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MarasdF Loron
Fatal Absolution General Tso's Alliance
988
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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.
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Rizlax Yazzax
Molon Labe. General Tso's Alliance
404
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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. |
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CCP Rattati
C C P C C P Alliance
6616
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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"
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
255
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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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3055
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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
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Sgt Kirk
Fatal Absolution
7467
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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
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3055
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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
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MarasdF Loron
Fatal Absolution General Tso's Alliance
993
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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."
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1183
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Posted - 2014.09.04 20:46:00 -
[9] - Quote
You really need to reconsider this.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1183
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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
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13214
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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
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MarasdF Loron
Fatal Absolution General Tso's Alliance
996
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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.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1688
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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.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
996
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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.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13215
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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
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Zatara Rought
Fatal Absolution General Tso's Alliance
4077
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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
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1185
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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
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1185
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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
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Meee One
Hello Kitty Logistics
1078
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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.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1700
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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.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1007
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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.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1007
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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.
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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
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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
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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.
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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.
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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
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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.
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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
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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
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Apocalyptic Destroyer
RestlessSpirits
119
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Posted - 2014.09.06 18:56:00 -
[31] - Quote
We can all agree here that Large Blasters are now scrubbish and serve no use to Infantry anymore and it does little to tanks. When in doubt, go XT-Missiles.
~R1P
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Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1158
|
Posted - 2014.09.06 20:01:00 -
[32] - Quote
To me missiles need to be looked at and the fact that you are beginning to see more people using missiles are somewhat evident of such .
Yes they have drawbacks but the fact that they could destroy a maddy with and in a full clip is an issue to me .
No other turret has that type of power and yes no other turret has it's drawbacks as well but if you have them maxed in reload and the such , you have the best turret out of the bunch .
I use both and all turrets but the damage of those ( missiles ) things are an issue .
I believe that they should just bring back the turret choices of pre-1.7 , where there was variety in choices and each turret had it's pro's and con's .
These issues need discussing but by people who have skilled into vehicles and the same , who have a stake in the matter and seeing vehicle use and warfare become better without being more overpowering to infantry .
People who casually use vehicles and have no investment in the same ... shouldn't be discounted but their comments need to be just that , of one who has no general knowledge and no stake but to either corrupt the process or maybe say something that one might just not be seeing that would help the process .
The bulk of this conversation must come from vehicle users .
Too many times and in too many cases we see players who's intent is to destroy a role for whatever reason and these same people are just not called out for doing so .
CCP should understand that by now and make better choices in what is considered and the direction that is taken .
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
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Zatara Rought
Fatal Absolution General Tso's Alliance
4152
|
Posted - 2014.09.06 22:02:00 -
[33] - Quote
Wow, thatm ade a lot of sense Tebu.
Thanks for explaining all that. My premise was based on the truth that I can beat any tank with my rail gunlogi no matter the range...but I never really face off vs competent tankers. I rarely tank and when I do it's rail at whatever range.
I didn't even know maddies could aim down as I've never used them outside of chrome and my usage was very limited, I never learned the nuances.
I totally see your idea for turrets making the tank game waaaay more fun, I guess my only concern would be making sure we limit the effectiveness of large turrets vs infantry. Even now large blasters are pretty damn deadly and it's not that difficult.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1010
|
Posted - 2014.09.06 22:32:00 -
[34] - Quote
Zatara Rought wrote:Wow, thatm ade a lot of sense Tebu.
Thanks for explaining all that. My premise was based on the truth that I can beat any tank with my rail gunlogi no matter the range...but I never really face off vs competent tankers. I rarely tank and when I do it's rail at whatever range.
I didn't even know maddies could aim down as I've never used them outside of chrome and my usage was very limited, I never learned the nuances.
I totally see your idea for turrets making the tank game waaaay more fun, I guess my only concern would be making sure we limit the effectiveness of large turrets vs infantry. Even now large blasters are pretty damn deadly and it's not that difficult. I didn't read Tebu's post because it's too much text but Rail is still superior to any other turret at any range in AV situation, that's why you only see Rail turrets in PCs when they are fighting other vehicles. Actually, missiles are far better at taking down Incubus, but that's about it. Everyone uses shield tanks in PCs so no need for missiles there if they are only good against one type of vehicle in the whole match which stays up high all game anyway.
If you reduce the large turret effectiveness against infantry then the only job remaining for tanks in PCs is to destroy ADS, and forge does a much better job at that. So you completely remove the need for tanks in PCs. For pubs they still have their purpose with gunners. But if tanks can't hurt infantry, then there is no need for tanks currently. You might be saying to take out LAVs but they are few and far between and tanks are not even effective at taking out LAVs because they can just drive away from you in the blink of an eye.
Nobody wants to bring out tanks just to take out other tanks. Because tanks are becoming quite rare already, not quite as rare as in 1.6, but still rare, so you don't always get any enemy tanks on the field, so what do you do then when you have no one to kill and you don't have your gunner online and no one else wants to gun for you (because trust me, a lot of people don't want to be gunners) and all your SP is in vehicles?
Tanks need the power to kill infantry to create the need for AV tanks. If there were MAVs that are for anti infantry then you don't need anti infantry capabilities for tanks, but you don't have MAVs, do you?
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1187
|
Posted - 2014.09.07 02:21:00 -
[35] - Quote
MarasdF Loron wrote: If you reduce the large turret effectiveness against infantry then the only job remaining for tanks in PCs is to destroy ADS, and forge does a much better job at that.
This so much. Making them purely AV focused is a BAD idea. I've made the argument that tanks be more AV focused with the emphasis on equipping turrets for AI, YET, that argument was some what conditional. I also wanted AI large turrets that were effective against infantry but faltered against other vehicles.
In this way there would actually be a need for AV tanks, otherwise tanks have no actual role that isn't trumped by other classes, IE AV and ADS. That is the biggest problem we are coming into with this focus that a Large is solely AV, and smalls are solely AI.
As I said, we have seen what happens when you nerf the large blaster into oblivion against infantry, TANKS BECOME OBSOLETE. I still view PC as a good indicator of what's imbalanced and even now, tanks are VERY sparse. To the point you can do with a FG over the tank easily.
SO please rethink your approach Rattati.
Tanks - Balancing Turrets
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4818
|
Posted - 2014.09.07 03:48:00 -
[36] - Quote
Dergle wrote:So all large turrets are technically AV? I thought the blaster was anti-infantry.
That was before tanks were made pointless.
Infantry are allowed to kill tanks, tanks are allowed to kill tanks, ADS are allowed to kill tanks.
Tanks are not allowed to kill infantry or ADS.
Didn't you know?
So do your part, call in your tank and go kill those other tanks that are accomplishing nothing. What are you waiting for, sir? |
Dergle
Kiith Sobani
32
|
Posted - 2014.09.07 06:51:00 -
[37] - Quote
Himiko Kuronaga wrote:Dergle wrote:So all large turrets are technically AV? I thought the blaster was anti-infantry. That was before tanks were made pointless. Infantry are allowed to kill tanks, tanks are allowed to kill tanks, ADS are allowed to kill tanks. Tanks are not allowed to kill infantry or ADS. Didn't you know? So do your part, call in your tank and go kill those other tanks that are accomplishing nothing. What are you waiting for, sir?
Ahah for I fly a pie in the sky and I make sure no tanks are alive.
DUST is not a democracy!
Ain't nobody want to hear your problems, Everyone got problems.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2625
|
Posted - 2014.09.07 10:06:00 -
[38] - Quote
As an AV gunner I believe that yes, large turrets should be more AV focused.
I do not believe they should be neutered Vs. Infantry. While I agree with the rail and forge changes, the Blaster should retain some utility as point defense at close range. Less effective than having small turrets and supporting infantry? Absolutely. But not neutered. |
Evolution-7
The Rainbow Effect
650
|
Posted - 2014.09.07 10:47:00 -
[39] - Quote
LOOOOOOOOOL, if everything is AV then why would you call an AV tank to kill another AV tank if it is doing no damage to infantry, the only thing that it could do is kill supply depots and turrets etc, which are also useless in this game.
It should be that you call a AP tank to deal with a mass of infantry somewhere then to counter that a AV tank is called.
CCP Logic = MINDBLOWN!
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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MarasdF Loron
Fatal Absolution General Tso's Alliance
1014
|
Posted - 2014.09.07 11:25:00 -
[40] - Quote
Evolution-7 wrote:LOOOOOOOOOL, if everything is AV then why would you call an AV tank to kill another AV tank if it is doing no damage to infantry, the only thing that it could do is kill supply depots and turrets etc, which are also useless in this game. It should be that you call a AP tank to deal with a mass of infantry somewhere then to counter that a AV tank is called. CCP Logic = MINDBLOWN! No, the enemy calls in AV tank to deal with nothing and then you call in AV tank to deal with the enemy AV tank that is not being a threat to anyone but hey it's free WP and then after that you deal with nothing or recall.
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KEROSIINI-TERO
The Rainbow Effect
1260
|
Posted - 2014.09.07 12:04:00 -
[41] - Quote
Meee One wrote: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.
All three points of this post are wrong. Recommend everyone to ignore this.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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CommanderBolt
Osmon Surveillance Caldari State
1481
|
Posted - 2014.09.07 12:09:00 -
[42] - 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.
So basically all of the things the Judge was pushing for are now being turned on their head?
I'm not saying that I agree or disagree with any of you, I just wish you collectively had a set goal instead of everyone having their own idea of what is right, and thus nothing changes in game / things KEEP changing in game without any real direction or purpose.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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KEROSIINI-TERO
The Rainbow Effect
1260
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Posted - 2014.09.07 12:09:00 -
[43] - Quote
Consider that Lg Blaster is the weakest of three Lg turret types in AV work, that it could have somewhat better performance in AP function than those other two.
Besides, mounting blasters means that those tanks put themselves into the reach of all AV, including those scary AV nade volleys. Rails and missiles can avoid that while killing at range.
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
1260
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Posted - 2014.09.07 12:12:00 -
[44] - 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.
Ever? How about if the rail pilot has learned to aim, maneuver, knows surroundings like back of his hand plus knows how to conserve shots? Caldari hulls with rails have surprisingly good cqc agility. Ever is such a harsh word.
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
1014
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Posted - 2014.09.07 12:14:00 -
[45] - Quote
KEROSIINI-TERO wrote: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. Ever? How about if the rail pilot has learned to aim, maneuver, knows surroundings like back of his hand plus knows how to conserve shots? Caldari hulls with rails have surprisingly good cqc agility. Ever is such a harsh word. Umm... you just repeated what I had already said.
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KEROSIINI-TERO
The Rainbow Effect
1260
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Posted - 2014.09.07 12:20:00 -
[46] - Quote
Tebu Gan wrote:
I'm just going to point this section out as I think it sums up what you are trying to say.
. . .
An excellent analysis by a clearly experienced tanker. Those things should be known well while planning the turret fine balance.
(examples seem just ideas though, not ready to implement as such)
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
1260
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Posted - 2014.09.07 12:29:00 -
[47] - Quote
MarasdF Loron wrote: I didn't read Tebu's post because it's too much text but Rail is still superior to any other turret at any range in AV situation, that's why you only see Rail turrets in PCs when they are fighting other vehicles. Actually, missiles are far better at taking down Incubus, but that's about it. Everyone uses shield tanks in PCs so no need for missiles there if they are only good against one type of vehicle in the whole match which stays up high all game anyway.
Btw you really should read Tebu's post. Now, the rails are no longer superior to missiles, even at range. Only at extreme last 80-100% of rail max range of course missiles can't hit. But rail tanks stabilizing to get their shot can be quick vollied at far far distance with good missiles. So -1 for your first paragraph.
MarasdF Loron wrote: If you reduce the large turret effectiveness against infantry then the only job remaining for tanks in PCs is to destroy ADS, and forge does a much better job at that. So you completely remove the need for tanks in PCs. For pubs they still have their purpose with gunners. But if tanks can't hurt infantry, then there is no need for tanks currently. You might be saying to take out LAVs but they are few and far between and tanks are not even effective at taking out LAVs because they can just drive away from you in the blink of an eye.
Nobody wants to bring out tanks just to take out other tanks. Because tanks are becoming quite rare already, not quite as rare as in 1.6, but still rare, so you don't always get any enemy tanks on the field, so what do you do then when you have no one to kill and you don't have your gunner online and no one else wants to gun for you (because trust me, a lot of people don't want to be gunners) and all your SP is in vehicles?
Tanks need the power to kill infantry to create the need for AV tanks. If there were MAVs that are for anti infantry then you don't need anti infantry capabilities for tanks, but you don't have MAVs, do you?
Well there you are absolutely right. +1 Bonus points for the MAX comment.
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
1260
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Posted - 2014.09.07 12:31:00 -
[48] - Quote
Himiko Kuronaga wrote:Dergle wrote:So all large turrets are technically AV? I thought the blaster was anti-infantry. That was before tanks were made pointless. Infantry are allowed to kill tanks, tanks are allowed to kill tanks, ADS are allowed to kill tanks. Tanks are not allowed to kill infantry or ADS. Didn't you know? So do your part, call in your tank and go kill those other tanks that are accomplishing nothing. What are you waiting for, sir?
Luckily that is not the situation. Yet.
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
1015
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Posted - 2014.09.07 12:37:00 -
[49] - Quote
KEROSIINI-TERO wrote:MarasdF Loron wrote: I didn't read Tebu's post because it's too much text but Rail is still superior to any other turret at any range in AV situation, that's why you only see Rail turrets in PCs when they are fighting other vehicles. Actually, missiles are far better at taking down Incubus, but that's about it. Everyone uses shield tanks in PCs so no need for missiles there if they are only good against one type of vehicle in the whole match which stays up high all game anyway.
Btw you really should read Tebu's post. Now, the rails are no longer superior to missiles, even at range. Only at extreme last 80-100% of rail max range of course missiles can't hit. But rail tanks stabilizing to get their shot can be quick vollied at far far distance with good missiles. So -1 for your first paragraph. Maybe I should. I just have never been killed by missiles when I am in a shield rail tank. I know I've taken out lots of redline shield rail tanks myself with missiles but that requires 2 complex dmg mods. And if you come across a competent tanker you are dead if you don't get the kill with first volley. Maybe I just haven't come across a good enough missile tanker to take out my shield rail. But then again they would have to do some very fancy stuff to survive after they've fired their first volley.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1015
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Posted - 2014.09.07 12:43:00 -
[50] - Quote
KEROSIINI-TERO wrote:Himiko Kuronaga wrote:Dergle wrote:So all large turrets are technically AV? I thought the blaster was anti-infantry. That was before tanks were made pointless. Infantry are allowed to kill tanks, tanks are allowed to kill tanks, ADS are allowed to kill tanks. Tanks are not allowed to kill infantry or ADS. Didn't you know? So do your part, call in your tank and go kill those other tanks that are accomplishing nothing. What are you waiting for, sir? Luckily that is not the situation. Yet. It's very close to that in PC already. Which is why I don't even bother about PC anymore, I might hop into one randomly but that's about it, I'm surprised I haven't been kicked yet, but then again, they don't really need tankers anyway for PC so, eh..
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1191
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Posted - 2014.09.07 17:18:00 -
[51] - Quote
KEROSIINI-TERO wrote:Tebu Gan wrote:
I'm just going to point this section out as I think it sums up what you are trying to say.
. . .
An excellent analysis by a clearly experienced tanker. Those things should be known well while planning the turret fine balance. (examples seem just ideas though, not ready to implement as such)
Yeah idea's I kinda threw out there so that CPM could get a feel for what I was speaking of when I say tanks are somewhat stagnant now. I think it's a direction we need to move in with turrets. Idea is the turrets work in a way that complement tank hulls, as well as being AV or AI focused.
I want to create a need for AV tanks on the field, but I don't want AI tanks to be overly powerful in the AV department. Running AI means you put yourself at a serious disadvantage against other vehicles on the field, and while you can fit for gunners to help mitigate that disadvantage, you will still be at a disadvantage, and there will be minus 2 infantry from the field.
Hell, just increasing the PG/CPU req of an "AI" turret above that of the AV turrets would mean an AI tank is physically weaker against infantry AV or other tanks due to the lack of PG/CPU for tank.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1191
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Posted - 2014.09.07 17:23:00 -
[52] - Quote
MarasdF Loron wrote:KEROSIINI-TERO wrote:MarasdF Loron wrote: I didn't read Tebu's post because it's too much text but Rail is still superior to any other turret at any range in AV situation, that's why you only see Rail turrets in PCs when they are fighting other vehicles. Actually, missiles are far better at taking down Incubus, but that's about it. Everyone uses shield tanks in PCs so no need for missiles there if they are only good against one type of vehicle in the whole match which stays up high all game anyway.
Btw you really should read Tebu's post. Now, the rails are no longer superior to missiles, even at range. Only at extreme last 80-100% of rail max range of course missiles can't hit. But rail tanks stabilizing to get their shot can be quick vollied at far far distance with good missiles. So -1 for your first paragraph. Maybe I should. I just have never been killed by missiles when I am in a shield rail tank. I know I've taken out lots of redline shield rail tanks myself with missiles but that requires 2 complex dmg mods. And if you come across a competent tanker you are dead if you don't get the kill with first volley. Maybe I just haven't come across a good enough missile tanker to take out my shield rail. But then again they would have to do some very fancy stuff to survive after they've fired their first volley. EDIT: I've never paid attention to the dmg profile of missiles in game but I heard they were like -40/+20 atm so when they fix that, maybe they will actually become more deadly. But somehow I recall them being -31/+20 or so, but like I said, I haven't paid attention that much.
Missiles are my baby, always loved them (more before they changed them). True against shield tanks they require some fancy driving, but if you can manage to get 2 volleys into a shield tank, you are in a decent position. Even then I know it's rough. I came across a decent gunnlogi with 5300 shields and a hardener in my missile tank, and managed to win.
But that required 4 to 5 volleys, and fortuanatly I was able to trick him into going around a socket as I went down into the socket. He expected to flank me, instead I came up behind him and finished him. But often times I don't bother trying with missiles, I'll switch out to a rail or blaster (blasters work very good against a shield tank when it's running missiles).
Tanks - Balancing Turrets
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