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Thread Statistics | Show CCP posts - 17 post(s) |
Godin Thekiller
The Corporate Raiders
2737
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Posted - 2015.01.26 21:39:00 -
[1] - Quote
Since it was completely passed over:
"Blasters and missiles needs fixing. Blasters are not what people see as "Large turrets". They don't even match what blasters are; high DPS in a short range relative to everything else. As I have said numerous times, as have others (Pokey, Thaddeus, and to some extent Breakin and even True) wants blasters to change into a hard hitting shotgun turret, that has the highest DPS (not the lowest, which is what rails should be), but lowest range (it should have one of if not the lowest optimal's, but a spread to where hitting infantry at any decent ranges will be tricky, but hitting vehicles will be somewhat easy). This will make it into the proper large turret that it should be.
As for missiles, they aren't missiles, they are OP rockets. Missiles I do agree need to come in, as I think mostly everyone agrees on. As for what I think they should be, they should be a semi-auto launcher that has a high alpha per missile, similar to the rail, but the differences being it has a higher damage per shot, but slower projectile, but it has either a guiding feature, a passive tracking for each missile, or some sort of similar homing feature. They would also have a slightly larger splash due to having a slower flying projectile.
Rockets needs to be balanced to not out DPS blasters, and pretty much anything else that could come into existence. Rather, they need to be a similar ROF, and a higher splash, along with a better reload and a shotgun-like reloading system (imo, all turrets should have this, hell even some infantry weapons should too), it's damage (both direct and splash) gets reduced."
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Godin Thekiller
The Corporate Raiders
2737
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Posted - 2015.01.26 21:49:00 -
[2] - Quote
Luther Mandrix wrote:CCP Rattati wrote:Dear players, We want to reach a 100% equilibrium between the AV capabilities of Large Turrets, their primary purpose. The AI of Large Turrets should be thought in terms of an Active module, reducing Dispersion. All other factors should be towards making it the Close range brawler weapon of choice. There will not be a Large Fragmented Missile Launcher in Phase 1. Only Small Fragmented, and the current Small Missile Launcher will be converted to an AV weapon. Guidance Principles Missile Launcher Alpha is too extreme Railgun is too good at everything Blaster is not good enough at close There are a few "Best to Worst" guidance examples in my spreadsheet, found here under "Large Turrets" HAV Large TurretsPlease discuss. Any way to put a large blaster on a Incubus? The small blaster is hard to kill anything and its av use not to good. Third person Turrent reticle is not were the first person view is. And I think the first person view is the only one that has a shot at killing anything
**** no.
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Godin Thekiller
The Corporate Raiders
2738
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Posted - 2015.01.27 09:33:00 -
[3] - Quote
Harpyja wrote:CCP Rattati wrote:Harpyja wrote:Alena Ventrallis wrote:As to the blaster, its current form is as anti-infantry, and trying to force it to be AV only makes it more useless than it is. Either dedicate it to AI at the expense of AV, or completely overhaul it for AV duty. But its current iteration cannot be buffed for AV duty without overpowering it against AI, and balancing it against infantry makes it worthless as AV. Because of how large blasters operate (like fully automatic assault rifles), they will always be the most reliable of the large turrets against infantry. Unless there is a complete redesign of the large blaster turret, it should be the worst at AV out of the the large turrets. Otherwise it would break the balance again. Each turret needs to be clearly defined on where it sits on the AI-AV scale. I like how Pokey arranged the turrets: AI <----> AV: small blaster, small missile, small railgun, large blaster, large missile, large railgun And make long range always better? I disagree. Otherwise, if all three turrets had equal AI capabilities, then AV power should definitely scale with optimal range.
As it should be. A big ass turret shouldn't be made to take on tiny ass people, especially when that leads to what we have now, with some HAV's not being as good as others with a blaster by design, which is just silly.
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Godin Thekiller
The Corporate Raiders
2738
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Posted - 2015.01.27 09:35:00 -
[4] - Quote
MINA Longstrike wrote:I think the currently 'proposed' blaster will end up being something that harvests maximum tears from infantry if it functions identically to the variant we have in game.
By changing to to be a shotgun style turret you can make it so its still 'technically' able to shoot infantry, but it isn't ultra-hyper lethal to them as only a few pellets would hit, as opposed to shooting at vehicles where all pellets are likely to hit.
If we were to give it a RPM of 100 (one round every .6s) that's only marginally faster than current shotguns (.7s repeat) and it would allow for 1200 damage (still hitting 2000dps) @ 8 pellets its 150/pellet or @ 10 it's 120/pellet. I'd suggest having spread that's roughly installation sized @ 130m and half that @ 65m.
This should make it still be threatening to infantry but prevent the fun ruining blaster tanks of 1.7 from making a return and it keeps the large turret far more oriented towards av than ai.
I'd shorten up those ranges by a lot. Blasters shouldn't be sitting THAT far back.
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Godin Thekiller
The Corporate Raiders
2739
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Posted - 2015.01.27 21:02:00 -
[5] - Quote
Pokey Dravon wrote:Harpyja wrote: It would be balanced if said AP blaster HAV was rather defenseless against AV HAVs. Just like AV infantry pose a threat to vehicles but are vulnerable to other infantry, the blaster HAV should pose a threat to infantry while being vulnerable to other vehicles. It just a simple mirrored balance.
Well as I've said before I don't have an issue with Large Blasters being the most proficient of the Large Turrets at killing infantry, and the weakest AV turret overall. However small turrets still need to outperform it in terms of AP, and underperfom against it in general in terms of AV.
Being in general the worst large turret for AV is a terrible idea. They should be similarly cumbersome for use against infantry.
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Godin Thekiller
The Corporate Raiders
2739
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Posted - 2015.01.27 21:27:00 -
[6] - Quote
Pokey Dravon wrote:Godin Thekiller wrote:Pokey Dravon wrote:Harpyja wrote: It would be balanced if said AP blaster HAV was rather defenseless against AV HAVs. Just like AV infantry pose a threat to vehicles but are vulnerable to other infantry, the blaster HAV should pose a threat to infantry while being vulnerable to other vehicles. It just a simple mirrored balance.
Well as I've said before I don't have an issue with Large Blasters being the most proficient of the Large Turrets at killing infantry, and the weakest AV turret overall. However small turrets still need to outperform it in terms of AP, and underperfom against it in general in terms of AV. Being in general the worst large turret for AV is a terrible idea. They should be similarly cumbersome for use against infantry. Mostly worst due to its limited range. Up close it should still dominate the other two, but because its small operational range its going to struggle as AV in a lot of cases.
Oh, that's what you mean by worst. Okay.
Well, that's really relative to the geography of the map. Lots of hills and such and lots of cover like the newer maps would be much better for blasters to work in compared to say a rail (but if indirect artys were a thing, I could see where you're coming from).
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Godin Thekiller
The Corporate Raiders
2741
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Posted - 2015.01.28 01:57:00 -
[7] - Quote
Harpyja wrote:Pokey Dravon wrote:Doc DDD wrote: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. Or just have a gunner on the small turret deal with the infantry like they're supposed to? Or have infantry on the ground around you to protect you? In fact the purpose of the UHAV is specifically to hunt down and kill infantry with its small turret bonuses while the large turret helps suppress and defend against larger targets. As a general rule, a vehicle should always struggle to deal with infantry AV if they're running solo. Always. Otherwise you're just encouraging the AV community to push for the "Well if 1 guy in a tank can slaughter infantry easily, 1 AVer should be able to take out the tank by himself" mentality. I'm worried that with the current proposal of UHAVs and DHAVs, DHAVs will be obsolete to UHAVs and UHAVs will get nerfed to become the obsolete ones. UHAV: stronger defense, better anti-infantry capabilities DHAV: weaker defense, better anti-vehicle capabilities But here's the real problem: how much of a stronger defense should the UHAV have over the DHAV? And how much better at AV should the DHAV be? Say that the UHAV has twice as strong of a defense, then the DHAV needs at least a 100% damage boost to its large turret to successfully deal with the UHAV. I just fear that DHAVs will be unnecessarily weak and will be popping all over the place while UHAVs will be stomping around, slaughtering infantry and using their better defense to even the playing field against DHAVs.
Those numbers are ******* ridiculous
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Godin Thekiller
The Corporate Raiders
2741
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Posted - 2015.01.28 02:02:00 -
[8] - Quote
Pokey Dravon wrote:Harpyja wrote:Pokey Dravon wrote:True Adamance wrote: Or consequently and ideally you aim your anti tank gun at an infantryman and atomise his torso.......
Again I maintain that the Large Blaster should be the best large turret to use to kill infantry but it still maintains its primary role of being AV. Small turrets of all types should easily trump the Large Blaster in terms of effectiveness against infantry, but fall short in terms of AV. You have to ask yourself though, will it be alright if skilled pilots use the large blaster to slaughter infantry and at the same time maneuver around to get in close to other HAVs and destroy them as well? Or will infantry start crying foul that blaster HAVs are indestructible and have the large blaster subsequently nerfed? I think "slaughter" is inaccurate to what I'm thinking. More like you can use it against infantry, but you're going to have a hard time doing. At the same time you're far less screwed than say a railgun and trying to deal with infantry at close range. I think you will continue to have issues balancing large blasters properly if the gun maintains its fairly high fire rate type of fire, high bullet damage model. As Mr. Adamance said, we've had the laser-pointer blaster and we've had the "Welp I'll hit him eventually" blaster, as well as iterations in between, none of which have felt like a balanced solution between the two sides of the court. I think we need a fundamental deviation away from this type of weapon altogether, because time has shown that its too problematic to get working properly. I think you can basically take this in one of two directions. 1. Make it fire many many projectiles at once, each with low damage such that the amount of DPS is extremely high if all of the shots land against a large target, but relatively low DPS against a smaller target that only takes a fraction of the shots to the face. It would be easy to hit infantry with this because its a wide area of effect but the damage is fairly low. It would however wreck large targets up close. 2. Make it fire very few projectiles with high bullet damage, but make it difficult to land shots against small targets. This could be be controlled by projectile speed, fire rate, ect. The Plasma Cannon is actually a very good example of an AV weapon that can be used as AP in the right hands, but it's still no easy task. May it be a steady but intermittent steam of accurate shots, or perhaps a burst or cluster of PLC-like shots with each refire, it gives you a weapon that is easy to use against vehicles due to their large hitbox, but also workable against infantry with a skilled direct hit or just bombardment with enough splash damage. Honestly I think I'm warming up to the idea that the Blaster fires PLC-like shots ever 0.5-1.0 seconds in full auto, with a bit wider splash radius than your standard PLC and obviously less direct damage. Bullet drop and everything, but you could put down infantry with this at reasonable ranges. Direct hits would be devastating to infantry, splash enough to make them want to get moving. It requires skill to use against infantry, and isn't so much reliant on luck but more so the ability to predict and track a small moving target.
Try hitting a target with a PLC from say 30m off. Now picture that with a large inaccurate turret. That's why I don't like that idea.
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Godin Thekiller
The Corporate Raiders
2741
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Posted - 2015.01.28 02:03:00 -
[9] - Quote
Sir Dukey wrote:True Adamance wrote:Sir Dukey wrote: What is the point of the Driver?
Driving and Shooting stuff. shooting stuff like what? If we can't shoot infantry why would anyone even spawn a tank.
Which is my point on # 2
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Godin Thekiller
The Corporate Raiders
2742
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Posted - 2015.01.28 04:35:00 -
[10] - Quote
Pokey Dravon wrote:
Not that bad if the refire rate is decent. I mean hitting a large target like an HAV from 30m would be easy as hell, infantry tricky but doable with a handful of shots.
a still one, sure. If it's moving, good luck.
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Godin Thekiller
The Corporate Raiders
2742
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Posted - 2015.01.28 04:48:00 -
[11] - 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 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).
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Godin Thekiller
The Corporate Raiders
2743
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Posted - 2015.01.28 21:45:00 -
[12] - Quote
Doc DDD wrote: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.
That seems to be pushing it. Assuming a average eHP of about 10k eHP, HAV's will be dropping in around 5 seconds, and that is going in the opposite direction of what I believe a solid TTK is.
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Godin Thekiller
The Corporate Raiders
2743
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Posted - 2015.01.28 21:54:00 -
[13] - Quote
Pokey Dravon wrote:Alena Ventrallis wrote: Railgun: If railguns are supposed to be AV only, then they need to be better at it than the other turrets. If blasters are just as good as rails at AV with AI capability besides, then what's the point of running it?
Because Rails have 300m range and Blasters have like....30-40m? The same principle applies to infantry weapons, where the Plasma Rifle has better DPS than the Rail Rifle. The Railgun will be better AV in far more situations than a Blaster will, so overall its a better choice. EDIT: Also agree. Missiles with falloff doesn't make sense, they should do full damage up to their point of self detonation. I'd also love to see them be more effective at longer ranges so the DPS can be brought down to more reasonable levels.
If you think about the fact that fuel is added into missile strength calculations irl depending on the type, it really does make sense, but depending on how smart our warheads are, and how strong the fuel is would decide that.
We could go with man ways to go about it: Stronger fuel and weaker warhead, which has a stronger close range and a high travel speed, but ****** at range (accelerated rockets?), vice versa for slower but less of a dropoff, maybe weaker (normal), etc.
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Godin Thekiller
The Corporate Raiders
2743
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Posted - 2015.01.28 21:56:00 -
[14] - Quote
Pokey Dravon wrote:Tebu Gan wrote:Why do you not split the turrets, large that is, into 2 types? One with AV functionality and one with AI functionality. This has always perplexed me. Why is this not a viable strategy to balancing tanks. It would seem to me that it would give tanks a place among themselves to be on the battlefield. AI tank pinning you down, pull out the AV turret, or the AV infantry. My question to you is, why would anyone ever have small turrets? Under your model it would make sense that Large AP turrets would be innately better than Small AP turrets, right?. Would it not make more sense to just run 3 solo tanks together, rather than put the 3 pilots in the same tank at that point, since 3 Large AP Turrets > 1 Large + 2 Small AP turrets?
This, and why would there be a big ass turret for a small ass target?
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Godin Thekiller
The Corporate Raiders
2750
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Posted - 2015.01.29 08:14:00 -
[15] - Quote
Alena Ventrallis wrote:Godin Thekiller wrote:Pokey Dravon wrote:Alena Ventrallis wrote: Railgun: If railguns are supposed to be AV only, then they need to be better at it than the other turrets. If blasters are just as good as rails at AV with AI capability besides, then what's the point of running it?
Because Rails have 300m range and Blasters have like....30-40m? The same principle applies to infantry weapons, where the Plasma Rifle has better DPS than the Rail Rifle. The Railgun will be better AV in far more situations than a Blaster will, so overall its a better choice. EDIT: Also agree. Missiles with falloff doesn't make sense, they should do full damage up to their point of self detonation. I'd also love to see them be more effective at longer ranges so the DPS can be brought down to more reasonable levels. If you think about the fact that fuel is added into missile strength calculations irl depending on the type, it really does make sense, but depending on how smart our warheads are, and how strong the fuel is would decide that. We could go with man ways to go about it: Stronger fuel and weaker warhead, which has a stronger close range and a high travel speed, but ****** at range (accelerated rockets?), vice versa for slower but less of a dropoff, maybe weaker (normal), etc. That makes no sense. Fuel has nothing to do with the payload of a missile (ie: the part that goes boom) I could MAYBE understand the missiles slowing down as the run out of fuel, but reduced damage? Unless some complete moron decided to use the payload as fuel (HAHAHAHAHAHAHA) Then missile damage should be consistent at 0m and at max range.
You misunderstand. Remaining fuel would add to the damage that the rocket or missile can do, but once burned, it would lower the amount. That is a real thing. Put it like this: If I throw a rocket full of fuel with a tiny warhead, but it burns most of it's fuel trying to get to you, and then the opposite, but it burns all of its fuel trying to get to you, which will hurt more? Well, how powerful is the fuel, and how powerful is the warhead? Did the rocket pierce the target? etc.
I honestly don't care, I'm just saying that it does make sense to do it like that. Hell, you could say that the fuel is so weak that it doesn't make a difference between burning half of it off or all of it off.
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Godin Thekiller
The Corporate Raiders
2750
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Posted - 2015.01.29 08:36:00 -
[16] - Quote
BLUB
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Godin Thekiller
The Corporate Raiders
2753
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Posted - 2015.01.29 21:19:00 -
[17] - Quote
Breakin Stuff wrote:Allow me to put the missile falloff thing to bed Now.
Since someone is bringing a real life thing in I will explain why your logic is failing fuel adding to payload only happens when firing said missiles at lightly armored targets. It is most useful for spreading "soft" munitions like napalm and shrapnel.
Armor penetration and anti-ship missiles utilize a shaped charge warhead with a two stage detonation.
The first stage breaches the armor on the hull and the secondary charge pushes through to detonate inside the target, causing overpressure and heat to liquefy and incinerate crew and eject tgeir reremains through the hole which is rarely larger than a man's fist. Because the fuel is behind the twin detonations it usually is destroyed and ejected outward to cause secondary damage outside. This is a drop in the bucket because the tank is already dead and antiship missiles can blow a cruiser in half with the charge alone.
Fuel has very little overall effect except in the case of fighter craft which are so fragile that a dime tossed into the intake can make the turbines explode. Missiles used to kill modern aircraft rairly strike directly, depending on the nearby airburst to tear tge bird apart with shrapnel and concussive force. THAT is where the fuel payload matters.
I assumed that they weren't some sort of shaped charge due to how the explosion was shaped, could be wrong.
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Godin Thekiller
The Corporate Raiders
2760
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Posted - 2015.01.30 22:18:00 -
[18] - Quote
Breakin Stuff wrote:The-Errorist wrote:Breakin Stuff wrote:none of the heavy turrets should be higher than 1000 DPS before skills and mods. Not even a large missile turret? the large missile turret burst DPS is BEYOND excessive.
i would say that blasters and missiles are swapping places in this, and that kind of TTK isn't what we're asking for. We want it to go up, not down.
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Godin Thekiller
The Corporate Raiders
2760
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Posted - 2015.01.30 23:30:00 -
[19] - Quote
Breakin Stuff wrote:Godin Thekiller wrote:Breakin Stuff wrote:The-Errorist wrote:Breakin Stuff wrote:none of the heavy turrets should be higher than 1000 DPS before skills and mods. Not even a large missile turret? the large missile turret burst DPS is BEYOND excessive. i would say that blasters and missiles are swapping places in this, and that kind of TTK isn't what we're asking for. We want it to go up, not down. Blaster DPS in my chart is actually lower than current slightly Godin.
I was referring to current proposed numbers.
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 04:06:00 -
[20] - Quote
Tebu Gan wrote:THUNDERGROOVE wrote:Doc DDD wrote:Blasters mess shields up fast. Unless they get two hardeners on before you get the first shot. The only chance you have is that a blue hits them with something to break their regen. Interesting, I never found the double hardeners nearly as effective as stacking HP with a single hardener. At max with double hardeners you get 30 seconds, leaving you very vulnerable afterwards. I thought though that double stacking hardeners didn't make you invulnerable to blaster fire. Thought this was fixed quite a while ago. Double hardeners used to be a big thing, and last I tried which was after changes to the rail and such, it wasn't nearly as strong as it used to be. Even against blaster fire. Been a while since I messed with it though.
And a rail or missile can't break a Maddy in 30 seconds?
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 14:39:00 -
[21] - Quote
Breakin Stuff wrote:Godin Thekiller wrote:Tebu Gan wrote:THUNDERGROOVE wrote:Doc DDD wrote:Blasters mess shields up fast. Unless they get two hardeners on before you get the first shot. The only chance you have is that a blue hits them with something to break their regen. Interesting, I never found the double hardeners nearly as effective as stacking HP with a single hardener. At max with double hardeners you get 30 seconds, leaving you very vulnerable afterwards. I thought though that double stacking hardeners didn't make you invulnerable to blaster fire. Thought this was fixed quite a while ago. Double hardeners used to be a big thing, and last I tried which was after changes to the rail and such, it wasn't nearly as strong as it used to be. Even against blaster fire. Been a while since I messed with it though. And a rail or missile can't break a Maddy in 30 seconds? closer to 3
My point.
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 21:05:00 -
[22] - Quote
Tebu Gan wrote: Point is, I see the blaster for what it is (Decent AI support with Good AV capabilities), understand it's advantages and disadvantages and use all of this to succeed with it. Though when it comes to tank vs tank, rails are and forever will be better, as it's a mostly dedicated AV weapon, unlike the blaster.
I'm just going to skip the above **** as it's unnecessary **** that makes no sense. First off, I can say that most people here has said several times that Large turrets shouldn't be MADE to be AI as it's primary function, and rather Anti big ****. Blasters are currently the opposite, which is why people wants it to be changed.
Futhermore, you say that YOU think that blasters are good at AV, yet both the opinions of several people here as well as the math behind these changes says otherwise. You're quite literally using the argument of "I think it's fine, therefore it shouldn't change" when several others says otherwise. You might have a argument if say everyone who said otherwise didn't even pilot or know the ins and outs of piloting, but no, most here is either a pilot as a main, or has a pilot alt.
Lastly, saying that "Rails will be forever be better AV than blasters" is silly. Why should they? I don't think you get the point of this thread.
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 23:00:00 -
[23] - Quote
Harpyja wrote:Godin Thekiller wrote:Tebu Gan wrote: Point is, I see the blaster for what it is (Decent AI support with Good AV capabilities), understand it's advantages and disadvantages and use all of this to succeed with it. Though when it comes to tank vs tank, rails are and forever will be better, as it's a mostly dedicated AV weapon, unlike the blaster.
I'm just going to skip the above **** as it's unnecessary **** that makes no sense. First off, I can say that most people here has said several times that Large turrets shouldn't be MADE to be AI as it's primary function, and rather Anti big ****. Blasters are currently the opposite, which is why people wants it to be changed. Futhermore, you say that YOU think that blasters are good at AV, yet both the opinions of several people here as well as the math behind these changes says otherwise. You're quite literally using the argument of "I think it's fine, therefore it shouldn't change" when several others says otherwise. You might have a argument if say everyone who said otherwise didn't even pilot or know the ins and outs of piloting, but no, most here is either a pilot as a main, or has a pilot alt. Lastly, saying that "Rails will be forever be better AV than blasters" is silly. Why should they? I don't think you get the point of this thread. I personally think that in general, large blasters should have better AI capabilities than the other large turrets and lesser AV capabilities than the other large turrets. It could be done by relative damage output, by relative optimal engagement ranges, etc. As long as it can fit itself on the AI-AV spectrum as Pokey has mentioned a while back: (In order of increasing/decreasing AV/AI): small blaster, missile, railgun, large blaster, missile, railgun. There needs to be an escalation in order to bring out missile and railgun HAVs, and I see the large blaster as the first step in the escalation. A HAV fitted primarily for AI will pose a big threat to enemy infantry (at the expense of being susceptible to enemy vehicles), and this will cause the enemy team to start fielding AV oriented HAVs. I see it no different from an infantryman with a rifle being susceptible to enemy vehicles, or an AV infantryman being susceptible to enemy infantry. In short, there needs to be a way for vehicles to pose a direct threat to infantry. Without that, they have no purpose beyond transport and WP for the enemy. I see pilots as removing themselves from the position to capture objectives, but should instead help their fellow infantry to capture objectives by putting pressure on the enemy infantry. Then you get other pilots removing themselves from the infantry battle in order to engage the enemy vehicle that's putting pressure on infantry.
Pokey's reasoning of saying that blasters was the worst large turret for AV is because they would have the shortest range of any HAV. That does not make them the worst turret however. On a large open map with no cover in sight, sure. But in a map with lots of cover, they would preform MUCH better than say a rail.
Why should I forced to use a Rail if I want to be AV? Why can't I be short range AV? Hell, why can't all Large turrets be equal in strength in their own territories? Why should I use a big ass turret for a tiny target?
You need to take these questions into account. Otherwise, it will make little sense.
EDIT: Also, why should HAV's be based around killing Infantry, or killing other HAV's? What is the point of that?
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 23:26:00 -
[24] - Quote
Tebu Gan wrote:Godin Thekiller wrote:Tebu Gan wrote: Point is, I see the blaster for what it is (Decent AI support with Good AV capabilities), understand it's advantages and disadvantages and use all of this to succeed with it. Though when it comes to tank vs tank, rails are and forever will be better, as it's a mostly dedicated AV weapon, unlike the blaster.
I'm just going to skip the above **** as it's unnecessary **** that makes no sense. First off, I can say that most people here has said several times that Large turrets shouldn't be MADE to be AI as it's primary function, and rather Anti big ****. Blasters are currently the opposite, which is why people wants it to be changed. Futhermore, you say that YOU think that blasters are good at AV, yet both the opinions of several people here as well as the math behind these changes says otherwise. You're quite literally using the argument of "I think it's fine, therefore it shouldn't change" when several others says otherwise. You might have a argument if say everyone who said otherwise didn't even pilot or know the ins and outs of piloting, but no, most here is either a pilot as a main, or has a pilot alt. Lastly, saying that "Rails will be forever be better AV than blasters" is silly. Why should they? I don't think you get the point of this thread. Because rails, which outrange everything else, will always be a superior option to something that needs to be within 75 meters to cause any significant damage. There are so many more options when your engagement zone is within 300 meters over 75 (greater than that yes but dispersion plays a large role in preventing this). I never said blasters are good at AV (or as you say "I think it's fine"). Not good in the way you mean. Considering their dual purposes of being AI and AV, they shouldn't be good at one or the other as people think they should be. And the way I understand it, rattati was talking about giving the large blaster AI capabilities, through the active module. In which case they shouldn't even be considered to be greater than a dedicated AV large turret like the rail. Get my drift? Look, I know I'm going to get a lot of flak for going against the conventional train of thought. I have my own thoughts that clearly don't mesh with the mainstream going around. I say the large blaster should be made AI, with limited AV capabilities, or AV with limited AI capabilities. But in the latter, they will still always falter to a rail. Range is a huge determining factor and very easy to use to your advantage against something that can't even shoot back. Most often, even when blasters were king, the best way to deal with them was always the rail, where a blaster would always struggle against a rail that used the greatest advantage range, to their benefit. No matter how strong you make the blaster, a rail with range will always be greater.
1: That is only valid on flat surfaces with no cover AT ALL. That simply doesn't exist. On top of that, Rail alpha will be high, but DPS low, so missing (which is a thing) will hurt it. It's not superior in every circumstance, which is what I've been asking for, including hulls and pretty much everything else in the game.
2: Seeing as it makes little to no ******* sense that a large turret be made to shoot at tiny targets, I reject that. I'm pretty sure many others does as well. Not only does it not make a lick of logical sense, it devalues Gallente's main weapon of choice for a AV platform, it devalues small turrets on said HAV's, and it makes it to where it's harder for anything to counter shield tanked HAV's.
3: It's good that you have your own opinion. That means that you're an independent person at least on a concussions level. That doesn't mean that your opinion is a valid one. Say for example you think feminism is great. I would say that you're an idiot, and egalitarian is the correct way to go.
4: A rail with range on a blaster is only valid if that Rail can keep range on said blaster. As soon as it loses that advantage, game over, which is why it isn't "superior". It should never always falter, the skill of the pilot should determine that.
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 23:33:00 -
[25] - Quote
Tebu Gan wrote:Godin Thekiller wrote: EDIT: Also, why should HAV's be based around killing Infantry, or killing other HAV's? What is the point of that?
What is it that you are saying then? Are you saying the large turret should be focused on killing HAV's solely or AI solely? In any case, having one that does AI gives rise to a purpose for the AV. Else why call a tank in as all they can do is kill other vehicles that doesn't contribute to a win overall in any capacity. Better off running infantry and playing the points. Given gunners can make this possible, it just doesn't seem to pan out the way it should.
I did not imply either, you did. I asked what I asked. Why should a HAV be based around killing infantry, then other HAV's based around killing said HAV's? It would just lead to HAV's killing HAV's just to kill HAV's; there's no point in it.
Infantry HAS a goal: hack everything, and kill whatever tries to take such things. Vehicles in general have nothing of the sort.
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.02 00:02:00 -
[26] - Quote
Tebu Gan wrote:Godin Thekiller wrote:Tebu Gan wrote:Godin Thekiller wrote: EDIT: Also, why should HAV's be based around killing Infantry, or killing other HAV's? What is the point of that?
What is it that you are saying then? Are you saying the large turret should be focused on killing HAV's solely or AI solely? In any case, having one that does AI gives rise to a purpose for the AV. Else why call a tank in as all they can do is kill other vehicles that doesn't contribute to a win overall in any capacity. Better off running infantry and playing the points. Given gunners can make this possible, it just doesn't seem to pan out the way it should. I did not imply either, you did. I asked what I asked. Why should a HAV be based around killing infantry, then other HAV's based around killing said HAV's? It would just lead to HAV's killing HAV's just to kill HAV's; there's no point in it. Infantry HAS a goal: hack everything, and kill whatever tries to take such things. Vehicles in general have nothing of the sort. You are right, Tanks have no goal. But how is making the strictly AV to give them roles? If all they do is kill other tanks, why is there need for them on the field? Might as well have your own tank game mode, as infantry will have no use for you as you aren't adding anything to the battle.
Anti-big "things", and not strictly, more of suppression weapons, making HAV's without adecuate support w/e small turrets and/or infantry have difficult time dealing with AV. YOu know, balance between AV and HAV's.
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.02 01:36:00 -
[27] - Quote
Tebu Gan wrote:Godin Thekiller wrote: 1: That is only valid on flat surfaces with no cover AT ALL. That simply doesn't exist. On top of that, Rail alpha will be high, but DPS low, so missing (which is a thing) will hurt it. It's not superior in every circumstance, which is what I've been asking for, including hulls and pretty much everything else in the game.
2: Seeing as it makes little to no ******* sense that a large turret be made to shoot at tiny targets, I reject that. I'm pretty sure many others does as well. Not only does it not make a lick of logical sense, it devalues Gallente's main weapon of choice for a AV platform, it devalues small turrets on said HAV's, and it makes it to where it's harder for anything to counter shield tanked HAV's.
3: It's good that you have your own opinion. That means that you're an independent person at least on a concussions level. That doesn't mean that your opinion is a valid one. Say for example you think feminism is great. I would say that you're an idiot, and egalitarian is the correct way to go.
4: A rail with range on a blaster is only valid if that Rail can keep range on said blaster. As soon as it loses that advantage, game over, which is why it isn't "superior". It should never always falter, the skill of the pilot should determine that.
1. This isn't true. You can have all the cover in the world, but that also provides a benefit to those on the other end as well. I use cover myself as a railer to overcome blasters, missiles or rails. A blaster with cover doesn't mean an automatic win, far from it. That same cover you use to hide can be used by myself to hide as well. With the advantage of range, I have more options to hit you from, limiting your contribution to the battle. I don't need to outright kill you, but I assure you in time I will. And I'll do it from 300 meters out if I have to but it will be done. If anything though in that time I've kept you occupied and unable to make any meaning contribution to the field. 2. It's a game, it doesn't have to make sense from a reality point of view. (and shouldn't from a balancing perspective) 3. Cool man, can we have a level headed discussion or would you rather bash me because you find me an "idiot" from your perspective. 4. This is EXACTLY the point I illustrated with my ultra long reply. Though I still contend that it's far easier to keep a target at range then it is to get within range when your own is limited in comparison. I can pump the target full of rounds with a rail as it approaches me, where a blaster just has to take it to get in range. You say use cover to get in range of course, but I'm no newb to this tactic and openly expect it and counter for it when I come across a blaster. Moving back, locating its position and reacting accordingly. Ever using my greatest advantage over it. If I have to, I'll pull back into the redline to get it. As I know once I lose that advantage, I will be at a disadvantage or on even ground. To ensure the win, I will have the upper hand. And that's easier to get when I have the superior range.
1: A Blaster can make use of cover much more vs. a rail can. cover won't save ou in a blaster's optimal the vast majority of the time. The opposite is not the case. So yes, it is in fact true. What are you getting at exactly? A rail with a flat surface to target the blaster from will have an advantage by design, and a rail that doesn't have a clear shot due to cover will give the advantage to blasters b design, giving the advantage to blasters. Balancing blasters to be better than rails in short ranges while the rail being better at long ranges in this case logically makes sense? Do you not like things to make sense?
2: Yup, confirmed that you don't like things to make sense. I'm done here then.
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Godin Thekiller
The Corporate Raiders
2767
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Posted - 2015.02.02 21:45:00 -
[28] - Quote
Pokey Dravon wrote:Honestly talking about absolute DPS is pointless if we don't know what the final eHP of vehicles is going to be. What's important is the relative differences between the DPS and function of each turret. They can all be raised or lowered later (once we have more information on vehicle eHP) if they are balanced between one another.
I'm sure we can expect them to be at around 6-10k eHP for a T I HAV, and therefore the turrets shouldn't do more than a thousand DPS per second, otherwise we would have the sort battles that we have now.
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Godin Thekiller
The Corporate Raiders
2846
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Posted - 2015.02.08 00:54:00 -
[29] - Quote
Breakin Stuff wrote:^ Pack it up guys, I think we all just got schooled.
lol
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Godin Thekiller
The Corporate Raiders
2846
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Posted - 2015.02.08 01:35:00 -
[30] - Quote
KalOfTheRathi wrote:Breakin Stuff wrote:^ Pack it up guys, I think we all just got schooled. What? Which lesson was I teaching? I am still interested in Dust. Just wondering what the latest changes are working but the Nerf to large turrets is a concern. Of course I might have logged in bug my DS3 controller just bit the ... dirt. Hardly works well enough to play a DVD and navigating Dust menus was way too much trouble for the little thing (always headed left which exits many selections).
Scarcasm is not your strong suit I see.
There is a thing called a balance pass. This is what that is. Turrets in 1.7 were insta gank things, and those are going away.
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Godin Thekiller
The Corporate Raiders
2847
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Posted - 2015.02.08 17:27:00 -
[31] - Quote
Devadander wrote:Pokey Dravon wrote:Devadander wrote:Most of the people here screaming for blaster changes I never see actually using blasters. Lowering RoF will make them trash.
Speed it up, or leave it alone. I would argue its a matter of, do you want it accurate with a lower fire rate? Or higher fire rate with current dispersion? I think both options have merit. The first requiring you to time your shots so they can hit a smaller moving target, and the latter being rolling the dice to hope the RNG puts the shots where they need to go. Are you trying to criticize me for wanting the turret to be more reliant on skill than luck? Also note that I've never seen you use a blaster either, but I understand that such anecdotal evidence means practically nothing, so I don't make baseless accusations because of it. Sorry if you felt like you were being called out. Must be a chip on your shoulder. I know Godin was one of few tankers on my level back in the old days, but pretty sure he was rail. I've seen spkr in a tank a lot but never blaster, mostly rails, sometimes missiles. I see breakin stuff breakin stuff a lot, but that's on foot lol. (but he also admits he is pure foot action)
I've used all turrets since day 1, mostly blaster.
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Godin Thekiller
The Corporate Raiders
2849
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Posted - 2015.02.08 20:04:00 -
[32] - Quote
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.
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Godin Thekiller
The Corporate Raiders
2856
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Posted - 2015.02.10 02:17:00 -
[33] - Quote
True Adamance wrote:Devadander wrote:Been a long time since GWA man, sorry for hazy memories. I do remember you being a bada$$ though so there's that Blasters have been my thing since I started using Gallente tanks back in 1.3 or whenever it was...... loved em to bits then because I had the ability basically apply my turret to universally good ranges.... having played more game with tanks in them.....the blaster is woefully inappropriate for main tank turret. Chuck it on an MAV hull and boom you have IFV's which would be awesome....... but tanks in Dust...... simply don't act like tanks..... where's the ordinance? the explosive force of the rounds? The ranges?
Artys are what you're looking for. A blaster is not.
Still going for Shotty turret, and current blaster design as medium turrets does sound like a great idea, which is why I asked for it a long time ago.
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Godin Thekiller
The Corporate Raiders
2856
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Posted - 2015.02.10 03:23:00 -
[34] - Quote
True Adamance wrote:Godin Thekiller wrote:True Adamance wrote:Devadander wrote:Been a long time since GWA man, sorry for hazy memories. I do remember you being a bada$$ though so there's that Blasters have been my thing since I started using Gallente tanks back in 1.3 or whenever it was...... loved em to bits then because I had the ability basically apply my turret to universally good ranges.... having played more game with tanks in them.....the blaster is woefully inappropriate for main tank turret. Chuck it on an MAV hull and boom you have IFV's which would be awesome....... but tanks in Dust...... simply don't act like tanks..... where's the ordinance? the explosive force of the rounds? The ranges? Artys are what you're looking for. A blaster is not. Still going for Shotty turret, and current blaster design as medium turrets does sound like a great idea, which is why I asked for it a long time ago. A Blaster COULD be a turret I would use. Shotgun could work if it is implemented correctly. Keep those auto shotguns away from its design and you might have a winner. Thaddeus said burst fire could work as well but you'd need a proper down time between the bursts.
I don't care if it's full auto or semi auto (although burst fire shotty would be weird, I'd have to play with that), as long as it's a shotty, and it has a decent damage application and a good enough spread to apply decent damage to a enemy HAV within like 45m, I would probably like it.
EDIT: You were asking for a turret made to be explosive ordinance type cannon sort of thing. That fits artys to the T as far as I've seen looking at consensus on concepts (either a direct cannon similar to that of modern day tanks, or indirect howitzer similar to that of self propelled guns). A blaster doesn't really, as it's both not long range weapons, as well as not very explosive in nature comparing to that of artys, hell even Rockets or missiles fits you better.
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