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Leovarian L Lavitz
NECROM0NGERS
1200
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Posted - 2014.12.17 11:01:00 -
[1] - Quote
Here is a quick balance for large turrets: We will be balancing around heat and speed.
Large Blasters: Increase accuracy. (pinpoint?) If the blaster overheats, the vehicle is reduced to 7m/s until the turret has finished cooling.
Large Railguns: The vehicle's speed is reduced by 0.75% for every 1% heat on the turret. If the turret overheats, the vehicle is reduced to 5m/s till the turret can be fired again.
Large Missiles: No change
Omni-Soldier
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Leovarian L Lavitz
NECROM0NGERS
1204
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Posted - 2014.12.18 08:50:00 -
[2] - Quote
Racro 01 Arifistan wrote:do you even drive?
overheating your cannon's punishes you with long cooldwon periods as is.
missiles have slow reloads befor skills.
only thing that large turrets need is to have the large blaster turret dispersion reduced. Of course I drive, have over 22 mil sp in vehicles, all my vehicle core skills are maxed. All of my infantry core skills are maxed. (the other 22 mil sp) This balance changes the battlefield! It makes the tank as effective as the driver's heat management skills or ammo conservation skills (missiles).
The rail tank is supposed to be a long-range platform. With this proposed change, the rail tank will want to always stay long range. What happens if the rail gets into a cqc fight with a blaster tank? Every rail shot slows down the rail tank while the blaster tank goes screaming at full speed around him to start punching him in the ass. If the blaster tank manages his heat, he can scream in, eff up the rail tank, and scream out. If the rail tank manages his positioning, the blaster tank will never get close.
The missile tank does not over-heat with the rebalance. I feel that it is balanced with its current mechanics and propose to leave it as is.
This balance also makes infantry and vehicle interaction more exciting, will that blaster tank overheat while attempting to pew at infantry? If he does, he slows down to 7m/s, slow enough for a RE scout to come calling, or for the AV to become a threat. So the tank will not want to overheat, having to manage his heat to remain on the battlefield.
The rail tank will not want to get close to the facilities, every shot slows him down, making him progressively easier to take down by AV in compounds.
The missile tank will continue to missile tank.
Omni-Soldier
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Leovarian L Lavitz
NECROM0NGERS
1204
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Posted - 2014.12.18 10:53:00 -
[3] - Quote
True Adamance wrote: Who builds a tank that over heats and fucks up it core functionality......? Who builds a rifle that overheats and kills its user?
Additionally, the issues with Armor tanks being under performing don't come from the missile turret. They come from a poor balance of fitting and module use.
Omni-Soldier
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Leovarian L Lavitz
NECROM0NGERS
1204
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Posted - 2014.12.20 15:10:00 -
[4] - Quote
True Adamance wrote:Leovarian L Lavitz wrote:True Adamance wrote: Who builds a tank that over heats and fucks up it core functionality......? Who builds a rifle that overheats and kills its user? Additionally, the issues with Armor tanks being under performing don't come from the missile turret. They come from a poor balance of fitting and module use. Its not solely that it is due to the missile launcher have 3500 DPS unmodified with an extreme 15/15 damage profile...... Either way you've failed to convince me these changes will be healthy to the use of HAV in Dust. These changes will be very healthy for HAV use in dust for the following reasons: The turret roles are rebalanced, the long range turret is best in long range, the short range turret is best and cqc, the anti armor turret stays anti armor.
This means that counterplay becomes viable with turrets- the enemy is fielding several rail tanks, you can choose to field your own rail tanks, or field a set of blitz blaster tanks to get up on them and ruin their days.
The large missile tank can stand and deliver, but it will not have positioning advantage and a blaster or rail tank can get away from it to engage from range.
Omni-Soldier
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Leovarian L Lavitz
NECROM0NGERS
1204
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Posted - 2014.12.21 12:29:00 -
[5] - Quote
Exactly. This isn't a nerf to tanks, its a re-balance of the large turrets. This also allows infantry to enjoy counterplay with the tanks, so everyone is enjoying themselves. The rail tanker with good positioning is having fun pewing people with his quadruple damage mods. The blaster tanker is blitzing around effing things up, the missile tank is chugging along with a steady stream of omgwtfbbq.
The blaster gets a buff to accuracy, allowing the tank to fight infantry, however, the ability to fight infantry comes with a cost: If he overheats his gun, his tank is slowed to a crawl and allows the infantry a chance to fight back (He would probably activate his hardeners about this time).
The railgun is a bit over-powered in cqc fights, imo, so this balances it back to its long range role.
The missile launcher is considered op by True adamance, so halving the base speed of the tank allows it to maintain its power, but have to consider its routes carefully.
Omni-Soldier
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Leovarian L Lavitz
NECROM0NGERS
1205
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Posted - 2014.12.21 13:55:00 -
[6] - Quote
Ghosts Chance wrote:no.... rember how much work it took to get railgunns out of the redlinne? with this change they are going to go right back and never leave, if they get fielded at all
this basically makes it so that you cant move and shooot at the same time.
if your having issues against rails in CQC then your just bad, the are so easy to outtrack if you know what your doing.
that and railguns have this annoying 25% failure rate on all shots as it is because of all the damn bugs they have.
No, they move slower after every shot, however, if they manage their heat they can keep up a fairly good pace, but will be out dps'd by a blaster in cqc.
Also, thinking about squad play here, 5 rail tanks vrs 5 blaster tanks...
Omni-Soldier
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