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Thread Statistics | Show CCP posts - 11 post(s) |
Thaddeus Reynolds
Facepunch Security
157
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Posted - 2015.01.16 02:47:00 -
[1111] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Godin Thekiller wrote:I'd like to reiterate that player count and map design are both too small for vehicles to excel, especially transport vehicles, and HAV's, and slightly for LAV's (as in Tech 1 LAV"s) don't really have roles (No, disposable taxi isn't a role).
For the HAV, as I've said before, new installations to be added that could be used, protected, and destroyed by both infantry and vehicles would be a great thing for HAV's, at least T I HAV's to be centered around (obviously T II would be different, being good at doing other things, such as Enforcers being good at killing other HAV's, while still being able to kill structures).
I'm not even sure what to do with regular LAV's. The only thing I could think of is a platform to give a heavy infantry suppression platform, and for that to work, small turrets would have to be good suppression weapons. LLV's as I said can be the king reppers for vehicles, and Scout LAV's can be some sort of EWAR platform down the road.
DS's imo has reasonable roles, being a rapid troop transport, LDS being a rapid troop deploment, and ADS being more of a assault platform while still being able to transport a small fireteam (Although the almost gunship-like abilities imo needs to be toned down), so tweaking is the only thing really needed. However, the maps are WAY too small to really support them. Put it like this: I've crossed some of the smaller maps in a solid 12 seconds. This isn't however in a DS; this was in a HAV (Don't ask). This is a feat pretty much done on any map in a DS w.e a AB. That's uncalled for. Certainly also worth mentioning with reference to Dust vehicles, mainly tanks, if that they don't really have very realistic range profiles. I understand the hard cap on the Railgun of 500m is to prevent one player shooting across the map from redline to redline But I honestly think that a hard damage fallout at that range might be better rather than a simple disappearance of the round itself. In many game I have played with vehicles ranges on the tanks can usually hit a target at up to about 750m and this usually comes with a significant amount of having to account for projectile drop. Adamance, I've been theorycrafting some numbers for a Guided Missile Turret, any chance you can take a look at it? Okeydoke btw have you considered muzzle velocity as numerical value for these statistics. For example a TOW missile turret if I am not woefully mistaken has a muzzle velocity of 278m/s.
I've put the stats on the Large Turrets Page on my overall Proposal...still hammering out the numbers though
Yet Another Link To My Spreadsheets
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16616
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Posted - 2015.01.16 02:58:00 -
[1112] - Quote
Okay these are my initial impressions from the information you have
- Blast Radius is insanely big. That's fire meters on either side of the initial point of detonation for a total of 315 damage..... which means you don't even need to hit a target to apply damage....
- Velocity if I am not mistake is 144kmph...which seems to me a little fast on the basis that since the rocket is guided by the player it could be potentially very difficult to control depending on how you intend to have the view.
- View is this an on board camera? Is it wire guided from the standard field of vision?
- How do you intend to have the missile handle?
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
157
|
Posted - 2015.01.16 03:06:00 -
[1113] - Quote
True Adamance wrote:Okay these are my initial impressions from the information you have - Blast Radius is insanely big. That's fire meters on either side of the initial point of detonation for a total of 315 damage..... which means you don't even need to hit a target to apply damage.... - Velocity if I am not mistake is 144kmph...which seems to me a little fast on the basis that since the rocket is guided by the player it could be potentially very difficult to control depending on how you intend to have the view. - View is this an on board camera? Is it wire guided from the standard field of vision? - How do you intend to have the missile handle?
An on-board camera would be awesome, but runs into it's own balance issues (if it could even be implemented)...things like not needing LoS and such...so either guidance system would work for me
Missile Handling would be heavily based on the control systems that could be implemented, anything from HalfLife2's Missile Launcher, to a predator missile from CoD.
Velocity is something that would actually need to be tested out...and would be heavily dependent on the control system again
and Blast Radius on grenades is still larger, but I see what you mean (especially given the precision this weapon could be delivered with)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16616
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Posted - 2015.01.16 03:09:00 -
[1114] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Okay these are my initial impressions from the information you have - Blast Radius is insanely big. That's fire meters on either side of the initial point of detonation for a total of 315 damage..... which means you don't even need to hit a target to apply damage.... - Velocity if I am not mistake is 144kmph...which seems to me a little fast on the basis that since the rocket is guided by the player it could be potentially very difficult to control depending on how you intend to have the view. - View is this an on board camera? Is it wire guided from the standard field of vision? - How do you intend to have the missile handle? An on-board camera would be awesome, but runs into it's own balance issues (if it could even be implemented)...things like not needing LoS and such...so either guidance system would work for me Missile Handling would be heavily based on the control systems that could be implemented, anything from HalfLife2's Missile Launcher, to a predator missile from CoD. Velocity is something that would actually need to be tested out... and Blast Radius on grenades is still larger, but I see what you mean (especially given the precision this weapon could be delivered with)
Also functionally would this weapon ideally be designed to be fired
- Directly into an onboard camera
- Directly into a "Wire Guided" Camera (keep your cursor on target and its hits it)
-Or directly up into the air into an on-board camera. (aka like a Javelin or whatevs)
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
157
|
Posted - 2015.01.16 03:12:00 -
[1115] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Okay these are my initial impressions from the information you have - Blast Radius is insanely big. That's fire meters on either side of the initial point of detonation for a total of 315 damage..... which means you don't even need to hit a target to apply damage.... - Velocity if I am not mistake is 144kmph...which seems to me a little fast on the basis that since the rocket is guided by the player it could be potentially very difficult to control depending on how you intend to have the view. - View is this an on board camera? Is it wire guided from the standard field of vision? - How do you intend to have the missile handle? An on-board camera would be awesome, but runs into it's own balance issues (if it could even be implemented)...things like not needing LoS and such...so either guidance system would work for me Missile Handling would be heavily based on the control systems that could be implemented, anything from HalfLife2's Missile Launcher, to a predator missile from CoD. Velocity is something that would actually need to be tested out... and Blast Radius on grenades is still larger, but I see what you mean (especially given the precision this weapon could be delivered with) Also functionally would this weapon ideally be designed to be fired - Directly into an onboard camera - Directly into a "Wire Guided" Camera (keep your cursor on target and its hits it) -Or directly up into the air into an on-board camera. (aka like a Javelin or whatevs)
"Wire Guided" is probably the easiest to balance...
Directly into an Onboard Camera would be the one I want the most, but would be very powerful by virtue of being able to ignore LoS in a skilled hand
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16622
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Posted - 2015.01.16 03:29:00 -
[1116] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Okay these are my initial impressions from the information you have - Blast Radius is insanely big. That's fire meters on either side of the initial point of detonation for a total of 315 damage..... which means you don't even need to hit a target to apply damage.... - Velocity if I am not mistake is 144kmph...which seems to me a little fast on the basis that since the rocket is guided by the player it could be potentially very difficult to control depending on how you intend to have the view. - View is this an on board camera? Is it wire guided from the standard field of vision? - How do you intend to have the missile handle? An on-board camera would be awesome, but runs into it's own balance issues (if it could even be implemented)...things like not needing LoS and such...so either guidance system would work for me Missile Handling would be heavily based on the control systems that could be implemented, anything from HalfLife2's Missile Launcher, to a predator missile from CoD. Velocity is something that would actually need to be tested out... and Blast Radius on grenades is still larger, but I see what you mean (especially given the precision this weapon could be delivered with) Also functionally would this weapon ideally be designed to be fired - Directly into an onboard camera - Directly into a "Wire Guided" Camera (keep your cursor on target and its hits it) -Or directly up into the air into an on-board camera. (aka like a Javelin or whatevs) "Wire Guided" is probably the easiest to balance... Directly into an Onboard Camera would be the one I want the most, but would be very powerful by virtue of being able to ignore LoS in a skilled hand
Final question do the fire delay values represent the time between the detonation of the rocket once it finds its target/explodes or the launch of the first rocket.
If the first rocket will it automatically follow the old trajectory along the wire or establish its own wire? in Which case does the first missile explode or continue to follow your guidance until it explodes?
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
157
|
Posted - 2015.01.16 03:34:00 -
[1117] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:
Okay these are my initial impressions from the information you have
- Blast Radius is insanely big. That's fire meters on either side of the initial point of detonation for a total of 315 damage..... which means you don't even need to hit a target to apply damage....
- Velocity if I am not mistake is 144kmph...which seems to me a little fast on the basis that since the rocket is guided by the player it could be potentially very difficult to control depending on how you intend to have the view.
- View is this an on board camera? Is it wire guided from the standard field of vision?
- How do you intend to have the missile handle?
An on-board camera would be awesome, but runs into it's own balance issues (if it could even be implemented)...things like not needing LoS and such...so either guidance system would work for me Missile Handling would be heavily based on the control systems that could be implemented, anything from HalfLife2's Missile Launcher, to a predator missile from CoD. Velocity is something that would actually need to be tested out... and Blast Radius on grenades is still larger, but I see what you mean (especially given the precision this weapon could be delivered with) Also functionally would this weapon ideally be designed to be fired - Directly into an onboard camera - Directly into a "Wire Guided" Camera (keep your cursor on target and its hits it) -Or directly up into the air into an on-board camera. (aka like a Javelin or whatevs) "Wire Guided" is probably the easiest to balance... Directly into an Onboard Camera would be the one I want the most, but would be very powerful by virtue of being able to ignore LoS in a skilled hand Final question do the fire delay values represent the time between the detonation of the rocket once it finds its target/explodes or the launch of the first rocket. If the first rocket will it automatically follow the old trajectory along the wire or establish its own wire? in Which case does the first missile explode or continue to follow your guidance until it explodes?
It represents the minimum amount of time to wait to fire another missile. You launch each Missile Independently, and you can't launch another missile until the previous missile is "detonated" or maybe a trajectory locked in feature. So you would hit a the firing trigger once to fire your first missile, pull it again to lock the missile in on that trajectory (where it accelerates and you loose control) then you could fire again, provided the 4 second time had passed...or that's how I imagined it
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6474
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Posted - 2015.01.16 10:40:00 -
[1118] - Quote
So. Im trying to decide which is better for the mortar.
1 shot, then 1 sec reload or 1 second shot intervals with a magazine. Thoughts?
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
504
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Posted - 2015.01.16 11:55:00 -
[1119] - Quote
my need this http://imgur.com/KgUhDQM 2,5 years waiting SOON TM give my BIG PLASMA CANNON
BUGS514 Find all. I love ksu123 )
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Thaddeus Reynolds
Facepunch Security
159
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Posted - 2015.01.16 12:11:00 -
[1120] - Quote
Breakin Stuff wrote:So. Im trying to decide which is better for the mortar.
1 shot, then 1 sec reload or 1 second shot intervals with a magazine. Thoughts?
And I figured out appropriate bonusing for sentinels.
Will also alter turret splash to conform to current meta.
I need a guideline on "fair" splash values for vehicle guns. Making the turrets fully AV with no consideration to fighting infantry AV is a large portion of false perception that AV is currently OP in the case of the forge and PLC.
Turrets either just can't land hits or they don't have the engagement range to cope with forges. Plasma cannon versus HAV seems to always stalemate with no real clear victor.
The mortar is a Man-Portable thing right? If so I'd suggest a 1 second reload (or charge up time/reload totalling 1 second, to emulate PLC functionality)
Splash values on large Turrets are something I'm having difficulty figuring out myself...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6474
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Posted - 2015.01.16 12:48:00 -
[1121] - Quote
Splash damage ad dispersion on turrets is literally the difference between vehicles being a dire threat toinfantry and farming infantry for KDR and WP.
It's also make or break for the purpose of vehicles and AV fighting for dominance and AV automatically driving away the vehicles without recourse.
The splash resistance on sentinels was a good compromise but unfortunately it had too much unanticipated effect on infantry ability to eject entrenched fatties.
My thought would be to place turret splash at the halfway point between chrome numbers and current for radius.
I also want to dump sentinel splash and make the role bonus the pg/cpu break on heavy weapons visible. Drop the resists to 10% on both resists and give them a racial weapon bonus. That way they will retain durability but lose unassailability vs. Splash weapons.
It was awesome for surviving railguns but there's too much secondary marginalizing of other weapons.
And I don't think making the bonuses do more DPS vs vehicles would be appropriate because I'd have to rework the AV numbers to account for it. Keeping chrome balance between V/AV is simple. Back engineering for DPS bonuses is not.
More things like the gallente resists plasma splash.
The amarr explodes more slowly as the lance overheats.
Maybe ammo capacity for minmatar or reticle tightening.
The caldari is hardest. I'm inclined to do something like a 3% fitting break on damage mods. The forge gun at this point is pretty tightly tuned. Reducing charge is a no. Reload is already fast enough. Suggestions?
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Thaddeus Reynolds
Facepunch Security
159
|
Posted - 2015.01.16 12:55:00 -
[1122] - Quote
Breakin Stuff wrote:Splash damage ad dispersion on turrets is literally the difference between vehicles being a dire threat toinfantry and farming infantry for KDR and WP.
It's also make or break for the purpose of vehicles and AV fighting for dominance and AV automatically driving away the vehicles without recourse.
The splash resistance on sentinels was a good compromise but unfortunately it had too much unanticipated effect on infantry ability to eject entrenched fatties.
My thought would be to place turret splash at the halfway point between chrome numbers and current for radius.
I also want to dump sentinel splash and make the role bonus the pg/cpu break on heavy weapons visible. Drop the resists to 10% on both resists and give them a racial weapon bonus. That way they will retain durability but lose unassailability vs. Splash weapons.
It was awesome for surviving railguns but there's too much secondary marginalizing of other weapons.
And I don't think making the bonuses do more DPS vs vehicles would be appropriate because I'd have to rework the AV numbers to account for it.
More things like the gallente resists plasma splash.
The amarr explodes more slowly as the lance overheats.
Maybe ammo capacity for minmatar or reticle tightening.
The caldari is hardest. I'm inclined to do something like a 3% fitting break on damage mods. The forge gun at this point is pretty tightly tuned. Reducing charge is a no. Reload is already fast enough. Suggestions?
Range is always Caldari in Flavor (Base range would need to be adjusted to still be useable without a caldari sentinel, but smaller so a Caldari Range bonus would be powerful enough to compete with other suit bonuses)...movement speed while charging is another option (if you want to amp the FG specifically for it)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6474
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Posted - 2015.01.16 12:57:00 -
[1123] - Quote
No. Making the forge outrange a large rail turret potentially is bad. I dont want to encourage even more idiots to treat it as a ghetto sniper cannon.
Also the movement penalty would break the balance. The charging movement penalty kept me from shenanigans which would have been utterly unfair and abusive. It needs to slow you while charging.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Lazer Fo Cused
Shining Flame Amarr Empire
492
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Posted - 2015.01.16 13:01:00 -
[1124] - Quote
True Adamance wrote:Lazer Fo Cused wrote:True Adamance wrote: See above.
The 75mm M3 was considered enough to combat the Tiger I's....however this was proven false. Tigers had superior armour and fire power from the 88mm they were armed with and could bust the Sherman's with relative ease.
Wasn't until 1944 the American's updated their Sherman's with 76mm guns which gave them the edge.
History also suggests if the Russians had superior armour designs for their tanks which often rendered German's anti tank efforts worthless.
1. By 1944 the germans were on the back foot and there usual prey of panthers were running thin and the shermans themselves were easier to mass produce 2. Tiger came out of superior russian armor designs since they needed something to combat it 3. Shermans were medium tanks and more mobile 4. At the time the tigers came out they were formidable More formidable yes. I won't dispute that. But they were by no means the be all end all of armoured warfare for the time. The Tiger's armour designs are not derived from the sloped armour of the Russian T-34 as the Tiger has sheer armour angles. Which I think was very odd.
1. Sloped armor ended up on the tiger 2 and the panthers i think |
Thaddeus Reynolds
Facepunch Security
159
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Posted - 2015.01.16 13:04:00 -
[1125] - Quote
Breakin Stuff wrote:No. Making the forge outrange a large rail turret potentially is bad. I dont want to encourage even more idiots to treat it as a ghetto sniper cannon.
Also the movement penalty would break the balance. The charging movement penalty kept me from shenanigans which would have been utterly unfair and abusive. It needs to slow you while charging.
Damn forge gun being so finely tuned...and I take it you'd be opposed to nerfing the base range stat and making to where Caldari retained current functionality at Level 5?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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doraa daexploora
Paladin Survey Force Amarr Empire
1
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Posted - 2015.01.16 13:04:00 -
[1126] - Quote
Tiger 2s kinda straddled the line between sloped and angled.
Depends on what part of the tank. |
Lazer Fo Cused
Shining Flame Amarr Empire
492
|
Posted - 2015.01.16 13:05:00 -
[1127] - Quote
Godin Thekiller wrote:
6: It didn't come directly out the turret, although it did come out of the front, and went the other way. It should had went 180, but there was a bug that wouldn't let you. Again, it was a bug. Also, the difference between both is that the HAV's can still be REALLY fast. picture if two sentinels could rep each other, but with a specific setup, could easily move with almost as fast as assaults, but could move with as much freedom as before, and still use your HMG's.
6a: You can. But you would have to deal with not being able to do it as good as other vehicles that are (aka LLV). It's not made as a repping vehicle, so it shouldn't be good at it. That's like asking for a Assault to be as good as a scout at scanning and hiding from scans.
6b: Don't have them. Don't ask me for any chromo stats, all of mine were lost. Anyways, what are you saying at that last part? It made no sense to me.
6d: And they need to stay small. You shouldn't to be able to move freely while repping, as reps are quite strong.
6. It didnt but thats where the stream was and they are vehicles which might be slower depending what Rattati does with them
6a. Well then the LLAV would need a massive bonus to be able to fit the heavy reps on it bit like the bomber in EVE gets a massive bonus to fit cloak where as with the HAV it would have to have enough pg/cpu to fit it - If we compare it to infantry is like a min logi using a rep tool which gets 2 bonuses for its use and an amarr assault using the same rep tool which gets no bonus
6b. Just wanted to know stats, i cant remember what it was
6d. Small maybe i dont want to be parked up the other vehicles back |
doraa daexploora
Paladin Survey Force Amarr Empire
1
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Posted - 2015.01.16 13:07:00 -
[1128] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:No. Making the forge outrange a large rail turret potentially is bad. I dont want to encourage even more idiots to treat it as a ghetto sniper cannon.
Also the movement penalty would break the balance. The charging movement penalty kept me from shenanigans which would have been utterly unfair and abusive. It needs to slow you while charging. Damn forge gun being so finely tuned...and I take it you'd be opposed to nerfing the base range stat and making to where Caldari retained current functionality at Level 5?
That would be like me saying "Im reducing HAV railguns to 100m. You must skill into a caldari hull to make it useful."
Nerfing and creating a fix just bandaids the issue. Ammo capacity in the mag is possible but 9 shots between reloads is one of those facepalm ideas with alpha weapons. |
Breakin Stuff
Internal Error. Negative-Feedback
6474
|
Posted - 2015.01.16 13:08:00 -
[1129] - Quote
Goddamn my phone sux. Doora is a test alt.
Not a test alliance alt you nubs.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Thaddeus Reynolds
Facepunch Security
159
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Posted - 2015.01.16 13:10:00 -
[1130] - Quote
doraa daexploora wrote:Thaddeus Reynolds wrote:Breakin Stuff wrote:No. Making the forge outrange a large rail turret potentially is bad. I dont want to encourage even more idiots to treat it as a ghetto sniper cannon.
Also the movement penalty would break the balance. The charging movement penalty kept me from shenanigans which would have been utterly unfair and abusive. It needs to slow you while charging. Damn forge gun being so finely tuned...and I take it you'd be opposed to nerfing the base range stat and making to where Caldari retained current functionality at Level 5? That would be like me saying "Im reducing HAV railguns to 100m. You must skill into a caldari hull to make it useful." Nerfing and creating a fix just bandaids the issue. Ammo capacity in the mag is possible but 9 shots between reloads is one of those facepalm ideas with alpha weapons.
Not a major nerf to the range stat, maybe reduce it to 350 (I think FG is 400m Currently) meters while giving Caldari suits a 3% per level range bonus (to get 402.5m at LV5)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6475
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Posted - 2015.01.16 14:04:00 -
[1131] - Quote
320 optimal
320 absolute
Snipers start at 350-450 and they will cry lime little girls if we bring the forge to equal range.
And no nerfing something to make it useful by bonusing a suit is incredibly lazy.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Thaddeus Reynolds
Facepunch Security
159
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Posted - 2015.01.16 14:06:00 -
[1132] - Quote
Breakin Stuff wrote:320 optimal
320 absolute
Snipers start at 350-450 and they will cry lime little girls if we bring the forge to equal range.
So then Reduce it to 280 meter range, and give the Caldari Sentinel a 3% per level (CalSentinel would use it at 322m then)?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Breakin Stuff
Internal Error. Negative-Feedback
6475
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Posted - 2015.01.16 14:07:00 -
[1133] - Quote
Could accelerate the projectile speed or tighten the reticle.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
Internal Error. Negative-Feedback
6475
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Posted - 2015.01.16 14:08:00 -
[1134] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:320 optimal
320 absolute
Snipers start at 350-450 and they will cry lime little girls if we bring the forge to equal range. So then Reduce it to 280 meter range, and give the Caldari Sentinel a 3% per level (CalSentinel would use it at 322m then)?
Quit barking up this tree with me. Doing it to any weapon is stupid.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Thaddeus Reynolds
Facepunch Security
159
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Posted - 2015.01.16 14:08:00 -
[1135] - Quote
Breakin Stuff wrote:Could accelerate the projectile speed or tighten the reticle.
Other good options
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Breakin Stuff
Internal Error. Negative-Feedback
6481
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Posted - 2015.01.16 15:49:00 -
[1136] - Quote
I think I figured out how to do the heavy turrets so the Rails and Missiles aren't the clearly superior option. this will require me to clean up the turret trees and dump all of the redundant variants.
Most of the different turrets are actually miniscule variations of the same job. Can anyone think of a reason to keep this many turrets that have the exact same DPS within the same variant?
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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DarthJT5
Random Gunz RISE of LEGION
192
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Posted - 2015.01.16 15:53:00 -
[1137] - Quote
Breakin Stuff wrote:I think I figured out how to do the heavy turrets so the Rails and Missiles aren't the clearly superior option. this will require me to clean up the turret trees and dump all of the redundant variants.
Most of the different turrets are actually miniscule variations of the same job. Can anyone think of a reason to keep this many turrets that have the exact same DPS within the same variant? Variety? Something we lack right now.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Breakin Stuff
Internal Error. Negative-Feedback
6483
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Posted - 2015.01.16 16:19:00 -
[1138] - Quote
DarthJT5 wrote:Breakin Stuff wrote:I think I figured out how to do the heavy turrets so the Rails and Missiles aren't the clearly superior option. this will require me to clean up the turret trees and dump all of the redundant variants.
Most of the different turrets are actually miniscule variations of the same job. Can anyone think of a reason to keep this many turrets that have the exact same DPS within the same variant? Variety? Something we lack right now.
I was reading the list wrong, it's exactly like the damn AV weapon lists, only a gigantic clusterf*ck of inconsistent performance.
I HATE numbers that aren't working from a pattern that comes off as sane.
For the chromosome vets: What was an acceptable baseline DPS level for most turrets to be competitive? I need a BASELINE so I can make the turrets perform consistently without havint ONE TURRET TO RULE THEM ALL.
Not high DPS, not low DPS, pre-skills, no damage mods. Just a baseline, ballpark DPS level.
AV baseline DPS before all other factors was right around 500 DPS to be considered viable, roughly depending on which flavor of psycho was running the gun.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Thaddeus Reynolds
Facepunch Security
161
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Posted - 2015.01.16 16:34:00 -
[1139] - Quote
Breakin Stuff wrote:DarthJT5 wrote:Breakin Stuff wrote:I think I figured out how to do the heavy turrets so the Rails and Missiles aren't the clearly superior option. this will require me to clean up the turret trees and dump all of the redundant variants.
Most of the different turrets are actually miniscule variations of the same job. Can anyone think of a reason to keep this many turrets that have the exact same DPS within the same variant? Variety? Something we lack right now. I was reading the list wrong, it's exactly like the damn AV weapon lists, only a gigantic clusterf*ck of inconsistent performance. I HATE numbers that aren't working from a pattern that comes off as sane. For the chromosome vets: What was an acceptable baseline DPS level for most turrets to be competitive? I need a BASELINE so I can make the turrets perform consistently without havint ONE TURRET TO RULE THEM ALL. Not high DPS, not low DPS, pre-skills, no damage mods. Just a baseline, ballpark DPS level. AV baseline DPS before all other factors was right around 500 DPS to be considered viable, roughly depending on which flavor of psycho was running the gun. My thought is put HAV turrets 100 DPS ahead of Heavy AV DPS lines
Seems like a solid base to me
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6483
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Posted - 2015.01.16 16:41:00 -
[1140] - Quote
unless someone has a very compelling reason to do otherwise, I'm going to run as follows:
Blasters: High DPS, High RoF, Low Alpha (700-ish DPS proto)
Missiles: Mid DPS, Mid RoF, Mid Alpha (600 DPS-ish Proto)
Rails: Low DPS, Low RoF, High Alpha. (500 DPS-ish Proto)
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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