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Lazer Fo Cused
Shining Flame Amarr Empire
619
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Posted - 2015.01.24 11:28:00 -
[1] - Quote
Breakin Stuff wrote: I'll open the discussion with a few points:
1: Light weapon AV values are all over the map. Swarms are almost 400 DPS ahead of the IAFG and the PLC is one of the lowest applied DPS weapons in DUST.
2: Heavy weaponare hamstrung by poor damage mods which add nothing to TTK in most cases.
3: Standard and breach forge guns are inferior in application to the Assault Forge Gun in almost every possible way and are poor choices for AV.
4: Lacking Racial parity in both turrets and infantry AV is creating poor interactions allowing one weapon or one chassis to always be clearly superior.
5: Heavy missile turret burst DPS negates any utility armor vehicles might otherwise have.
6: The railgun maintains the highest alpha, range and sustained DPS among vehicle turrets.
7: the blaster has the worst range, alpha and sustained DPS of all the heavy turrets. It's dispersion is too wide to be of much utility vs. Infantry. Blasters are the worst choice for a heavy turret in all situations.
I am quite sure there are more issues.
Also where there is a good balance struck we need to look at. While we're fixing what is wrong let's not overlook or lose what is right.
1. Swarms - Broken in many many ways 1a. Locking on through cover - Broken 1b. Firing while not even looking at the target - Broken 1c. Locking onto target then being able to look away and fire - Broken 1d. Missiles travel at 1 speed and that is top speed 1e. Missile tracking is broken - The missiles follow the vehicle where it used to be when it was 1st locked on and if the vehicle has moved the missiles will arrive at the 1st locking point and then move to where the vehicle is now and that includes going around corners and cover 1f. Missiles can go through railings and pipes - Broken 1g. Missiles stop and do a 235deg turn on the spot or in mid air instead of having to turn - Broken 1h. Invisible missiles still happen - Broken 1i. Swarms require 0 skill and aiming ability 1j. AV nades - Remove the seeking mechanism if you cant hit a vehicle then quit the game, timer expires after 5seconds so you cant create minefields
2. FG - Fine mostly - BFG OHK vehicles, IAFG is fastest at applied damage, normal is a bit meh but still useful
3. PLC - Needs a buff
4. Railgun - Applies sustained damage - 4 shots is terrible - Less range than a SL
5. Missiles - High alpha and should stay that way - No splash for a 6ft missile and infantry ignore it, should not happen
6. Blaster - Accuracy nerfed, dispersion is terrible and can miss a LAV at 50m - No use in using it
7. Armor hull is terrible, shield is king
8. 30milSP pilot gets nothing out of 30milSP compared to a 0SP pilot who uses a sica apart from cooldown/activation times
9. Modules are all the same, not even a different in tiers for what it actually does
10. Chrome/Uprising was 100x better even if the swarms and AV nades were even more broken beyond belief |
Lazer Fo Cused
Shining Flame Amarr Empire
619
|
Posted - 2015.01.24 12:39:00 -
[2] - Quote
Breakin Stuff wrote:Let me clarify something:
This thread is DIRECTLY related to Rattati's bring back the HAVs initiative.
It is not a gripe thread.
It is not a general complaint thread.
It is not in relation to anything but the HAV thread.
A statement that "swarms will be difficult to balance around with the HAVs because (insert numbers here) this is what I think might sosolve the problem." Is perfectly applicable.
Generically saying "too much range" or "no skill" Are not helpful.
this is not a gripe at the devs thread.
This is us providing actionable information to aid ratrati and insure that the HAVs will neither be invulnerable to enemy infantry AV and turrets, nor will they be easy meat.
I will not be adding any complaint posts to the OP. Only watch points backed by numbers.
again. This is NOT a gripe thread.
This is an information consolidation thread.
If we can't play nice I'll give my advice without your help.
But I'd much rather see cooperation.
The points will be expanded as the HAV rebalance progresses and new things come to light.
1. Then this thread isnt needed because first and foremost pilots need to have decent vehicles which are worth skilling into and are useful on the battlefield for PC/FW and are fun for pilots to have fights
2. AV needs to go on the backburner until the above is sorted out |
Lazer Fo Cused
Shining Flame Amarr Empire
620
|
Posted - 2015.01.24 13:00:00 -
[3] - Quote
Breakin Stuff wrote:Lazer your input is neither wanted or needed unless you have something useful to add.
Stop trying to push me out of the process. I'm not going anywhere.
1. You always sort out vehicles and there fits first and AV is always left last because vehicles can exist without AV but not the other way around
2. I can say the same thing since you are trying to force AV into a HAV only process where even HAVs are far from finished |
Lazer Fo Cused
Shining Flame Amarr Empire
620
|
Posted - 2015.01.24 13:50:00 -
[4] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:Lazer your input is neither wanted or needed unless you have something useful to add.
Stop trying to push me out of the process. I'm not going anywhere. 1. You always sort out vehicles and there fits first and AV is always left last because vehicles can exist without AV but not the other way around 2. I can say the same thing since you are trying to force AV into a HAV only process where even HAVs are far from finished The point. It has flown over your head. Quit trying to get vehicles buffed and AV gimped. Further this is not solely a thread for infantry AV. Turrets are rather important as well I think. I could be wrong.
1. No i gave you what you wanted in the 1st post, AV feedback
2. The hulls have to be sorted out first along with the modules and any other modules that may come back into play
3. The turrets and AV are in the same boat as in how much damage and hits does it take to kill certain hulls at a base and hulls which are skilled up level 5 with everything in the slots but that is only after the hulls are done
4. You cannot ignore the problems that come with certain AV or turrets
5. If we did it your way and did AV first then we would be balancing hulls and fits around AV which is wrong, AV only exists because infantry needed an option to combat vehicles without needing a vehicle |
Lazer Fo Cused
Shining Flame Amarr Empire
620
|
Posted - 2015.01.24 15:00:00 -
[5] - Quote
Shamarskii Simon wrote:Alright can we stop arguing for the sake of AV balance? Don't make this thread become another waste full of complaints. Please? There will never be balance if we cannot even balance ourselves between reason, emotion, and logic.
This thread is to help balance, if you have a problem make a logical and professional response.
Or you'll always be complaining. No one wants to help a tyrant or a cold hearted person.
1. Balance can only be created when you accept the faults a weapon or turret has, it is not good saying well this is how it works on paper when in game its that broken it really overperforms due to how broken it is
2. You cannot balance the SL when it is so utterly broken, it either gets fixed or deleted and they have tried fixing it many a time and it still does not work
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Lazer Fo Cused
Shining Flame Amarr Empire
620
|
Posted - 2015.01.24 15:03:00 -
[6] - Quote
Breakin Stuff wrote:Lazer grow up and quit trying to derail ythreads.
You saying this thread is useless Isn't useful feedback.
Rattati said to go ahead and pull the AV data together which I am doing.
I really have zero interest in your opinion on the matter.
If you have numbers and real feedback great. If not, I will pretty much ignore your lack of input from here on out.
Your usual tactic of spamming negative feedback until the OP gives up and the thread dies will not work.
1. Not derailing
2. I gave you info on 3rd post
3. I have 0 intrest on you commenting on HAVs in the feedback thread but it doesnt stop you spewing BS
4. You tried spamming my thread with negative feedback so you are just as bad, hypocrite
5. You cannot make numbers for AV or turrets until the hulls have been finished so you know what stats are at a base level and when stuff is level 5 and when the hull is complete with all modules on |
Lazer Fo Cused
Shining Flame Amarr Empire
620
|
Posted - 2015.01.24 15:41:00 -
[7] - Quote
Shamarskii Simon wrote:Breakin Stuff wrote:Shamarskii Simon wrote:The PLC's charge time + reload speed determines the ROF, 0.375 is the charge time at proto ( 0.5 x (1-25%) = 0.375) Check my sig. I have all the PLC numbers loaded. Thanks, reading it as i type Laser you have a point, but forcing your opinion / being negative takes away the meaning. Humanity sees negative before positive (i can do 1000 good, but 1 bad will take it all away), it's up to you how you want people to see your posts. Yknow what i mean?
1. Im a negative person when it comes to vehicles, all i have seen in this game is nerf nerf nerf and more nerfing to vehicles since it began so anything positive i take it with a pince of salt because if they are good infantry will get them nerfed again and the cycle will never be broken and vehicles will never progress from WP pinatas to actual useful assets to have on the field |
Lazer Fo Cused
Shining Flame Amarr Empire
625
|
Posted - 2015.01.24 17:34:00 -
[8] - Quote
Breakin Stuff wrote:Breach is not a viable AV weapon by itself.
Heavy mods weren't rebuffed solely because of the HMG. Rattati mentioned that once.
I should have clarified and said single shot alpha for rails.
The burst DPS of the missile turret is beyond excessive. There's no other weapon that can hit 3000+ DPS.
And I have yet to encounter any situation in my madrugar where a rail hasn't been the superior option to the blaster to date.
Right now the rail is the best all round weapon for heavy turrets.
Finally the dispersion for blasters vs. Infantry is horrendous.
All of my OP assertions are tested in game and crosschecked with numbers.
1. Missile turret is made for high alpha and the SL in uprising could hit 3k per volley from 6missiles
2. If the missile turret did any less then why pick that over the rail?
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Lazer Fo Cused
Shining Flame Amarr Empire
634
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Posted - 2015.01.24 18:04:00 -
[9] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote: 1. Missile turret is made for high alpha and the SL in uprising could hit 3k per volley from 6missiles
2. If the missile turret did any less then why pick that over the rail?
the problem with the missile turret is the high adds vs. armor tanks. You can get close and shotgun an armor tank, a point you have made before and I have experienced firsthand. And the Swarm Launcher from uprising doing 3k a shot ticked me off righteously. It made running a forge gun the idiot option, because easy street was a couple million SP away. Rails being highest single shot Alpha and longest range should have the lowest DPS out of all of the turrets. If Missiles were more between rails and blasters for efficacy we could make a case for the projectiles moving faster so you could hit the targets more accurately further out than a blaster can clip optimally. My problems with heavy turrets are that the Railgun is hands down the most efficient in all situations, and is more likely to kill infantry in blaster optimal than the blaster, and the missile turret can blap any armor tank you can field because 3,000+ DPS not including damage mods, skills or the profile bonus vs. armor. Are there highly skilled blastermobile drivers? Yes, and my hat's off to you. However, until the heavy turrets conform to the standard progression of High alpha = Lower DPS and High DPS meaning lower alpha across the board, HAV vs. HAV fights are going to remain the short, brutal affairs better reserved for those charming times when a scout meets a sentinel.
1. Missiles are explosive as is the SL so it will do damage to armor and poor to shield but due to the number of missiles in the turret it isnt a bad option when engaging shield vehicle due to the amount of damage produced and also that it stops regen - Surpise attack is best for shield 1a. Missiles on there own are 500damage per missile, for full alpha you have to land all missiles to make sure or you run the risk of them either escaping or hitting you
2. FG was mostly ran in PC matches for Uprising due to the ability of covering the objective and sniping infantry, also were used against vehicles when the chance came around to help out any friendly vehicles
3. Rails should be long range but not high alpha - Back in the day you could 2 shot a Sagaris it was that high alpha which leads to twitch shooting and redline rails
4. We had accelerated missile launchers - Due to being missiles you can argue that they should hit to 400m out since the SL can do it, same goes for small missiles too
5. Railgun is best if you are head on or basically closer to the redline - If railgun vehicle is attacked from the side and back then its on borrowed time 5a. The railgun has the accuracy to kill infantry the blaster does not and L missiles need a direct hit on infantry due to 6ft missile causing 0 splash in most cases which is pure BS 5b. The missiles are in a good place, they are an alternative to the railgun but require an alpha strike on an unsuspecting target which requires a good portion if not all the missiles to hit to make sure its gone
6. The railgun can get 4 shots off then overheats but has 300m range terrible tracking 6a. Missiles are 250m but missile travel time 6b. Blaster 50m range but requires to get upclose which is risky and no heat sink to help out |
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