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Spkr4theDead
Red Star.
2720
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Posted - 2015.01.12 05:11:00 -
[1] - Quote
Don't go to the light.
Slightly nerfed MLT turret stats all around.
Proposed small fragmented and AV missiles. I guess the AV can be called the old accelerated missile launcher just so a new name doesn't have to be made up.
Fragmented: a ton less direct damage, but more splash damage than direct; 3m blast radius with the PRO being 3.5m; faster firing, meant for anti-infantry work - very little damage to vehicles, but still a little something; Increased magazine capacity by just 2 missiles.
AV (proposed accelerated): more direct damage to vehicles, but a whole meter less splash radius than the current missiles, as well as less splash damage. Slightly slower fire rate, too.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Thaddeus Reynolds
Facepunch Security
145
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Posted - 2015.01.12 08:32:00 -
[2] - Quote
Might I suggest Javelin and Rage as names for the Specialized rockets
Also, can you freeze the First Column on each of the spreadsheets?
Stats for the specialized small "missiles" look good, AV missiles could use some more Direct Damage and Less Splash (and a lower splash Radius), but look pretty good right now
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Alena Ventrallis
Intara Direct Action Caldari State
2488
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Posted - 2015.01.12 08:53:00 -
[3] - Quote
I think you've got the wrong idea on fragmented missiles. Punishing direct hits? Rather, have direct damage only slightly higher than splash, and slow ROF to prevent their use against vehicles. By trading higher splash damage for slower ROF, we should see comparable DPS to what missiles currently do against infantry; it should only be easier to hit them.
As for accelerated, I'd increase ROF and decrease damage slightly. They should have enough oomph to stop shield regen (barring hardeners) but shoot rapidly enough that you can finish the job in a reasonable amount of time. Higher clip size can accommodate this change.
Overall some good stats, spkr. Got to say, excellent legwork on your part.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2788
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Posted - 2015.01.12 10:21:00 -
[4] - Quote
I support this completely original idea.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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DarthJT5
Random Gunz RISE of LEGION
184
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Posted - 2015.01.12 15:54:00 -
[5] - Quote
Can the accelerated actually have accelerated (high velocity) missiles like before? Would make long range fights with missiles a lot better. I'm also thinking about having a burst turret like before, but idk how to balance it. In my mind it would be the longest range of all missile turret variants, little to no recoil, with larger magazine size. Idk what to do about damage though.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Spkr4theDead
Red Star.
2723
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Posted - 2015.01.12 15:54:00 -
[6] - Quote
Alena Ventrallis wrote:I think you've got the wrong idea on fragmented missiles. Punishing direct hits? Rather, have direct damage only slightly higher than splash, and slow ROF to prevent their use against vehicles. By trading higher splash damage for slower ROF, we should see comparable DPS to what missiles currently do against infantry; it should only be easier to hit them.
As for accelerated, I'd increase ROF and decrease damage slightly. They should have enough oomph to stop shield regen (barring hardeners) but shoot rapidly enough that you can finish the job in a reasonable amount of time. Higher clip size can accommodate this change.
Overall some good stats, spkr. Got to say, excellent legwork on your part. I made the fragmented that way so they'd only really be useful against infantry. Fast fire rate, not a lot of damage, more splash. The huge fire rate nerf is what killed the Python's effectiveness against infantry, that's what I'm trying to get back with the fragmented. If need be, they could provide that little little extra bit of damage against a really good tank pilot to get rid of it.
For accelerated, who would use the regular turrets right now if the rate of fire was normalized, but with more damage? The missiles already stop shield recharge as they are.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2723
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Posted - 2015.01.12 15:55:00 -
[7] - Quote
DarthJT5 wrote:Can the accelerated actually have accelerated (high velocity) missiles like before? I used accelerated as a name only, so the time to come up with a name for it can be better used elsewhere.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Thaddeus Reynolds
Facepunch Security
146
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Posted - 2015.01.12 16:02:00 -
[8] - Quote
Spkr4theDead wrote:DarthJT5 wrote:Can the accelerated actually have accelerated (high velocity) missiles like before? I used accelerated as a name only, so the time to come up with a name for it can be better used elsewhere. Rage Rockets are used for the so called "anti-ship" rockets (and all "unguided" type missiles) in space, no reason why Rage couldn't work as the Anti-Material Rocket Turret here (or if you insist on using Missile, they're anti-ship missiles are Fury)
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
6340
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Posted - 2015.01.12 20:02:00 -
[9] - Quote
Huh. I'm poking. realistically, I'd complain about the blaster numbers I'm seeing more...
But then i remember how much more dispersion and general inaccuracy we have than when chrome blasters were tight. 880 base DPS would be unreasonable if it weren't for the HMG-like reticle that expanded. As it stands te proposed DPS would get hacked down by 1/3rd to 1/2 due to reticle spinoff.
Bluntly I have no issue with the idea of a vehicle turret being bloody lethal. Just bear in mind your base proposed stats here do almost triple what the chrome turrets DPS-wise do at the STD level. This is, of course, an on-paper assessment, not a practical application assessment, which would change the numbers wildly due to factors listed below.
I recommend the following:
Militia: Damage to 40, magazine to 150. If militia and STD have identical damage per magazine and DPS then there's no reason to use the STD model.
STD: No change, 880 DPS on-paper.
ADV: Damage to 47: resulting in an on-paper DPS of 940 before skills (an increase of 60 DPS over STD)
PRO: Damage to 50: 1000 DPS on-paper, 60 higher than ADV.
All in all, not a bad first attempt on the small blasters IMHO.
Again, with the dispersion on smalls we'll be losing a lot of DPS to missed shots, more to lag while the vehicle is moving.
Interested in me poking at the other numbers?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Internal Error. Negative-Feedback
6345
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Posted - 2015.01.12 21:07:00 -
[10] - Quote
Given the context of the current numbers the only change I would make to your militia blaster would be to drop the magazine to 150-175.
Traditionally militia weapons have both reduced magazine size and slightly reduced DPS.
Otherwise it is a good start.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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