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Gabriella Grey
THE HANDS OF DEATH RUST415
180
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Posted - 2014.10.11 02:09:00 -
[1] - Quote
The speed of how the dumb fire missiles travel I really don't think is an issue. If CCP brings back the different small turret variants we may see some great changes to vehicle engagements.
Accelerated Missile Turret - Accelerated I would see this being a long range as it was before but with a 2meter splash damage.
Fragmented Missile Turret - Fragmented would have as it use to the best splash damage, and splash radius. (no less than 5 meter and no more than 7 meter). WIth that small of a radius change, which is no different than a locus grenade, will make strafe runs from 63meters and up, more in an achievable range. This could very well bring missiles a bit into engaging A/V. (Still not a substitute to adjusting the turning radius of swarms. Currently with their speed, the turning is still not enough).
Cycled Missile Turret - If they can make a cycled missile turret, not exactly like the old one where it was a 3 burst but similar to the recent one we have had. A Full auto that's designed to destroy ground vehicles. (WHY NOT OTHER DROPSHIPS!?!? Dumb fire missiles are not meant to be used against arial targets).
Scatter Blaster - I Think the biggest issue with the blaster on the dropship is we need a proper Gallente anti vehicle small turret. Before this turret was still used to mow down infantry but did the most damage. If CCP places this blaster to doing more damage and bring its ROF down this will be great. Not only will it free up to allow Caldari vehicles, and Gallente vehicles to engage each other, it will make customization better. It would be great to see pythons flying with their own small turret, and it's profile flipped back to what it should be. As it stand small rails do more damage on shields than armor
Compressed Blaster - The issue with long range and high RoF turrets against infantry is the gun needs some kind of coding to apply a gradual sway from left to right. That way when shooting against infantry the gun has a better chance of hitting the target from a dropship when flying straight towards it.
Stabilized Blaster - Make the stabilized blaster the ideal blaster for our support dropship pilots with a dedicated gunner. Keep it as is unless these type of players are having an issue with them. Previously this blaster was the most accurate one with less dispersion.
Plasma cannon style turret!?!?!? This would be nice to see as a counter to the Caldari Large and Small turrets!
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
186
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Posted - 2014.10.14 18:13:00 -
[2] - Quote
Hey Halla, sorry it took me a while to reply to your numbers specifically. This isn't all just mostly about the skill tree and small missile turrets. When I have time I will post my thoughts on Rail turrets, Blaster turrets, forge guns, etc.
For the vehicle skill tree I would organize it similar to how you had it:
I. Dropship A. Standard Caldari Dropship 1). Caldari Assault Dropship 2). Caldari Logistics Dropship B. Standard Gallente Dropship 1). Gallente Assault Dropship 2). Gallente Logistics Dropship
II. HAV's A. Standard Caldari HAV 1). Caldari Enforcer HAV 2). -+?-+? B. Standard Gallente HAV 1). Gallente Enforcer HAV 2). -+?-+?
III. LAV's A. Standard Caldari LAV 1). Caldari Scout LAV 2). Caldari Logistics LAV B. Standard Gallente LAV 1). Gallente Scout LAV 2). Gallente Logistics LAV
Bonuses:
Caldari Assault Dropship +2% Damage Efficiency to Small missile and Small Rail turrets. Gallente Assault Dropship +2% Damage Efficiency to Small Blasters and Small Plasma turrets.
***(Amarri Logistic Dropship +3% Reduce respawn time MCRU per level.)*** Caldari Logistic Dropship +3% Increase Active Scanner range per level. Gallente Logistic Dropship +3% Duration to Active Scanners per level.
Caldari Enforcer HAV +3% Efficiency to Large Missiles and Large Rail turrets. Gallente Enforcer HAV +3% Efficiency to Large Blasters and Large Plasma turrets.
Caldari Scout LAV (open to suggestions) Gallente Scout LAV (open to suggestions)
Caldari Logistic LAV (open to suggestions) Gallente Logistic LAV (open to suggestions)
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
188
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Posted - 2014.10.14 18:20:00 -
[3] - Quote
Cycled Small Missile Turret: A small missile turret with high direct damage compression (ie, high damage in a short period of time) but with reduced splash damage.
Fire Mode: full auto fire interval 0.6 Burst Delay: 1.6 seconds Splash Radius: 1.9m Pod Size: 5 Max Ammo: 50 Reload: 2 seconds 300m Affective range
D: 350 STD/MLT | 420 ADV | 455 PRO S: 175 STD | 223 ADV | 310 PRO
Fragmented Small Missile Turret: Fire Mode: single shot fire interval 1.2 Burst Delay: NA Splash Radius: 5m Pod Size: 5 Max Ammo: 35 Reload: 4 seconds 260m Affective range 200 Optimal range
Fragmented Damage: D: 350 STD/MLT | 420 ADV | 455 PRO S: 275 STD | 330 ADV | 358 PRO
Accelerated Small Missile Turret: Fire Mode: single shot fire interval 1.2 Burst Delay: NA Splash Radius: 2.5m Pod Size: 8 Max Ammo: 64 Reload: 4 seconds 300m Affective range 260 Optimal range
Accelerated Damage: D: 350 STD/MLT | 420 ADV | 455 PRO S: 275 STD | 330 ADV | 358 PRO
Always Grey Skies
Leader of the Alpaca Commandos
|
Gabriella Grey
THE HANDS OF DEATH RUST415
188
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Posted - 2014.10.15 05:54:00 -
[4] - Quote
Well I saw that the efficiency that currently is for +2% damage to still be very useful. I was going for something to where weapons can be expanded upon giving the faction trait. The scout LAV scanning could work well also but the Logistics LAV's I wonder if they are ever reintroduced will they still have the triage whip that they were so well known for. So I have left that blank.
I wasn't quite finish with the total read out on the turrets but even despite rendering issues Fragmented and Accelerated look very viable for me. It will set dedicated pilots apart from each other, and give it more squad orientation. Both should be lethal small turrets against infantry when combined with a squad using attack orders. It will allow squad leaders to engage the order wheel towards vehicles and make strafe/seige against heavily populated areas of infantry interesting. Also they are probably going to be ideal turrets for those who are good at toggling from 3rd person to 1st person.
Sometime near the end of this week I will post my final information for all missile turrets, and the remainder turrets, followed by a more detailed tree with prerequisites.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
189
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Posted - 2014.10.17 08:42:00 -
[5] - Quote
Cycled Small Missile Turret:
Fire Mode: full auto fire interval 0.6 Burst Delay: 1.6 seconds Splash Radius: 1.9m Pod Size: 5 Max Ammo: 50 Reload: 2 seconds 300m Affective range 300m Optimal range
D: 350 STD/MLT | 420 ADV | 455 PRO S: 48.1 STD | 57.8 ADV | 62.6 PRO
Fragmented Small Missile Turret: Fire Mode: single shot fire interval 1.2 Burst Delay: N/A Splash Radius: 5m Pod Size: 7m Max Ammo: 35 Reload: 4 seconds 260m Affective range 200 Optimal range
Fragmented Damage: D: 350 STD/MLT | 420 ADV | 455 PRO S: 275 STD | 330 ADV | 358 PRO
Accelerated Small Missile Turret: Fire Mode: single shot fire interval 1.2 Burst Delay: N/A Splash Radius: 2.5m Pod Size: 8 Max Ammo: 64 Reload: 4 seconds 300m Affective range 260 Optimal range
Accelerated Damage: D: 350 STD/MLT | 420 ADV | 455 PRO S: 275 STD | 330 ADV | 358 PRO
Always Grey Skies
Leader of the Alpaca Commandos
|
Gabriella Grey
THE HANDS OF DEATH RUST415
189
|
Posted - 2014.10.17 08:46:00 -
[6] - Quote
Small Plasma Turret (Scattered Blaster): Fire Mode: Charge Box size 24 Max ammo 96 Rate of Fire 72 Splash Radius N/A fire interval 0.65 charge up time 0.7 charge down time 1.2 Optimal range 120m Effective range 100m
D: 334 STD/MLT | 400 ADV | 434 PRO S: N/A
Large Plasma Turret Heat Build Up Load out (clip) 7 Max ammo 63 Fire Interval 1.8 Optimal Range 260m Effective Range 260m Cooldown time 9 Cooldown time overheating 16
D: 1235 STD/MLT | 1431 ADV | 1627 PRO S: N/A ***(Side note)*** These two distinct types can be a great counter to the rail variants. Should also balance out the two current vehicles making them much better customized on their role and not placing one type of vehicle superior than the other.
Always Grey Skies
Leader of the Alpaca Commandos
|
Gabriella Grey
THE HANDS OF DEATH RUST415
189
|
Posted - 2014.10.17 08:53:00 -
[7] - Quote
Small Blaster Turret Fire interval 0.07s Box size 400 Max ammo 2400 Heat cost per second 12.5 Splash radius 0.5m
D: 62.92 STD/MLT | 71.72 ADV | 76.12 PRO S: 44.00 STD/MLT | 52.80 ADV | 57.20 PRO
***(Side note)*** To make this gun viable it needs these changes. Better damage profile, more ammunition, double the size clip, and reduced heat cost per second.
Always Grey Skies
Leader of the Alpaca Commandos
|
Gabriella Grey
THE HANDS OF DEATH RUST415
189
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Posted - 2014.10.17 09:06:00 -
[8] - Quote
For the forge gun I only dug into the to prototype variants. As it stands these two are just putting out way too much damage even for a HAV to withstand. The other issue is HAV ability of extended health points, from the max skill perspective, goes from 6482 total for the Gunlogi, and 7085 for the Madrugar. Then to top it off we have not delve into armor and shield hardeners activated. With the numbers as is, a forge gunner is much more effective at taking out an HAV compared to small turrets. I don't think the weapon should not be affective against HAV'S but their damage per clip is far more than the HAV can take. I won't go into too much detail because of the new Dev blog. So much of the damage output could change drastically once they come out with more information, but the critical number information is still there if they look into it. Well Halla look forward to hearing your thoughts and others too.
Assault Forge Gun: Blast radius 2.10m clip size 4 max ammo 16
D: 900 S: 277.20
Wiyrkomi Breach Forge Gun: Clip Size 4 Max ammo 20 D: 1571 S: N/A
Always Grey Skies
Leader of the Alpaca Commandos
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