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Thread Statistics | Show CCP posts - 17 post(s) |
Doc DDD
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Posted - 2015.01.27 14:06:00 -
[1] - Quote
Rattati:
Looking at all the numbers, with the proposed changes to the large turrets damage, clip size, splash, reload speed etc, I feel you have a firm grasp of the situation. It was mentioned earlier that large rails overheat on the 4th shot while the spreadsheet I believe says currently 6. I think the current heat build up per shot is closer to the proposed heat build up per shot, the old turrets may have overheated at 6 so those could be an old models Stat.
The vision seems sound and I am still excited to see HAVS getting some love. |
Doc DDD
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Posted - 2015.01.27 22:29:00 -
[2] - Quote
I'm fairly certain the AV infantry community convinced the devs to make the large blaster an AV weapon using fuzzy logic. Apparently the only purpose of calling in an HAV was supposed to be to battle other vehicles and to themselves be hunted by AV infantry. It got to the point that most posts about vehicles were AV infantry in shock that a tank didn't pop with one clip of swarms and demanding someway to freeze an HAV so they can reload a few times.
But to stay on topic, the large blaster seems to blue shield infantry for the first half of a burst and your best bet is to keep aiming for that random headshot. Bunny hoppping heavies with breach forges are near impossible to hit from 20m let alone when they are 100m up on a rooftop. It is sad that it is better for a pilot to jump out of a blaster tank to kill av infantry jumping around thier vehicle. |
Doc DDD
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Posted - 2015.01.28 03:45:00 -
[3] - Quote
I like the idea of the active dispersion mod and active heat mod.
dispersion high slot and heat reduction low slot? |
Doc DDD
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Posted - 2015.01.28 05:07:00 -
[4] - Quote
Godin Thekiller wrote: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 don't think you understand what we're getting at. Simply put, we're saying that how the blaster itself works is not favorable as a Large turret, and we're asking for a restructure of some kind, and the going ideas are shotgun turret or PLC turret, or some variation between the two. True is saying PLC or tri shot shotgun, Pokey is saying he gets why all works, but (I think) wants the shotgun turret. I personally want the shotgun turret to be it due to it working far better by design in CQ, especially on moving targets and while moving (which keeps other HAV's from hitting you, a good thing for a CQC brawler).
The numbers in Rattatis proposal have the large blaster doing double dps, with a smaller clip, about 50% more damage per shot and slightly more heat build up. Controlled bursts are going to be amazing so don't worry about the shotgun model. |
Doc DDD
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Posted - 2015.01.31 20:46:00 -
[5] - Quote
Blasters mess shields up fast. |
Doc DDD
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Posted - 2015.02.02 01:12:00 -
[6] - Quote
I wouldn't mind seeing the large rails have a penalty to the hulls movement speed when charging up, similar to breach forge but not as drastic, would be a huge buff to blasters and Missle at short range and cut back on rail melee tanks or the nitro back and forth back and forth garbage rail tanks.
Depends on the ehp of the hulls though, I have a feeling there is going to be alot of armor repping in the tank update. |
Doc DDD
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Posted - 2015.02.04 09:58:00 -
[7] - Quote
The new proposed damage of the proto turret ( no damage buff ) is disappointing, but if the new heat build up numbers do let you get off 4 shots without over heating I can see it not being much of an issue. The DHAV damage bonus to blasters and missiles is going to make every rail shot count as that dps is going to be quite high. |
Doc DDD
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Posted - 2015.02.06 02:10:00 -
[8] - Quote
Tebu Gan wrote:DeathwindRising wrote:
Missiles are being nerfed while armor is buffed at the same time? This none sense sounds familiar. Should leave turrets alone until AFTER the hull changes
Agreed
How is armor being buffed? I didn't see any posts, it used to need the hardener reduction% buffed, but if shield regen is going to be nerfed then there is no reason to buff armor hardeners. |
Doc DDD
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Posted - 2015.02.06 04:45:00 -
[9] - Quote
Spkr4theDead wrote:Doc DDD wrote:Tebu Gan wrote:DeathwindRising wrote:
Missiles are being nerfed while armor is buffed at the same time? This none sense sounds familiar. Should leave turrets alone until AFTER the hull changes
Agreed How is armor being buffed? I didn't see any posts, it used to need the hardener reduction% buffed, but if shield regen is going to be nerfed then there is no reason to buff armor hardeners. Dunno if you've been tanking recently, but armor is in a really sad place right now. One hardener just doesn't do near enough attenuation. Its only use is on a dropship, where you have a better chance of escaping swarms. There's no reason for shield to be nerfed. Vehicles have been nerfed enough times to last a lifetime. Armor needs to be at the level shields are at, not bringing shields down to the level armor is at. If that were to be the case, then there'd be no reason to use vehicles at all, and the few pilots that are left would either leave, or go 100% infantry, which is what infantry seems to want anyway. Dunno why they can't find a different game to ruin.
Yeah apparently shield regen is getting nerfed thanks to the spreadsheet wizards thinking a 4 second wait isn't long enough to wait before 168 shields start regenerating while armor immediately regen up to 300+ hps. I'm all for buffing armor hardeners to a more respectable level, but they decided to nerf shields instead. |
Doc DDD
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Posted - 2015.02.06 04:56:00 -
[10] - Quote
Spkr4theDead wrote:Devadander wrote:Pokey Dravon wrote:CCP Rattati wrote:what is your feeling on blaster ROF, not DPS, just feeling.
do you generally like the
dum dum dum dum dum (current)
or you prefer
dum...dum...dum...dum more like an APC turret from other fpss
or dum.....dum......dum like a tank from other fpss
;) vote now
I still don't want them to be anywhere close to a rail, there is a sweet spot there, i think
also missiles, i feel the rof is way too high right now I think moving to a lower fire rate for the Blaster is a good step, as I think they perform too much like an Autocannon right now. I am seriously interested in what level your blasters are Pokey. You should ask him the last time he's played. (I checked)
Out of curiosity, when would that have been.
If a tanked out gallente heavy shot a gek assault rifle at a tanked out gallente scout of equal skill with a duvolle assault rifle, on paper the heavy suit would win every time. ON PAPER. So explain why anyone would run anything other than a tanked out heavy suit with a gek. This is the problem with being a spreadsheet wizard that doesn't play the game. Scouts don't fight heavies toe to toe standing still.
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Doc DDD
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Posted - 2015.02.08 17:21:00 -
[11] - Quote
Tebu Gan wrote:Pokey Dravon wrote:Devadander wrote: I prefer leave it alone more than speed up or slow down. It's already luck, even with skill, to kill ANYTHING with a blaster these days (besides a rail installation... and they still don't shoot back btw CCP)
If we slow it down it needs a damage buff, and lower decay. Speed it up would need lower initial dispersion with rapid decay, much like the smalls. Either one the range is not HAV vs HAV competitive. The autocannon we are leaning towards would have better range than a blaster anyway. Yes?
Try running from a rail tank, then a missile tank, then a blaster tank, and you will see what I mean.
TL;DR I didn't accuse you personally. If you included yourself, it was a guilt thing. Nobody is afraid of a blaster tank anymore. Not pilots, not infantry. Slowing RoF won't help that situation unless it gets more damage, more range, and less dispersion.
Well obviously the damage per shot would go up if the fire rate dropped, I wasn't advocating a drop in DPS by any means. Honestly if the weapon is going to be better at dealing with infantry than the other Larges, then it needs to be less dependent on the RNG gods. Lowering dispersion, lowering fire rate, up the damage, and I think it'll perform better in general. Not back to the pinpoint it used to be, but a happy medium. Id honestly prefer a higher DPS, very short range model. I mean yes you're going to have the range disadvantage but the DPS advantage should be staggering. EDIT: Also hardly a guilt thing, but people have been slinging around the "Oh you must not know what you're talking about" bull. I suppose the main difference is that I don't run tanks constantly, I use them situationally when I feel there is a need then I recall it when I'm done. So if there is a tank that needs to be dealt with or a dropship causing issues, I'll call the tank in, kill them, then recall it. In general I use HAVs as AV platforms anyways, so the number of player kills I get with them is pretty low since I typically am ignoring infantry. I've been playing the blaster a bit more of late. It's decent V vs V. With a standard blaster (impossible to do better on my maddie) I tend to hold my own against certain fits, coming out on top many times. Though as a few have mentioned, and now something I've seen for myself, a double hardened gunnlogi will out perform it. There just isn't a possibility to break through that regen. I think addressing that with a blaster would make it perform much better in a close encounter with another tank. Blaster fire should at the very least, PAUSE SHIELD REGEN. I have found I hate more than anything encountering double hardened gunnlogis with a blaster when I KNOW I should hold a large advantage given my turret rotation and bonus damage against shields. I SHOULD hold an advantage, not necessarily translating into a win, but an advantage if these things are used correctly. As it is, blaster fire is stonewalled against that which it should be strong against, shields, double hardened or not.But to offer my suggestion, a decrease to RoF and an increase to damage per shot, should allow it to punch through the shield regen. A lower RoF would also decrease the dispersion build up slightly I assume, making it a little easier with infantry, but a huge difference against larger targets at range. I think the blaster is set at 150M range but in reality you need to be within 50 - 75 meters to cause any noticeable damage to large targets largely due to the horrible dispersion.
If you see a gunlogi hit his hardners he will be paper thin in a little over 20 seconds. Depending on engagement Maddie with nitro will have an easy time.
With fittings being fixed I am guessing an ion blaster would do more shredding, especially with dam mod. |
Doc DDD
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Posted - 2015.02.08 19:23:00 -
[12] - Quote
Pokey Dravon wrote:Well my guess is that this is likely due to the fact that the Gunnlogi is resisting enough damage that your blaster shots are not doing enough per shot to break the recharge threshold. Decreasing the fire rate and upping the damage per shot would work to lessen this effect.
Or don't use a basic blaster fit. |
Doc DDD
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Posted - 2015.02.08 20:26:00 -
[13] - Quote
Godin Thekiller wrote:Doc DDD wrote:Pokey Dravon wrote:Well my guess is that this is likely due to the fact that the Gunnlogi is resisting enough damage that your blaster shots are not doing enough per shot to break the recharge threshold. Decreasing the fire rate and upping the damage per shot would work to lessen this effect. Or don't use a basic blaster fit. These kind of arguments don't even make sense.
Basic blaster doesn't do enough damage to proto hardened shields doesn't mean nerf shields or buff basic blaster, make it so ion cannon will fit on madrugar.
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Doc DDD
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Posted - 2015.02.08 20:29:00 -
[14] - Quote
Harpyja wrote:I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link-First graph: Damage Over Time *This graph simulates damage over time if each turret were to begin shooting at time=0s. The large missile launcher and blaster turret have no charge-up, so they start off with a non-zero damage value, whereas the large railgun starts at time=0.35s. There's a few things I want to point out that I find striking. Even though the large railgun has the least DPS, it manages to maintain the highest damage dealt at any given point. Note that the blaster and railgun are graphed up to one shot before overheat (railgun overheats on the fifth and blaster overheats on the 32nd). Unfortunately there is no cooldown time given so far, meaning that this was the furthest I could plot the graph. However, one thing that you should see is how the large missile launcher compares with the other two. It will deal the least amount of damage but has the longest reload time. I believe it is safe to say that the cooldown times on the large railgun and blaster will be much shorter than the reload time. This means that over any given period of time, the large missile launcher will always have the least amount of accumulated damage dealt. -Second graph: Damage Per Clip Vs Reload Time The large missile turret stands out like a sore thumb in this graph. It deals the least amount of damage per clip, yet suffers from the longest reload time. -Third graph: CPU Vs PG Again, the large missile turret sticks out. It costs more CPU and PG than the large railgun. -My suggestions: I think that it is fair to say that the large missile launcher will not be competitive. It deals the least amount of damage per clip, which also happens to be smaller than the amount of damage the large blaster and railgun deal to overheat, but also has the longest reload time. Something needs to change. I think the best option that would put the large missile launcher into a competitive position is if it actually has the fastest reload time. I am basing this suggestion off of the first two graphs. Having a reload time that is about as long as the cooldown time on the large railgun and blaster means that it will not lag behind in damage application over time. This will put its reload time at around 6 seconds (based off of current cooldown times IIRC), which makes an almost linear fit on the second graph. Another thing that needs to change which I have noticed ever since 1.7, is that the PG cost of the large missile launcher needs to be less than the large railgun. The large missile launcher has the highest CPU cost of all of the turrets, so it is reasonable that it should have the smallest PG cost. Making a linear curve of best fit on the third graph will put its PG cost at about 700.
DHAV gives missiles and blasters at least 25% permanent bonus at level 5, rails will not get bonus.
DHAV will push forward and backwards over and over so only half the rail shots connect due to poor tracking.
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Doc DDD
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Posted - 2015.02.08 20:51:00 -
[15] - Quote
Harpyja wrote:Doc DDD wrote:Harpyja wrote:I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link-First graph: Damage Over Time *This graph simulates damage over time if each turret were to begin shooting at time=0s. The large missile launcher and blaster turret have no charge-up, so they start off with a non-zero damage value, whereas the large railgun starts at time=0.35s. There's a few things I want to point out that I find striking. Even though the large railgun has the least DPS, it manages to maintain the highest damage dealt at any given point. Note that the blaster and railgun are graphed up to one shot before overheat (railgun overheats on the fifth and blaster overheats on the 32nd). Unfortunately there is no cooldown time given so far, meaning that this was the furthest I could plot the graph. However, one thing that you should see is how the large missile launcher compares with the other two. It will deal the least amount of damage but has the longest reload time. I believe it is safe to say that the cooldown times on the large railgun and blaster will be much shorter than the reload time. This means that over any given period of time, the large missile launcher will always have the least amount of accumulated damage dealt. -Second graph: Damage Per Clip Vs Reload Time The large missile turret stands out like a sore thumb in this graph. It deals the least amount of damage per clip, yet suffers from the longest reload time. -Third graph: CPU Vs PG Again, the large missile turret sticks out. It costs more CPU and PG than the large railgun. -My suggestions: I think that it is fair to say that the large missile launcher will not be competitive. It deals the least amount of damage per clip, which also happens to be smaller than the amount of damage the large blaster and railgun deal to overheat, but also has the longest reload time. Something needs to change. I think the best option that would put the large missile launcher into a competitive position is if it actually has the fastest reload time. I am basing this suggestion off of the first two graphs. Having a reload time that is about as long as the cooldown time on the large railgun and blaster means that it will not lag behind in damage application over time. This will put its reload time at around 6 seconds (based off of current cooldown times IIRC), which makes an almost linear fit on the second graph. Another thing that needs to change which I have noticed ever since 1.7, is that the PG cost of the large missile launcher needs to be less than the large railgun. The large missile launcher has the highest CPU cost of all of the turrets, so it is reasonable that it should have the smallest PG cost. Making a linear curve of best fit on the third graph will put its PG cost at about 700. DHAV gives missiles and blasters at least 25% permanent bonus at level 5, rails will not get bonus. DHAV will push forward and backwards over and over so only half the rail shots connect due to poor tracking. So the large missile launcher will only be viable on the Caldari DHAV, and nothing else? You've missed the point I was trying to make. Each turret should be equally viable, independent of which hull you put it on. The DHAV is only there for specialization, not for making a useless turret viable. Look at the turrets themselves, and forget about the hulls for the moment. What if every infantry weapon was only viable on one dropsuit and each dropsuit only affected one weapon? You wouldn't like that, would you?
What, like amar assault's and scrambler? Commandos with sniper rifles, rail rifles ( cal) and swarms ( min), assault rifles and gal assault... Sounds like Dust to me..
If you drive a missile tank, that isn't a DHAV, up to the front of a rail tank and just sit there, then you asked to get popped.
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Doc DDD
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Posted - 2015.02.08 21:00:00 -
[16] - Quote
Basic blaster doesn't do enough damage to proto hardened shields doesn't mean nerf shields or buff basic blaster, make it so ion cannon will fit on madrugar. [/quote]
even a militia weapon should be able to kill a proto target when wielded by a skilled operator.
there's no reality where an STD blaster turret should be unable to break shield regen on ANY HAV.
the perception that this is ok is half the problem with the damn gunnlogi.[/quote]
It is literally double hardened for a maximum of 30 seconds, a skilled operator would get him to trigger hardeners and wait out thertimer from safety ie nitro away, then come back and pop him while he panics heading for the redline.
You are right, a skilled operator should be able to win in militia gear, not stand in front of full proto and tank more damage than full proto and deal more damage than proto. Stop trying to nerf things that are working and concentrate on fixing that which is broken.
He is focusing on the double hardened gunlogi which can tank the damage a basic blaster dishes out for 30 seconds. After which the cooldown is around 40 seconds where the Madrugar will still be repping, and if armor hardeners are ever fixed still hardened .
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Doc DDD
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313
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Posted - 2015.02.08 21:33:00 -
[17] - Quote
Harpyja wrote:Doc DDD wrote:Harpyja wrote:Doc DDD wrote:Harpyja wrote:I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link-First graph: Damage Over Time *This graph simulates damage over time if each turret were to begin shooting at time=0s. The large missile launcher and blaster turret have no charge-up, so they start off with a non-zero damage value, whereas the large railgun starts at time=0.35s. There's a few things I want to point out that I find striking. Even though the large railgun has the least DPS, it manages to maintain the highest damage dealt at any given point. Note that the blaster and railgun are graphed up to one shot before overheat (railgun overheats on the fifth and blaster overheats on the 32nd). Unfortunately there is no cooldown time given so far, meaning that this was the furthest I could plot the graph. However, one thing that you should see is how the large missile launcher compares with the other two. It will deal the least amount of damage but has the longest reload time. I believe it is safe to say that the cooldown times on the large railgun and blaster will be much shorter than the reload time. This means that over any given period of time, the large missile launcher will always have the least amount of accumulated damage dealt. -Second graph: Damage Per Clip Vs Reload Time The large missile turret stands out like a sore thumb in this graph. It deals the least amount of damage per clip, yet suffers from the longest reload time. -Third graph: CPU Vs PG Again, the large missile turret sticks out. It costs more CPU and PG than the large railgun. -My suggestions: I think that it is fair to say that the large missile launcher will not be competitive. It deals the least amount of damage per clip, which also happens to be smaller than the amount of damage the large blaster and railgun deal to overheat, but also has the longest reload time. Something needs to change. I think the best option that would put the large missile launcher into a competitive position is if it actually has the fastest reload time. I am basing this suggestion off of the first two graphs. Having a reload time that is about as long as the cooldown time on the large railgun and blaster means that it will not lag behind in damage application over time. This will put its reload time at around 6 seconds (based off of current cooldown times IIRC), which makes an almost linear fit on the second graph. Another thing that needs to change which I have noticed ever since 1.7, is that the PG cost of the large missile launcher needs to be less than the large railgun. The large missile launcher has the highest CPU cost of all of the turrets, so it is reasonable that it should have the smallest PG cost. Making a linear curve of best fit on the third graph will put its PG cost at about 700. DHAV gives missiles and blasters at least 25% permanent bonus at level 5, rails will not get bonus. DHAV will push forward and backwards over and over so only half the rail shots connect due to poor tracking. So the large missile launcher will only be viable on the Caldari DHAV, and nothing else? You've missed the point I was trying to make. Each turret should be equally viable, independent of which hull you put it on. The DHAV is only there for specialization, not for making a useless turret viable. Look at the turrets themselves, and forget about the hulls for the moment. What if every infantry weapon was only viable on one dropsuit and each dropsuit only affected one weapon? You wouldn't like that, would you? What, like amar assault's and scrambler? Commandos with sniper rifles, rail rifles ( cal) and swarms ( min), assault rifles and gal assault... Sounds like Dust to me.. If you drive a missile tank, that isn't a DHAV, up to the front of a rail tank and just sit there, then you asked to get popped. You still don't get it, do you? It shouldn't take a role bonus just so that a useless weapon is on par with another weapon that requires no bonuses to be useful? Stop trolling around and go find some other game to ruin.
why so mad though lol
if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your missile tank in front of rails and just hold down fire expecting +75 +75 +50.
Try using rails, it seems more your style if you can't manage with 8000 insta damage and unskilled 12 sec reload.
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Doc DDD
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Posted - 2015.02.08 21:45:00 -
[18] - Quote
The-Errorist wrote:Will you guys stop calling standard stuff basic!? Also you guys realize that proto hardeners give the same damage reduction as militia, so stop comparing stuff to specifically proto hardeners.
That downtime though |
Doc DDD
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Posted - 2015.02.08 22:00:00 -
[19] - Quote
Harpyja wrote:Doc DDD wrote:why so mad though lol
if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your missile tank in front of rails and just hold down fire expecting +75 +75 +50.
Try using rails, it seems more your style if you can't manage with 8000 insta damage and unskilled 12 sec reload.
Please, I didn't make the graphs and an attempt at constructive feedback to show that the large missile launcher is not on par with the other turrets only to have you come around and try to make senseless arguments and claims that it's perfectly fine for a weapon to be useless if there's a role bonus that puts it on par with the other weapons.
They are nice graphs
The missile turret does lots of damage before the rail even gets a shot off. Good time for missile tank to take cover or move on to a target 12 seconds away.
I understand what you are trying to say, but we have different opinions with regard to your worries. |
Doc DDD
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Posted - 2015.02.08 22:02:00 -
[20] - Quote
True Adamance wrote:Doc DDD wrote:
why so mad though lol
if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your missile tank in front of rails and just hold down fire expecting +75 +75 +50.
Try using rails, it seems more your style if you can't manage with 8000 insta damage and unskilled 12 sec reload.
Lol at player who suggests a main gun that fires every 1.8 seconds takes skill to use.
where did I say it takes skill to shoot 1.8 times a second, I said that's what he should try and use if he can't figure out how to work his fits in different engagements... ie more point and shoot, less flank and timing and cover.
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