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Sir Dukey
Murphys-Law General Tso's Alliance
1500
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Posted - 2015.01.11 03:25:00 -
[1] - Quote
Gavr1lo Pr1nc1p wrote:You're not supposed to kill infantry with a railgun... If you wanna kill infantry use a blaster.
You say it as if blasters were actually good at killing infantry.
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Sir Dukey
Murphys-Law General Tso's Alliance
1500
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Posted - 2015.01.11 03:26:00 -
[2] - Quote
Breakin Stuff wrote:Rain Da Pain wrote:So if I sit on a roof and forge gun someone that's not the same thing? They are not 'meant' to kill infantry! It's not a slaying turret anyway but it would give tankers a hand against op av if I can hit a scout with an assault forge body shot, you can figure out how to clip a scout with a rail turret
You know, assault forgeguns have splash damage and enough to one hit kill scouts with.
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Sir Dukey
Murphys-Law General Tso's Alliance
1500
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Posted - 2015.01.11 03:29:00 -
[3] - Quote
Gavr1lo Pr1nc1p wrote:Toobar Zoobar wrote:Gavr1lo Pr1nc1p wrote:You're not supposed to kill infantry with a railgun... If you wanna kill infantry use a blaster. Every large gun should be somewhat effective at killing infantry how else are we to defend ourselves? The ideal situation should be it you want to focus on killing infantry use a blaster. If you want to focus on killing vehicles use a railgun. However we should still be able to scare off or kill ( albeit ineffectively ) strafing infantry. How is it fair that some guy can run at us out in the open and push us back. It almost comical in a tragic way. Here I am in a 500,000isk monster and a anti-armour can keep firing at me with his skilless swarm launcher and eventually i'll have to retreat. It's so frustrating. Use a small turret and teamwork...duh. Its not that hard. You either get good and hit the infantry, or fit a small turret and have a friend help you, or switch to it if the infantry gets in close. You tanker scrubs amaze me.
No team work for thee but team work for me... This went from Infantry perspective to Tank perspective. Tanks have been sloled for a long long time. Except the release of 1.7 but CCP soon fixed it making tanks sh*tty, weak offensively and defensively
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Sir Dukey
Murphys-Law General Tso's Alliance
1500
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Posted - 2015.01.11 03:30:00 -
[4] - Quote
True Adamance wrote:Gavr1lo Pr1nc1p wrote:You're not supposed to kill infantry with a railgun... If you wanna kill infantry use a blaster. You should have splash with a Railgun its the only turret in Dust 514 that actually resembles a tank main gun.
I want this sooo badd . I was thinking if Minmatar vehicles ever get introduced, Minmatar Large Turret would be a Huge massdriver!. But with little to no arc.
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Sir Dukey
Murphys-Law General Tso's Alliance
1500
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Posted - 2015.01.11 03:32:00 -
[5] - Quote
Forever ETC wrote:Spkr4theDead wrote:Buwaro Draemon wrote:Fit in small blasters or missiles.
You're welcome. Near impossible to fit a small turret without gimping the whole tank, yet I can fit two PRO weapons on a PRO suit. Double standards as always. Lol WTF, please stop. Although I'm all for Railguns and Forges getting their splash back(why did they remove it?), you are just making a fool of yourself.
He speaks the truth. Putting on small turrets kills the tank. If you put a second turret on an ADS, you literally just asked to be two shotted by a swarmer.
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Sir Dukey
Murphys-Law General Tso's Alliance
1509
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Posted - 2015.01.11 17:33:00 -
[6] - Quote
True Adamance wrote:Sir Dukey wrote:Forever ETC wrote:Spkr4theDead wrote:Buwaro Draemon wrote:Fit in small blasters or missiles.
You're welcome. Near impossible to fit a small turret without gimping the whole tank, yet I can fit two PRO weapons on a PRO suit. Double standards as always. Lol WTF, please stop. Although I'm all for Railguns and Forges getting their splash back(why did they remove it?), you are just making a fool of yourself. He speaks the truth. Putting on small turrets kills the tank. If you put a second turret on an ADS, you literally just asked to be two shotted by a swarmer. Not on any Shield Tank since my fitting stats are off the charts.
That's because you put on PG/CPU extenders. I can literally go All proto on my drop suit without even extensions. If I put on a CPU/PG extension on a dropsuit- I can literally put on everything I want and have a ton of space to work with.
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Sir Dukey
Murphys-Law General Tso's Alliance
1516
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Posted - 2015.01.12 00:01:00 -
[7] - Quote
True Adamance wrote:Sir Dukey wrote:
That's because you put on PG/CPU extenders. I can literally go All proto on my drop suit without even extensions. If I put on a CPU/PG extension on a dropsuit- I can literally put on everything I want and have a ton of space to work with.
But that's the point I don't sacrifice anything on my tanks to fit them. In fact I gain from using them unlike any other suit or other vehicles (barring the Caldari ADS) in the game currently. I mean that one modules means I can armour tank as well.
Well, that's a high/low problem. Shield tanking dropsuits don't sacrifice anything for putting on CPU/PG extenders. Stop hating. This is just like how Armor tankers don't sacrifice anything for dmg mods.
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Sir Dukey
Murphys-Law General Tso's Alliance
1517
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Posted - 2015.01.12 01:54:00 -
[8] - Quote
True Adamance wrote:Sir Dukey wrote:True Adamance wrote:Sir Dukey wrote:
That's because you put on PG/CPU extenders. I can literally go All proto on my drop suit without even extensions. If I put on a CPU/PG extension on a dropsuit- I can literally put on everything I want and have a ton of space to work with.
But that's the point I don't sacrifice anything on my tanks to fit them. In fact I gain from using them unlike any other suit or other vehicles (barring the Caldari ADS) in the game currently. I mean that one modules means I can armour tank as well. Well, that's a high/low problem. Shield tanking dropsuits don't sacrifice anything for putting on CPU/PG extenders. Stop hating. This is just like how Armor HAVers don't sacrifice anything for dmg mods. Which is very odd since damage modifying modules are Low Slot modules. However in this case I will keep hating. There are too many imbalances in Dust that are caused by the fitting inconsistencies and slot lay out, and module oddities that makes it impossible for me to ignore. Caldari HAV should not be able to Armour HAV as well as Shield HAV. Gallente HAV should be a truly viable option on on par both fitting meta wise and eHP wise with Shield HAV. HAVers should not pretend like firing automatic Main Guns like we have in Dust are appropriate armaments for our "Tanks" if you can even call them tank.
Maybe ask for armor tank CPU buffs. We all know the lack of CPU is the root of all Armor tank problems.
Also- Like I have said- I have wished since the beginning of time that we would have a huge massdriver trype main gun that fired quite slowly 20RPM but had huge splash damage and radius but infantry would probably cry.
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Sir Dukey
Murphys-Law General Tso's Alliance
1519
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Posted - 2015.01.12 03:25:00 -
[9] - Quote
True Adamance wrote:Harpyja wrote:True Adamance wrote:Rain Da Pain wrote: I love the ammo idea! Ccp should add an option when you press x to edit the fitting of ammo type. Also with hardeners the madys should be 10% lower because they can tank higher but the add a 3% or something buff to large turrets with a mady Unfortunately the Madrugar actually rarely has more eHP than the Gunnlogi. When it comes to calculations, especially at higher levels your resistance values determined how powerful your eHP tank is rather than raw numbers. Since the Maximum stacked armour on the current Madrugar is 5885 and you have 25% resistance on that you have roughly 7356 armour and 1200 shields. Whereas on a Gunnlogi with its current statistics you can amass comparable eHP while advancing your natural resistances vs most AV forms due to lack of parity while additionally using one fitting module to stack armour for something like 7120 Shields and 2950 armour. Honestly if Gunnlogi were adjusted so that they could not stack armour as well as shields they'd almost be balanced tanks especially if hardeners were brought to parity. Moreover if Rattati adjusts tanks and adds one more On Rack Slot (primary tanking slot for tanks) then their hardeners would have to be adjusted anyway. You actually mentioned one thing I am really mystified by. Blasters, traditionally high DPS CQC weapons have the lowest DPS of all turrets while missiles, traditionally low DPS high alpha turrets have the most DPS. You just keep on hating large missile turrets, don't you? Of course something with the highest alpha damage will have the highest DPS, while it is firing. But then it needs to stop to reload and only then it achieves its lower DPS over time. You should be happy that large missiles actually had their DPS over time nerfed when shotgun style reloading was brought in because with max reload skills, their total reload time only decreases from 10 seconds down to 9 seconds as opposed to down to 7.5 seconds before shotgun style reload. Sorry True but I think you're just being plain ignorant. You claim the large missiles are broken and need to be toned down. Then tell me, why is it that a railgun Gunnlogi is the most effective at taking out other shield vehicles? Large missiles and railguns are perfectly fine, and railguns are actually the dominant ones on the field. Not because of skill requirements, but simply because they are the best at AV and balanced by the fact that they are the worst at AI. Large blasters need to be buffed, but not in the way I know you'd like them to be buffed which still won't be balanced. I used Large Missiles almost all time when I did play Dust 514 they still are the top tier of Dust's anti tank gameplay especially when maxed out with the appropriate skill points simply because of their prolific damage output in such a short amount of time. They do this in such a manner that Armour HAV are all but invalidated on the field and after which time a 9 second reload speed allows you dish out another X000 DPS. A little over 3000 vs shields and 4500 vs armour. Moreover as I have said I do not feel they are appropriate to be a proper MBT tank turret. I do not see rapid fire missile turrets..... HereHereHereHereor Here. Nor do I see TTK vs one specific kind of vehicle at less than three seconds. Every single game here arguably has a better vehicle vs vehicle engagement dynamic than Dust.
Did any of those examples happen to take place in the future? Excluding the 4th one.
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Sir Dukey
Murphys-Law General Tso's Alliance
1519
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Posted - 2015.01.12 03:56:00 -
[10] - Quote
True Adamance wrote:-crap-
Here is a better question... Who are you to tell CCP what to do? I don't see other games out there like Dust 514. If you want Battlefield tanks in Dust. How about you go play Battlefield of what ever the hell you wanna play.
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Sir Dukey
Murphys-Law General Tso's Alliance
1519
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Posted - 2015.01.12 03:59:00 -
[11] - Quote
Harpyja wrote:True Adamance wrote:I used Large Missiles almost all time when I did play Dust 514 they still are the top tier of Dust's anti tank gameplay especially when maxed out with the appropriate skill points simply because of their prolific damage output in such a short amount of time. They do this in such a manner that Armour HAV are all but invalidated on the field and after which time a 9 second reload speed allows you dish out another X000 DPS. A little over 3000 vs shields and 4500 vs armour. Moreover as I have said I do not feel they are appropriate to be a proper MBT tank turret. I do not see rapid fire missile turrets..... HereHereHereHereor Here. Nor do I see TTK vs one specific kind of vehicle at less than three seconds. Every single game here arguably has a better vehicle vs vehicle engagement dynamic than Dust. You're right. Let's just scrap everything Dust has tried to acheive, make all HAVs standard with OHK artillery turrets and call vehicles finished.
He's just butthurt that his Rep stacked Maddies can't take a clip from a damage modded Proto Missile Turret. He should probably reconsider his fit.
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Sir Dukey
Murphys-Law General Tso's Alliance
1519
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Posted - 2015.01.12 04:05:00 -
[12] - Quote
True Adamance wrote:Sir Dukey wrote:True Adamance wrote:-crap- Here is a better question... Who are you to tell CCP what to do? I don't see other games out there like Dust 514. If you want Battlefield tanks in Dust. How about you go play Battlefield of what ever the hell you wanna play. I do. This is why I no longer play Dust. I cannot justify calling Dust HAV "Tanks". As for who I am to tell them what is what? I'm no one to do any such thing. Just like you were no one to make similar comments in the many threads I have seen you post it.
Nobody asked to to play DUST 514. Also- I don't just come in and say "HerP DerP- I got killed by X-weapon remove because no game has the same weapon D3Rp H3RP"
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Sir Dukey
Murphys-Law General Tso's Alliance
1519
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Posted - 2015.01.12 04:06:00 -
[13] - Quote
True Adamance wrote:Sir Dukey wrote:Harpyja wrote:True Adamance wrote:I used Large Missiles almost all time when I did play Dust 514 they still are the top tier of Dust's anti tank gameplay especially when maxed out with the appropriate skill points simply because of their prolific damage output in such a short amount of time. They do this in such a manner that Armour HAV are all but invalidated on the field and after which time a 9 second reload speed allows you dish out another X000 DPS. A little over 3000 vs shields and 4500 vs armour. Moreover as I have said I do not feel they are appropriate to be a proper MBT tank turret. I do not see rapid fire missile turrets..... HereHereHereHereor Here. Nor do I see TTK vs one specific kind of vehicle at less than three seconds. Every single game here arguably has a better vehicle vs vehicle engagement dynamic than Dust. You're right. Let's just scrap everything Dust has tried to acheive, make all HAVs standard with OHK artillery turrets and call vehicles finished. He's just butthurt that his Rep stacked Maddies can't take a clip from a damage modded Proto Missile Turret. He should probably reconsider his fit. Nope I never used Triple Rep Maddies. Never much liked Tanks post 1.6. Much better game when Reps were active and we had 4-5 armour slots to work with. I could accept it one way or the other if Rattati came out and said what HE wants to do with vehicles and tanks and then can take it from there to provide relevant support. At the moment all I am doing is taking a pretty open ended invite from him to vomit forth my ideas on what I think Tanks should be like in Dust.
Same, I liked tanks in Chromosome but still- I don't come in here asking to remove content.
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Sir Dukey
Murphys-Law General Tso's Alliance
1521
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Posted - 2015.01.12 21:23:00 -
[14] - Quote
Rain Da Pain wrote:I have been killed in one volly by a Proto missile tank when I had one hardener and around 4.3k shield?! Also I have been gunned down by it when I was running an infantry fit, but yet a massive tank railgun gets a slow speed with the accuracy of a rabbit trying to snipe can't have any splash? Mind blown
That is a lie.
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Sir Dukey
Murphys-Law General Tso's Alliance
1521
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Posted - 2015.01.12 21:26:00 -
[15] - Quote
Harpyja wrote:shaman oga wrote:Large rails has turned into a hard mode sniper rifle a little AOE is due.
I wonder how many kills rail turrets AOE have caused after the first nerf to come to the decision of completely eliminating splash damage. With the lack of mobility of large rails a little AOE is needed, more to destroy equipments than to kill infantry. If CCP care about people camping nodes from safe spots, they should protect nodes with barrages like they did on manus peak map, not eliminate a vital feature of a turret. I definitely agree on having some splash for eliminating equipment. How can equipment survive a hypersonic slug impacting the ground just millimeters away from it? If CCP is so concerned about splash damage wrecking infantry, at least give rails a 1 meter splash radius.
What CCP is thinking is that Railgun shots shouldn't have splash damage and that is OK but i'm pretty sure that a Railgun Round is atleast one or two meters in diameter. Therefore, the rounds should behave like 9mm bullets.
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