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Tesfa Alem
Death by Disassociation
779
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Posted - 2015.01.26 01:19:00 -
[361] - Quote
Doc DDD wrote:
Redline rails don't do much anymore short of defend their redline from red vehicles, I'm not going to get in a pi@@ing contest to see who plays more as I am interested in bettering vehicles as a whole rather than hurl insults.
10% more damage to missiles will put them around 7100 damage per clip, now add a damage mod and you are around 8500, another brings it near 10000 damage when you hold down one button, which is emptied in about a second. No difference if one of these sits in the redline to a rail tank sitting in the redline doing under 2000 damage per shot.
Now you are telling me that you are worried about 200 more damage coming out of a rail then you are 10000 damage from a Missile tank, or are you hoping no one is going to figure out the math so you can laugh at rails trying to hit your triple damage modded Missile tank cowering in the redline.
This is the problem with opening the forums up for discussion with every type of player, more often than not 6 or 7 will try and push their agenda thru and Rattati has to sift thru all the garbage and try and figure out who is lying to him.
Large Rail Turrets should receive the bonus to deal with the new turrets having their own bonus. If it ends up being a problem it could always be removed. But let's be realistic, 10000 damage from just holding a button down and you are concerned with 200.
Just to clarify for you the stats between Missiles vs Rails:
Missiles are explosive, -20/+20 (i kow it says projectile in protofits, but rattati changed them to explosive dmg profile) Rails are hybrid, -10/+10
- Pro Missiles XT-201 539.5 damage per missile x 12 shots per clip = 6,474.5 base 5179.2 vs shield 7769.4 vs armor
- Proto Rail 1885 damage per shot x 9 shots = 16,965 damage base 15,268 vs shield 18,661.5 vs armor
But I know Rails over heat in 5 shots so in five shots = 9,425 damage base 8506.8 vs shields 10,367 vs armor
You are already putting out in 5 shots with a rail turret 1,656 base damage MORE than an entire XT201 Missile launcher Clip can do vs Armor.
Without sacrificing any HP for damage mods, in 5 shots you can already out-DPS in your own proposed glass cannon Missle Tank.
But you are not happy with this , so you want rail tanks to do in 5 shots +10%
10,367 damage base, 9425 damage vs shield, 11,404 damage vs armor without damage mods.
because missile tanks may do per clip +10%
7121 damage base 5697 vs shields 8545 damage vs armor
and you think this is balance. Because of you're mythical triple damage modded "redline missile tank" with 150m optimal, damage dropoff, missile travle time, inaacuracy, and the need to land every single round to get damage even comparable to a rail tank which has 300m range, no damage drop off, pinpoint accuaracy, no travel time, and can put out enough damage to kill any vehicle without overheating.
" This is the problem with opening the forums up for discussion with every type of player, more often than not 6 or 7 will try and push their agenda thru and Rattati has to sift thru all the garbage and try and figure out who is lying to him."
Yep, and i'm looking right at you.
Redline for Thee, but no Redline for Me.
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Doc DDD
TeamPlayers Negative-Feedback
286
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Posted - 2015.01.26 01:27:00 -
[362] - Quote
I'm not getting into a debate with someone that thinks rails get 5 shots off before overheating.
I'm not getting into a debate with someone that thinks a rail can shoot 5 shots in the time it takes 12 missiles to fire.
Keep trying to pull for the next iteration of Dust 514 to be triple damage modded missle tanks driving around.
The rail turret needs the 10% bonus to keep up with the bonus received by the blaster and missiles. |
Doc DDD
TeamPlayers Negative-Feedback
286
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Posted - 2015.01.26 01:45:00 -
[363] - Quote
Tesfa Alem wrote:Doc DDD wrote:
Redline rails don't do much anymore short of defend their redline from red vehicles, I'm not going to get in a pi@@ing contest to see who plays more as I am interested in bettering vehicles as a whole rather than hurl insults.
10% more damage to missiles will put them around 7100 damage per clip, now add a damage mod and you are around 8500, another brings it near 10000 damage when you hold down one button, which is emptied in about a second. No difference if one of these sits in the redline to a rail tank sitting in the redline doing under 2000 damage per shot.
Now you are telling me that you are worried about 200 more damage coming out of a rail then you are 10000 damage from a Missile tank, or are you hoping no one is going to figure out the math so you can laugh at rails trying to hit your triple damage modded Missile tank cowering in the redline.
This is the problem with opening the forums up for discussion with every type of player, more often than not 6 or 7 will try and push their agenda thru and Rattati has to sift thru all the garbage and try and figure out who is lying to him.
Large Rail Turrets should receive the bonus to deal with the new turrets having their own bonus. If it ends up being a problem it could always be removed. But let's be realistic, 10000 damage from just holding a button down and you are concerned with 200.
Just to clarify for you the stats between Missiles vs Rails: Missiles are explosive, -20/+20 ( i kow it says projectile in protofits, but rattati changed them to explosive dmg profile) Rails are hybrid, -10/+10 - Pro Missiles XT-201 539.5 damage per missile x 12 shots per clip = 6,474.5 base 5179.2 vs shield 7769.4 vs armor - Proto Rail 1885 damage per shot x 9 shots = 16,965 damage base 15,268 vs shield 18,661.5 vs armor But I know Rails over heat in 5 shots so in five shots = 9,425 damage base 8506.8 vs shields 10,367 vs armor You are already putting out in 5 shots with a rail turret 1,656 base damage MORE than an entire XT201 Missile launcher Clip can do vs Armor.
Without sacrificing any HP for damage mods, in 5 shots you can already out-DPS in your own proposed glass cannon Missle Tank. But you are not happy with this , so you want rail tanks to do in 5 shots +10% 10,367 damage base, 9425 damage vs shield, 11,404 damage vs armor without damage mods. because missile tanks may do per clip +10% 7121 damage base 5697 vs shields 8545 damage vs armor and you think this is balance. Because of you're mythical triple damage modded "redline missile tank" with 150m optimal, damage dropoff, missile travle time, inaacuracy, and the need to land every single round to get damage even comparable to a rail tank which has 300m range, no damage drop off, pinpoint accuaracy, no travel time, and can put out enough damage to kill any vehicle without overheating. " This is the problem with opening the forums up for discussion with every type of player, more often than not 6 or 7 will try and push their agenda thru and Rattati has to sift thru all the garbage and try and figure out who is lying to him." Yep, and i'm looking right at you.
Just in case you edit your post and try to say you never said rails get 5 shots before overheat.
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Thaddeus Reynolds
Facepunch Security
165
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Posted - 2015.01.26 01:53:00 -
[364] - Quote
Tesfa Alem wrote:Doc DDD wrote:
Redline rails don't do much anymore short of defend their redline from red vehicles, I'm not going to get in a pi@@ing contest to see who plays more as I am interested in bettering vehicles as a whole rather than hurl insults.
10% more damage to missiles will put them around 7100 damage per clip, now add a damage mod and you are around 8500, another brings it near 10000 damage when you hold down one button, which is emptied in about a second. No difference if one of these sits in the redline to a rail tank sitting in the redline doing under 2000 damage per shot.
Now you are telling me that you are worried about 200 more damage coming out of a rail then you are 10000 damage from a Missile tank, or are you hoping no one is going to figure out the math so you can laugh at rails trying to hit your triple damage modded Missile tank cowering in the redline.
This is the problem with opening the forums up for discussion with every type of player, more often than not 6 or 7 will try and push their agenda thru and Rattati has to sift thru all the garbage and try and figure out who is lying to him.
Large Rail Turrets should receive the bonus to deal with the new turrets having their own bonus. If it ends up being a problem it could always be removed. But let's be realistic, 10000 damage from just holding a button down and you are concerned with 200.
Just to clarify for you the stats between Missiles vs Rails: Missiles are explosive, -20/+20 ( i kow it says projectile in protofits, but rattati changed them to explosive dmg profile) Rails are hybrid, -10/+10 - Pro Missiles XT-201 539.5 damage per missile x 12 shots per clip = 6,474.5 base 5179.2 vs shield 7769.4 vs armor - Proto Rail 1885 damage per shot x 9 shots = 16,965 damage base 15,268 vs shield 18,661.5 vs armor But I know Rails over heat in 5 shots so in five shots = 9,425 damage base 8506.8 vs shields 10,367 vs armor You are already putting out in 5 shots with a rail turret 1,656 base damage MORE than an entire XT201 Missile launcher Clip can do vs Armor.
Without sacrificing any HP for damage mods, in 5 shots you can already out-DPS in your own proposed glass cannon Missle Tank. But you are not happy with this , so you want rail tanks to do in 5 shots +10% 10,367 damage base, 9425 damage vs shield, 11,404 damage vs armor without damage mods. because missile tanks may do per clip +10% 7121 damage base 5697 vs shields 8545 damage vs armor and you think this is balance. Because of you're mythical triple damage modded "redline missile tank" with 150m optimal, damage dropoff, missile travle time, inaacuracy, and the need to land every single round to get damage even comparable to a rail tank which has 300m range, no damage drop off, pinpoint accuaracy, no travel time, and can put out enough damage to kill any vehicle without overheating. " This is the problem with opening the forums up for discussion with every type of player, more often than not 6 or 7 will try and push their agenda thru and Rattati has to sift thru all the garbage and try and figure out who is lying to him." Yep, and i'm looking right at you.
Gonna start out with correcting some of your statistics...80 GJ Particle Cannon (Proto Railgun) has a base damage of 1696.5 (Source: Show Info on the 80 GJ Particle Cannon) and will overheat on the fourth shot if you just hold down the trigger (Source, just hopped into a match to make sure before posting), giving the 80GJ Particle Cannon a damage to overheat of 6786 vs the missile turret's damage per burst of 6476, or a more sustainable damage model for the railgun of 5089.5.
Additionally "Missile" Turrets can empty their entire magazines before the rail turret gets off its second shot (1.8 Seconds for the entirety of a missile turret's mag to be emtpy, vs the Rail Turrets 0.35 Spool Up, then 1.6 Fire Delay + 0.35 Spoolup). With heat statistics the way they are, the "Missile" turrets can get just over 2 magazines off (due to the reload type of the "Missile" turrets) before the Rail tank can get the entirety of its magazine off.
This doesn't negate your concerns about the "Handling" of each of the weapons (which is a valid concern), but you damage statistics are only showing the variable are only showing the data favorable to the Missile Turrets (and some of your data is out of date, or you where mistaken when posting). Saying that the D-HAV bonus shouldn't affect rail turrets is like saying the Commando Bonus (Caldari) shouldn't work on sniper rifles (Which there are cases for and against), and I'm personally in favor of consistency in this case.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Tesfa Alem
Death by Disassociation
780
|
Posted - 2015.01.26 02:04:00 -
[365] - Quote
Doc DDD wrote:I'm not getting into a debate with someone that thinks rails get 5 shots off before overheating.
I'm not getting into a debate with someone that thinks a rail can shoot 5 shots in the time it takes 12 missiles to fire.
In the time it takes a rail turret to shoot 9 shots the missile tank can empty it's clip twice.
Keep trying to pull for the next iteration of Dust 514 to be triple damage modded missle tanks driving around.
The rail turret needs the 10% bonus to keep up with the bonus received by the blaster and missiles.
You aren't really answering why 5 Rail rounds that do 2,951 more base damage than a full clip of Missiles, 3,327 more shield damage than missiles, and 2,597 more armor damage than missiles needs a 10% damage buff.
You also haven't been paying attention, i have been asking for armor tank hardeners to be buffed as a defense against getting instapopped by missiles.
You should try to show why rails need to put out even more damage to "keep up" with other turrets it already surpasses. Rails don't need anymore love. You wanted to compare it to the damage missiles do, here you go.
Now that you know for a fact that rails do far more damage than missiles do, are you ready to accept that Rails are in a great place right now and don't need a buff?
Redline for Thee, but no Redline for Me.
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Doc DDD
TeamPlayers Negative-Feedback
286
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Posted - 2015.01.26 02:08:00 -
[366] - Quote
Tesfa Alem wrote:Doc DDD wrote:I'm not getting into a debate with someone that thinks rails get 5 shots off before overheating.
I'm not getting into a debate with someone that thinks a rail can shoot 5 shots in the time it takes 12 missiles to fire.
In the time it takes a rail turret to shoot 9 shots the missile tank can empty it's clip twice.
Keep trying to pull for the next iteration of Dust 514 to be triple damage modded missle tanks driving around.
The rail turret needs the 10% bonus to keep up with the bonus received by the blaster and missiles. You aren't really answering why 5 Rail rounds that do 2,951 more base damage than a full clip of Missiles, 3,327 more shield damage than missiles, and 2,597 more armor damage than missiles needs a 10% damage buff. You also haven't been paying attention, i have been asking for armor tank hardeners to be buffed as a defense against getting instapopped by missiles. You should try to show why rails need to put out even more damage to "keep up" with other turrets it already surpasses. Rails don't need anymore love. You wanted to compare it to the damage missiles do, here you go. Now that you know for a fact that rails do far more damage than missiles do, are you ready to accept that Rails are in a great place right now and don't need a buff?
I don't think you are following the above rebuttals to your error filled posts. Please read and realize the Missile turrets put out more damage faster as I feel I am even wasting my time with this reply.
The Large rail turret needs the same bonus as the Large blaster turret and the Large Missile turret.
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Godin Thekiller
The Corporate Raiders
2732
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Posted - 2015.01.26 02:16:00 -
[367] - Quote
One Eyed King wrote:Breakin Stuff wrote:At this point, without the vital stats for the flaylock and NK to fill out your table I'm stuck. I can start on turrets, then I'll start theorycrafting fun stuff for my own spergy mental exercises, but as far as handheld AV?
WYSIWYG.
Flaylock and mass driver can be made 100%, they're just not a standalone AV option. the DPS is too low, even if decent for ganking infantry. Posted in the Barbershop. I am fairly certain we can get numbers for you. @ Godin I think you are overly concerned with the side arms and weapons they are talking about adding. No one complains that NKs being able to do 50% damage has been a problem for tanks, and I certainly thought it would when it was announced. I also don't think anyone is suggesting a single merc should be able to unload his ScP ammo at a tank and take it down. If a Solo HAV pulls up to a defended objective that has no supply depot, it seems reasonable to me that 5 or 6 mercs should be able to scare it off. If the fool decides to just sit there for 20 or 30 seconds and try and take them all down, then he should deserve to be heavily damaged or blown up. In that example, a Solo HAV should see he is outnumbered, and provided he has no squad support to attack the defenders while they aren't paying attention, should be forced to flee. If the HAV had multiple manned turrets and a decent pilot, I don't see why they shouldn't be able to fight off the defenders before significant damage is done to the HAV. Dropships and LAVs shouldn't even need to worry given the limited range and utility of the weapons Rattati is talking about adding. Its not like it is being said that the CRs and RRs should do 100% damage, then I could understand your concerns.
I wan't worrying about HAV's as much as I was worrying about lighter vehicles, as I assumed that the lighter the vehicle was the more damage it was able to do, and that bothered me, seeing as some of those (LLV) needs to be able to tank against it.
Also, with a suggestion of making lighter weapon classes able to do AV, There will be people asking for more. And more. And that I don't want.
click me
Blup Blub Bloop. Translation: Die -_-
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Thaddeus Reynolds
Facepunch Security
166
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Posted - 2015.01.26 02:35:00 -
[368] - Quote
Tesfa Alem wrote:Doc DDD wrote:I'm not getting into a debate with someone that thinks rails get 5 shots off before overheating.
I'm not getting into a debate with someone that thinks a rail can shoot 5 shots in the time it takes 12 missiles to fire.
In the time it takes a rail turret to shoot 9 shots the missile tank can empty it's clip twice.
Keep trying to pull for the next iteration of Dust 514 to be triple damage modded missle tanks driving around.
The rail turret needs the 10% bonus to keep up with the bonus received by the blaster and missiles. You aren't really answering why 5 Rail rounds that do 2,951 more base damage than a full clip of Missiles, 3,327 more shield damage than missiles, and 2,597 more armor damage than missiles needs a 10% damage buff. You also haven't been paying attention, i have been asking for armor tank hardeners to be buffed as a defense against getting instapopped by missiles. You should try to show why rails need to put out even more damage to "keep up" with other turrets it already surpasses. Rails don't need anymore love. You wanted to compare it to the damage missiles do, here you go. Now that you know for a fact that rails do far more damage than missiles do, are you ready to accept that Rails are in a great place right now and don't need a buff?
The margin is much less pronounced than that...but the basic reason is that Missiles are a Burst DPS weapon, the weapon is designed around using missiles in terms of a full magazine for their salvo...in other words: The two weapons work differently, and that's Ok. Rails do not surpass the other turrets in terms of infantry killing potential, nor in Burst Damage Potential.
If you assume that all the turrets are going to be balanced as part of this initiative, then it stands to reason that in order to maintain the balance between them on a specialized hull (Enforcers), they all need to be provided with some sort of bonus.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Godin Thekiller
The Corporate Raiders
2732
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Posted - 2015.01.26 02:36:00 -
[369] - Quote
That was a waste of time making that long ass post, seeing as nobody is even attempting to look at it -_-
click me
Blup Blub Bloop. Translation: Die -_-
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Tesfa Alem
Death by Disassociation
780
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Posted - 2015.01.26 02:39:00 -
[370] - Quote
Thaddeus Reynolds wrote: Gonna start out with correcting some of your statistics...80 GJ Particle Cannon (Proto Railgun) has a base damage of 1696.5 (Source: Show Info on the 80 GJ Particle Cannon) and will overheat on the fourth shot if you just hold down the trigger (Source, just hopped into a match to make sure before posting), giving the 80GJ Particle Cannon a damage to overheat of 6786 vs the missile turret's damage per burst of 6476, or a more sustainable damage model for the railgun of 5089.5.
Additionally "Missile" Turrets can empty their entire magazines before the rail turret gets off its second shot (1.8 Seconds for the entirety of a missile turret's mag to be emtpy, vs the Rail Turrets 0.35 Spool Up, then 1.6 Fire Delay + 0.35 Spoolup). With heat statistics the way they are, the "Missile" turrets can get just over 2 magazines off (due to the reload type of the "Missile" turrets) before the Rail tank can get the entirety of its magazine off.
This doesn't negate your concerns about the "Handling" of each of the weapons (which is a valid concern), but you damage statistics are only showing the variable are only showing the data favorable to the Missile Turrets (and some of your data is out of date, or you where mistaken when posting). Saying that the D-HAV bonus shouldn't affect rail turrets is like saying the Commando Bonus (Caldari) shouldn't work on sniper rifles (Which there are cases for and against), and I'm personally in favor of consistency in this case.
My source is Protofits and CCP 1.7 devblog and there hasn't been any hotifx to change the large rail numbers.
Like i said, rail turrets do not need 9 shots to kill any tank. Whereas the overheat is managable, 5 shots are usually what i manage in a tank fight before overheating, but no matter what, fighting with missiles means dropping the whole magazine and waiting to reload.
I'll switch it to your scenario, whereas both tankers spam shots like crazy.
With your numbers 12 missiles still do 6,474.5 base 5179.2 vs shield 7769.4 vs armor Rail in 4 shots 6785 base 6107 vs shield 7463 vs armor.
Rail still has a signifcant advantage in damage output and application, 5 hits and the fight is well and trully over.
We are getting into the nitty gritty, of why the rail is still much more powerful than missiles, the balance philosphy reason why i dont want a damage bonus for the DHAV to rails is that i don't want have combination of high speed, high manueverablity, long range, high damage tank. the only con would be relativly low eHP, but it would have enough speeed to traverse the redline anyway.
Risk vs Reward for DHAVs was that they would be rewarded for close range fights as they would put out some serious damage but they'd risk getting into serious trouble vs AV infantry. Take away the close range requirements, and we have just another purpose built redline sniper tank.
Redline for Thee, but no Redline for Me.
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Thaddeus Reynolds
Facepunch Security
166
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Posted - 2015.01.26 02:55:00 -
[371] - Quote
Tesfa Alem wrote:Thaddeus Reynolds wrote: Gonna start out with correcting some of your statistics...80 GJ Particle Cannon (Proto Railgun) has a base damage of 1696.5 (Source: Show Info on the 80 GJ Particle Cannon) and will overheat on the fourth shot if you just hold down the trigger (Source, just hopped into a match to make sure before posting), giving the 80GJ Particle Cannon a damage to overheat of 6786 vs the missile turret's damage per burst of 6476, or a more sustainable damage model for the railgun of 5089.5.
Additionally "Missile" Turrets can empty their entire magazines before the rail turret gets off its second shot (1.8 Seconds for the entirety of a missile turret's mag to be emtpy, vs the Rail Turrets 0.35 Spool Up, then 1.6 Fire Delay + 0.35 Spoolup). With heat statistics the way they are, the "Missile" turrets can get just over 2 magazines off (due to the reload type of the "Missile" turrets) before the Rail tank can get the entirety of its magazine off.
This doesn't negate your concerns about the "Handling" of each of the weapons (which is a valid concern), but you damage statistics are only showing the variable are only showing the data favorable to the Missile Turrets (and some of your data is out of date, or you where mistaken when posting). Saying that the D-HAV bonus shouldn't affect rail turrets is like saying the Commando Bonus (Caldari) shouldn't work on sniper rifles (Which there are cases for and against), and I'm personally in favor of consistency in this case.
My source is Protofits and CCP 1.7 devblog and there hasn't been any hotifx to change the large rail numbers. Like i said, rail turrets do not need 9 shots to kill any tank. Whereas the overheat is managable, 5 shots are usually what i manage in a tank fight before overheating, but no matter what, fighting with missiles means dropping the whole magazine and waiting to reload. I'll switch it to your scenario, whereas both tankers spam shots like crazy. With your numbers 12 missiles still do 6,474.5 base 5179.2 vs shield 7769.4 vs armor Rail in 4 shots 6785 base 6107 vs shield 7463 vs armor. Rail still has a signifcant advantage in damage output and application, 5 hits and the fight is well and trully over. We are getting into the nitty gritty, of why the rail is still much more powerful than missiles, the balance philosphy reason why i dont want a damage bonus for the DHAV to rails is that i don't want have combination of high speed, high manueverablity, long range, high damage tank. the only con would be relativly low eHP, but it would have enough speeed to traverse the redline anyway. Risk vs Reward for DHAVs was that they would be rewarded for close range fights as they would put out some serious damage but they'd risk getting into serious trouble vs AV infantry. Take away the close range requirements, and we have just another purpose built redline sniper tank.
If the client based show info panes are out-of-date, that's something that needs to be hotfixed ASAP...
but as I said, the damage numbers don't entirely negate your arguments, particularly about the handling (and application) of each of the weapons. But bear in mind that the "Missile" Turrets are designed to be an alpha (by way of quick burst) weapon, which should rightly have a lowered sustained and/or applied DPS than a more sustained DPS Weapon.
and as stated, they are very similar to the arguments against the Calmando getting a bonus to Sniper Rifle Damage...and avoiding a "Purpose built" Redline tank is something that needs to be considered when building the DHAVs...
I have never stated that your concerns weren't valid, just that your data wasn't entirely accurate (Just based on what the client showed), and that the difference between the turrets isn't as pronounced.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16811
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Posted - 2015.01.26 03:37:00 -
[372] - Quote
Thaddeus Reynolds wrote:Tesfa Alem wrote:Thaddeus Reynolds wrote: Gonna start out with correcting some of your statistics...80 GJ Particle Cannon (Proto Railgun) has a base damage of 1696.5 (Source: Show Info on the 80 GJ Particle Cannon) and will overheat on the fourth shot if you just hold down the trigger (Source, just hopped into a match to make sure before posting), giving the 80GJ Particle Cannon a damage to overheat of 6786 vs the missile turret's damage per burst of 6476, or a more sustainable damage model for the railgun of 5089.5.
Additionally "Missile" Turrets can empty their entire magazines before the rail turret gets off its second shot (1.8 Seconds for the entirety of a missile turret's mag to be emtpy, vs the Rail Turrets 0.35 Spool Up, then 1.6 Fire Delay + 0.35 Spoolup). With heat statistics the way they are, the "Missile" turrets can get just over 2 magazines off (due to the reload type of the "Missile" turrets) before the Rail tank can get the entirety of its magazine off.
This doesn't negate your concerns about the "Handling" of each of the weapons (which is a valid concern), but you damage statistics are only showing the variable are only showing the data favorable to the Missile Turrets (and some of your data is out of date, or you where mistaken when posting). Saying that the D-HAV bonus shouldn't affect rail turrets is like saying the Commando Bonus (Caldari) shouldn't work on sniper rifles (Which there are cases for and against), and I'm personally in favor of consistency in this case.
My source is Protofits and CCP 1.7 devblog and there hasn't been any hotifx to change the large rail numbers. Like i said, rail turrets do not need 9 shots to kill any tank. Whereas the overheat is managable, 5 shots are usually what i manage in a tank fight before overheating, but no matter what, fighting with missiles means dropping the whole magazine and waiting to reload. I'll switch it to your scenario, whereas both tankers spam shots like crazy. With your numbers 12 missiles still do 6,474.5 base 5179.2 vs shield 7769.4 vs armor Rail in 4 shots 6785 base 6107 vs shield 7463 vs armor. Rail still has a signifcant advantage in damage output and application, 5 hits and the fight is well and trully over. We are getting into the nitty gritty, of why the rail is still much more powerful than missiles, the balance philosphy reason why i dont want a damage bonus for the DHAV to rails is that i don't want have combination of high speed, high manueverablity, long range, high damage tank. the only con would be relativly low eHP, but it would have enough speeed to traverse the redline anyway. Risk vs Reward for DHAVs was that they would be rewarded for close range fights as they would put out some serious damage but they'd risk getting into serious trouble vs AV infantry. Take away the close range requirements, and we have just another purpose built redline sniper tank. If the client based show info panes are out-of-date, that's something that needs to be hotfixed ASAP... but as I said, the damage numbers don't entirely negate your arguments, particularly about the handling (and application) of each of the weapons. But bear in mind that the "Missile" Turrets are designed to be an alpha (by way of quick burst) weapon, which should rightly have a lowered sustained and/or applied DPS than a more sustained DPS Weapon. and as stated, they are very similar to the arguments against the Calmando getting a bonus to Sniper Rifle Damage...and avoiding a "Purpose built" Redline tank is something that needs to be considered when building the DHAVs... I have never stated that your concerns weren't valid, just that your data wasn't entirely accurate (Just based on what the client showed), and that the difference between the turrets isn't as pronounced.
If the issue is the redline why not simply institute mechanics that prevent firing and damage application in the redline and for units like tanks a weapon systems delay to prevent them simply popping in and out.
HAV need range........it's a core piece of functionality of any tank.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Godin Thekiller
The Corporate Raiders
2732
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Posted - 2015.01.26 05:24:00 -
[373] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:Tesfa Alem wrote:Thaddeus Reynolds wrote: Gonna start out with correcting some of your statistics...80 GJ Particle Cannon (Proto Railgun) has a base damage of 1696.5 (Source: Show Info on the 80 GJ Particle Cannon) and will overheat on the fourth shot if you just hold down the trigger (Source, just hopped into a match to make sure before posting), giving the 80GJ Particle Cannon a damage to overheat of 6786 vs the missile turret's damage per burst of 6476, or a more sustainable damage model for the railgun of 5089.5.
Additionally "Missile" Turrets can empty their entire magazines before the rail turret gets off its second shot (1.8 Seconds for the entirety of a missile turret's mag to be emtpy, vs the Rail Turrets 0.35 Spool Up, then 1.6 Fire Delay + 0.35 Spoolup). With heat statistics the way they are, the "Missile" turrets can get just over 2 magazines off (due to the reload type of the "Missile" turrets) before the Rail tank can get the entirety of its magazine off.
This doesn't negate your concerns about the "Handling" of each of the weapons (which is a valid concern), but you damage statistics are only showing the variable are only showing the data favorable to the Missile Turrets (and some of your data is out of date, or you where mistaken when posting). Saying that the D-HAV bonus shouldn't affect rail turrets is like saying the Commando Bonus (Caldari) shouldn't work on sniper rifles (Which there are cases for and against), and I'm personally in favor of consistency in this case.
My source is Protofits and CCP 1.7 devblog and there hasn't been any hotifx to change the large rail numbers. Like i said, rail turrets do not need 9 shots to kill any tank. Whereas the overheat is managable, 5 shots are usually what i manage in a tank fight before overheating, but no matter what, fighting with missiles means dropping the whole magazine and waiting to reload. I'll switch it to your scenario, whereas both tankers spam shots like crazy. With your numbers 12 missiles still do 6,474.5 base 5179.2 vs shield 7769.4 vs armor Rail in 4 shots 6785 base 6107 vs shield 7463 vs armor. Rail still has a signifcant advantage in damage output and application, 5 hits and the fight is well and trully over. We are getting into the nitty gritty, of why the rail is still much more powerful than missiles, the balance philosphy reason why i dont want a damage bonus for the DHAV to rails is that i don't want have combination of high speed, high manueverablity, long range, high damage tank. the only con would be relativly low eHP, but it would have enough speeed to traverse the redline anyway. Risk vs Reward for DHAVs was that they would be rewarded for close range fights as they would put out some serious damage but they'd risk getting into serious trouble vs AV infantry. Take away the close range requirements, and we have just another purpose built redline sniper tank. If the client based show info panes are out-of-date, that's something that needs to be hotfixed ASAP... but as I said, the damage numbers don't entirely negate your arguments, particularly about the handling (and application) of each of the weapons. But bear in mind that the "Missile" Turrets are designed to be an alpha (by way of quick burst) weapon, which should rightly have a lowered sustained and/or applied DPS than a more sustained DPS Weapon. and as stated, they are very similar to the arguments against the Calmando getting a bonus to Sniper Rifle Damage...and avoiding a "Purpose built" Redline tank is something that needs to be considered when building the DHAVs... I have never stated that your concerns weren't valid, just that your data wasn't entirely accurate (Just based on what the client showed), and that the difference between the turrets isn't as pronounced. If the issue is the redline why not simply institute mechanics that prevent firing and damage application in the redline and for units like tanks a weapon systems delay to prevent them simply popping in and out. HAV need range........it's a core piece of functionality of any tank.
In the modern era. #Blastersfolife
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Internal Error. Negative-Feedback
6756
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Posted - 2015.01.26 06:45:00 -
[374] - Quote
Tesfa Alem wrote:Breakin Stuff wrote: I need the rate of fire stats actually, but this will help
All flaylocks 125 ROF There is only one breach, it has 54.55 ROF. All NK: 66.67 ROF Thanks to you guys who found this. I appreciate the help.
I can finish now. Would you all like me to hit turrets next?
If rattati doesn't already have those up we're going to need them.
Since Rattati seems to be nowhere near finished tweaking the hulls up I'll save the theorycrafting for later.
Practical application first.
AV
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CCP Rattati
C C P C C P Alliance
15762
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Posted - 2015.01.26 07:22:00 -
[375] - Quote
Breakin Stuff wrote:Rattati would you like me to do number builds for the scrambler lance, plasma mortar, autocannon and arc cannon adapted to 1.10 AV DPS standards that I had in my chrome build spreadsheet? It's an easy conversion. Go ahead, but be warned that is a phase 2 or even 3 addition to HAV's. Hulls, modules and existing Weapons need to come first and be balanced.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
15762
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Posted - 2015.01.26 07:30:00 -
[376] - Quote
Breakin Stuff wrote:Tesfa Alem wrote:Breakin Stuff wrote: I need the rate of fire stats actually, but this will help
All flaylocks 125 ROF There is only one breach, it has 54.55 ROF. All NK: 66.67 ROF Thanks to you guys who found this. I appreciate the help. I can finish now. Would you all like me to hit turrets next? If rattati doesn't already have those up we're going to need them. Since Rattati seems to be nowhere near finished tweaking the hulls up I'll save the theorycrafting for later. Practical application first.
I need input on "completely balancing Turrets". I will add a new thread: Large Turrets
Hulls are actively being designed as well as skills for them.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Internal Error. Negative-Feedback
6756
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Posted - 2015.01.26 08:36:00 -
[377] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Rattati would you like me to do number builds for the scrambler lance, plasma mortar, autocannon and arc cannon adapted to 1.10 AV DPS standards that I had in my chrome build spreadsheet? It's an easy conversion. Go ahead, but be warned that is a phase 2 or even 3 addition to HAV's. Hulls, modules and existing Weapons need to come first and be balanced. I assumed there'd be no serious push to add them till the hulls are done, and the AV we already have adjusted to compensate.
What I'll be doing for them is balancing them along racial lines in accordance with 1.10 balance in mind.
I figure once I have the baseline stats dialed in I can easily tweak them once we get around to deciding where the PLC, swarms and Forge need to be.
And I figure that comes after the turrets get settled.
My plan is to do with turrets what I am doing with the current AV to show where they are at now. Once you complete the hulls I'll give input on the turrets. Once that's settled I'll push the handhelds unless you have a different priority set.
AV
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Breakin Stuff
Internal Error. Negative-Feedback
6756
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Posted - 2015.01.26 08:44:00 -
[378] - Quote
Also I have a baseline setup for turrets in mind Rattati. Will post the spreadsheet for them when I convert the numbers to your tables.
I also would like to help build the missing racial turrets.
What phase is the introduction of minmatar ans amarr vehicle priority?
AV
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H0riz0n Unlimit
Dead Man's Game
366
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Posted - 2015.01.26 09:57:00 -
[379] - Quote
Doc when there is lack of tankers this is what happen..sad story but true story
The KTM DuKe lives here, send a message after the "beep".One of the few vehiculist remained in dust 514
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Lazer Fo Cused
Shining Flame Amarr Empire
637
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Posted - 2015.01.26 11:25:00 -
[380] - Quote
1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
2. Doc is right about opening a subject to everyone because as we have seen non pilots are trying to talk about something they do not know
3. AV/infantry now want all light weapons to do damage to vehicles - Really in todays terms that is like asking for an AK-47 to damage and destroy a Challenger tank - No to mention that if all weapons do damage then the DS and especially the LAV are then even weaker than before 3a. This is really double standards - My large missile which fires 6ft missiles doesnt even have enough splash let alone damage to kill a scout and they want laser rifles to damage a vehicle 3b. More double standards - My large blaster could kill infantry once upon a time, now it cant even hit a bunny hopping sentinal let alone a vehicle at 50m
4. Flux grenades should be flux grenades and not have a 2nd ability because all shield vehicles would be worse off espc if they lose 1500shield and cant move
5. Webifiers - Make it into a tool of some sorts so you have to hold it into place |
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H0riz0n Unlimit
Dead Man's Game
367
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Posted - 2015.01.26 11:29:00 -
[381] - Quote
Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
2. Doc is right about opening a subject to everyone because as we have seen non pilots are trying to talk about something they do not know
3. AV/infantry now want all light weapons to do damage to vehicles - Really in todays terms that is like asking for an AK-47 to damage and destroy a Challenger tank - No to mention that if all weapons do damage then the DS and especially the LAV are then even weaker than before 3a. This is really double standards - My large missile which fires 6ft missiles doesnt even have enough splash let alone damage to kill a scout and they want laser rifles to damage a vehicle 3b. More double standards - My large blaster could kill infantry once upon a time, now it cant even hit a bunny hopping sentinal let alone a vehicle at 50m
4. Flux grenades should be flux grenades and not have a 2nd ability because all shield vehicles would be worse off espc if they lose 1500shield and cant move
5. Webifiers - Make it into a tool of some sorts so you have to hold it into place Point 3 is not bad, if every weapon deal damage to LAV, it means less murder taxi
The KTM DuKe lives here, send a message after the "beep".One of the few vehiculist remained in dust 514
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Lazer Fo Cused
Shining Flame Amarr Empire
637
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Posted - 2015.01.26 11:44:00 -
[382] - Quote
H0riz0n Unlimit wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
2. Doc is right about opening a subject to everyone because as we have seen non pilots are trying to talk about something they do not know
3. AV/infantry now want all light weapons to do damage to vehicles - Really in todays terms that is like asking for an AK-47 to damage and destroy a Challenger tank - No to mention that if all weapons do damage then the DS and especially the LAV are then even weaker than before 3a. This is really double standards - My large missile which fires 6ft missiles doesnt even have enough splash let alone damage to kill a scout and they want laser rifles to damage a vehicle 3b. More double standards - My large blaster could kill infantry once upon a time, now it cant even hit a bunny hopping sentinal let alone a vehicle at 50m
4. Flux grenades should be flux grenades and not have a 2nd ability because all shield vehicles would be worse off espc if they lose 1500shield and cant move
5. Webifiers - Make it into a tool of some sorts so you have to hold it into place Point 3 is not bad, if every weapon deal damage to LAV, it means less murder taxi
3. For me its bad if i cant do the same with a large turret - Blaster is terrible now, Missile require direct hit even tho its a 6ft missile and Railgun is direct hit
4. LAV - Most are unfitted so i wouldnt mind, i would mind tho if i spent 80k on a LAV fit only for an AR to take it down, its an LAV not a ford focus |
Spkr4theDead
Red Star.
2825
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Posted - 2015.01.26 12:35:00 -
[383] - Quote
I'm going to answer both of your posts, apologies for the wall.
CCP Rattati wrote:Lazer Fo Cused wrote:CCP Rattati wrote:spkr and lazer, I'm not trying to be mean or dispiriting but sadly most of your posting is negative, repetitive and arrogant.
There's far more people doing far worse. I have the experience to back up what I say about vehicles. Also, how about Soraya's behavior towards pilots? That is far, far worse than anything I've ever said on here.
None of which make me trust or work with your feedback.
So because we're voicing our concern, you're not going to use the spreadsheets we made?
And it seems you don't even read my explanations nor reasons. Sorry for singling you out but the rest of the players aren't doing that, consistently at least.
We do read, and we voice our concerns about it. Pilots have suffered many, many nerfs and we're worried about the day vehicles are finally made useless - you want the enforcers easily destroyed by AV, right? So what about another tank? Will it take another tank longer to destroy an enforcer than AV? If so, then that's not balance at all.
An example of useless and hostile commentary: "these fits are terrible".
I look at everything: PG, CPU, what turrets, HP values, slots, and theorycrafted eHP and damage. If the HP is too low, and damage is too low, and there aren't enough slots, then it's a terrible fit.
As I have explained I was trying to make a fit without PG/CPU mods AND have the cheapest small turrets, to demonstrate exactly the plight of HAV fitting.
^^ You can with shield, not armor.
Second, "we don't have PRO tanks".
If you had really tried to understand the concept of the bring back initative, it was to create ADV and PRO hulls, that would be able to fit their hulls closer to how dropsuits progress through std-pro. Again, my fits demonstrate exactly how far from HAV pilots are from being able to do that with current hulls and skills.
I said we don't have PRO hulls right now, which is entirely true. Dunno why you commented about that. A Duvolle on my G-I assault doesn't turn it into a Gk0.
1. Negative - You would be if you had seen your playstyle nerfed into the ground after each update and build with no possible positive outcome or even a glimmer of hope This is exactly right.2. Repetitve - Yea i have to be because people dont listen like when they say the swarm launcher is fine when its consistantly broken Still invisible swarms, still able to lock on when they're behind cover, and/or when I'm behind cover. I've actually watched them weave through obstacles to hit me. They also go around 3 corners to hit me. This is all from a lot of experience.3. Arrogant - Well you dont get be considered one of the best PC tankers if you dont believe in yourself and your abilities in a HAV With 3 said, who would you rather believe: people that rarely or just don't use vehicles, or pilots that have been pilots in PC? I did 5-10 battles every day for a month straight when I joined R*S, and that's not including reups.4. Those fits are terrible - Aswell as being correct it would have also helped your PG/CPU problems if you put back in some core skills and also some missing modules which also help with your PG/CPU problem but instead you are working with one hand tied behind your back and not using all availible options This5. PRO tanks - Currently again your spreadsheet is still working with the 3/2 slot layout - Even old HAVs were 7 slots and Marauders were 8 so until the spreadsheet is updated with increase slots for ADV/PRO tanks they never will be, it will be just tiercide with the same cookie cutter fits but more of an SP sink This too - tanks cannot be better if they don't have more options.6. Honestly - Chrome was best and we are going further away from it, im seeing AV and infantry put forward bad ideas and actively leading the way in ruining my playstyle, the best of the best in vehicle users and pilots are no longer here because they dont trust CCP and that there are better games with more balance and unfortunately are not here to offer anything You weren't here for the days of far more pilots defending themselves and their preferred playstyle. We did the math to show the damage that AV would do, and were told to shut up. I very much appreciate the spreadsheet. The tone of this reply is more or less, however, much of the same, case in point 4 and 5 indicate willful misunderstanding. If you ever get banned it will be for breaking the forum rules, but you don't need to be banned to be ignored. My hope is that you can find a constructive way to post and help vehicle users. We do, which is essentially demanding the PG, CPU, shield and armor skills restored, more slots than are proposed; lots of people have told Breakin many times that your vision for the ultra heavy is a massive amount of armor, but no matter how many times we pointed that out, he had his own vision of what they should be and was actively ignoring it. I'm a pilot. I will not compromise on being a pilot. I want the SP I invest into vehicles to be worth it, and I don't really care about the ISK.I just want everything to be worth it. I spent a lot of time learning the ins and outs of operating vehicles, and have become very, very proficient at using a tank - so much so that I can take out missile and rail tanks with a blaster. I can also take out more than one bad shot at a time, I did that last night at their redline. I refuse to be treated like a second class citizen just because my voice belongs to a minority group of players.[/i]
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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H0riz0n Unlimit
Dead Man's Game
369
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Posted - 2015.01.26 12:36:00 -
[384] - Quote
Who use a LAV for something different from murder taxi or Jlav now?
The KTM DuKe lives here, send a message after the "beep".One of the few vehiculist remained in dust 514
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Lazer Fo Cused
Shining Flame Amarr Empire
640
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Posted - 2015.01.26 12:58:00 -
[385] - Quote
H0riz0n Unlimit wrote:Who use a LAV for something different from murder taxi or Jlav now?
1. The old LLAV if it wasnt for murder taxi ability did have the ability to rep other vehicles/infantry and were good at it, it was an option |
Spkr4theDead
Red Star.
2827
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Posted - 2015.01.26 13:06:00 -
[386] - Quote
H0riz0n Unlimit wrote:Who use a LAV for something different from murder taxi or Jlav now? People used the logi LAVs for remote reps. We obviously don't have those anymore.
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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Tesfa Alem
Death by Disassociation
781
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Posted - 2015.01.26 13:18:00 -
[387] - Quote
Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage.
Redline for Thee, but no Redline for Me.
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Lazer Fo Cused
Shining Flame Amarr Empire
640
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Posted - 2015.01.26 13:31:00 -
[388] - Quote
Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage.
1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics |
Breakin Stuff
Internal Error. Negative-Feedback
6765
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Posted - 2015.01.26 14:21:00 -
[389] - Quote
Lazer Fo Cused wrote:Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage. 1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics How about you not try and berate people for the horrendous crime of not perfectly agreeing with you.
People have opinions.
They usually don't seem to mimic yours. Get over it.
AV
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Tesfa Alem
Death by Disassociation
781
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Posted - 2015.01.26 14:36:00 -
[390] - Quote
Lazer Fo Cused wrote:Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage. 1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics
I could direct you to my post where I discussed calmly where I got my stats from. Where I compared 4 rounds to a full Missile clip. Where I also used the rail stats True Adamance showed me. Where i also explain my views on DHAV. (hint post #370 pg 19) Though I'd like you to quote me on saying rails can fire all shots faster than a missile turret can, seeing as you pulled that one from where the sun don't shine.
But, letting you vent your emotions, its partly a entertaining spectacle, but mostly the main reason why the devs, and pretty much anyone who isn't speaker struggle to take anything you say seriously. Its hurting more than helping. Hell, even by responding to you i am partly responsible for derailing the thread.
We can talk up the entertainment value of your deflating ego somewhere else, but lets leave this thread with constructive commentary, shall we?
Redline for Thee, but no Redline for Me.
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