are you removing splash from the large rail turret?? It really makes NO sense to me. Please explain.
I've always liked having splash, as if you couldn't make a direct hit, at the very least you can expend 2 clips of ammo just trying to kill a guy with splash damage. See what I did there, splash isn't an issue like you make it out to be.
And how about you actually do something useful for tanks for a change huh. Nerf nerf nerf, pretty soon tanks won't be viable unless you run 2 gunners at all times. Let's at least try to make it viable to deal with AV without the absolute need for gunners. You saw what happened when you nerfed the large blaster into oblivion right? Oh you didn't?
Tanks became obsolete in the one game mode where things are supposed to be halfway balanced (not to mention pubs). So maybe you should address the fact that without viable roles on the battlefield for tanks, there isn't a point to them. Right now you need a blaster to kill infantry, and another tank to deal with that tank/AV to keep the cycle active. Remove the blaster killing infantry, and there's no point to the AV tank.
I just don't understand your reasoning for this.
Tanks - Balancing Turrets
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Tread Loudly 2
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
45
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Posted - 2014.09.04 19:41:00 -
[29] - Quote
Tebu Gan 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% So, why are you removing splash from the large rail turret?? It really makes NO sense to me. Please explain. I've always liked having splash, as if you couldn't make a direct hit, at the very least you can expend 2 clips of ammo just trying to kill a guy with splash damage. See what I did there, splash isn't an issue like you make it out to be. And how about you actually do something useful for tanks for a change huh. Nerf nerf nerf, pretty soon tanks won't be viable unless you run 2 gunners at all times. Let's at least try to make it viable to deal with AV without the absolute need for gunners. You saw what happened when you nerfed the large blaster into oblivion right? Oh you didn't? Tanks became obsolete in the one game mode where things are supposed to be halfway balanced (not to mention pubs). So maybe you should address the fact that without viable roles on the battlefield for tanks, there isn't a point to them. Right now you need a blaster to kill infantry, and another tank to deal with that tank/AV to keep the cycle active. Remove the blaster killing infantry, and there's no point to the AV tank. I just don't understand your reasoning for this.
This is a great rationale, however we do not all see the same things vehicles guys vs infantry wise we're highly outnumbered 1-10 is a rough estimate possibly more or less, however for actual good vehicles users it goes down to 1-100 (in my opinion) I guess the best thing we can continue to do is roll with the punches unless CCP wants to sit down and listen to our views and our ideals and actually make things better for vehicle users (even after all the nerfs to our vehicles people still complain about it being a crutch)
I Like Tanks, Nova Knives and MagSec SMG's.
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Shooter Somewhere
Molon Labe. General Tso's Alliance
78
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Posted - 2014.09.04 22:31:00 -
[30] - Quote
HAHAHAHAHAHAHHAQHAHAHAHAHAHAHHAHAHAHAHAHHAHAHAHAH
Again rattai you don't learn or you don't really care do you? Asking the community how us tankers should be.
Genius
BTW that first cpm post said he didn't understand why railguns had splash damage anyways? like... if anything blasters are the ones that should not have it.
See I think he fails to under stand how railgun tech works. How do these type of people get in? Do you even play the game? nvm he is on eve. wait wait wait don't they have railguns on.... nope I cant. nvm.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Shooter Somewhere
Molon Labe. General Tso's Alliance
78
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Posted - 2014.09.04 22:34:00 -
[31] - Quote
Chief-Shotty wrote:Small turret rotation will help immensely! Although, when mounted on the back of an LAV it seems really unstable depending on the driver. I think you need some stabilization for small turrets so they aren't affected by vehicle bumps and jumps. I still think the small blaster circle could be a little tightened up. Since its range is so short, you need to reliably hit what your pointing at rapidly to be of any use. This would net more consistent performance and be a good infantry suppression weapon even if your unable to hit your target.
See this its AV talking. He does not even know there is a skill for this.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Shooter Somewhere
Molon Labe. General Tso's Alliance
78
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Posted - 2014.09.04 22:35:00 -
[32] - Quote
Chief-Shotty wrote:Small turret rotation will help immensely! Although, when mounted on the back of an LAV it seems really unstable depending on the driver. I think you need some stabilization for small turrets so they aren't affected by vehicle bumps and jumps. I still think the small blaster circle could be a little tightened up. Since its range is so short, you need to reliably hit what your pointing at rapidly to be of any use. This would net more consistent performance and be a good infantry suppression weapon even if your unable to hit your target.
See this? its AV talking. He does not even know there is a skill for this.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Sgt Kirk
Fatal Absolution
7469
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Posted - 2014.09.04 22:43:00 -
[33] - Quote
Anmol Singh wrote:Sgt Kirk wrote:anaboop wrote:Poor missiles, wheres their love? :) The only other thing missiles need is a mag size Nerf and RoF Nerf. What are you high on? The last time I got killed by a missile turret was almost never. I take it you don't play PC that much?
Lucent Echelon -The Brightest Ranks
Gallente Faction Warfare Chanel
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anaboop
NECROM0NGERS
145
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Posted - 2014.09.04 23:45:00 -
[34] - Quote
Sgt Kirk wrote:Anmol Singh wrote:Sgt Kirk wrote:anaboop wrote:Poor missiles, wheres their love? :) The only other thing missiles need is a mag size Nerf and RoF Nerf. What are you high on? The last time I got killed by a missile turret was almost never. I take it you don't play PC that much?
Btw im talking about large missile :)
Fully sick Anaboop trading card
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CRAZYHORSE ONE EIGHT
CowTek
72
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Posted - 2014.09.05 00:16:00 -
[35] - Quote
How about fixing turret proficiency skills? Make the bonuses apply correctly, or give us our SP back. It's about time you addressed this. |
The dark cloud
The Rainbow Effect
4058
|
Posted - 2014.09.05 00:58:00 -
[36] - Quote
CRAZYHORSE ONE EIGHT wrote:How about fixing turret proficiency skills? Make the bonuses apply correctly, or give us our SP back. It's about time you addressed this. What are you talking about? On small turrets the rotation speed gets faster the higher the proficency is.
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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Tread Loudly 2
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
51
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Posted - 2014.09.05 01:00:00 -
[37] - Quote
The dark cloud wrote:CRAZYHORSE ONE EIGHT wrote:How about fixing turret proficiency skills? Make the bonuses apply correctly, or give us our SP back. It's about time you addressed this. What are you talking about? On small turrets the rotation speed gets faster the higher the proficency is.
It does not for large turrets though
I Like Tanks, Nova Knives and MagSec SMG's.
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Thaddeus Reynolds
Facepunch Security
70
|
Posted - 2014.09.05 03:07:00 -
[38] - Quote
any chance we can get the top HAV small turret to aim all the way up at some point? It would be a godsend against ADSs
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Rusty Shallows
Caldari State
2096
|
Posted - 2014.09.05 03:17:00 -
[39] - Quote
Shooter Somewhere wrote:HAHAHAHAHAHAHHAQHAHAHAHAHAHAHHAHAHAHAHAHHAHAHAHAH
Again rattai you don't learn or you don't really care do you? Asking the community how us tankers should be.
snip The Dev's listened to your AV nerf requests for Uprising 1.7 and look how well that turned out? Rather than seeing yourself in a special group deserving of special privileges try thinking of everyone. As in one Dust 514 community.
Likes are my candy and in these forums every day is Halloween. XD
Sweets for everyone!
Forums > Game
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
52
|
Posted - 2014.09.05 03:33:00 -
[40] - Quote
Would you consider an increase to the blast radius of the large missile turret to 2.0m
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Thadius Dragoon
Temple of Vol
0
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Posted - 2014.09.05 04:03:00 -
[41] - Quote
Hey, better yet, instead of taking the nerf bat to vehicles, why don't you just remove all the vehicles from the game. Or better yet, leave them in, but make all the guns nerf guns. And when you hit someone it'll make a squeak noise like a dog toy. Or even better yet, lets give all the suits 10,000 hp, and make ALL the guns in the game do only 1 damage a round. That way no one will get butthurt because you won't be able to kill anyone. Quit catering to the whiners that suck at the game, take the poorly thought out ADS out of the game, and just leave everything else alone. I mean unless you're planning to put an AA type ground vehicle into the game, then leave the ADS. |
KEROSIINI-TERO
The Rainbow Effect
1256
|
Posted - 2014.09.05 09:54:00 -
[42] - 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.
Lore/real life is not a great basis for balancing and tuning attempts, even though it most likely sets the initial concepts. And I too like realism.
(If taking realism into the discussion, which I won't, the reason rail guns would have splash damage is: Having an impact with enough newtons causes secondary projectiles. Most surfaces faced with extreme impact shatter. On hard surfaces, it's likely that shards are to deflect to the open area and not go the direction where the original kinetic energy was going.
I'd say the one surface where splash wouldn't happen would be marshmallow =)
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1256
|
Posted - 2014.09.05 10:14:00 -
[43] - Quote
Hi Rattati. Feedback:
CCP Rattati wrote:
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
Lg Rail splash is not an issue (the same with forge gun), they slay infantry because of their instagib ability combined with red dots 'catching' the shots.
Sml Rail ROF tunedown is good - but consider this: Having stacking ROF bonuses on ADS rails is making you balancing so much harder! Rails on ADSs and non-ADSs are from different world! Proof
CCP Rattati wrote: 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
I disagree on Lg Blasters being dominant. They are the weakest of all for general use. Rails get very very close to them in Anti-inf use, while missiles are superior to both. The reason for better results wasn't the last tune-up, I say it's that people learned to fire other than full auto! Devander's point is valid, Lg Blasters DO kill lots when there's zero AV though.
I regard Sml Blaster having splash unnecessary.
Range buff is prudent.
CCP Rattati wrote: Increase Small Blaster Turret Ammo per clip from 150 to 200
You said you remember ppl asking for more clip size. I recall the requests differently. I too was specifically asking for more total ammo as Sml Blaster total ammo is exhausted within a minute or so. Clip size is fine especially if each shot effectiveness is slightly increased as above. Reserve ammo is not fine, needs more.
CCP Rattati wrote: Increase Small Blaster Turret Rotation speed by 25%
ok.
CCP Rattati wrote: 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%
Please clarify as per to The Dark Cloud's question
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1256
|
Posted - 2014.09.05 10:33:00 -
[44] - Quote
KERO'S OTHER TURRET CHANGE REQUESTS:
CCP did wonderful work in handling the 'disappearing AR bullets' and introducing optimals and effective ranges some year ago. [REQUEST: FIX LARGE RAILGUN DISAPPEARING SHOTS] by giving them optimal, effective and absolute ranges.
Currently Lg Rail has a set range (300m?) after which the shot vanishes. In tank vs tank this creates stupid "I move back 5m and am totally safe but then I move 10m forward and dishfull damage"-
[REQUEST: TUNE DOWN LARGE MISSILE TURRET A BIT] Currently Lg Missile turret excels at anti-infantry AND anti-tank, vs both shield and armor.
While giving missiles (better) splash would seem realistic and sensible, there is no way that could be done now without recreating the monster Lg Missiles of Codex build.
[REQUEST: CHECK THE LARGE MISSILE FITTING REQUIREMENTS] Because of high CPU requirements armor tanks have no sensible way of fitting good Lg Missiles without gimping themselves. At the same time it is too easy to fit any missiles on shield tanks. (My tanker alt has XTs and full hi rack of complex. Only time the supportive lows have to be really touched is when fitting extra Sml turret.
Suggest lowering CPU a bit and adding moderate amount of PG requirements.
AND PLEASE give us a clarification whether Lg turret proficiency, the rotation speed, works on those Larges as intended. Forums don't know the truth.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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MarasdF Loron
Fatal Absolution General Tso's Alliance
999
|
Posted - 2014.09.05 13:03:00 -
[45] - Quote
CCP Rattati wrote: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. 20 m increase actually, more ammo can be discussed, my understanding was that more in the clip was what was primarily required Ok, then I was too simple to understand that it was 20m increase, now that sounds much better. My bad. While more ammo in the clip is good, still overheating just as quickly negates that quite effectively. More total ammo would allow you to actually get more kills with it because right now the small blaster is the turret that makes all your shots count while the two others are spray and pray, to me it seems like the machine gun should be spray and pray.
It's not only annoying for the gunner to make every shot count but it's also annoying for the driver to have to fall back to the supply depot - which usually is only accessible in the redline - when the main gun has only depleted 10% ammo and the small rail 15%.
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Grimmiers
658
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Posted - 2014.09.05 13:43:00 -
[46] - Quote
These changes won't be so bad for tankers if they equip a small turret with a decent gunner. Small blaster and rail imo are better at killing infantry than the large turrets are already, but they're underused.
You should make it so the pilot of a tank/dropship is the only one that gets the vehicle kill assist warpoints.Some people sit in a tank gun and just wanna get free points instead of making use of the guns. |
Ld Collins
Molon Labe. General Tso's Alliance
166
|
Posted - 2014.09.05 14:28:00 -
[47] - 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 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. |
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CCP Rattati
C C P C C P Alliance
6712
|
Posted - 2014.09.05 14:53:00 -
[48] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6712
|
Posted - 2014.09.05 14:55:00 -
[49] - Quote
MarasdF Loron wrote:CCP Rattati wrote: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. 20 m increase actually, more ammo can be discussed, my understanding was that more in the clip was what was primarily required Ok, then I was too simple to understand that it was 20m increase, now that sounds much better. My bad. While more ammo in the clip is good, still overheating just as quickly negates that quite effectively. More total ammo would allow you to actually get more kills with it and you wouldn't stress so much about hitting targets with every burst, because right now the small blaster is the turret that makes all your shots count while the two others are spray and pray, to me it seems like the machine gun should be spray and pray. It's not only annoying for the gunner to make every shot count but it's also annoying for the driver to have to fall back to the supply depot - which usually is only accessible in the redline - when the main gun has only depleted 10% ammo and the small rail 15%.
Just today we added a doubling of the ammo reserves to the change list
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6712
|
Posted - 2014.09.05 14:58:00 -
[50] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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ugg reset
Molon Labe. General Tso's Alliance
605
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Posted - 2014.09.05 15:32:00 -
[51] - Quote
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.
Thr33 is the magic number.
no hope.
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ugg reset
Molon Labe. General Tso's Alliance
605
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Posted - 2014.09.05 15:44:00 -
[52] - 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%
Small turrets on LAVs. My biggest pet peeve in this game is that the direction an unmanned turrets is facing isn't where it will be when you enter it. Is this fixable?
Thr33 is the magic number.
no hope.
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Ld Collins
Molon Labe. General Tso's Alliance
168
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Posted - 2014.09.05 16:22:00 -
[53] - Quote
Cti 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. Can you also make it so that people who aren't in your squad can't from inside your vehicle. I run into this problem in February where my random gunners try to team kill and I can't remove them. |
Kin Cat
Another Clone in the Wall
27
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Posted - 2014.09.05 17:33:00 -
[54] - Quote
why don't you make the rail installations ACTUALLY WORK |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
256
|
Posted - 2014.09.05 18:06:00 -
[55] - Quote
Ughh. I am intensely invested in anything "turrets", but I have to say, I don't know how the Devs can keep a grasp on what many of us are trying to express or criticize or request sometimes. Holy.... some of us are POOR at getting scatterbrain rapid thoughts down into clear understandable sentences. I'm sorry, I WANT to understand what some posts here are saying,... but honestly, I'm lost.
---"+10/+10 will auto make OP---except with the Rail account for less kills and no splash at Zero to Max"--- holy, wha? ...And how CAN we so repeatedly look at some raw, twitched digits in a chart based on an analysis we don't even realize the revealing reality of (becasue we were too busy supplying the fight-data for the analysis), and always come to the conclusion that "It's OP", 2 weeks before it's released? I thought we'd all accept by now, that OP or UP is created by our play-behavior after the release of the change, not by the number-changes before the release. That's the brutal revelation of this game.
I think the listed items Rattati is proposing for Hot-Delta are acceptable. Even if I know it will create some serious challenges for me when I turn the next small rail turret or the next Large Blaster Installation on an approaching footmerc ,... it DOES make sense becasue it better aligns with what we're being told is CCP's explanation:
--of Rail technology as a magnetic pulse technology that PUNCHES a lot of force onto an area thats about as small as a pencil-hole through paper.
--the intended function of installlations as being VEHICLE-as-target, (and helpfulness with destroying foot troops being left up to only the most hawk-eyed and talented turret devotees).
--that there should be significant and exploitable shortcomings in every piece of weaponry in the fight, in such a way that the player have no choice but to RELY ON COORDINATIED SUPPORT/CO-OP WITH FELLOW PLAYERS (this is still the "Dust Golden Rule"), or be mowed over or pushed into fleeing because she keeps being inflexible and keeps trying to make her toy succeed without team-interaction.
I love sitting on an installation or being turret-gunner specialist because it's giving blue mercs assistance-fire/protection-fire that enables them to reach/defend an objective, OR it's helping the Dropship driver rack up major support WP so he can do what he got into dropships to do, OR it's to keep AV assasins off the HAV driver's blind area long enough for the driver to do what he got into HAVs to do. It's never to be a stand-off player who's hoping to accumulate kills by picking off individual farm-able mercs (...that's what snipers are for, hehe).
I can ANTICIPATE that these proposed changes will make it harder to do the solo-killing-spree "shenanigans" that Rattati is referring to, and may encourage more players to use turrets in the team-assist capacities similar to my way of using them. At the least, it will definintely give ME more of a challenge using those Rail-based turrets, and more of a challenge using the Blaster turrets out near the limit of their range.
....For me,..."Challenge".... is, YUMMMM.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Cass Caul
1122
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Posted - 2014.09.05 18:12:00 -
[56] - Quote
Can a hotfix increase the range of motion the small turrets can fire from? Like top gun on a tank being able to fire at dropship that's just floating above it rain bullets without a care in the world
Or the side turrets on Myron/Grimsnes being able to look further down?
On Hiatus.
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Tesfa Alem
Death by Disassociation
181
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Posted - 2014.09.05 18:18:00 -
[57] - 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 like the love to the small blaster, but i dont understand why the small blaster will have splash damage and the large blaster doesnt.
I have gotten used to the splash damage on the rail turrets because thats the most reliable way to fight infantry once you leave the red line. I could live without it though.
Smail raill rate of fire well that is a direct nerf to the Incubus pilots.
Also that moment when you realize my NOVA KNIVES have more range than the splash on any of the turrets pre nerf. Makes me wonder whats the point behind nerfing these things at all.
Redline for Thee, but no Redline for Me.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1699
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Posted - 2014.09.05 19:01:00 -
[58] - Quote
While we're at it, can we finally get the turret proficiency bug fixed?
Shoot Scout with yes.
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Cat Merc
Onslaught Inc RISE of LEGION
11990
|
Posted - 2014.09.05 20:04:00 -
[59] - Quote
Good, good...
Now will you fix the hit detection on the small blaster so it actually hits something?
Feline overlord of all humans - CAT MERC
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Jin no kami
Valor Coalition Red Whines.
82
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Posted - 2014.09.06 03:40:00 -
[60] - Quote
How come most the fixes for turrets are pointless 0.5 - 0.65 this isn't helping improve the overall game quality in fact this is filler. Make a decision Nerf it or don't explain why or why not but don't act like splash damage was game breaking or op or even worth mentioning =ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÉ+ |
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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
|
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
|
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
|
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
|
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
|
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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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 12:38:00 -
[91] - 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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CCP Rattati
C C P C C P Alliance
6794
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Posted - 2014.09.09 12:38:00 -
[92] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 12:45:00 -
[93] - 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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SponkSponkSponk
The Southern Legion Final Resolution.
1065
|
Posted - 2014.09.09 12:46:00 -
[94] - Quote
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.
Dust/Eve transfers
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
536
|
Posted - 2014.09.09 13:08:00 -
[95] - Quote
CCP Rattati wrote: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.
un manned turret faces north? and is also independent of vehicle. it always faces the same dirction it was left in |
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CCP Rattati
C C P C C P Alliance
6801
|
Posted - 2014.09.09 13:59:00 -
[96] - Quote
DeathwindRising wrote:CCP Rattati wrote: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. un manned turret faces north? and is also independent of vehicle. it always faces the same dirction it was left in
I am not so sure, I was testing this on a LAV just yesterday, needs looking into for sure.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kallas Hallytyr
Skullbreakers
757
|
Posted - 2014.09.09 14:20:00 -
[97] - Quote
@Rattati: any comment on the numbers I ran for the Small Railguns?
Edit: In this thread: https://forums.dust514.com/default.aspx?g=posts&m=2350848#post2350848 Separate thread: https://forums.dust514.com/default.aspx?g=posts&m=2353089#post2353089
Alt of Halla Murr.
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Foundation Seldon
Molon Labe. General Tso's Alliance
743
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Posted - 2014.09.09 15:40:00 -
[98] - 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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The dark cloud
The Rainbow Effect
4074
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Posted - 2014.09.09 15:45:00 -
[99] - Quote
Small turrets fine and nice but 99% of the times you cant even properly fit a tank to have 3 turrets on them. And if you do then the tank on it is extremely thin. So lets compare a gunlogi with a madrugar with 3 turrets:
Madrugar tripple turrets
Gunlogi tripple turret
While the madrugar barely can fit only basic modules while having aswell 3 basic turrets the gunlogi can fit a complex hardener aswell as a heavy shield extender. And yes ive made both tanks racial fits so the madrugar is fully blaster fit and the gunlogi is fully fitted with missiles. None of the fits have PG or CPU enhancments but it clearly shows that both tanks have relatively thin tanking capabilty though the gunlogi has probs better chances of winning the fight.
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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CCP Rattati
C C P C C P Alliance
6813
|
Posted - 2014.09.09 15:46:00 -
[100] - Quote
They were studied, thank you.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kallas Hallytyr
Skullbreakers
762
|
Posted - 2014.09.09 15:58:00 -
[101] - Quote
CCP Rattati wrote:They were studied, thank you.
Cool, hope it helps!
Alt of Halla Murr.
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LudiKure ninda
Dead Man's Game
128
|
Posted - 2014.09.09 18:37:00 -
[102] - Quote
CCP Rattati wrote: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.
So if I play solo infantry can kill me and I cant kill them???
Then I want a fckin respec!!!
Chasing FOTM since crome..
SCAN ATTEMPT PREVENTED
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LudiKure ninda
Dead Man's Game
128
|
Posted - 2014.09.09 18:47:00 -
[103] - Quote
And also nerf av then,chause some people are playn solo,..and if tanks are gonna be used to kill other tanks there is no need for av to be this strong!
Chasing FOTM since crome..
SCAN ATTEMPT PREVENTED
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The-Errorist
SVER True Blood
820
|
Posted - 2014.09.09 19:54:00 -
[104] - Quote
All I can say is thank you.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
894
|
Posted - 2014.09.09 20:03:00 -
[105] - Quote
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.
Sagaris lover!!!
Commando <3
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Sylwester Dziewiecki
Interregnum.
365
|
Posted - 2014.09.09 22:05:00 -
[106] - 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. Maybe you haven't played game called EVE, where Railgun deal more than just kinetic damage..
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Foundation Seldon
Molon Labe. General Tso's Alliance
743
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Posted - 2014.09.10 01:30:00 -
[107] - 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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SponkSponkSponk
The Southern Legion Final Resolution.
1070
|
Posted - 2014.09.10 07:51:00 -
[108] - Quote
Tanks die to helicopters in RL. Choppers are also vulnerable to infantry in ways that tanks are resistant to.
It all works out.
Dust/Eve transfers
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Foundation Seldon
Molon Labe. General Tso's Alliance
743
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Posted - 2014.09.10 09:51:00 -
[109] - 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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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
262
|
Posted - 2014.09.10 17:55:00 -
[110] - Quote
Foundation Seldon wrote: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?
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
262
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Posted - 2014.09.10 17:59:00 -
[111] - Quote
....nevermind. I screwed up what I was going to post.
....stoopid, earth-bound computer word processing software.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Dergle
Kiith Sobani
33
|
Posted - 2014.09.12 19:43:00 -
[112] - Quote
I would like to see if we can get rid of the hardener effect on the small turrets. :)
DUST is not a democracy!
Ain't nobody want to hear your problems, Everyone got problems.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
265
|
Posted - 2014.09.12 20:41:00 -
[113] - Quote
Dergle wrote:I would like to see if we can get rid of the hardener effect on the small turrets. :)
Dergle, if I am understanding you corrrectly, we are in complete agreement, and I have actually brought this up when the Hardener and Booster glows were buffed months ago. The "Glow" hampers both the turret-gunner's view of her down-sights target, and enemies' view of the gunner (whom they want to smiper out of her seat....wait--what? )
We should raise this again with the Devs. It's really a separate issue from this turret thread, but it's just as important in the future.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Mortishai Belmont
G.L.O.R.Y Dark Taboo
212
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Posted - 2014.09.13 13:42:00 -
[114] - Quote
I say you add a little more splash radius to lard missile turrets... Seeing as they are larger then a grenade and are, in fact, explosive.
G.L.O.R.Y solider,
Master of the Heavy (Amarr & Gallente)
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CCP Rattati
C C P C C P Alliance
7013
|
Posted - 2014.09.13 16:17:00 -
[115] - Quote
And we are done, thanks everyone!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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