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Author |
Thread Statistics | Show CCP posts - 17 post(s) |
DarthJT5
Random Gunz RISE of LEGION
198
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Posted - 2015.01.26 23:32:00 -
[1] - Quote
I would be happy if the Large Missile launcher fired 3 times slower than it does now, but with greatly increased velocity. Everything else can stay the same, IMO. Thus, you lose insta-gank ability with the 1/3rd DPS but now it's much easier to hit targets out at mid-long range, which is what Missiles are supposed to be used for.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
198
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Posted - 2015.01.27 15:36:00 -
[2] - Quote
I'm pretty sure 2000 DPS blisters are a little overkill... Should be rails at about 700, missiles 900, blasters at 1100ish. 2000 DPS means tanks and infantry get insta-popped
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
198
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Posted - 2015.01.28 03:26:00 -
[3] - Quote
CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
I hugely disagree with Missiles turning into 2 long bursts. What we have now is fine IMO, the dispersion is too high to really use the full auto, so I semi auto it, as do most of the other tankers I know that use missiles. You can trust my advice on this, been around for a while, always been a missile tanker
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
241
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Posted - 2015.02.07 16:18:00 -
[4] - Quote
Very much agree with the post above. With this proposal, Large Missiles will be sh!t. You won't be able to kill any tank besides MLT or Base stat tanks in one mag, then you have the terribad reload time, as well as the fact that the railguns will be getting MORE ammo when they don't ever even need to go to a supply depot now unless they destroy every installation on the map as well as a few vehicles. In general, missiles are going to be needed to hell and I disagree with that very much
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
243
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Posted - 2015.02.07 16:21:00 -
[5] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Your argument over the triple rep madrugar without actually naming it is amusing.
Triple/quad repping an armor tank anywhere near a forge gun is suicide. It's only survivable versus swarms. It was good before 1.8. and it died in a fire like it needed to. Spoken by someone that has never used a vehicle. Spkr. Triple rep Madrugars were literally invulnerable to EVERY form of AV on the field unless people were sending 3-4 Proto swarmers or forgers at you. The only thing that could kill them in a 1v1 was a 100% accurate missile barrage to the weak spot, and even then they could nitro away and get all their health back in 8 seconds. You believe this was balanced?
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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