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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2310
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Posted - 2015.01.19 21:03:00 -
[1] - Quote
GÇóA Swarm Luncher outputs 1040-1248 damage every 1.4 seconds without factoring any Damage multipliers, just base damage. That's a total of 742-891 DPS, depending on tier.
Currently, Plasma Cannons do 1150-1501.5 damage every 4.1 seconds, without factoring in any Damage multipliers. That's only 280 DPS at the Standard tier, and still only 366.21 DPS at Prototype. A PRO Plasma Cannon deals less than half the DPS a Standard Swarm Launcher does. That's messed up. Even if we max out every reload and charge time skill, and increase the damage as much as we can with a Gallente Commando and Damage mods... We still only get 696.63 DPS. Still less than a Standard Swarm Launcher on any suit. This is rediculous.
So let's increase Plasma Cannons to Swarm levels of DPS. At the base level. Without any modifiers accounted for.
1.) Buff Damage. By a ******* lot. An Allotek Plasma Cannon should outDPS a PRO Swarm launcher, without having to factor in any other multipliers. It just should. Period. At the very least, it should do the same DPS. With this in mind, an Allotek Plasma Cannon should deal 3653.1 direct damage. That would puts its DPS on par with a Kaalakiota SL.
So... Standard PLC: 3042.2 Damage Advanced PLC: 3347.65 Damage Allotek PLC: 3653.1 Damage
This would mean that an Plasma Cannon would OHK or 2-shot ANY vehicles. Any tank would just die if they get shot in the rear, unless they have any hardeners active. Otherwise they would take 2 hits. ADSes would always instapop. As they should. Hitting those things is still hard. Standard DSs would be able to take 2 hits if they fit a bit of tank. LAVs too. Hitting them is the hardest, unless they are parked. They would always be OHK.
And you know what? Thats completely reasonable...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2312
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Posted - 2015.01.19 21:10:00 -
[2] - Quote
Vesta Opalus wrote: Might be overpowered but I agree the plasma cannon is **** as AV and am willing to try a buff like this to try and bring it into a useful state (as long as we keep the splash damage roughly the same against infantry)
Splash Damage and Radius would remained untouched. Only the direct damage would be changed. Its anti-infantry capabilies would be no different that they currently are, other than that brick tanked heavies would no longer be able to take a hit from them.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2312
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Posted - 2015.01.19 21:14:00 -
[3] - Quote
Arkena Wyrnspire wrote:I do find it hilarious that a lock on weapon that is really difficult to miss with massively outDPSes a weapon which takes a good deal of skill to aim and is very difficult to use at a quarter of the max range of said lock on weapon.
Precisely. It should at least do the same DPS. They deserve that at least.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2312
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Posted - 2015.01.19 21:19:00 -
[4] - Quote
Grimmiers wrote:I want 3 shots per clip like the swarm. Officer can do 4. Nah. It should remain a skill shot weapon. There is a reason its is one of the communities favorite weapons. The actual mechanics of the weapon should remain unchanged. Maybe an Assault Variant with more shots per mag.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2313
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Posted - 2015.01.19 21:20:00 -
[5] - Quote
KING CHECKMATE wrote:''Plasma Cannons should do more DPS than Swarms''
No they shouldnt. Reason is that PC hits infantry too while Swarms dont. This gives PC an innate advatage in usefulness over Swarms.
Of course, i wouldnt mind the PC getting buffed at all, just saying why the above statement is incorrect.
Wouldnt mind getting dumb fire for swarms either.
The extra skill required to use a plasma cannon compared to swarms is enough to justify it being usable against infantry as well. It should at least have the same DPS.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2313
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Posted - 2015.01.19 21:22:00 -
[6] - Quote
True Adamance wrote: The Plasma Cannon Charge time is 0.45 Seconds and 2.2 seconds on the reload...... on a Commando. You should be throwing out PLC rounds every 2.65 seconds if I am not mistaken.
Yup. A Galmando with a max-skill Plasma Cannon would become just as deadly as a Minmando with a max-skill Swarm Launcher. Both are ultra specialized fits. This seems reasonable.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2314
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Posted - 2015.01.19 21:46:00 -
[7] - Quote
KEROSIINI-TERO wrote:Fizzer XCIV wrote:
OP POST
Agreed that, on paper at least, PLC should have more DPS than Swarms. Reasoning: First is moderately easy/difficult to hit on the first show, extremely difficult on follow-up shots. The Swarm is very easy from first to last shots. Also, there's free guidance. Personal experience: when tanking, I just lol at plasma cannons and their shots. The only advantage they have is their moderate alpha augmented by extra shield damage. So, I'm up for either: a) upping PLC DPS. ORb) making swarms less easy to hit. Oh and one more thing: I'm not into that OHKing tanks thing. Like I said. The OHKing would only happen if they shot you in the weak point, and if you don't have any hardeners active. Otherwise, any HAV with decent HP would take two shots to kill.
So pretty much just fit 1 HP mod and 2 hardeners, and you'll be immune to the OHKs as long as you cycle the hardeners, and then Plasma Cannons would then take 3-5 shots to kill you while they are active. This way, the high skill vehicle playstyle, which is cycling hardeners, would be the direct counter to the high skill AV playstyle which is Plasma Cannons.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2314
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Posted - 2015.01.19 21:58:00 -
[8] - Quote
Do you guys want to know the best part about all this? Even if the Plasma cannon did that much damage...
A maxed out SL on a Minmando with Damage mods would still outDPS a maxed PLC on a Galmando with Damage mods.
This is the extend of the PLC being UP. Its so ridiculously UP, that even buffing its damage by nearly 200% wouldn't make it as good at AV as a swarm launcher.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2314
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Posted - 2015.01.19 22:07:00 -
[9] - Quote
LUGMOS wrote:As long as it doesn't become mainstream OP... I don't like the OHKO/2HKO thing, tho, because then commandos could instapop any tank. A Minmando with a maxed SL and damage mods can already 3 shot pretty much any tank. Wouldn't you at least be happy that its Plasma Cannons killing you?
Also, its still only a OHK for an unhardened critical hit. Pretty damn hard to do unless the HAV is just sitting there, in which case its still difficult to do at any ranges over 50m. Those critical hit spots are smaller than scouts. Just stay moving and you won't get OHKed, pretty much. If you are going to sit still, just activate a hardener and you won't get OHKed.
The actual amount of AV would hardly increase. There would just be more Plasma Cannons and less Swarms.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2314
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Posted - 2015.01.19 22:46:00 -
[10] - Quote
Sequal's Back wrote:I think PLC needs a really big damage buff against vehicles too, but not as much as you said. I don't want people to cry about it.
I think a 1000HP/shot increase would already be an amazing change! I don't think ADS should get 1 shotted by PLC (except if it's full proto PLC vs MLT derpship of course).
An Incubus with some decent tank would be able to take 1 shot, but they would be severely damaged.
Pythons would usually die in one hit, unless they have a hardener active. But since the PLC is an alpha weapon, the first shot is more likely to land on an unhardened target. So they would usually die in one hit.
So generally, Incubus goes in 2 shots, and Pythons in 1 shot. Considering Damage profiles and junk, this seems to work out nicely.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2314
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Posted - 2015.01.19 22:49:00 -
[11] - Quote
Victor889 wrote:
That's all very well and good but that also opens up the avenues for a cloaked scout with a proto PC to one shot any tank as it can get behind it with relative ease, this would be entirely unfair.
What about making the lock on time for swarms slightly longer? then if you are dumb enough to stick around in the fire zone then you deserve to be shot down.
Like I said up above, just stay moving and you are exceedingly unlikely to get OHKed, because those critical hit spots are just as small if not smaller than a scout suit, and HAVs move even faster than a scout. Besides that they are also impossible to hit from the front and sides. So really, if you are moving at all, even just slowly through a city, you are extremely unlikely to be OHKed.
If you do need to sit still however, just activate a hardener. That will make you immune to any OHKs.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2314
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Posted - 2015.01.19 22:51:00 -
[12] - Quote
Juno Tristan wrote:Fizzer XCIV wrote:Do you guys want to know the best part about all this? Even if the Plasma cannon did that much damage...
A maxed out SL on a Minmando with Damage mods would still outDPS a maxed PLC on a Galmando with Damage mods.
This is the extend of the PLC being UP. Its so ridiculously UP, that even buffing its damage by nearly 200% wouldn't make it as good at AV as a swarm launcher. Can't tell if serious or not
I'm dead serious.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2314
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Posted - 2015.01.19 23:08:00 -
[13] - Quote
Juno Tristan wrote:Fizzer XCIV wrote:Juno Tristan wrote:Fizzer XCIV wrote:Do you guys want to know the best part about all this? Even if the Plasma cannon did that much damage...
A maxed out SL on a Minmando with Damage mods would still outDPS a maxed PLC on a Galmando with Damage mods.
This is the extend of the PLC being UP. Its so ridiculously UP, that even buffing its damage by nearly 200% wouldn't make it as good at AV as a swarm launcher. Can't tell if serious or not I'm dead serious. So you're not illustrating that swarms are OP? Ok then, they do less damage because they are not specialist, you can target infantry and vehicles with them As myself and others pointed out. The increased skill requirement of Plasma cannons compared to Swarm Launchers is more than enough to justify them being usable on infantry as well. They have one of the highest skill requirements in the game as far as weapons are concerned, possibly the highest, but that's debatable with Nova Knives.
Besides, we already have other weapons that are usable on both infantry and vehicles, such as Nova Knives, HMGs, Forge Guns, Flux Grenades, And even Made Drivers to some extent.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2315
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Posted - 2015.01.19 23:14:00 -
[14] - Quote
Joel II X wrote: Heh... Heheh... MWAHAHAHAHAHA! YES!!! But splash should be the same, or only increased by 50 dmg and 1m MAX. If this is made true, though, the officer Plasma Cannon would be an instant I-Win Button if that Tank or whatever gets Wooton your preferred range.
Wooton!!! I don't think it would be an I-win button. The HAV could still very much activate a hardener if the are an Armor tank, and survive up to three shots, even after the initial ambush shot. Depends on their reps, really. Alternatively, they could activate nitrous and have a good chance at escaping, and any of the HAVs could do this, not just armor ones.
I font really think splash should be touched. Right now, its only capable of killing a lightly tanked scout suit, and that's fine. Any other suits require direct hits, and I'd like that to stay. I want it to become no more effective at AI than it already is, but still make it an extremely viable AV weapon when used in the right hands.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2315
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Posted - 2015.01.19 23:42:00 -
[15] - Quote
Joel II X wrote:Fizzer XCIV wrote:Joel II X wrote: Heh... Heheh... MWAHAHAHAHAHA! YES!!! But splash should be the same, or only increased by 50 dmg and 1m MAX. If this is made true, though, the officer Plasma Cannon would be an instant I-Win Button if that Tank or whatever gets Wooton your preferred range. Wooton!!! I don't think it would be an I-win button. The HAV could still very much activate a hardener if the are an Armor tank, and survive up to three shots, even after the initial ambush shot. Depends on their reps, really. Alternatively, they could activate nitrous and have a good chance at escaping, and any of the HAVs could do this, not just armor ones. I font really think splash should be touched. Right now, its only capable of killing a lightly tanked scout suit, and that's fine. Any other suits require direct hits, and I'd like that to stay. I want it to become no more effective at AI than it already is, but still make it an extremely viable AV weapon when used in the right hands. Edited original post, then edited to add Wooton back. (It's supposed to say 'within') Anywho, you said add a whole ton of damage, and the current officer one can kill any tank - hardened or not - within 3 reloads. On a commando, the reload speed bonus itself is a great plus. I agree that it should reward players more to use a weapon that requires more skill, time, and points than it would to a fire-and-forget weapon.
The Officer Plasma Cannon would actually be an effective I-win button against HAVs, if you can land both shots, and so long as its not an armor tank with their hardener already active when you start firing. They would be pretty OP, but they are Officer weapons, which are meant to be OP, so not a big deal.
And that last paragraph pretty much summarizes up this entire thread. Plasma Cannons would become potent AV weapons, no doubt, but only in skilled, patient and steady hands. You have to land both shots, as quickly as possible, or swarms TTK would be shorter.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2315
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Posted - 2015.01.19 23:47:00 -
[16] - Quote
Juno Tristan wrote:Quick question, what do you think vehicles should do on the battlefield? Not be pissed off because they only getting killed by swarms because swarms are the only viable light AV.
1.)Transportation. That's pretty much the main purpose of a vehicle right there.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2316
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Posted - 2015.01.20 00:00:00 -
[17] - Quote
Juno Tristan wrote:Fizzer XCIV wrote:Juno Tristan wrote:Quick question, what do you think vehicles should do on the battlefield? Not be pissed off because they only getting killed by swarms because swarms are the only viable light AV. 1.)Transportation. That's pretty much the main purpose of a vehicle right there. So first, why are you so determined to kill them if they're just transporting people? And second, why would anyone get in these death traps when you can easily run between objectives?
Well drop ships are the only way to reach many... strategic locations, on the battlefield. LAVs are still the fastest way to get from point to point, and when used with a group of three to make hacking runs, they are very good. Much better than three people on foot. As for HAVs, I pointed out their use in my edit above.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2318
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Posted - 2015.01.20 00:16:00 -
[18] - Quote
DUST Fiend wrote:Yea....no. PLC needs a buff but your suggestion is obnoxious lol. Also, swarm launchers do too much damage to armor, so making something do even MORE is not exactly the right way. Its not more. The DPS is equal.
Your Incubus would be able to take a hit. So don't worry.
Also, this weapon takes much more skill, so it by all rights SHOULD do more than a SL. But its probably a good place to start with it doing equal DPS.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2318
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Posted - 2015.01.20 00:18:00 -
[19] - Quote
Juno Tristan wrote:Fizzer XCIV wrote:Juno Tristan wrote:Quick question, what do you think vehicles should do on the battlefield? Not be pissed off because they only getting killed by swarms because swarms are the only viable light AV. 1.)Transportation. That's pretty much the main purpose of a vehicle right there. But I'm sure you are talking about only HAVs when you say "vehicles"... In that case, 1.) Infantry Suppression, when used in conjunction with infantry. Their presence should cause non-AV infantry to generally take cover. They currently do this pretty well. Note: when I say suppression, I don't mean killing. HAVs should be able to kill infantry, but their role should not be to farm them. 2.) AV. Large Turrets would remain the best AV options, even with the proposed PLC changes. So they would still have this. 3.) Installation destruction. Sorta like AV, but only HAVs have sufficient ammo reserves to make a viable role out of this. *4.) Destruction of map assets. Not Installations. I'd like to see stuff like, walls, gates, explosive containers and doors added to the game. Stuff that only an HAV could destroy quickly. Stuff that would take multiple hits from AV, but an HAV would be much more suited for. Suppression suggests the ability to take more than a couple of shots
You would, but not by Plasma Cannons. At least not if you don't harden. Hardening would allow you to take many more hits. High skill = high rewards. Basic game balance.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2319
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Posted - 2015.01.20 00:31:00 -
[20] - Quote
Juno Tristan wrote:Also, you are aware hardeners have a cooldown? Yes. But they also last a very long time, and mitigate a lot of damage.
They are meant to provide windows of opportunity, in CCPs own words. They currently do that very well.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2319
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Posted - 2015.01.20 00:39:00 -
[21] - Quote
LUGMOS wrote:Well... as long as it doesn't kill Gunnlogis as easy as swarms eat Madrugars. And still, nerf the swarm, but only a little. It won't kill a Gunnlogi even as easy as Swarms kill a Gunnlogi. They take more skill, therefor they aren't as easy.
Maybe. I think one of the main reasons swarms are perceived as OP is because they are the only Light AV that effectively kills vehicles. So naturally, they are use A LOT. Weapons that are used a lot more than their competition, but aren't necessarily OP, are often perceived to be OP. By buffing the Plasma Cannon to be as effective as a Swarm Launcher, there would likely be a migration of people from Swarms to Plasma Cannons, which would reduce the amount of Swarms. I know many people that use Swarms instead of Plasma Cannons because they have to, rather than want to. Plenty of people want to use PLCs, but have to settle for Swarms if they want to be effective.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2319
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Posted - 2015.01.20 00:52:00 -
[22] - Quote
Juno Tristan wrote:This would not play out like you think it would, no 50m skill shots, what you would get is a cheap throwaway suit shooting you from point blank range and lobbing a few AV grenades
In think it would play out exactly like I think it would. We would get a shield AV option just as viable as Swarms, which would help massively to alleviate the Shield/Armor imbalance that vehicles have currently, as well as make vehicles less frustrating by reducing the amount of Swarms.
Even a PRO Plasma Cannon and 2 PRO AV nades wouldn't kill most HAVs. Even a Gunnlogi. That's hardly a throwaway suit.
There will need to be 2 direct hits to kill an unhardened HAV.
1 hit for the critical spot, and that is a skill shot at pretty much any range more than 15m, and even then only if the target is still. If you stay moving, and activate a hardener when you want to stay still, your chances of getting OHKd are practically zero. That seems fair to me. A high skill playstyle to counter a high skill manouver.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2319
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Posted - 2015.01.20 01:04:00 -
[23] - Quote
True Adamance wrote:More importantly than this DPS crap why the hell have the gallente capitalised on this technology and build a massive Large Turret Anti Tank Gun using it?
Who knows? A plasma cannon turret with more "turret-like" stats than a Plasma Cannon would be a wonderful addition.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2319
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Posted - 2015.01.20 01:09:00 -
[24] - Quote
KING CHECKMATE wrote:Fizzer XCIV wrote:
The extra skill required to use a plasma cannon compared to swarms is enough to justify it being usable against infantry as well. It should at least have the same DPS.
By your logic then the SCR rifle needs a significant BUFF. Since its the rifle that needs the most skill to use i mean... @ Jakkal Shoobah : Hows this for English. B10w m3 f4g .
I think the ScR is fine. In skilled hands, it is the most lethal of the rifles.
Besides TacARs, which I think are OP, due to them not requiring the "skilled hands" part.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2320
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Posted - 2015.01.20 01:10:00 -
[25] - Quote
True Adamance wrote:Fizzer XCIV wrote:True Adamance wrote:More importantly than this DPS crap why the hell have the gallente capitalised on this technology and build a massive Large Turret Anti Tank Gun using it? Who knows? A plasma cannon turret with more "turret-like" stats than a Plasma Cannon would be a wonderful addition. Canister Shell or Tri Barreled Grape Shot?
Giant shotguns sound fun and very Gallentean. I approve.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2320
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Posted - 2015.01.20 01:32:00 -
[26] - Quote
Timtron Victory wrote:I was hoping CCP would reduce TTK so that damage mods became useful again and battles last longer but there are still some asking for more damage. Maybe give Plasma Cannon a damage bonus against vehicles but thats about it. I played in a match were a dude or dudette was sniping with a plasma cannon, so NO WAY!!
Reducing TTK would make damage mods less useful. Judging by the rest of your post, I'm going to assume you meant increase...
If they were effectively sniping with a Plasma Cannon, good for them. That playstyle is the absolute hardest to do in the game. Period. Nothing else in this game is more difficult that getting 150m+ Cannon kills. If you have ever heard of a balancing concept in games called a power to skill ratio, you would realize that sniping with a Plasma Cannon is in no way a problem.
Also, this buff would in no way affect the anti infantry capabilities of a Plasma Cannon, besides allowing it to kill brick tanked heavies in one hit, which it ought to do anyway.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2320
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Posted - 2015.01.20 01:47:00 -
[27] - Quote
Racro 01 Arifistan wrote:The plasma cannon is not meant to focus on dps. its focus's on alpha strikeing a target. or more simply damage per shot.
the swarms on the other hand focus on mnore damage per second rather than per shot. although it has a high volley damage.
the plasma cannonn is in a perfect place right now.
as is. with profiecency 5 and 3 complex lightn damage mods is more than enough to drop an unhardered/no extra shielded gunnlogi to no shields and leave it vunrable to av grenades.
WHY IN THE **** would anyone want to change a weapon that is perfectly fine and balanced.....is the the plasma cannons problem that it is balanced?
the plasma cannon has no need for increased damge or reload. the plasma cannon does not focus on damage per second. it focus's on damage per shot.
also theres a difference between on paper numbers and actual use.
I find I can kill vehicles quicker with my PLC fit compared to my swarms simply because the PLC dosnt have to wait to lock on. has a nice reload time......and I like to pair it with a LAV (not a wheelchair that applys only to heavy use) and given that majority of vehicles used are caldari. the shield damge bonus makes it even more deadly.
I would buy your excuse if the Swarm Launched didn't do similar damage per round compared to the Plasma Cannon as well as having a 3 round magazine and seeking capabilities, while the Plasma Cannon has a projectile drop and a single round mag. So my TTK is effectively doubled, and I have to use more skill to get an extra 100-200 alpha damage on vehicles? Get real, ******.
This would be like adding a rifle that does 45 damage per shot but only fires at 200 rounds per minute and calling it balanced with the AR because it has "more alpha damage". **** off.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2320
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Posted - 2015.01.20 02:21:00 -
[28] - Quote
Juno Tristan wrote:^^ You can see why I thought he was joking at first And I can see why you are afraid of having two light weapons able to kill you, rather than one. Its because youre a scrub.
Anyone that thinks the SL should outDPS Plasma Cannons is by the very definition, a scrub.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2320
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Posted - 2015.01.20 03:31:00 -
[29] - Quote
True Adamance wrote:Fizzer XCIV wrote:Juno Tristan wrote:^^ You can see why I thought he was joking at first And I can see why you are afraid of having two light weapons able to kill you, rather than one. Its because youre a scrub. Anyone that thinks the SL should outDPS Plasma Cannons is by the very definition, a scrub. This is equivocal to thinking shotguns should do less DPS than something like Mass Drivers. Its ******* stupid, and the only people that would think somethinglike that are the ones who would want to keep a status quo in place. The arguement X takes more skill than Y is not a good one when asking for a buff. Not saying I don't want a powerful rocket like AT gun but this functions exactly like the RPG/SMAW many other games it doesn't need to fire faster or have significantly more damage increases.
X takes more skill than Y is a perfectly good reason for X to be a more powerful weapon. That's like, basic game balance. But I'm not asking for it to be better, I'm just asking for it to be at least on par. Completely reasonable request.
As for the RPG/SMAW thing... Let's say we're talking about Battlefield, since that is a similar game to Dust, somewhat. It's more akin to if the Stinger had a 3 round magazine that could kill a vehicle in 4 rounds, while the RPG-7 remained single fire and had a spool up time and lost most of its splash along with a slower projectile... but did 20% more damage per shot. So it can also still only kill in 4 rounds!! Woo!!! Of course the Stinger would be used ludicrously more. Its a better weapon, and anyone can see that. I'm just trying to buff the RPG so its just as worth using as the Stinger is. If that means the RPG has HEAT rounds that do 292% the damage of the Stinger's heat-seaking ones, then so be it.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2321
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Posted - 2015.01.20 05:06:00 -
[30] - Quote
As if the Swarm Launcher outDPSing the Plasma Cannon isn't enough... The HMG does as well. Yup. Its not even an AV weapon, and it is out DPSing an AV weapon. And some people say the Plasma Cannon is fine. The nerve.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2324
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Posted - 2015.01.20 05:53:00 -
[31] - Quote
MINA Longstrike wrote:Fizzer XCIV wrote:KEROSIINI-TERO wrote:Fizzer XCIV wrote:
OP POST
Agreed that, on paper at least, PLC should have more DPS than Swarms. Reasoning: First is moderately easy/difficult to hit on the first show, extremely difficult on follow-up shots. The Swarm is very easy from first to last shots. Also, there's free guidance. Personal experience: when tanking, I just lol at plasma cannons and their shots. The only advantage they have is their moderate alpha augmented by extra shield damage. So, I'm up for either: a) upping PLC DPS. ORb) making swarms less easy to hit. Oh and one more thing: I'm not into that OHKing tanks thing. Like I said. The OHKing would only happen if they shot you in the weak point, and if you don't have any hardeners active. Otherwise, any HAV with decent HP would take two shots to kill. So pretty much just fit 1 HP mod and 2 hardeners, and you'll be immune to the OHKs as long as you cycle the hardeners, and then Plasma Cannons would then take 3-5 shots to kill you while they are active. This way, the high skill vehicle playstyle, which is cycling hardeners, would be the direct counter to the high skill AV playstyle which is Plasma Cannons. There's a few problems with your thinking here and most of it is that you think a tank should take two shots to kill. You seem to be very biased towards the AV side of things. You get to pick up tanks on passive radar from 50m away, you get first mover advantage, its hard to tell where you're being hit from in a vehicle.... and you also think that you should be entitled to kill vehicles in 2 shots if their mods aren't on? We go straight back to pre 1.7 when tanks were coffins... except now they also have the 'added benefit' of being warpoint pi+¦atas for AV. What are tanks supposed to be able to do back to you? Hmm? They don't have guns that can reliably hit you, or you cry about that, they don't have splash damage on any of their weapons anymore. What is the opposite end of the spectrum?
I seem biased towards AV? No. I'm biased towards Plasma Cannons not being ****. I'm sorry that you think nothing should kill you, much less some mere infantry, but too bad so sad. You should be just a capable of death as any infantry player.
TTK for Plasma Cannons would only be slightly shorter than the TTK for swarms, and only at the highest levels. TTK is what matters, not the amount of shots. If a weapon does 200 damage per shot but fires 240 rounds per minute it would kill just as fast, but take many more hits. So the "2 shots being too quick" argument is ********.
First mover advantage. This is true, but just like a scout vs a heavy, the HAV has ample time to react. An HAV would still have a minimum of 2.2 seconds to begin reacting, with pretty much any reaction resulting in survival. Compare that to the 0.6s reaction time I get when a shotgun hits me and this complaint seems goddamned silly. That's a minimum of 2.2 seconds. Your much more likely to get a full 4-5 seconds of grace in reality.
What are tanks supposed to to? Run, or fight, just like literally everyone else in this game, not the "just sit there in one place and farm infantry" playstyle they want. Hell, as long as they stop just ******* ignoring me because my weapon sucks I'd be happy! They certainly don't seem to ignore swarms if all the QQ posts about them are any indication, so I figure its a good idea to bring Plasma Cannons up to that level.
And there are splash weapons for them. Heard of missiles? They make more than decent anti infantry weapons if used correctly. Blasters aren't the infantry grinders they used to be with their half second TTK and pinpoint accuracy?! Your instablap cannon has dispersion now?! Too ******* bad. They deserved to get nerfed as hard as they did.
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Fizzer XCIV
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Posted - 2015.01.20 06:12:00 -
[32] - Quote
While I will say that swarms might be slightly OP, I refuse to see them nerfed as they are the only usable AV option for 3/4 of players at the time. They are the only Light AV that works without stupid amounts of skill and/or luck required to get a vehicle kill.
Do you know how insanely difficult it is to land 4-5 direct hits on a HAV, vehicle guys? It typically takes over 16-20s of perfect shooting to pull off. You can't miss at all, and you have to be firing as fast as possible. As much as you guys whine about how skilless Swarms seem to you, you have no idea how easymode vehicles seem to a Cannoneer.
I'd rather have 1 skilless weapon out 2 that works than 2 useless weapons.
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Fizzer XCIV
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Posted - 2015.01.20 06:22:00 -
[33] - Quote
jace silencerww wrote:Fizzer XCIV wrote:GÇóA Swarm Luncher outputs 1040-1248 damage every 1.4 seconds without factoring any Damage multipliers, just base damage. That's a total of 742-891 DPS, depending on tier.
Currently, Plasma Cannons do 1150-1501.5 damage every 4.1 seconds, without factoring in any Damage multipliers. That's only 280 DPS at the Standard tier, and still only 366.21 DPS at Prototype. A PRO Plasma Cannon deals less than half the DPS a Standard Swarm Launcher does. That's messed up. Even if we max out every reload and charge time skill, and increase the damage as much as we can with a Gallente Commando and Damage mods... We still only get 696.63 DPS. Still less than a Standard Swarm Launcher on any suit. This is rediculous.
So let's increase Plasma Cannons to Swarm levels of DPS. At the base level. Without any modifiers accounted for.
1.) Buff Damage. By a ******* lot. An Allotek Plasma Cannon should outDPS a PRO Swarm launcher, without having to factor in any other multipliers. It just should. Period. At the very least, it should do the same DPS. With this in mind, an Allotek Plasma Cannon should deal 3653.1 direct damage. That would puts its DPS on par with a Wyrikiomi SL.
So... Standard PLC: 3042.2 Damage Advanced PLC: 3347.65 Damage Allotek PLC: 3653.1 Damage
This would mean that an Plasma Cannon would OHK or 2-shot ANY vehicles. Any tank would just die if they get shot in the rear, unless they have any hardeners active. Otherwise they would take 2 hits. ADSes would always instapop. As they should. Hitting those things is still hard. Standard DSs would be able to take 2 hits if they fit a bit of tank. LAVs too. Hitting them is the hardest, unless they are parked. They would always be OHK.
And you know what? Thats completely reasonable... NO... look at the vehicles shields normally have lower ehp than armor. the PC was made for killing shields vehicles. the swarms were made for armor. plus what others people have said PC can shoot at infantry. Swarms kill Shield Vehicles faster than Plasma Cannons. Your argument is invalid. If Plasma Cannons are supposed to be better for killing Shield Vehicles than Swarms, shouldn't they do more DPS to shield vehicles than them, not less?
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Fizzer XCIV
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Posted - 2015.01.20 07:30:00 -
[34] - Quote
Lets look at V/AV balance in a game that works and compare it to this situation as best we can.
RPG-7V2s in Battlefield 3 vs HAVs. An RPG will disable an HAV in 3 direct hits, and destroy one in 4. 2 hits if they hit the critical point on the back. That's all there is to it. 3-4 hits generally, depending on the vehicle HP before engagement.
As such, I think it is more than reasonable for Plasma Cannons to destroy vehicles in 2-3 hits, depending on how quickly and appropriately the vehicle user can react, or if they react at all. Why 2-3 rather than 3-4 like Battlefield?
GÇóPlasma Cannons are difficult to use even compared to the RPGs in other games, including the ones in BF3. They have a spool up time, slower projectiles, and much less splash elements than dumb fire rockets in other games. They also cannot be used with an Assault Rifle like they can in BF, without using a Commando. All in all, Plasma Cannons in Dust are worse than the RPGs you would find in other games. GÇóHAVs in Dust are relatively easy to use compared to the HAVs found in other games, like Battlefield. They move faster, are much less susceptible to attacks from aerial vehicles/other ground vehicles, and regenerate their HP without the need to get out and repair manually. They also have powerful active modules that provide great boons to their users. While a smoke screen will defend an HAV in Battlefield from 1-2 hits as long as the vehicle doesn't move, an activated hardener will allow the vehicle to just soak up 1-2 more hits, while staying on the move. All in all, vehicles are better in Dust than you would find in other games.
So I feel completely justified in thinking and saying that Plasma Cannons should kill HAVs in 2-3 shots. Deal with it.
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Fizzer XCIV
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Posted - 2015.01.20 17:57:00 -
[35] - Quote
Since apparently nobody wants to be 2-3 shot by Plasma Cannons, what do you vehicle guys think would be an acceptable amount of shots to take down vehicles?
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Fizzer XCIV
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Posted - 2015.01.20 18:35:00 -
[36] - Quote
One of the things that tankers always ***** about is how the Swarms should be able to kill them so fast because its a relatively skilless weapon. But yet I propose a weapon that kills them just as fast, but requires actual skill, and they still ***** and moan because it would kill them quickly. Seems to me that tankers just don't want to die fast, or more accurately, not at all.
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Fizzer XCIV
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Posted - 2015.01.20 18:58:00 -
[37] - Quote
Lazer Fo Cused wrote:1. You propose nothing except a super beefed weapon which 2 shots everything if not OHK outright, even vehicles do not OHK outright unless a missile vs a maddy which frankly needs a buff anyways
2. Pilots want vehicle battles not twitch battles like now which are no fun so of course a OHK AV weapon isnt going to be any fun because most AV weapons currently require less SP and ISK than it takes to run a decent vehicle which wont get blown away by AV so then what is point of vehicles if AV can OHK them?
3. Why is it that AV always thinks that they should be the ones to outright kill vehicles and not the vehicles themselves? if infantry does it better then why do we need vehicles?
1.) It would only 1 hit kill on an unhardened critical shot vs lightly tanked Militia HAV and Militia LAVs. Pretty much everything else would take 2 kits, minimum. Minimum. For any HAV, the 2HKs would only happen if the pilot takes no reactionary or preactionary measures at all. Basically, an unpiloted HAV sitting still will die in 2 hits. That seems reasonable.
2.) So you want TTKs so long that you have the time and speed to simply opt out of any situation that doesn't suit your fancy? You want to be practically immune to ambushes? And a STARTER suit can kill a full Protobear. ISK price and SP should provide advantages, not immunity to anything less than them.
3.) Maybe because it is called AV or Anti-Vehicle, which, you know, strongly implies that it might be purposed to destroy vehicles. Why do HAVs think they should be able to kill infantry without infantry being able to kill them? If tanks arethat powerful, why use infantry at all?
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Fizzer XCIV
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Posted - 2015.01.20 19:10:00 -
[38] - Quote
Spkr4theDead wrote:Fizzer XCIV wrote:Since apparently nobody wants to be 2-3 shot by Plasma Cannons, what do you vehicle guys think would be an acceptable amount of shots to take down vehicles?
AV should be a deterrent, not the nuclear, rods from god or asteroid option.
Then vehicles should be merely a deterrant to infantry as well. Unable to actually kill any infantry without planning and teamwork. It should take at least 2 HAVs or ADSs to kill me. Anything less should just slightly damage me and cause me to run away for a few seconds before coming back.
Remember, every shot takes about 3.5-4 seconds, after the first, which takes about half a second.
For which weapon are you talking about? At level 5, swarms take 1.05 seconds to lock on. Assault forge charges in about 2.5 seconds, I don't know what the plasma charges at at level 5, I've never had it to 5. Breach is about 5.3 seconds or so.
I'm talking about Plasma Cannons, obviously. Hence the name of the thread and the majority of its content topic.
The weapon should not be balanced around Galmandos, because then the weapon would only be useful on Galmandos. It needs to be balanced for every suit, with the Galmando being the best at it.
Then all infantry weapons should be balanced around their suit, because I laugh seeing a Gal assault using a rail rifle.
Did you not read what I said. I said weapons should not be balanced around a specific suit. They should be usable on any suit, with some suits gaining bonuses to certain weapons or weapon types.
Still too long.
Of course you think it's too long. Maybe we should just remove vehicles altogether, since you want them all to be so weak. Maybe we should give the Madrugar 2000 HP total, 1500 armor and 500 shield.
If you don't think 8-11 second isnt too long... for a Maxed out Plasma Cannon against a Militia HAV... then you are just further proving that you want the 1.7 murderwagons back. You want infantry to be unable to harm you while you farm infantry, and that doesn't make for good interplay. If you want to be able to kill, you need to accept that you can be killed just as easily. That's simple FPS balance.
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Fizzer XCIV
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Posted - 2015.01.20 19:19:00 -
[39] - Quote
Ld Collins wrote:The Plasma Cannon is not an Av weapon
I'm paraphrasing, but...
CCP wrote: The Plasma Cannon is AV.
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Fizzer XCIV
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Posted - 2015.02.12 17:00:00 -
[40] - Quote
Bump. Maybe this will catch Ratatti's eye since he says he's been using Plasma Cannons recently and has also noticed their ineffectiveness vs vehicles.
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Fizzer XCIV
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Posted - 2015.02.12 18:50:00 -
[41] - Quote
DUST Fiend wrote:Single shot AV should absolutely not exist, ever.
Even damage stacked large railguns and breach forge guns take two shots to kill most fits.
Single shot AV is the epitome of horrible game design and favors luck over skill, for both players involved. Again, for like the 5th time, the only things that would be OHK'd would be unfit shield LAVs, unfit shield Dropships, and unhardened critical hits on low HP shield HAVs. Pretty much everything else would take 2-4 direct hits, depending on how the pilot reacts to the Cannoneer.
No matter how you spin any of those OHKs, they all require skill, mostly because spamming Plasma Cannons is impossible. No Plasma Cannon kill requites more luck than skill, and this wouldn't change that.
Also, why should vehicles be completely exempt from OHKs, while OHKs are a fairly thing regular for any infantry, even bricked sentinels?
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