Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
MarasdF Loron
Fatal Absolution General Tso's Alliance
988
|
Posted - 2014.09.04 10:12:00 -
[1] - Quote
So, I might have fallen out of the loop here at some point but are Large Blasters meant to be anti infantry or anti vehicle? I'm just wondering because the Large Railgun outperforms the Large Blaster at both roles. Large Railgun takes one shot to kill most infantry, works at close to far range and is more effective at taking out other vehicles at close to far range as well.
The only thing in favor of the Large Blaster is that it doesn't require aiming thanks to the dispersion. You just point it generally in the right direction and hold the trigger down and wait for kills to happen. If you aim it directly at your enemies then it's still no more effective at it's job.
So the "problem" with Large Railgun is that it requires aiming, but if you got aim, there's no reason to go for the Blaster. It's accuracy is poor, range is poor and damage is poor.
Not asking for any changes to be made here, I just want to know what it's meant for because currently there is very little incentive to use it for anything if you know how to aim. I only ever use it when I want to relax and don't want to aim, instead just point it roughly at my enemies and hope that it hits something enough times to kill it.
Edit: Just realized this might be in the wrong section. Oh well, damage is already done.
|
Rizlax Yazzax
Molon Labe. General Tso's Alliance
404
|
Posted - 2014.09.04 12:28:00 -
[2] - Quote
I believe Rattati explicitly stated large blasters are AV a while back. Hence the increased dispersion to make it less effective on infantry.
Can't be arsed to find the thread but pretty sure that's the case. |
|
CCP Rattati
C C P C C P Alliance
6616
|
Posted - 2014.09.04 12:31:00 -
[3] - Quote
AV
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
255
|
Posted - 2014.09.04 19:44:00 -
[4] - Quote
Whether CCP or Rattati has this same point of view or not, in thinking about the "progression" of a fight, of what it would require to TAKE an EVE district away from a corp who owns it, or what it would require if you want to DEFEND your district from an entity who wants to take it from you... we should FORGET about any real-earth-combat associations:
It would take a warbarge and MCCs to deliver footmen and combat machinery to the surface--and to resupply them from the "packs" of clones you bought. If you're an attacking entity, you'd likely plant down AWAY from the district or facility, and you need the mobile weapon platforms (HAVs, LAVs, DSs) to advance from your plant-down area to the target facility. Your footmercs are needed to completely kill or remove enemy footmen from every room and ledge of the district---your mobile platforms can't do that; their job is just to pave a path for your footmercs to actually REACH the buildings and start cleaning them out.
Since installations are NOT mobile, they can't support an advancing team of footmercs much (SOME, but not much). It makes sense that capsuleers or corps would purchase and plant installations with the intent being DEFENSE against MOBILE machinery (district owners finding it cheaper to permanently station an "automatic" gun than to hire a protection infantry full-time, when there's a chance they may never get attacked at all----and attacker corps only using a few installations to protect a staging area during the fight, and not much more than that; they're paying footmercs to do this job, cuz you can't effectively decimate persons with installations )
In this funny way, it makes sense that designers would focus on specializing the installation (any type, even blaster) for suppressing oncoming machinery---and if it turns out to be effective against infantry, it will only be coincidence, not design.
"In the universe of New Eden, you pay your money for clones to kill clones, because it's expected to be the only effective way to get it 100% done." Lourde, that sounds so RUTHLESS and cool!
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3055
|
Posted - 2014.09.04 19:46:00 -
[5] - Quote
I think in general Large Turrets should swing more towards AV, and small turrets towards AP. This discourages solo-tanking, as it makes it more difficult for a single pilot to deal with infantry armed with AV weapons.
Hotfix Delta Sentinel eHP Calcs
|
Sgt Kirk
Fatal Absolution
7467
|
Posted - 2014.09.04 19:51:00 -
[6] - Quote
Well then it kinda fails at it's job.
What do we have here?
Yet another gallente weapon that's outperformed by other weapons in it's intended range?
To be fair the one great thing about the Large blaster was kicking on the nitros and going in circles around your target with the Blasters Turning speed but not that Nitros and inertia are getting revamped i don't know what Advantage the Large Blaster has over the Missiles or Large Rails when it comes to AV.
If Large Rails had their old slow as molasses turning speed back and Large Missiles were looked at again the Large Blaster has a chance to actually be worth something in it's role but with how things look for delta, the Large Blasters only advantage against AV will be that you can kill infantry more easily with it....which isn't AV at all.
I know this is a stretch but have you thought about making the Large Blaster Turret perform like a Larger Plasma Cannon? Or is that a completely different idea entirely?
Lucent Echelon -The Brightest Ranks
Gallente Faction Warfare Chanel
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3055
|
Posted - 2014.09.04 19:54:00 -
[7] - Quote
Sgt Kirk wrote: I know this is a stretch but have you thought about making the Large Blaster Turret perform like a Larger Plasma Cannon? Or is that a completely different idea entirely?
Or a Shotgun
Hotfix Delta Sentinel eHP Calcs
|
MarasdF Loron
Fatal Absolution General Tso's Alliance
993
|
Posted - 2014.09.04 20:43:00 -
[8] - Quote
Sgt Kirk wrote:Well then it kinda fails at it's job. What do we have here? Yet another gallente weapon that's outperformed by other weapons in it's intended range? To be fair the one great thing about the Large blaster was kicking on the nitros and going in circles around your target with the Blasters Turning speed but not that Nitros and inertia are getting revamped i don't know what Advantage the Large Blaster has over the Missiles or Large Rails when it comes to AV. If Large Rails had their old slow as molasses turning speed back and Large Missiles were looked at again the Large Blaster has a chance to actually be worth something in it's role but with how things look for delta, the Large Blasters only advantage against AV will be that you can kill infantry more easily with it....which isn't AV at all. I know this is a stretch but have you thought about making the Large Blaster Turret perform like a Larger Plasma Cannon? Or is that a completely different idea entirely? Well, IMO if it's supposed to be AV it should have it's damage increased alot due to the really short range (keeping in mind that for vehicle fights 50 meters is short range) or the other large turrets should have their damage reduced by alot, and the rail rotation speed should be lowered and so should the rate of fire. If you bring rail to close range it should be so that every shot counts, not like "Oops I missed one but it doesn't matter cause I can shoot another one almost instantly and correct my aim in a heartbeat."
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1183
|
Posted - 2014.09.04 20:46:00 -
[9] - Quote
You really need to reconsider this.
Tanks - Balancing Turrets
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1183
|
Posted - 2014.09.04 20:51:00 -
[10] - Quote
MarasdF Loron wrote:So, I might have fallen out of the loop here at some point but are Large Blasters meant to be anti infantry or anti vehicle? I'm just wondering because the Large Railgun outperforms the Large Blaster at both roles. Large Railgun takes one shot to kill most infantry, works at close to far range and is more effective at taking out other vehicles at close to far range as well.
The only thing in favor of the Large Blaster is that it doesn't require aiming thanks to the dispersion. You just point it generally in the right direction and hold the trigger down and wait for kills to happen. If you aim it directly at your enemies then it's still no more effective at it's job.
So the "problem" with Large Railgun is that it requires aiming, but if you got aim, there's no reason to go for the Blaster. It's accuracy is poor, range is poor and damage is poor.
Not asking for any changes to be made here, I just want to know what it's meant for because currently there is very little incentive to use it for anything if you know how to aim. I only ever use it when I want to relax and don't want to aim, instead just point it roughly at my enemies and hope that it hits something enough times to kill it.
Edit: Just realized this might be in the wrong section. Oh well, damage is already done.
Blaster kills infantry far better than the railgun. You can claim to have aim, but you certainly aren't going to go around with a large railgun and kill infantry that doesn't stand still for you. Sure you get a lucky shot now and again, and some are more consistent, but the fact still remains a blaster will outperform a rail in most all situations. When it comes to killing infantry that is.
Added note, I use blasters to deal with shield tanks, works GREAT. Missiles for maddies, and a railgun for versatility simply due to nature of it.
But more often then not, a railgun gunnlogi isn't going to beat my blaster gunnlogi in a straight up fight.
Tanks - Balancing Turrets
|
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13214
|
Posted - 2014.09.04 21:05:00 -
[11] - Quote
Good but Rattati I have a suggestion for you, and I hope CCP in general.
Please remind them that Tanks are......Tanks.
Their main cannons should not be designed to directly combat infantry, instead a Large Turret should be designed to fire a small magazine/ set of charges of powerful and destructive shells at a larger target.
Blasters do not make sense to me in this way....... why mount something comparable to a .50 Calibre Machine gun as your main gun when you platform allows from something more akin to a 220mm Cannon or a pair of SAM Pods.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
|
MarasdF Loron
Fatal Absolution General Tso's Alliance
996
|
Posted - 2014.09.04 21:53:00 -
[12] - Quote
Tebu Gan wrote:MarasdF Loron wrote:So, I might have fallen out of the loop here at some point but are Large Blasters meant to be anti infantry or anti vehicle? I'm just wondering because the Large Railgun outperforms the Large Blaster at both roles. Large Railgun takes one shot to kill most infantry, works at close to far range and is more effective at taking out other vehicles at close to far range as well.
The only thing in favor of the Large Blaster is that it doesn't require aiming thanks to the dispersion. You just point it generally in the right direction and hold the trigger down and wait for kills to happen. If you aim it directly at your enemies then it's still no more effective at it's job.
So the "problem" with Large Railgun is that it requires aiming, but if you got aim, there's no reason to go for the Blaster. It's accuracy is poor, range is poor and damage is poor.
Not asking for any changes to be made here, I just want to know what it's meant for because currently there is very little incentive to use it for anything if you know how to aim. I only ever use it when I want to relax and don't want to aim, instead just point it roughly at my enemies and hope that it hits something enough times to kill it.
Edit: Just realized this might be in the wrong section. Oh well, damage is already done. Blaster kills infantry far better than the railgun. You can claim to have aim, but you certainly aren't going to go around with a large railgun and kill infantry that doesn't stand still for you. Sure you get a lucky shot now and again, and some are more consistent, but the fact still remains a blaster will outperform a rail in most all situations. When it comes to killing infantry that is. Added note, I use blasters to deal with shield tanks, works GREAT. Missiles for maddies, and a railgun for versatility simply due to nature of it. But more often then not, a railgun gunnlogi isn't going to beat my blaster gunnlogi in a straight up fight. At least I tend to mostly get shield flare when using Large Blaster against infantry and generally I get a lot more infantry kills in a game when using Large Rail than Large Blaster, it's true the Large Blaster is easier, yes, more effective no. I can easily lead my targets and get them even when moving, I get much more range and accuracy, I get much lower TTK with Large Rail.
The only times I struggle to kill infantry with Large Rail is if the enemy is running up or down a hill or is sticking really close to my tank. And if they are sticking really close to your tank you shouldn't be able to shoot them with any Large Turret IMO.
If a Rail Gunnlogi is losing to Blaster Gunnlogi in fair fight then they are doing something terribly wrong. Or the Blaster Gunnlogi is just insanely good at dodging rail shots.
I'm assuming you are playing PC at least sometimes, how many times have you ever seen anyone use anything other than Rail in PC for tank vs tank fights? I sometimes use Missiles or Blaster when against some less skilled tankers because I just want some change to the dull Rail but other than that, it's always Rail.
|
Alena Ventrallis
Vengeance Unbound Dark Taboo
1688
|
Posted - 2014.09.04 21:54:00 -
[13] - Quote
True Adamance wrote:Good but Rattati I have a suggestion for you, and I hope CCP in general. Please remind them that Tanks are......Tanks. Their main cannons should not be designed to directly combat infantry, instead a Large Turret should be designed to fire a small magazine/ set of charges of powerful and destructive shells at a larger target. Blasters do not make sense to me in this way....... why mount something comparable to a .50 Calibre Machine gun as your main gun when you platform allows from something more akin to a 220mm Cannon or a pair of SAM Pods. Suppose the large blaster was more off a supped up plasma cannon?
Shoot Scout with yes.
|
MarasdF Loron
Fatal Absolution General Tso's Alliance
996
|
Posted - 2014.09.04 21:58:00 -
[14] - Quote
Also, kind of off topic but if you don't believe that the Large Rail is more effective at killing infantry, then just check this PC video that Saxonmish has made, it's obviously from his infantry point of view so you'll have to pay attention to the killfeed. You'll see that there's no more than one enemy tank on the field so Psycho Tanker and I simply concentrate on killing infantry, without even bothering going for Blaster tanks.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13215
|
Posted - 2014.09.04 22:01:00 -
[15] - Quote
Alena Ventrallis wrote:True Adamance wrote:Good but Rattati I have a suggestion for you, and I hope CCP in general. Please remind them that Tanks are......Tanks. Their main cannons should not be designed to directly combat infantry, instead a Large Turret should be designed to fire a small magazine/ set of charges of powerful and destructive shells at a larger target. Blasters do not make sense to me in this way....... why mount something comparable to a .50 Calibre Machine gun as your main gun when you platform allows from something more akin to a 220mm Cannon or a pair of SAM Pods. Suppose the large blaster was more off a supped up plasma cannon?
I've been saying that for months.
I also would like the firing animation of all large turrets to have significant camera shake/ recoil for emphasis.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4077
|
Posted - 2014.09.05 00:19:00 -
[16] - Quote
If I was to make an assertion rails should have the best DPS at range, but i'd make it so that at CQC rails were less effective at tank brawling so that in cqc blasters > missiles > rails in cqc and rails > missiles > blasters at range.
Blaster need to be vehicles dominators at cqc
Missile need to be worse than rails at range and blasters at CQC but pretty good at both
Rails need to be ****** in CQC (taking away infantry terrorizing splash will help) and it needs to dominate at range.
I also feel giving rails 400 meter range would be good. Missiles need to be good out to like 250-300m and yet be pretty damn good at brawling tanks but just overall be out dps'ed by blaster effectiveness if they are within say..40-50 meters.
I'd take missiles if I'm planning on doing a little bit of everything and I am just a better pilot overall because I can overcome my disadvantages against blasters and rail in their ranges through stratagem or superior play.
I'm also pushing for tanks to be able to rotate the turrets higher because currently ads can just own tanks.
The only counter to being owned by an ads atm is to jump out with a forge and I think that's poor counterplay. tanks obviously shouldn't be able to look straight up, but they need a little bit better height.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1185
|
Posted - 2014.09.05 20:29:00 -
[17] - Quote
MarasdF Loron wrote: At least I tend to mostly get shield flare when using Large Blaster against infantry and generally I get a lot more infantry kills in a game when using Large Rail than Large Blaster, it's true the Large Blaster is easier, yes, more effective no. I can easily lead my targets and get them even when moving, I get much more range and accuracy, I get much lower TTK with Large Rail.
The only times I struggle to kill infantry with Large Rail is if the enemy is running up or down a hill or is sticking really close to my tank. And if they are sticking really close to your tank you shouldn't be able to shoot them with any Large Turret IMO.
If a Rail Gunnlogi is losing to Blaster Gunnlogi in fair fight then they are doing something terribly wrong. Or the Blaster Gunnlogi is just insanely good at dodging rail shots.
I'm assuming you are playing PC at least sometimes, how many times have you ever seen anyone use anything other than Rail in PC for tank vs tank fights? I sometimes use Missiles or Blaster when against some less skilled tankers because I just want some change to the dull Rail but other than that, it's always Rail.
I certainly disagree with your first part. While agreed there are situations where a rail will prevail over a blaster when it comes to killing infantry, like shooting snipers or forgegunners on high buildings where range is needed. But as far as killing infantry, the blaster does a much better job of it in my opinion.
Sure you can one shot kill someone with a rail and at times get double kills when the enemy stacks up on each other. But when I come into a group of enemies, it is far easier and faster taking the group out with a blaster. Something about the automatic nature of the blaster.
I liken the rail to a sniper and a blaster to the AR. Sure the sniper has the advantage of range, but with the slow ROF and the little room for any margin of error in your shots, groups of enemies require a slow and methodical approach. Whereas the AR is able to tackle opponents head on, quickly dropping one, re positioning, and dropping the others. My thoughts on it at least. I've been a rail tanker for a long time, and my forte has always been killing infantry with the rails, so I feel I know what you are talking about.
And yes, I've done a LOT of PC in my time, and yes the rails are certainly a popular choice. Namely for dealing with those DS. But blasters are needed on the field to lay the hurt on infantry to create a need for a rail that out ranges said blaster. Like I said, rails just tend to be a LOT more versatile.
That said, as I mentioned previously, blasters work very well at killing shield tanks. I'm pretty positive that they gain a damage bonus against shields, and being that a popular fitting choice for gunnlogi's entails stacking shields, a blaster does make short work of them. Sure if you let the rail engage you at their max range, you will have a much harder time dropping them. But often times I find I can lure them in, as railers tend to expect an easy kill.
Sure I come across MANY bad tankers, but I also (not to be big headed here) consider myself a top tier tanker. There are few tanks that will consistently beat me with whatever turret I choose. Blasters just require a bit more work to keep it alive against rail tanks, and the maps do make a large impact on how well one can perform over the rail tank.
I've run blasters in a lot of my recent PCs (Not big on PC anymore myself) and I recall a few instances where, as I was guarding HP, a rail gunnlogi made it my way. Using a depression in the field on that map I was able to keep myself out of his LOS until he made it close enough that I felt I could engage him and come out on top. Came at him at an angle, eventually outmaneuvering his tracking speed with the blasters superior tracking for a very conclusive win.
The second and third time he came at me, he was certainly a lot more leery of my tactic, so it ended up being a bit closer, but the fight was still very much in my favor. Though in that map I had a lot of terrain to work with to give me the advantage, where as if the map was much more open, he would have had a very clear advantage.
Sorry, I've ramble on enough already. Just my thoughts on it.
Tanks - Balancing Turrets
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1185
|
Posted - 2014.09.05 20:35:00 -
[18] - Quote
Zatara Rought wrote:If I was to make an assertion rails should have the best DPS at range, but i'd make it so that at CQC rails were less effective at tank brawling so that in cqc blasters > missiles > rails in cqc and rails > missiles > blasters at range. Blaster need to be vehicles dominators at cqc Missile need to be worse than rails at range and blasters at CQC but pretty good at both Rails need to be ****** in CQC (taking away infantry terrorizing splash will help) and it needs to dominate at range. I also feel giving rails 400 meter range would be good. Missiles need to be good out to like 250-300m and yet be pretty damn good at brawling tanks but just overall be out dps'ed by blaster effectiveness if they are within say..40-50 meters. I'd take missiles if I'm planning on doing a little bit of everything and I am just a better pilot overall because I can overcome my disadvantages against blasters and rail in their ranges through stratagem or superior play. I'm also pushing for tanks to be able to rotate the turrets higher because currently ads can just own tanks. The only counter to being owned by an ads atm is to jump out with a forge and I think that's poor counterplay. tanks obviously shouldn't be able to look straight up, but they need a little bit better height.
You tank?
I don't like a lot of your suggestions. I don't know where people get the idea that a rail should simply dominate at range. Range in my mind can equate to damage.
When you shorten the range, you increase the damage.
But conversely as you lengthen the range, the damage needs to drop.
It's already been shown that a High alpha rail with High range trumps all other turrets, and I think a large part of that is due to your line of thinking (not just you, many have said this before you). And could you push for actually adding versatility to turrets (read my sig). These three types are stale and stagnant, and I think attribute for a lot of the disparity between turrets.
Tanks - Balancing Turrets
|
Meee One
Hello Kitty Logistics
1078
|
Posted - 2014.09.06 02:31:00 -
[19] - Quote
Rizlax Yazzax wrote:I believe Rattati explicitly stated large blasters are AV a while back. Hence the increased dispersion to make it less effective on infantry.
Can't be arsed to find the thread but pretty sure that's the case. 98% of the time i see Large blasters killing infantry.
Ironically i only ever see small turrets on rails to make up for their lack of spray and pray ability.
Large blasters should be renerfed,they shouldn't be able to snipe an uplink from 100m,or for that matter infantry.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
|
Alena Ventrallis
Vengeance Unbound Dark Taboo
1700
|
Posted - 2014.09.06 02:55:00 -
[20] - Quote
Tebu Gan wrote:Zatara Rought wrote:If I was to make an assertion rails should have the best DPS at range, but i'd make it so that at CQC rails were less effective at tank brawling so that in cqc blasters > missiles > rails in cqc and rails > missiles > blasters at range. Blaster need to be vehicles dominators at cqc Missile need to be worse than rails at range and blasters at CQC but pretty good at both Rails need to be ****** in CQC (taking away infantry terrorizing splash will help) and it needs to dominate at range. I also feel giving rails 400 meter range would be good. Missiles need to be good out to like 250-300m and yet be pretty damn good at brawling tanks but just overall be out dps'ed by blaster effectiveness if they are within say..40-50 meters. I'd take missiles if I'm planning on doing a little bit of everything and I am just a better pilot overall because I can overcome my disadvantages against blasters and rail in their ranges through stratagem or superior play. I'm also pushing for tanks to be able to rotate the turrets higher because currently ads can just own tanks. The only counter to being owned by an ads atm is to jump out with a forge and I think that's poor counterplay. tanks obviously shouldn't be able to look straight up, but they need a little bit better height. You tank? I don't like a lot of your suggestions. I don't know where people get the idea that a rail should simply dominate at range. Range in my mind can equate to damage. When you shorten the range, you increase the damage.
But conversely as you lengthen the range, the damage needs to drop.
It's already been shown that a High alpha rail with High range trumps all other turrets, and I think a large part of that is due to your line of thinking (not just you, many have said this before you). And could you push for actually adding versatility to turrets (read my sig). These three types are stale and stagnant, and I think attribute for a lot of the disparity between turrets. False. As you get farther away, DPS should drop. Not damage.
Rails should hit really hard from far away, but have a very slow fire rate. Such as charging each shot.
Shoot Scout with yes.
|
|
MarasdF Loron
Fatal Absolution General Tso's Alliance
1007
|
Posted - 2014.09.06 04:54:00 -
[21] - Quote
Alena Ventrallis wrote:Tebu Gan wrote:Zatara Rought wrote:If I was to make an assertion rails should have the best DPS at range, but i'd make it so that at CQC rails were less effective at tank brawling so that in cqc blasters > missiles > rails in cqc and rails > missiles > blasters at range. Blaster need to be vehicles dominators at cqc Missile need to be worse than rails at range and blasters at CQC but pretty good at both Rails need to be ****** in CQC (taking away infantry terrorizing splash will help) and it needs to dominate at range. I also feel giving rails 400 meter range would be good. Missiles need to be good out to like 250-300m and yet be pretty damn good at brawling tanks but just overall be out dps'ed by blaster effectiveness if they are within say..40-50 meters. I'd take missiles if I'm planning on doing a little bit of everything and I am just a better pilot overall because I can overcome my disadvantages against blasters and rail in their ranges through stratagem or superior play. I'm also pushing for tanks to be able to rotate the turrets higher because currently ads can just own tanks. The only counter to being owned by an ads atm is to jump out with a forge and I think that's poor counterplay. tanks obviously shouldn't be able to look straight up, but they need a little bit better height. You tank? I don't like a lot of your suggestions. I don't know where people get the idea that a rail should simply dominate at range. Range in my mind can equate to damage. When you shorten the range, you increase the damage.
But conversely as you lengthen the range, the damage needs to drop.
It's already been shown that a High alpha rail with High range trumps all other turrets, and I think a large part of that is due to your line of thinking (not just you, many have said this before you). And could you push for actually adding versatility to turrets (read my sig). These three types are stale and stagnant, and I think attribute for a lot of the disparity between turrets. False. As you get farther away, DPS should drop. Not damage. Rails should hit really hard from far away, but have a very slow fire rate. Such as charging each shot. Something like that, and you shouldn't be able to do 360 degree turn in 1 second. I kind of agree with what Zatara is saying but I don't agree with more turret vertical angle for anything other than missiles. They already have bugged angles, the angle is around 30 degrees lower in 3rd person view than it is in first person view, they need to fix that first.
|
MarasdF Loron
Fatal Absolution General Tso's Alliance
1007
|
Posted - 2014.09.06 05:12:00 -
[22] - Quote
Tebu Gan wrote: I certainly disagree with your first part. While agreed there are situations where a rail will prevail over a blaster when it comes to killing infantry, like shooting snipers or forgegunners on high buildings where range is needed. But as far as killing infantry, the blaster does a much better job of it in my opinion.
Sure you can one shot kill someone with a rail and at times get double kills when the enemy stacks up on each other. But when I come into a group of enemies, it is far easier and faster taking the group out with a blaster. Something about the automatic nature of the blaster.
I liken the rail to a sniper and a blaster to the AR. Sure the sniper has the advantage of range, but with the slow ROF and the little room for any margin of error in your shots, groups of enemies require a slow and methodical approach. Whereas the AR is able to tackle opponents head on, quickly dropping one, re positioning, and dropping the others. My thoughts on it at least. I've been a rail tanker for a long time, and my forte has always been killing infantry with the rails, so I feel I know what you are talking about.
And yes, I've done a LOT of PC in my time, and yes the rails are certainly a popular choice. Namely for dealing with those DS. But blasters are needed on the field to lay the hurt on infantry to create a need for a rail that out ranges said blaster. Like I said, rails just tend to be a LOT more versatile.
That said, as I mentioned previously, blasters work very well at killing shield tanks. I'm pretty positive that they gain a damage bonus against shields, and being that a popular fitting choice for gunnlogi's entails stacking shields, a blaster does make short work of them. Sure if you let the rail engage you at their max range, you will have a much harder time dropping them. But often times I find I can lure them in, as railers tend to expect an easy kill.
Sure I come across MANY bad tankers, but I also (not to be big headed here) consider myself a top tier tanker. There are few tanks that will consistently beat me with whatever turret I choose. Blasters just require a bit more work to keep it alive against rail tanks, and the maps do make a large impact on how well one can perform over the rail tank.
I've run blasters in a lot of my recent PCs (Not big on PC anymore myself) and I recall a few instances where, as I was guarding HP, a rail gunnlogi made it my way. Using a depression in the field on that map I was able to keep myself out of his LOS until he made it close enough that I felt I could engage him and come out on top. Came at him at an angle, eventually outmaneuvering his tracking speed with the blasters superior tracking for a very conclusive win.
The second and third time he came at me, he was certainly a lot more leery of my tactic, so it ended up being a bit closer, but the fight was still very much in my favor. Though in that map I had a lot of terrain to work with to give me the advantage, where as if the map was much more open, he would have had a very clear advantage.
Sorry, I've ramble on enough already. Just my thoughts on it.
Alright, I get what you are saying, but...
I still get terrible hit detection. If I come into a group of enemies with a blaster, they all get away. Why? Hard to choose right targets when all you do is get shield flare after shield flare and you have no idea if you are damaging any of them when their health bars stack on top of each other.
Yes, blaster beats rail when you can abuse (read, use to your advantage) the terrain or environments at short range. But then the same goes for rail at long range, as it should, as it should. But, if you can't use the terrain to your advantage and if you don't get the enemy rail by surprise with your blaster, then it's game over, unless they struggle with their aim, lag, bugs, frame rate, whatever. But in the most fair of sircumstances the rail will beat the blaster even at close range. Something to do with the relatively fast rotation speed and the fact that your turret turns with your tank when you turn your tank.
Doesn't concern Dust, as there's no room for such a button in Dust, but in Legion there should at least be a button which you hold down if you don't want to have your turret rotate along with your tank.
If not simply completely disabling turret rotating along with tank turning, which then would concern Dust.
One more thing, yes blasters have +10%/-10% or is it +9%/-9% damage profile. Also you will shred any unhardened tank down with double complex blaster dmg mods in like 2 seconds, but if you come across a Gunnlogi with one shield hardener, you don't even make a dent on it's shields with double damage mods. If you have 2 dmg mods on rail vs hardened Gunnlogi, you still deal significant damage.
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4132
|
Posted - 2014.09.06 06:14:00 -
[23] - Quote
Tebu Gan wrote:
You tank?
I don't like a lot of your suggestions. I don't know where people get the idea that a rail should simply dominate at range. Range in my mind can equate to damage.
When you shorten the range, you increase the damage.
But conversely as you lengthen the range, the damage needs to drop.
It's already been shown that a High alpha rail with High range trumps all other turrets, and I think a large part of that is due to your line of thinking (not just you, many have said this before you). And could you push for actually adding versatility to turrets (read my sig). These three types are stale and stagnant, and I think attribute for a lot of the disparity between turrets.
It sounds like what you're saying is exactly what I'm saying...that the highest DPS should be limited by making it the shortest range, with more range having less damage.
I'm not disagreeing with this.
My post was simply determining effectiveness at ranges...not specifics of damage.
I agree the rail should do the least amount of total damage, but have the longest range.
It should beat out missiles at long range engagements, but not because it doesn't more damage, rather that because the turret mechanics favor the rail in it's optimal range more than missiles and even more so than blasters.
Yes high damage rails trumped other turrets in CQC, but that was not in a scenario where rails did...40% dps inside 50 meters. (numbers are just irrelevant but you get the point)
I don't it'd be so stagnant if engaging tanks was a matter of deciding which range you were trying to engage at and then excelling at that range.
Making missiles the most versatile, rails the longest range (and best at doing damage at range through mechanics) and blasters the best at brawling CQC.
I'll take a look at your thread.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Leovarian L Lavitz
G0DS AM0NG MEN General Tso's Alliance
1153
|
Posted - 2014.09.06 07:38:00 -
[24] - Quote
Damage over time in a cqc engagement of rails vrs blasters should have the blasters winning after the first second in the total damage dealt in that time.
If two tanks, a rail and a blaster tank, were sitting still facing each other, in cqc range and begin firing at the exact same moment, the blaster tank must beat the rail tank. if they both had the same ehp vrs weapon profiles.
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
|
MarasdF Loron
Fatal Absolution General Tso's Alliance
1008
|
Posted - 2014.09.06 08:27:00 -
[25] - Quote
Leovarian L Lavitz wrote:Damage over time in a cqc engagement of rails vrs blasters should have the blasters winning after the first second in the total damage dealt in that time.
If two tanks, a rail and a blaster tank, were sitting still facing each other, in cqc range and begin firing at the exact same moment, the blaster tank must beat the rail tank. if they both had the same ehp vrs weapon profiles.
Yeah, the problem is that in the current iteration of the game the rail tank would win in that case, and still have over 50% health remaining.
|
Dergle
Kiith Sobani
32
|
Posted - 2014.09.06 11:29:00 -
[26] - Quote
So all large turrets are technically AV? I thought the blaster was anti-infantry.
DUST is not a democracy!
Ain't nobody want to hear your problems, Everyone got problems.
|
Leeroy Gannarsein
Legio DXIV
662
|
Posted - 2014.09.06 14:50:00 -
[27] - Quote
Tebu Gan wrote:MarasdF Loron wrote:So, I might have fallen out of the loop here at some point but are Large Blasters meant to be anti infantry or anti vehicle? I'm just wondering because the Large Railgun outperforms the Large Blaster at both roles. Large Railgun takes one shot to kill most infantry, works at close to far range and is more effective at taking out other vehicles at close to far range as well.
The only thing in favor of the Large Blaster is that it doesn't require aiming thanks to the dispersion. You just point it generally in the right direction and hold the trigger down and wait for kills to happen. If you aim it directly at your enemies then it's still no more effective at it's job.
So the "problem" with Large Railgun is that it requires aiming, but if you got aim, there's no reason to go for the Blaster. It's accuracy is poor, range is poor and damage is poor.
Not asking for any changes to be made here, I just want to know what it's meant for because currently there is very little incentive to use it for anything if you know how to aim. I only ever use it when I want to relax and don't want to aim, instead just point it roughly at my enemies and hope that it hits something enough times to kill it.
Edit: Just realized this might be in the wrong section. Oh well, damage is already done. Blaster kills infantry far better than the railgun. You can claim to have aim, but you certainly aren't going to go around with a large railgun and kill infantry that doesn't stand still for you. Sure you get a lucky shot now and again, and some are more consistent, but the fact still remains a blaster will outperform a rail in most all situations. When it comes to killing infantry that is. Added note, I use blasters to deal with shield tanks, works GREAT. Missiles for maddies, and a railgun for versatility simply due to nature of it. But more often then not, a railgun gunnlogi isn't going to beat my blaster gunnlogi in a straight up fight. this.
Fighting at close range with a blaster is orders of magnitude easier than the same with a railgun. There isn't any margin for error with a rail; if you miss one shot by the time you cool down enough to fire again the blaster's got the advantage through sheer sustained fire.
The railgun's better more because it's versatile than because it's still CQC king.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
|
MarasdF Loron
Fatal Absolution General Tso's Alliance
1010
|
Posted - 2014.09.06 15:32:00 -
[28] - Quote
Leeroy Gannarsein wrote:Tebu Gan wrote:MarasdF Loron wrote:So, I might have fallen out of the loop here at some point but are Large Blasters meant to be anti infantry or anti vehicle? I'm just wondering because the Large Railgun outperforms the Large Blaster at both roles. Large Railgun takes one shot to kill most infantry, works at close to far range and is more effective at taking out other vehicles at close to far range as well.
The only thing in favor of the Large Blaster is that it doesn't require aiming thanks to the dispersion. You just point it generally in the right direction and hold the trigger down and wait for kills to happen. If you aim it directly at your enemies then it's still no more effective at it's job.
So the "problem" with Large Railgun is that it requires aiming, but if you got aim, there's no reason to go for the Blaster. It's accuracy is poor, range is poor and damage is poor.
Not asking for any changes to be made here, I just want to know what it's meant for because currently there is very little incentive to use it for anything if you know how to aim. I only ever use it when I want to relax and don't want to aim, instead just point it roughly at my enemies and hope that it hits something enough times to kill it.
Edit: Just realized this might be in the wrong section. Oh well, damage is already done. Blaster kills infantry far better than the railgun. You can claim to have aim, but you certainly aren't going to go around with a large railgun and kill infantry that doesn't stand still for you. Sure you get a lucky shot now and again, and some are more consistent, but the fact still remains a blaster will outperform a rail in most all situations. When it comes to killing infantry that is. Added note, I use blasters to deal with shield tanks, works GREAT. Missiles for maddies, and a railgun for versatility simply due to nature of it. But more often then not, a railgun gunnlogi isn't going to beat my blaster gunnlogi in a straight up fight. this. Fighting at close range with a blaster is orders of magnitude easier than the same with a railgun. There isn't any margin for error with a rail; if you miss one shot by the time you cool down enough to fire again the blaster's got the advantage through sheer sustained fire. The railgun's better more because it's versatile than because it's still CQC king. Learn to aim, learn to maneuver, learn to be aware of your surroundings and you wont lose to a blaster tank in 1v1, ever, not with a rail.
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1186
|
Posted - 2014.09.06 18:45:00 -
[29] - Quote
Zatara Rought wrote: I don't it'd be so stagnant if engaging tanks was a matter of deciding which range you were trying to engage at and then excelling at that range.
Making missiles the most versatile, rails the longest range (and best at doing damage at range through mechanics) and blasters the best at brawling CQC.
I'm just going to point this section out as I think it sums up what you are trying to say.
Tanks currently DO have effective ranges that make them much more effective when in that range. When you play tanks, you play with that knowledge in mind. Rails do damage within 300M, Missiles 250M, and Blasters 150M. So a railgun would put itself at the least disadvantage engaging an enemy outside of their optimal. Where the blaster is at the least disadvantage keeping the enemy within 150M.
Blasters already can shred up close. Not simply due to damage output, but turret rotation speed and another oft looked over factor; the differences between the two tank types. A blaster on a gunnlogi isn't the same as a maddie with a blaster, as a rail on a gunnlogi isn't the same as the maddie with a rail.
There are distinct advantages and disadvantages that will changes the way you use that turret and approach your enemies. Just to name a few:
Maneuverability, basically the turning speed and acceleration of a tank. Maddies turn FAR slower, like big lugging brutes, while the gunnlogi is rather nimble in comparison. Still a maddie has rather good straight line speed and is able to use a nitro for added acceleration without sacrificing tank like a gunnlogi.
Yet putting a nitro on a gunnlogi allows one to better outmaneuver opponents in close quarters. A large part due to the fact they are FAR more nimble meaning that boost of acceleration is put to far better use dancing around another tank.Add in the fact that turning your tank and turret at the same time VASTLY increases turret rotation, a gunnlogi has an easier time out tracking an opponents turret rotation.
Inate resistances, Shields are resistant to explosive, while armor takes extra damage from explosive, yet less from a blaster fire where a shield takes extra. This has a very large impact on many of the outcomes to a battle. It's not as easy as saying, I'm at my effective, now fire.
Missiles are not going to get the best of a shield tank fit for shield defense. Much like a gunnlogi with a blaster more than likely isn't going to best a maddie with a blaster. So by making blaster anymore powerful in CQC, you will just make it harder for one tank type in CQC, the gunnlogi.
Turret depression, maddies can basically aim down, where a gunnlogi can only go level and no further down. I mention this because a maddie with a rail AND range has a large advantage. Why, because they can use high elevation for sniping, and remain unreachable by another rail. Where a gunnlogi in the same position much physically angle itself down an elevation, which generally means exposing itself and remaining that way to apply damage.
So gunnlogis like it flat, and maddies like it rounded. Maddies can go up an elevation and fire as they are coming back to level, where a gunnlogi is defenseless as they go up an elevation to level ground until they plane off.
I guess what I'm saying here is that when you consider turrets, you also much consider what that turret is attached to, and how this can create an advantage for one tank type over another. You approach saying that a tank needs to approach battles with their optimal in mind ignores the fact that tanks are different. It makes total sense if we just had one tank type and flat damage percentages, but we don't. We have turrets that do varying amounts to certain tanks as well as having optimal ranges with those turrets.
I really don't think we can simply say that optimals are the problem and fixing that will lead to better game play. You say rails should be best at range and blasters at CQC (you don't understand missiles I guess, Versatility??), I say there should be close range rails as well and longer range blasters.
Examples: Rail type with 250M range, good damage output, but horrid tracking speed, meaning a blaster that gets in within 50m - 100m has the advantage, so the rail would rather it not get too close.
Sniper rail, 500 or 600M range, low alpha, decent ROF. Ultimate range, but the trade off is a low DPS. More for support fire as that range makes it somewhat untouchable by many things.
Breach Rail, much like the breach FG. Long range like the sniper (400M), but a much longer charge up time, very high heat buildup, and high alpha damage. While it can do pretty decent damage per shot, it needs to take 8 -10 seconds between shots.
This would make it far less stagnant, it would be no longer as simple as saying, oh he has a rail, and knowing exactly the limits of that rail as there is only one type and the most I need to know is if it's a particle cannon or not. With some sort of variety to rails, I would need to determine first which type one uses and go from there on how to approach that target.
Right now it's as simple as saying, it's a rail gun, and I have a blaster, so I must reach my optimal before I let it engage me. Ranges are already there and we already play to them as you mention.
Tanks - Balancing Turrets
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1186
|
Posted - 2014.09.06 18:50:00 -
[30] - Quote
MarasdF Loron wrote:Leeroy Gannarsein wrote:Tebu Gan wrote:MarasdF Loron wrote:So, I might have fallen out of the loop here at some point but are Large Blasters meant to be anti infantry or anti vehicle? I'm just wondering because the Large Railgun outperforms the Large Blaster at both roles. Large Railgun takes one shot to kill most infantry, works at close to far range and is more effective at taking out other vehicles at close to far range as well.
The only thing in favor of the Large Blaster is that it doesn't require aiming thanks to the dispersion. You just point it generally in the right direction and hold the trigger down and wait for kills to happen. If you aim it directly at your enemies then it's still no more effective at it's job.
So the "problem" with Large Railgun is that it requires aiming, but if you got aim, there's no reason to go for the Blaster. It's accuracy is poor, range is poor and damage is poor.
Not asking for any changes to be made here, I just want to know what it's meant for because currently there is very little incentive to use it for anything if you know how to aim. I only ever use it when I want to relax and don't want to aim, instead just point it roughly at my enemies and hope that it hits something enough times to kill it.
Edit: Just realized this might be in the wrong section. Oh well, damage is already done. Blaster kills infantry far better than the railgun. You can claim to have aim, but you certainly aren't going to go around with a large railgun and kill infantry that doesn't stand still for you. Sure you get a lucky shot now and again, and some are more consistent, but the fact still remains a blaster will outperform a rail in most all situations. When it comes to killing infantry that is. Added note, I use blasters to deal with shield tanks, works GREAT. Missiles for maddies, and a railgun for versatility simply due to nature of it. But more often then not, a railgun gunnlogi isn't going to beat my blaster gunnlogi in a straight up fight. this. Fighting at close range with a blaster is orders of magnitude easier than the same with a railgun. There isn't any margin for error with a rail; if you miss one shot by the time you cool down enough to fire again the blaster's got the advantage through sheer sustained fire. The railgun's better more because it's versatile than because it's still CQC king. Learn to aim, learn to maneuver, learn to be aware of your surroundings and you wont lose to a blaster tank in 1v1, ever, not with a rail.
And I can easily say the same about my blaster engaging a shield rail. I just don't lose 1v1 to a rail, especially one that tries to CQC with me.
Tanks - Balancing Turrets
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |