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Author |
Thread Statistics | Show CCP posts - 17 post(s) |
Harpyja
Legio DXIV
2287
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Posted - 2015.01.26 16:47:00 -
[1] - Quote
Pokey Dravon wrote:You're basically always going to have issues with any turret that has a high fire rate and lots of shots in the magazine, like the Large Blaster, when it comes to Turret vs Infantry balance. As it is now dispersion is pretty high but even 1-2 shot bursts can land shots pretty close to where you want them to go. This is of course an element of luck involved in hitting infantry with a Large Blaster but the fact of the matter is that you can still do it consistently enough to cause issues, and rightfully so as the weapon is supposed to be AV. It is far easier to consistently kill infantry with a Large Blaster than it is a Railgun or Missile turret.
The immediate reaction is "Oh just increase dispersion further" but you quickly get to the point where dispersion is so bad you can't even hit a vehicle properly with enough shots to deal appreciable damage which is part of what makes the Large Blaster so horrible at AV. Dropping the fire rate and upping the damage might help but might also be worse. It means that while less shots are going out, it takes all that much fewer lucky shots to drop an infantry, so it's questionable if that will change much at all. What is also problematic is that "Short Range" for a vehicle is vastly different for an infantry. Meaning that even though the blaster is "Short Range" for a vehicle, it's actual range is seemingly much larger for infantry trying to take cover.
It might be a bit ambitious but I think a general redesign on how a Large Blaster fires would be the best solution. The two best proposals in my opinion are as follows:
Shotgun Blaster: I've always felt the Shotgun really hit the nail on the head of what a blaster is, which is surprise up-close "OH KITTEN!" damage which is basically going to rip anything apart that's close to it. If the Large Blaster could fire like a shotgun, preferably lots of pellets with a low damage per pellet, in full auto mode with a pretty slot refire rate, you could achieve a true Blaster feel. Dispersion is tight enough to reliably hit the majority of your pellets onto a large target at 30-40m but would struggle to do a lot of damage to a small target due to low pellet damage.
I don't know if you guys can retrofit the shotgun fire mode to a turret and playtest it internally, but if you can give it a go and see how it feels.
Plasma Cannon: This also hits that Blaster feel pretty damn well. The "I dunno if I"m going hit you but if I do, it's going to hurt". I believe it was True Adamance that came up with this one, but essentially to fire either a 3 burst of Plasma Cannon shots or a triangle of them. This is fairly self explanatory, but at close range you could easily land all 3 shots on a large target, but hitting a small target would be....well about as hard as consistently doing it with a Infantry PLC. It's kind of a variant of the shotgun, just with very few, but higher damage 'pellets'. Damage per shot should obviously be lower than a PLC.
Again if internal playtesting is possible, I'd love to see how this sort of concept performs. The issue with making the large blaster the best CQC AV turret will make missiles rather worthless. Unless if the large blaster is limited to an incredibly short range like 50 meters, the large railgun will simply be better at AV than missiles beyond the large blaster's optimal.
Compared to large missiles, large railguns have 1) higher accuracy, 2) faster projectile speed, and 3) higher damage per shot. This makes it much easier to hit targets at range and you don't have to land as many shots to deal the necessary damage. Also add in the proposed higher splash radius and damage and it's better suited to killing infantry as well.
The only way I see to keep missiles competitive is to give them slight passive tracking abilities against vehicles. Meaning, each missile will automatically guide itself with limited capabilities to the vehicle closest to where the user is aiming (maybe a slight redesign of the reticle to show this target area where missiles will passively track vehicles). This is to allow the large missile turret to be usable at longer ranges (since currently if you've ever used one you'll know that it's only effective up to about 100 meters) and be able to apply the only thing that makes it good: its alpha DPS.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2287
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Posted - 2015.01.26 16:51:00 -
[2] - Quote
Stefan Stahl wrote:I like the blaster in its form of a vehicle mounted assault rifle. I also like that it is an AI-capable weapon. Again, this ties HAVs into the escalation of a match very nicely.
However, if any turret has AI-capabilities - that means if HAVs are part of the rest of the match - then this AI-capability has to be factored in with the 'utility' of the turret. If one turret is good at AV and also good at AI it's going to be plain more useful than another turret that is only capable of AV. That is how we got to the recent situation where the blaster was exceptional against infantry but fell short against vehicles. These days it's bad against both AI and AV.
There are three levers here. AI capability, AV capability and fitting requirements. I don't think we have to reduce the problem to "all turrets have equal AI capability of zero, equal AV capability and equal fitting requirements". I'd prefer it the most if the types of turrets (not size) determined their roles:
Blasters: best at AI, worst at AV Missiles: good at both Railguns: best at AV, worst at AI
I think the large blaster fell perfectly in its role before it got the dispersion nerf. It was the best at AI but the worst at AV, and people seemed to forget that you need as much skill to aim it as you do with any other weapon. It never did the aiming for you.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2288
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Posted - 2015.01.27 02:37:00 -
[3] - Quote
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
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2290
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Posted - 2015.01.27 05:58:00 -
[4] - Quote
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. I suppose that the general idea is that the longer the range, the worse the AI capability. It kind of makes sense too, that an AI HAV should be engaging infantry right in the thick of things as opposed to sniping them from afar.
I also see range as being the better option when engaging another vehicle. You can start off by having all of the large turrets have equal AV capabilities within CQC, so as to avoid making the longer ranged weapon always the better one at any given range, and then the only thing that makes a turret "better" at AV is having a higher engagement range. This seems to be an appropriate way to balance out AI and AV capabilities. You don't have to necessarily give up AV damage for AI capabilities, but you give up the range at which you can engage another vehicle.
Otherwise, if all three turrets had equal AI capabilities, then AV power should definitely scale with optimal range.
I personally find the former environment more interesting though. Creates the necessary escalation and skilled pilots can level the playing field if they are fighting an opponent with a better range by trying to engage them within close quarters.
I hope that what I said makes sense as it is currently midnight my time and I'm rather tired.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2291
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Posted - 2015.01.27 18:09:00 -
[5] - Quote
Pokey Dravon wrote:Sir Dukey wrote:What if somebody is firing at you with a ScR from 60m away and all you are wielding is nova knives and a flaylock? Can't fight back can you? This is the same as if a blaster tank is getting shot at by forges from 200-300m away. He can't fight back. Oh lawd. You're cherry picking specific extreme situations to push your point and it's not going to work. Obviously the Blaster will struggle to fight against a long range weapon, because it's a short range weapon. That's not what we're talking about. What I'm talking about is that if Large Blasters are an AP weapon, a tank driver is capable of easily killing any infantry within the range of the Large Blaster. However infantry are completely incapable of retaliating in any shape or form *at any range or situation* unless they are using very specific weapons. You're trying to create a situation where a solo tanker can roll around, Immune to like 95% of all the infantry weapons in the game, but be extremely effective against 100% of the infantry in the game. Just no. Large Turrets are AV. Small Turrets are AP. Ratatti has spoken. Get over it. 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.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2293
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Posted - 2015.01.27 23:29:00 -
[6] - Quote
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.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2293
|
Posted - 2015.01.27 23:37:00 -
[7] - Quote
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?
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2293
|
Posted - 2015.01.28 06:23:00 -
[8] - 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.
Is there any chance of giving large missiles slight passive tracking capabilities against vehicles if the initial aim was close enough? This is simply to allow them to actually fight at medium ranges as they are intended to if the large blaster will take the role of CQC AV, instead of being forced into CQC as they are currently and insta-gibbing about half of the vehicles out there.
I'd like to see the large missile turret to be more of a medium to long range bombardment turret, providing consistent and reliable burst damage while still lacking as long of an optimal range as the railgun.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2296
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Posted - 2015.01.28 23:03:00 -
[9] - Quote
Godin Thekiller wrote: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? Because bigger turret means bigger boom against smaller target.
All kidding aside, it isn't that simple to say that 3 large turrets are better than one plus two smalls. You have to consider many other things other than just pure damage. For one, three HAVs are much more expensive to operate simultaneously as opposed to one HAV and two gunners. Second, three HAVs uses up a larger portion of the team vehicle limit. It is also much easier to maneuver around, engage, and escape with just one HAV as opposed to three. The three HAVs have to stick together to be powerful, and one on its own is weaker than a HAV with two gunners. This now brings me to the point that the small turrets do not have to be AI like the large turret. Two AV small turrets plus the AI large turret should be able to rival a HAV with one AV large turret.
Both methods have advantages, but I see the three simultaneous HAVs much more difficult to coordinate. It proved difficult enough back when Uprising was released to have two HAVs spider tanking each other and move around together as a single unit to keep the reps active.
Also, going back to my comment on using small turrets with the opposite role of your large turret is more advantageous, as it allows your primary focus to be what your large turret is and through teamwork, you can level the playing field against the other role, unless if your opponent is specialized in that role (3 AV turrets > 1 AV large + 2 AI small)
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2297
|
Posted - 2015.01.29 02:09:00 -
[10] - Quote
Pokey Dravon wrote:Heres my general thought process, because I don't think I'm expressing it clearly.
Typically the AV community feels "If an HAV can easily kill me, I should be able to easily kill it. A 1 to 1 ratio." And while I don't completely agree, their though process has some merit to it. That being said I don't particularly like the idea that in 1 AV can easily take out my big fat ass, then 2 will completely wreck me....this doesn't sound very fun.
Instead if you make it so a Solo tanker struggles to kill infantry by himself, then conversely, the solo infantry AV would also struggle to kill the tanker. By make it more of a requirement for tankers to carry a gunner for the small turret, now it takes 2 people to easily kill infantry (Driver and Gunner) and you can more safely say that it takes 2 AVers to easily kill an HAV.
This seems like it would be more enjoyable. Does that make sense? Except that Rattati wants to go in the complete opposite direction with UHAVs and DHAVs...
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2297
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Posted - 2015.01.29 04:32:00 -
[11] - Quote
Pokey Dravon wrote:Harpyja wrote:Pokey Dravon wrote:Heres my general thought process, because I don't think I'm expressing it clearly.
Typically the AV community feels "If an HAV can easily kill me, I should be able to easily kill it. A 1 to 1 ratio." And while I don't completely agree, their though process has some merit to it. That being said I don't particularly like the idea that in 1 AV can easily take out my big fat ass, then 2 will completely wreck me....this doesn't sound very fun.
Instead if you make it so a Solo tanker struggles to kill infantry by himself, then conversely, the solo infantry AV would also struggle to kill the tanker. By make it more of a requirement for tankers to carry a gunner for the small turret, now it takes 2 people to easily kill infantry (Driver and Gunner) and you can more safely say that it takes 2 AVers to easily kill an HAV.
This seems like it would be more enjoyable. Does that make sense? Except that Rattati wants to go in the complete opposite direction with UHAVs and DHAVs... How so? UHAVs get bonuses specifically to small turrets to make them designed to fight infantry. DHAVs don't get small turrets and are designed specifically to NOT fight infantry, and instead focus on AV. This is in line with my statement that multiple people are needed to effectively fight against infantry, and solo players are focused specifically on AV. It pushes the effect to a greater extreme with the bonuses and how the base attributes are set up. UHAVs are slow and cumbersome and more susceptible to enemy vehicles, but are able to dispatch infantry AV quickly with its powerful small turrets. DHAVs are weak and fast, more susceptible to infantry AV with little ways to counter them, but can quickly outflank and outdamage UHAVs with its powerful large turret. Why should an AV focused vehicle be more susceptible to infantry AV than an AI focused vehicle? The UHAV will be a much more considerable threat to infantry, yet it will boast the higher defenses.
I think that the proper tradeoff should be that you give up defense for AI. Your best defense against infantry AV should be your offense. An AV focused vehicle can't fight back against infantry AV as efficiently, so it should rely on its defenses to pull out instead.
I already tried to discuss this in the other thread but it didn't seem like it caught any attention, so I'll just quickly summarize it here:
The DHAV will need an incredible damage bonus to beat the UHAV's defense, otherwise the UHAV will use its better defense to level the playing field against a DHAV. Any combat between DHAVs will result in the very swift annihilation of one them. I fear that DHAVs will be too weak and not fun to use, and UHAVs will be the king of all HAVs.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2297
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Posted - 2015.01.29 06:38:00 -
[12] - Quote
Pokey Dravon wrote:Harpyja wrote: Why should an AV focused vehicle be more susceptible to infantry AV than an AI focused vehicle? The UHAV will be a much more considerable threat to infantry, yet it will boast the higher defenses.
I think that the proper tradeoff should be that you give up defense for AI. Your best defense against infantry AV should be your offense. An AV focused vehicle can't fight back against infantry AV as efficiently, so it should rely on its defenses to pull out instead.
I already tried to discuss this in the other thread but it didn't seem like it caught any attention, so I'll just quickly summarize it here:
The DHAV will need an incredible damage bonus to beat the UHAV's defense, otherwise the UHAV will use its better defense to level the playing field against a DHAV. Any combat between DHAVs will result in the very swift annihilation of one them. I fear that DHAVs will be too weak and not fun to use, and UHAVs will be the king of all HAVs.
I don't see how making an anti infantry HAV....weak to anti infantry....will make it good at anti infantry. It sounds like you're trying to nerf UHAVs in order to make DHAVs viable, rather than just making DHAVs sufficiently strong to counter them. Well I didn't quite say that UHAVs needed be nerfed...
I think all that needs to change is the DHAV's defenses. I just see no reason why it should have a weaker defense than the UHAV. It already lacks two small turrets and a bonus to fighting infantry. I'd imagine a role bonus of 4% damage per level will put the DHAV nicely into its role, while keeping its defense on par with the UHAV.
Now, I want to somehow tie this into the topic of this thread to keep from getting off topic. I find it a bit odd that it would be possible to put a large railgun on a UHAV and a large blaster on a DHAV, assuming your turret assignments on the AI-AV spectrum.
While the DHAV could get its bonus as a damage bonus to its large turret to improve its AV capabilities, UHAVs should get a non-damage bonus to large turrets to make fighting against infantry easier.
For the large blaster turret, I think keeping its current dispersion will keep it more into an AV role on DHAVs (combined with the damage bonus), while the Gallente UHAV gets a dispersion reduction bonus that will allow it to fight better against infantry, fitting the UHAV's role.
And for the large missile launcher, the Caldari UHAV can provide a bonus to splash radius to make it easier to hit infantry. I'm wondering if keeping the current 1.5 meter splash radius will lean it towards the AV role on the DHAV and a 0.5 meter increase to splash radius per level on the Caldari UHAV will lean it more towards fighting infantry.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2302
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Posted - 2015.02.01 15:41:00 -
[13] - Quote
The thing is though that blasters in their current form are better optimized for AI than AV. They were better for AI before infantry cried to get it nerfed (which, I think was stupid because I almost never had problems with blaster HAVs when I was running infantry; large blasters still needed aiming as much as any other weapon).
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2303
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Posted - 2015.02.01 22:27:00 -
[14] - Quote
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.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2306
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Posted - 2015.02.05 17:48:00 -
[15] - Quote
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 My honest opinion on the large blaster: just make it more geared towards fighting infantry compared to the other large turrets.
You might think that lowering its ROF will make it weaker against infantry, but I feel that that won't give you the desired effect. Lowering its ROF means increasing its damage. Now you get a large blaster that can one-shot most infantry while still maintaining a decent ROF (actually, the perfect balance between ROF and direct damage: not too much direct damage like the large railgun where you're dealing too much damage and are losing ROF, but just enough direct damage to one-shot most infantry and boasting a higher ROF). You will forever see balance issues with the current design of the large blaster.
Instead, just give it slightly lower DPS than the rest of the large turrets and remove its dispersion. Now it's a precision weapon which infantry should fear in the hands of a skilled pilot, but its lower DPS will put it at a natural disadvantage against other HAVs with a large missile or railgun.
If you really want a Gallente AV large turret, then all I can say is, you'll have to come up with a new design. Others have already talked about this and have been giving good feedback on. Probably the best one I like is a plasma cannon-like large turret. Low ROF like a railgun, but higher direct damage due to it having a limited effective range and a slower projectile travel time. There's your Gallente AV large turret. Keep the current large blaster as geared more towards anti-infantry.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2312
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Posted - 2015.02.07 16:01:00 -
[16] - Quote
I'm just looking at the proposed large missile turret and it just doesn't feel right. It's being nerfed way too hard.
The large blaster and railgun will simply outperform it in every aspect. The large blaster has about 10% more DPS, does more damage than one full missile clip up to its overheat, and its cooldown I presume is much shorter than the 12 second reload time for the large missile. Plus it has the greatest reliability against infantry of the large turrets.
The large railgun has around 10% less DPS, but deals even more damage than the large blaster until overheat, and again I presume that the large railgun will have a cooldown time that's much shorter than 12 second. Plus, the railgun has greater accuracy and a much faster projectile speed than the large missile.
So where does this put the large missile turret? Absolutely nowhere. It lost its high DPS so it can't maximize damage done against another vehicle before hardeners come online, considering it had the smallest damage per clip it was necessary for it to deal as much damage as quickly as possible. Now it's even worse with a reduced damage per clip and increased reload time. It will take the large missile turret a full 18 seconds to deal the same amount of damage a large blaster does in about 6 seconds to overheat, and 20 seconds to do the same damage a large railgun deals in about 8 seconds to overheat.
I hope I'm not the only one seeing this. Something needs to change about the proposed large missile turret. I see three options. 1) give it a fair amount of more DPS than the large blaster so it can maximize the damage dealt against a vehicle with such a small clip size. 2) increase clip size or damage per missile so that one full clip deals between 8k-10k damage, since the large railgun deals that much damage to overheat but has a quicker reload speed. 3) Decrease reload time significantly, like down to 4 seconds or something, so that it can compete with the other turrets in damage versus time.
Edit: one last thing I forgot to add: max ammo. Giving each large turret the same amount of full clips is not the way to go. Each large turret should have around the same damage per max ammo. I see no reason why the large railgun can deal almost 5 times as much damage without needing a supply depot.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2313
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Posted - 2015.02.07 17:01:00 -
[17] - Quote
Tesfa Alem wrote:Take into consideration the Hull bonuses, Missiles will do 25% more damaga on a Proto Caldari Destroyer HAV. Once you have the destroyer maxed you will have roughly the same damage output as current.
Until then, its hard to envion the future tank meta revolving around shield blaster tanks or shield rail UHAVs.
UHAVs will have a resistace bonus to hybrid weapons, and shields have a natural resistance to missile. With the huge amount of damage being afforded by equiping a large rail turret, only Blaster destroyers have a shot against you. Once of your crew jumps out with Pro swarms, its lights out Gal destroyer.
Your best bet would be a gunlogi with an Ion cannon/rail, or another rail UHAV. But so will the large blaster benefit from a 25% damage bonus. Anyways, there's an entire discussion in the other thread about DHAVs and UHAVs and what needs to change from the current proposal. Turret balance should be independent from hull balance.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2315
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Posted - 2015.02.08 17:34:00 -
[18] - Quote
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.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2316
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Posted - 2015.02.08 20:41:00 -
[19] - Quote
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?
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2316
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Posted - 2015.02.08 20:56:00 -
[20] - Quote
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.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2316
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Posted - 2015.02.08 21:46:00 -
[21] - Quote
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.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2316
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Posted - 2015.02.09 00:00:00 -
[22] - Quote
Doc DDD wrote: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. I shouldn't even be replying to you anymore; you even failed to read the first graph correctly.
Your idea of how a missile HAV is supposed to engage is not how things are supposed to be balanced. It would make more sense if the missile launcher could unleash all 5400 damage in 1-2 seconds, making the missile HAV use a peek-a-boo style of combat. However, it requires a full 4.5 seconds, which is almost the same time it would take to overheat the blaster or railgun. You cannot just launch your volley anymore and hide, because you'll be getting shot at for more damage when you are firing. Then you have a full 12 seconds to reload, whereas the other HAV needs only a few seconds to cooldown and finish you off.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2319
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Posted - 2015.02.09 17:13:00 -
[23] - Quote
Tesfa Alem wrote:Harpya, can you make an extended chart that continues to show damage over longer periods of time? I would like too see how long each turret needs to hit a damage threshold. Lets just say how long will each tank need to empty the entire ammo supply, and chart that damage over time. That way, we can see if several full clip bursts from missiles can out pace blaster damage. And how much blaster/rail damage can be done after each cooldown/reload? A s in Time x axis, damage y axis and the line graph marking the total damage over time until each tank finishes ther ammo supply. I'm afraid that without the cooldown times on the blaster and rail, I've plotted them as far as I could.
"By His light, and His will"- The Scriptures, 12:32
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