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Thread Statistics | Show CCP posts - 1 post(s) |
Harpyja
Legio DXIV
2275
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Posted - 2015.01.16 02:35:00 -
[1] - Quote
Can it please be looked at? At level 5, total reload time is reduced from 10 seconds down to only 9, due to the fact that it only applies to the 4 seconds before missiles start being loaded individually.
The skill is much more favorable on the blaster or railgun, because it affects the total time for a reload. There's no justification why one turret's reload skill should not reduce the total reload time as much as on another turret.
I have two obvious suggestions.
Boost the skill from 5% reload time reduction to 12.5% reload time reduction. At level 5, it cuts 2.5 seconds off of the 4 seconds prior to individual missile reloads, which is 25% of the total reload time and the same as the reload time reduction on the other turrets.
Or, just make the skill apply not only to the 4 seconds, but also to the half second in between each individual missile reload and a total reduction of 2.5 seconds is achieved: 1 second off of the initial 4 seconds and .125 seconds off of the .5 seconds between each individual missile reload.
I remember how back before shotgun style reloading was introduced, the reload skill on large missile launchers was critical due to its long reload time and a full 2.5 second reduction could mean life or death. Right now it's almost worthless due to the SP needed. I would've just stopped at level 3 and not bothered with the SP for an additional .4 second reduction.
It's the same deal with the shield depleted recharge delay skill: too much SP for something that's nearly useless on shield vehicles considering that you're either dead once your shields are gone or gaining an extra 168-285 (I forget what the recharge rate was on LAVs and dropships) shield from being able to start recharging a second sooner will barely do anything against any new damage. You're either already safe and sound where it makes no difference if you get full shield a second sooner, or you're still stuck hiding behind a rock in the middle of a bloodbath and you're dead as soon as AV or another vehicles gets their sight on you again. This skill is only useful in the rarest of circumstances where you survive getting into armor, start recharging only to get attacked again, and are able to escape to complete safety with only several hundred armor left. /end rant on the shield depleted recharge delay skill
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2275
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Posted - 2015.01.16 02:50:00 -
[2] - Quote
True Adamance wrote:Yes...... lets just give the highest DPS turret in the game by a factor of 3 at the least and 4 at the most have a much shorter reload time........ If you're not going to be constructive, don't reply.
I can make the same stupid comment about how large railguns deal more damage than large missiles in a single clip by a factor of two and large blasters deal more damage per clip by a factor of four, yet I'm not hating on them.
I too can play the DPS game. 80GJ Particle Cannons have what, 1750 damage and a .4 second charge up time? This means that they have 4375 base DPS... 4813 DPS against armor and 3938 DPS against shield. That's even a higher large missile DPS that what you're complaining about.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2275
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Posted - 2015.01.16 02:55:00 -
[3] - Quote
CCP Rattati wrote:As part of the vehicle rebalance initiative, I will be posting a special thread on every turret, where we can discuss the details. Thank you for a very fast response.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2275
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Posted - 2015.01.16 05:01:00 -
[4] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:Harpyja wrote:True Adamance wrote:Yes...... lets just give the highest DPS turret in the game by a factor of 3 at the least and 4 at the most have a much shorter reload time........ If you're not going to be constructive, don't reply. I can make the same stupid comment about how large railguns deal more damage than large missiles in a single clip by a factor of two and large blasters deal more damage per clip by a factor of four, yet I'm not hating on them. I too can play the DPS game. 80GJ Particle Cannons have what, 1750 damage and a .4 second charge up time? This means that they have 4375 base DPS... 4813 DPS against armor and 3938 DPS against shield. That's even a higher large missile DPS that what you're complaining about. 80GJ Particle Cannon has 1696.5 Damage with a 0.35s Spool-Up and a 1.6s Fire Interval, giving it a DPS of 870 DPS Base, 783 DPS vs Shields, 957 DPS vs Armor. Mah homie! Now this doesn't necessarily negate their point that the Reload Skill itself is pretty much a waste of SP right now, they just happened to be wrong on the Railgun DPS numbers. Now, in order for a change to the Reload Skill to not make Missile Turrets Overpowered, it would require adjustments to the base stats of the turrets themselves. Luckily...it seems an opportunity to examine them in detail is upon us You actually took me seriously? I was making a point at how stupid True is for saying that large missiles have too high of a DPS. They have high ALPHA, of course they are going to have a high DPS when they are firing, but their DPS falls a lot when reload is taken into count. Just like True exaggerated missile DPS by not counting in reload, I wasn't taking into account the fire interval between individual railgun shots and was counting their DPS based on charging a single shot.
Thank you though for noticing the intent in this thread that the large missile reload skill is underperforming compared to the other turret reload skills. True is too self-absorbed with his hate against everything shield and missiles.
"By His light, and His will"- The Scriptures, 12:32
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