|
Author |
Thread Statistics | Show CCP posts - 17 post(s) |
Lazer Fo Cused
Shining Flame Amarr Empire
637
|
Posted - 2015.01.26 11:43:00 -
[1] - Quote
1. Blaster changes mean jack if dispersion is the size of a barn door
2. Railgun - 2000per hit then it says heat is 11.3 so thats 8 shot without overheat? current hulls would be dead and so would proposed - What it needs is either less heat per shot or a heat sink module but 8 is too extreme and overall TTK is too short
3. Missiles alpha damage it what makes it great, if you dont kill the tank then you either run away or risk it and hope you got enough in the clip to finish it off when brawling - If missile has sustained fire like before then there isnt enough damage being caused by the time the next salvo is fired and it gives a change for the target to heal or escape because the missiles are too slow which makes missile useless at any range
|
Lazer Fo Cused
Shining Flame Amarr Empire
641
|
Posted - 2015.01.26 17:47:00 -
[2] - Quote
Breakin Stuff wrote:what happens if you make missiles like a "burst" weapon with fast launch, lower alpha but a wide area saturation and decently fast reload?
This is PURE brainstorming guys.
1. Not enough damage to kill a target since you need multiple bursts assuming each missile hits the target and each break gives the target vehicle time to react with any mods they have and time to move and get into position to counter or just back away completely meaning a chase is on or a brawl
2. Infantry tears if the satuation area is big and splash is in line with a 6ft missile |
Lazer Fo Cused
Shining Flame Amarr Empire
645
|
Posted - 2015.01.27 11:19:00 -
[3] - Quote
Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Also, if you run turrets at 2000 DPS and then use a module to allow you to consistently hit infantry I fail to see how this will not cause issues. It's called being rewarded with +50 for a kill because of proper aim. Only you would think that is a good idea.
1. So you are saying that aiming is bad now and that if you have proper aim and are good you should get punished? |
Lazer Fo Cused
Shining Flame Amarr Empire
645
|
Posted - 2015.01.27 11:20:00 -
[4] - Quote
CCP Rattati wrote:The-Errorist wrote:Breakin Stuff wrote:Madrugars suffer from massive fitting failures. The gunnlogi fitting is very generous and allows solid fits. Even to the point of rendering many turrets and AV options moot. Have you seen the insane proposed PG/CPU stats for the Gallente tanks? They'll be able to fit almost everything. Here's some example fits: (Used Protofits for used PG/CPU with max fitting skills) PRO tank: 3822 PG & 1093 CPU All proto Large Blaster 2 Small Railguns Blaster dmg mods Fuel Injector Armor Hardener 120mm plate Heavy rep Leftover: 960 PG and 213 CPU. ADV tank: 3227 PG & 930 CPU Same as above Leftover: 365 PG and 50 CPU. STD tank: 3070 PG & 901 CPU Same as above Leftover: 208PG and 21 CPU. It's not proposed till it's proposed. Until then it's just numbers on a spreadsheet. The intent is a narrow full protofit of not the most expensive mods with all fitting skills.
1. 5slot layout no matter how good is not proto to me
2. With them extra PG/CPU you can easily put on some extra module slots per level |
Lazer Fo Cused
Shining Flame Amarr Empire
645
|
Posted - 2015.01.27 11:26:00 -
[5] - 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.
1. Long range is only good if you have line of sight or are in a head on battle where flanking cannot be applied or the circle of doom 1a. Most maps have redline which are on hills and that is where you spawn next to a hill, if you moved back the redline then the spawns would be behind the hills and they have to come out to play which means they can be flanked
2. The railgun has the poorest tracking of them all, but like a TD in WW2 most have fixed turret positions and could only move slightly to the left and right so flanking and circling them was useful due to TD having to move the hull to keep tracking 2a. The TD which had turrets were big things and didnt turn fast, also the hull itself was weaker and so was the turret
3. Large blaster - Pre 1.7 no one complained, if its going to be better at killing infantry then make it less AV but dont punish the aiming ability of pilots - It was simple if the dot is orange you got a hit, now its luck |
Lazer Fo Cused
Shining Flame Amarr Empire
670
|
Posted - 2015.01.27 17:33:00 -
[6] - Quote
Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Also, if you run turrets at 2000 DPS and then use a module to allow you to consistently hit infantry I fail to see how this will not cause issues. It's called being rewarded with +50 for a kill because of proper aim. Only you would think that is a good idea. It works for infantry, why shouldn't it work for us? Name a weapon that does 2000 DPS while rewarding people with +50 that isn't a heavy missile turret.
1. FG |
Lazer Fo Cused
Shining Flame Amarr Empire
675
|
Posted - 2015.01.27 18:52:00 -
[7] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote:Breakin Stuff wrote: Name a weapon that does 2000 DPS while rewarding people with +50 that isn't a heavy missile turret.
1. FG Not really sure how a gun that does 1725 damage every 2.25 seconds equates to 2000 DPS.... Time Dilation?
1. It wasnt the question and the answer to the question is correct |
Lazer Fo Cused
Shining Flame Amarr Empire
675
|
Posted - 2015.01.27 18:53:00 -
[8] - Quote
Harpyja wrote: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.
1. Once upon a time it was - It got nerfed |
Lazer Fo Cused
Shining Flame Amarr Empire
678
|
Posted - 2015.01.27 19:13:00 -
[9] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Pokey Dravon wrote:Lazer Fo Cused wrote:Breakin Stuff wrote: Name a weapon that does 2000 DPS while rewarding people with +50 that isn't a heavy missile turret.
1. FG Not really sure how a gun that does 1725 damage every 2.25 seconds equates to 2000 DPS.... Time Dilation? 1. It wasnt the question and the answer to the question is correct Ishukone Assault Forge Gun does... *drumroll please* 303.7974684 sustained DPS before skills. Single magazine DPS is 375. That refire delay attribute that isn't listed anywhere is utterly hilarious. Try again. next time bring math.
1. It wasnt the question
2. The question was and still is this - Name a weapon that does 2000 DPS while rewarding people with +50 that isn't a heavy missile turret 2a. Name a weapon - It didnt have to include maths 2b. The weapon in question had to do over 2000DPS - A FG does a strike in less than 1second 2c. It had to get 50+ for a kill
3. When using BFG i can kill a target and get 50+ - The strike itselft does over 2000 in less than a second - Didnt have to include charge up time because DPS is a useless stats due to most AV weapons and turrets do not do damage every second
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
|
Lazer Fo Cused
Shining Flame Amarr Empire
678
|
Posted - 2015.01.27 19:25:00 -
[10] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote: 1. It wasnt the question
2. The question was and still is this - Name a weapon that does 2000 DPS while rewarding people with +50 that isn't a heavy missile turret 2a. Name a weapon - It didnt have to include maths 2b. The weapon in question had to do over 2000DPS - A FG does a strike in less than 1second 2c. It had to get 50+ for a kill
3. When using BFG i can kill a target and get 50+ - The strike itselft does over 2000 in less than a second - Didnt have to include charge up time because DPS is a useless stats due to most AV weapons and turrets do not do damage every second
We're sorry, the 5 second charge time calls your assertion bullsh*t. That's very slightly more than 400 DPS per shot. Try again. next time bring math. I said Damage Per Second, not "Alpha" Nor "Damage per second as calculated by you trying to obfuscate facts with anecdote again."
1. Does the FG do damage over 5seconds?
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
|
|
Lazer Fo Cused
Shining Flame Amarr Empire
679
|
Posted - 2015.01.27 19:40:00 -
[11] - Quote
Breakin Stuff wrote:The breach forge takes 5 seconds to fire. Quit being disingenuous. .
1. Does it do 400damage every second for 5seconds? Yes or no?
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
|
Lazer Fo Cused
Shining Flame Amarr Empire
679
|
Posted - 2015.01.27 19:47:00 -
[12] - Quote
True Adamance wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:The breach forge takes 5 seconds to fire. Quit being disingenuous. . 1. Does it do 400damage every second for 5seconds? Yes or no? No you ass it does 400 damage per second, as the Forgegun fires and cycles over the duration of 5 seconds, for a total alpha of 2000 damage. What about that do you not understand?
1. I have to say whenever i have used the BFG and looked at a vehicle while charging i cannot say i have done 400 damage to the target vehicle after 1 second of looking at the vehicle because i am charging the FG up and have yet to fire
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
|
Lazer Fo Cused
Shining Flame Amarr Empire
679
|
Posted - 2015.01.27 19:48:00 -
[13] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:The breach forge takes 5 seconds to fire. Quit being disingenuous. . 1. Does it do 400damage every second for 5seconds? Yes or no? Try again, Spkr. No one here is fooled by this slapdash crap, and I'm not stupid enough to get caught by such a FLAGRANT trap question I could expect from a third grader. You're being petulant at this point and it's really getting sad.
1. Does it do 400damage every second for 5seconds? Yes or no?
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
|
|
|
|