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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Logibro
C C P C C P Alliance
9305
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Posted - 2014.09.10 23:45:00 -
[1] - Quote
Hey guys
Another potential change for you to chew on. While the Large Missile Turret is already getting it's damage profile fixed, there's another change we're considering.
At the moment the Large Missile Turret has a very long reload time. While this means that you have to be careful with when you fire and when you choose to reload, encouraging a hit and run playstyle we feel that this limits the turret more than is healthy. So in trying to find a middle ground, we came up with the idea of making it a single reload weapon just like the shotgun (that is, it reloads one round at a time).
Current numbers we are sitting on are the following:
Reload start time (delay before rounds start loading once you start a reload): 4 seconds Time to load round (delay between loading each round): 0.5 seconds
This will mean that reloading an empty magazine will take 10 seconds which lines up with with the current reload time. On the other hand, reloading a magazine with just a single round fired will only take 4.5 seconds.
One other thing to keep in mind is by making this change Large Missile Turrets will also be able to interrupt their reloading sequence and start firing any rounds that are already loaded, just like a shotgun.
We're aware that this alone will likely not make Large Missile Turrets on par with the other turrets, but it's a nice usability and combat buff that we can put out and see if it improves things to give us a better baseline to work with when we next take a look at it. I'll be looking specifically for feedback on just this change in this thread.
Please also note that this does not affect the Large Missile Installation, which will remain as a burst fire weapon.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
897
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Posted - 2014.09.11 00:05:00 -
[2] - Quote
CCP Logibro wrote:Hey guys
Another potential change for you to chew on. While the Large Missile Turret is already getting it's damage profile fixed, there's another change we're considering.
At the moment the Large Missile Turret has a very long reload time. While this means that you have to be careful with when you fire and when you choose to reload, encouraging a hit and run playstyle we feel that this limits the turret more than is healthy. So in trying to find a middle ground, we came up with the idea of making it a single reload weapon just like the shotgun (that is, it reloads one round at a time).
Current numbers we are sitting on are the following:
Reload start time (delay before rounds start loading once you start a reload): 4 seconds Time to load round (delay between loading each round): 0.5 seconds
This will mean that reloading an empty magazine will take 10 seconds which lines up with with the current reload time. On the other hand, reloading a magazine with just a single round fired will only take 4.5 seconds.
One other thing to keep in mind is by making this change Large Missile Turrets will also be able to interrupt their reloading sequence and start firing any rounds that are already loaded, just like a shotgun.
We're aware that this alone will likely not make Large Missile Turrets on par with the other turrets, but it's a nice usability and combat buff that we can put out and see if it improves things to give us a better baseline to work with when we next take a look at it. I'll be looking specifically for feedback on just this change in this thread.
Please also note that this does not affect the Large Missile Installation, which will remain as a burst fire weapon.
THANK THE LORD!!
Edit: Change 4 secs to 3 secs and we have a deal.
Sagaris lover!!!
Commando <3
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Derpty Derp
Dead Man's Game
449
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Posted - 2014.09.11 00:08:00 -
[3] - Quote
I think this will help more than you think... A lot of times you still have a butt load of hp left after you've 'blown your load' and a rail tank will be pew pewing with less than 100 hp... At this time a missile turret will drop that sucker without having to worry about dodging for 10 seconds.
Could be overpowered, especially with damage mods.
I'll be honest I'd still like to see a missile turret variant that doesn't require reload, but also can't blow it's load. |
MrShooter01
Storm Wind Strikeforce Caldari State
822
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Posted - 2014.09.11 00:24:00 -
[4] - Quote
Couple of dumb questions: will the reload skill modify both the 4 second delay and each .5 second individual missile load?
And on firing while reloading: Can I interrupt the 4sec reload start process and fire a missile immediately when I press the trigger, or do I have to wait for that part to finish before it responds? |
anaboop
NECROM0NGERS
146
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Posted - 2014.09.11 00:28:00 -
[5] - Quote
Yeah how will the reload skill be nudged into this?, 10 second down to 7.5 for max level? Or 10second for the max level?
Fully sick Anaboop trading card
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Shooter Somewhere
Molon Labe. General Tso's Alliance
101
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Posted - 2014.09.11 00:41:00 -
[6] - Quote
I like this idea allot seeing that I went into max L missile reload speed I feel now I might as well not have. Just please keep in mind missiles are armor based and should be feared by every maddy that moves don't go over board with whatever your doing with damage nerf or whatever.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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CCP Logibro
C C P C C P Alliance
9312
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Posted - 2014.09.11 00:41:00 -
[7] - Quote
At this stage, the reload skill will only affect the base 4 second reload delay. However, we have the option of making it apply to the per round time as well.
If you have missiles still left loaded, firing while in the reload delay will interrupt the reload and fire a missile.
I am open to moving more time into the upfront delay and less into the per round reload timer, or even just increasing the overall reload timer for a full magazine. I'm not particularly keen on reducing the total time to reload an empty magazine to under 10 seconds, but if you have a good argument for it I'm all ears.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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anaboop
NECROM0NGERS
146
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Posted - 2014.09.11 01:37:00 -
[8] - Quote
I think 0.5 per missile is as low as it should be. Giving a total of 6 seconds to load the missiles and 4 second standard wait.
What if the reload % per lvl is doubled or increased slightly.
As it would stand without changes would go from 4 seconds to 3seconds. Seems like alot of sp for that 1second I think it around 1.7-1.9million sp to max it? Might be wrong.
Something may need to be added to give incentive to actually spec into the skill.
Fully sick Anaboop trading card
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2049
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Posted - 2014.09.11 02:35:00 -
[9] - Quote
I like this change, I think it will definitely make fighting infantry and finishing off vehicles a bit easier.
Honestly, I'd rather just have a base .833sec reload per round (10/12, same currently), but being able to be interrupted by firing. I'd be willing to try this fix out if we could look at it again in the future.
Another thing, can you fix the "rounds in the turret" indicator (the thing on the bottom right, the bars, not the number). It currently displays 12or so max when there are fewer. |
Gabriel Ceja
Knights of Eternal Darkness League of Infamy
58
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Posted - 2014.09.11 03:00:00 -
[10] - Quote
Good, good [:twisted
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Operative 1171 Aajli
Bragian Order Amarr Empire
2008
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Posted - 2014.09.11 04:46:00 -
[11] - Quote
I'm cool with any large missile change as long as the missiles have a place in the large turret lineup. That is to say, missile turrets should be medium to close range large alpha damage. Medium range of course would be partial damage.
Close quarters should be the absolute definition of a three shot kill like the rail turret was prior to this last nerf. I hated that the rail being like it was negated any use for the missile turret.
Rail has range. Blaster has RoF which helps when in CQ and hardeners are down or the total eHP can't take high RoF. Missiles are the alpha destruction for Gal tanks. Cal tanks with hardeners up would be the hard counter.
Brick tanking a scout suit since April 2013!
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shaman oga
Nexus Balusa Horizon
2810
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Posted - 2014.09.11 09:20:00 -
[12] - Quote
I'm not using missiles, but wouldn't this be helpful for all the turrets?
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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Shooter Somewhere
Molon Labe. General Tso's Alliance
101
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Posted - 2014.09.11 10:39:00 -
[13] - Quote
CCP Logibro wrote:Hey guys
Another potential change for you to chew on. While the Large Missile Turret is already getting it's damage profile fixed, there's another change we're considering.
At the moment the Large Missile Turret has a very long reload time. While this means that you have to be careful with when you fire and when you choose to reload, encouraging a hit and run playstyle we feel that this limits the turret more than is healthy. So in trying to find a middle ground, we came up with the idea of making it a single reload weapon just like the shotgun (that is, it reloads one round at a time).
Current numbers we are sitting on are the following:
Reload start time (delay before rounds start loading once you start a reload): 4 seconds Time to load round (delay between loading each round): 0.5 seconds
This will mean that reloading an empty magazine will take 10 seconds which lines up with with the current reload time. On the other hand, reloading a magazine with just a single round fired will only take 4.5 seconds.
One other thing to keep in mind is by making this change Large Missile Turrets will also be able to interrupt their reloading sequence and start firing any rounds that are already loaded, just like a shotgun.
We're aware that this alone will likely not make Large Missile Turrets on par with the other turrets, but it's a nice usability and combat buff that we can put out and see if it improves things to give us a better baseline to work with when we next take a look at it. I'll be looking specifically for feedback on just this change in this thread.
Please also note that this does not affect the Large Missile Installation, which will remain as a burst fire weapon.
Yeah give me a 20 round clip I wanna make it rain
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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KEROSIINI-TERO
The Rainbow Effect
1271
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Posted - 2014.09.11 12:17:00 -
[14] - Quote
CCP Logibro wrote:Hey guys
Another potential change for you to chew on. While the Large Missile Turret is already getting it's damage profile fixed, there's another change we're considering.
. . .
For so long, this was the thing Lg Missiles needed when they were the weakest. Now, they are most versatile and powerful of all turrets... Careful not to create a power creep.
Consider some of these points here.
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
1271
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Posted - 2014.09.11 12:20:00 -
[15] - Quote
Suggest that the first part of reload would not be possible to interrupt.
That adds some tactic to the reload decision making. Otherwise it's 'always hit R/Square'.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Cat Merc
Onslaught Inc RISE of LEGION
12115
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Posted - 2014.09.11 13:20:00 -
[16] - Quote
Would reduce the time before the first round is loaded to 3 seconds and then increase the per round loading time to 0.6 seconds each.
There is nothing more annoying than tanks that survive a full damage modded a volley and then have nothing to finish them off with.
Feline overlord of all humans - CAT MERC
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1512
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Posted - 2014.09.11 13:24:00 -
[17] - Quote
For not being a tanker at all, I thank you for this. I always wanted Missile tanks to have a shotgun reload. As to the numbers, I leave that to the tankers to discuss.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
792
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Posted - 2014.09.11 16:01:00 -
[18] - Quote
can we add two more missles to the mag to match the artwork on the launcher it has 7 tubes on each side? |
Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
898
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Posted - 2014.09.11 19:09:00 -
[19] - Quote
CCP Logibro wrote:At this stage, the reload skill will only affect the base 4 second reload delay. However, we have the option of making it apply to the per round time as well.
If you have missiles still left loaded, firing while in the reload delay will interrupt the reload and fire a missile.
I am open to moving more time into the upfront delay and less into the per round reload timer, or even just increasing the overall reload timer for a full magazine. I'm not particularly keen on reducing the total time to reload an empty magazine to under 10 seconds, but if you have a good argument for it I'm all ears.
Argument- ever other turret has a much longer lasting magazine with much more damage possible per mag. The missiles are quite annoying since the mag runs out in a matter of seconds followed by a huge reload. It's almost equivalent to always over heating a ScR, you do some damage and now you are defenseless for like 5+ seconds in which enemies can deal over 2000 damage. I rather the missiles be a set number for missile. I would hate to wait 4 seconds every time just for the reload to kick in. What is my tank doing during those 4 seconds?
I rather have it where it takes like .8 seconds to reload each missiles with no delay so in overall, to reload a full mag you have to wait like 9.6 seconds. Maybe even make it .9 seconds per missile so it takes like 10.8 seconds. 4.5 seconds to reload one missile would be pretty annoying.
Also- it shows 14 missiles but counts it as 12. That needs to be removed.
Sagaris lover!!!
Commando <3
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KEROSIINI-TERO
The Rainbow Effect
1275
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Posted - 2014.09.11 19:31:00 -
[20] - Quote
Important note for everyone commenting in this thread:
Remember that HAV Large Missiles can be fired single shot.
Just tap the trigger. If you think that a press of the trigger causes full volley to fire, you are wrong. This is important when pondering about the reload mechanism and times.
(btw using the single shot is the shining path to Lg Missile supremacy)
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
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Posted - 2014.09.11 19:49:00 -
[21] - Quote
So, you're going to buff the already broken rockets even more? kk. |
LudiKure ninda
Dead Man's Game
128
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Posted - 2014.09.11 21:12:00 -
[22] - Quote
This is really nice to see.. LML is a skill turrent,..not a easy mode rail
Chasing FOTM since crome..
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LudiKure ninda
Dead Man's Game
128
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Posted - 2014.09.11 21:58:00 -
[23] - Quote
But splash radius same as flaylock??
You could do something about that,atleast 2,5m
Chasing FOTM since crome..
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Atiim
12063
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Posted - 2014.09.11 22:55:00 -
[24] - Quote
This should definitely help the Large Missile Turret's Anti-Aircraft capabilities.
DUST 514's 1st Matari Commando
-HAND
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DarthJT5
12th Shadow Legion
125
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Posted - 2014.09.11 23:16:00 -
[25] - Quote
Well, i might play when Delta comes out because of this
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Ansla Valier
One Corps
0
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Posted - 2014.09.12 00:48:00 -
[26] - Quote
Hmmm...Might just be me I use a proto missile turret exclusively because it's a tank destroyer. I go around the map and am usually able to destroy other tanks super quick (2-3 seconds if I get them in my sights). Often even if I'm outnumbered. Infantry and AV are much harder to deal with because without a direct hit the damage is pretty low. Plus infantry can get cover much easier. Most of the time a ton of swarms are what actually kill my madruger.
The reload time along with the low splash damage I thought balanced it. It means that if you start pecking at infantry a railgun tank sneaking up on you has a much better shot of taking you out. As is even if someone gets the drop on me as long as I can unload a full salvo on them it's over. I just make sure to always have no less than 5 missiles before reloading.
The ehp changes to vehicles as well as changes to projectile damage against shields might cover some of this though.
My fear is that if you change how it reloads without adjusting the other stats then it will be much better against infantry as well. It won't have a good enough counter. Maybe something for Echo but imo the direct DPS is is already borderline broken. |
Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
898
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Posted - 2014.09.12 02:56:00 -
[27] - Quote
Ansla Valier wrote:Hmmm...Might just be me I use a proto missile turret exclusively because it's a tank destroyer. I go around the map and am usually able to destroy other tanks super quick (2-3 seconds if I get them in my sights). Often even if I'm outnumbered. Infantry and AV are much harder to deal with because without a direct hit the damage is pretty low. Plus infantry can get cover much easier. Most of the time a ton of swarms are what actually kill my madruger.
The reload time along with the low splash damage I thought balanced it. It means that if you start pecking at infantry a railgun tank sneaking up on you has a much better shot of taking you out. As is even if someone gets the drop on me as long as I can unload a full salvo on them it's over. I just make sure to always have no less than 5 missiles before reloading.
The ehp changes to vehicles as well as changes to projectile damage against shields might cover some of this though.
My fear is that if you change how it reloads without adjusting the other stats then it will be much better against infantry as well. It won't have a good enough counter. Maybe something for Echo but imo the direct DPS is is already borderline broken.
go away. Missiles are the least used turrets. They should be good because they require like 1 million extra Sp.
Sagaris lover!!!
Commando <3
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2056
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Posted - 2014.09.12 04:15:00 -
[28] - Quote
Anmol Singh wrote:Ansla Valier wrote:Hmmm...Might just be me I use a proto missile turret exclusively because it's a tank destroyer. I go around the map and am usually able to destroy other tanks super quick (2-3 seconds if I get them in my sights). Often even if I'm outnumbered. Infantry and AV are much harder to deal with because without a direct hit the damage is pretty low. Plus infantry can get cover much easier. Most of the time a ton of swarms are what actually kill my madruger.
The reload time along with the low splash damage I thought balanced it. It means that if you start pecking at infantry a railgun tank sneaking up on you has a much better shot of taking you out. As is even if someone gets the drop on me as long as I can unload a full salvo on them it's over. I just make sure to always have no less than 5 missiles before reloading.
The ehp changes to vehicles as well as changes to projectile damage against shields might cover some of this though.
My fear is that if you change how it reloads without adjusting the other stats then it will be much better against infantry as well. It won't have a good enough counter. Maybe something for Echo but imo the direct DPS is is already borderline broken. go away. Missiles are the least used turrets. They should be good because they require like 1 million extra Sp. Actually, it's more like 500k, but still it is 30x more than the other two turrets combined. |
Harpyja
Legio DXIV
2185
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Posted - 2014.09.12 04:40:00 -
[29] - Quote
CCP Logibro wrote:At this stage, the reload skill will only affect the base 4 second reload delay. However, we have the option of making it apply to the per round time as well.
If you have missiles still left loaded, firing while in the reload delay will interrupt the reload and fire a missile.
I am open to moving more time into the upfront delay and less into the per round reload timer, or even just increasing the overall reload timer for a full magazine. I'm not particularly keen on reducing the total time to reload an empty magazine to under 10 seconds, but if you have a good argument for it I'm all ears. The reload skill should apply to the full 10 seconds (delay plus individual reload times).
Performing the change where it only applies to the 4 delay seconds would be a nerf to the large missile launcher in my opinion as it will put out less sustained DPS.
I see no reason why such a nerf would be warranted. Either keep them as they are currently or make the reload skill apply to all 10 seconds. My .02 ISK
"By His light, and His will"- The Scriptures, 12:32
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LudiKure ninda
Dead Man's Game
128
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Posted - 2014.09.12 19:06:00 -
[30] - Quote
Harpyja wrote:CCP Logibro wrote:At this stage, the reload skill will only affect the base 4 second reload delay. However, we have the option of making it apply to the per round time as well.
If you have missiles still left loaded, firing while in the reload delay will interrupt the reload and fire a missile.
I am open to moving more time into the upfront delay and less into the per round reload timer, or even just increasing the overall reload timer for a full magazine. I'm not particularly keen on reducing the total time to reload an empty magazine to under 10 seconds, but if you have a good argument for it I'm all ears. The reload skill should apply to the full 10 seconds (delay plus individual reload times). Performing the change where it only applies to the 4 delay seconds would be a nerf to the large missile launcher in my opinion as it will put out less sustained DPS. I see no reason why such a nerf would be warranted. Either keep them as they are currently or make the reload skill apply to all 10 seconds. My .02 ISK Edit: or perhaps give the skill a huge buff, like -15% to reload delay per level (meaning at level 5 there is only a 1 second delay before individual missiles begin reloading). My concern is just that with your current proposal, the skill will be a waste of SP. I have the skill up to level 5 and I'd rather have my SP somewhere else if I only get a 1 second reduction. Currently all of the reload skills are of equal value because they all reduce reload times by the same %. With your proposal as it stands, the large missile launcher's reload skill will be much less valuable than the other skills because it will provide an overall reload reduction that is much less than that of the other turrets. There is NO reason why the other turrets get -5% per level whereas the large missile launcher gets (overall) -2% per level.
This.
Chasing FOTM since crome..
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